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-rw-r--r--src/map/skill.c127
1 files changed, 22 insertions, 105 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 683a38e7e..1c09354d2 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2732,11 +2732,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
clif_slide(src,bl->x,bl->y);
break;
- case SN_SHARPSHOOTING: /* シャープシューティング */
- // Does it stop if touch an obstacle? it shouldn't shoot trough walls
- map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
+ case SN_SHARPSHOOTING:
+ case NJ_KAMAITACHI:
+ //It won't shoot through walls since on castend there has to be a direct
+ //line of sight between caster and target.
+ map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
+ skill_get_splash(skillid, skilllv),BL_CHAR,
+ BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
break;
case MO_INVESTIGATE: /* 発勁 */
@@ -2824,6 +2826,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case MC_CARTREVOLUTION:
case NPC_SPLASHATTACK:
case AC_SHOWER: //Targetted skill implementation.
+ case NJ_BAKUENRYU:
if(flag&1){
if(bl->id!=skill_area_temp[1]){
skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
@@ -2955,7 +2958,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
- /* 魔法系スキル */
case MG_SOULSTRIKE: /* ソウルストライク */
case NPC_DARKSTRIKE: /*闇ソウルストライク*/
case MG_COLDBOLT: /* コールドボルト */
@@ -2971,6 +2973,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case MG_FROSTDIVER: /* フロストダイバー */
case WZ_SIGHTBLASTER:
case WZ_SIGHTRASHER: /* サイトラッシャー */
+ case NJ_KOUENKA:
+ case NJ_HYOUSENSOU:
+ case NJ_HUUJIN:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -3088,7 +3093,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
@@ -3177,39 +3181,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
case NJ_HUUMA:
if (flag & 1) {
- if (bl->id != skill_area_temp[1])
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY,
skill_area_sub_count);
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
- case NJ_BAKUENRYU:
- if (flag & 1) {
- skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
- } else {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- if (flag & 0xf00000)
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
case NJ_KASUMIKIRI:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
@@ -3218,23 +3202,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
status_change_end(src, SC_HIDING, -1);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
- case NJ_KOUENKA:
- case NJ_HYOUSENSOU:
- case NJ_HUUJIN:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case NJ_KAMAITACHI:
- // Does it stop if touch an obstacle? it shouldn't shoot trough walls
- map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
- break;
- //Not implemented yet [Vicious]
- //case NJ_KASUMIKIRI:
- //case NJ_KIRIKAGE:
case NJ_ISSEN:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
-
if (sc && sc->data[SC_NEN].timer != -1)
status_change_end(src,SC_NEN,-1);
break;
@@ -6123,7 +6092,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
case DC_SERVICEFORYOU:
case GS_DESPERADO:
case NJ_SUITON:
- case NJ_BAKUENRYU:
case NJ_KAENSIN:
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
@@ -6596,35 +6564,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
target = BCT_ALL;
break;
case NJ_SUITON:
- val1 = skilllv*2;
-
- {
- // don't call skill_clear_group(src,1), it deletes also kaensin... and I think it doesn't have to
- // so this is a copy paste of skill_clear_group() function, which only deletes suiton (shoud maybe create a new function)
- struct unit_data *ud = unit_bl2ud(src);
- struct skill_unit_group *group[MAX_SKILLUNITGROUP];
- int i, count=0, tflag=1;
-
- nullpo_retr(0, src);
- if (!ud) break;
-
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- {
- switch (ud->skillunit[i]->skill_id) {
- case NJ_SUITON:
- if (tflag&1)
- group[count++]= ud->skillunit[i];
- break;
- default:
- if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
- group[count++]= ud->skillunit[i];
- break;
- }
-
- }
- for (i=0;i<count;i++)
- skill_delunitgroup(src, group[i]);
- }
+ skill_clear_group(src,1);
break;
case HT_SHOCKWAVE: /* ショックウェーブトラップ */
val1=skilllv*15+10;
@@ -6765,35 +6705,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
if (sd) val1 = sd->status.child;
break;
case NJ_KAENSIN:
- {
- // don't call skill_clear_group(src,1), it deletes also suiton... and I think it doesn't have to
- // so this is a copy paste of skill_clear_group() function, which only deletes kaesin (shoud maybe create a new function)
- struct unit_data *ud = unit_bl2ud(src);
- struct skill_unit_group *group[MAX_SKILLUNITGROUP];
- int i, count=0, tflag=1;
-
- val2 = (skilllv+1)/2 + 4;
-
- nullpo_retr(0, src);
- if (!ud) break;
-
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- {
- switch (ud->skillunit[i]->skill_id) {
- case NJ_KAENSIN:
- if (tflag&1)
- group[count++]= ud->skillunit[i];
- break;
- default:
- if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
- group[count++]= ud->skillunit[i];
- break;
- }
-
- }
- for (i=0;i<count;i++)
- skill_delunitgroup(src, group[i]);
- }
+ skill_clear_group(src, 4); //Delete previous Kaensins
+ val2 = (skilllv+1)/2 + 4;
break;
case GS_GROUNDDRIFT:
@@ -7498,7 +7411,6 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
switch (skill_id)
{
case WZ_QUAGMIRE:
- case NJ_SUITON:
if (bl->type==BL_MOB)
break;
if (sc && sc->data[type].timer != -1)
@@ -7529,6 +7441,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
case SA_VIOLENTGALE:
case CG_HERMODE:
case HW_GRAVITATION:
+ case NJ_SUITON:
if (sc && sc->data[type].timer != -1)
status_change_end(bl, type, -1);
break;
@@ -8385,7 +8298,8 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
case NJ_ISSEN:
if (!sc || sc->data[SC_NEN].timer==-1) {
clif_skill_fail(sd,skill,0,0);
- return 0; }
+ return 0;
+ }
break;
case NJ_ZENYNAGE:
@@ -9281,10 +9195,13 @@ int skill_clear_group (struct block_list *bl, int flag)
case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
case NJ_SUITON:
- case NJ_KAENSIN:
if (flag&1)
group[count++]= ud->skillunit[i];
break;
+ case NJ_KAENSIN:
+ if (flag&4)
+ group[count++]= ud->skillunit[i];
+ break;
default:
if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
group[count++]= ud->skillunit[i];