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-rw-r--r--src/map/skill.c19
-rw-r--r--src/map/status.c26
2 files changed, 27 insertions, 18 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 213d56415..0a08e459e 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1580,17 +1580,16 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
return 0;
- //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (
- (src != dsrc || battle_config.skill_caster_check) &&
- !status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 1)
- )
- return 0;
+ if (src != dsrc) {
+ //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
+ if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
+ return 0;
+ } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
+ //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
+ if (!status_check_skilluse(dsrc, bl, skillid, 2))
+ return 0;
+ }
- //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
- if (flag && skill_get_nk(skillid)&NK_SPLASH
- && !status_check_skilluse(dsrc, bl, skillid, 1))
- return 0;
//uncomment the following to do a check between caster and target. [Skotlex]
//eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
diff --git a/src/map/status.c b/src/map/status.c
index a5595d953..12c832063 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -329,7 +329,10 @@ int status_getrefinebonus(int lv,int type)
/*==========================================
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
- * flag: 1 to indicate this call is done after the casting (target already selected)
+ * flag:
+ * 0 - Trying to use skill on target.
+ * 1 - Cast bar is done.
+ * 2- Skill already pulled off, check is due to ground-based skills or splash-damage ones.
* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
@@ -376,7 +379,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if (src) sc = status_get_sc(src);
- if(sc && sc->opt1 >0 && (!flag || battle_config.sc_castcancel))
+ if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
+ //When sc do not cancel casting, the spell should come out.
return 0;
if(sc && sc->count)
@@ -385,7 +389,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER].timer != -1 && skill_num != KN_AUTOCOUNTER)
|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
- || sc->data[SC_GRAVITATION].timer != -1
+ || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF)
)
return 0;
@@ -402,14 +406,20 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
}
if (skill_num)
{ //Skills blocked through status changes...
- if ((sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
- (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
+ if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
(sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
(sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
- (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
- (sc->data[SC_SILENCE].timer != -1 && !flag) || //Silence only blocks initial casting of skills.
+ sc->data[SC_SILENCE].timer != -1 ||
sc->data[SC_STEELBODY].timer != -1 ||
- sc->data[SC_BERSERK].timer != -1 || sc->data[SC_SKA].timer != -1 ||
+ sc->data[SC_BERSERK].timer != -1 ||
+ sc->data[SC_SKA].timer != -1
+ ))
+ return 0;
+ //Skill blocking.
+ if (
+ (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
+ (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
+ (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
sc->data[SC_NOCHAT].timer != -1
)
return 0;