From 26cdd53ef2d633e6b7d886bb720e645d85d08e43 Mon Sep 17 00:00:00 2001 From: GrumpyLittlePanda Date: Mon, 17 Nov 2014 19:09:05 +0200 Subject: (Bugs 5237 and 7979) - Land Protector now behaves more like on official servers * Land Protector now protects from units being placed on it, no matter if they have splash range or not * Land Protector no longer protects from damage from units not outside Land Protector that splash inside * Meteor Storm no longer shows meteors falling if they would land on Land Protector * Pneuma can no longer be placed next to Land Protector * Safety wall no longer consumes gem if cast on LP. * Also cleaned up the code a bit, so the checks are done where they should be done - Ground skill splash ranges updated to their official values * Lord of Vermilion places units in a 11x11 area with 3x3 splash range each * Storm Gust places units in a 9x9 area with 3x3 splash range each * Heaven's Drive places units in a 5x5 area with no splash range * Venom Dust now has a splash range of 3x3 and is consequently larger than before - Storm Gust's knock-back behavior updated to official * Each of Storm Gust's units will knock back "Away from center" * As units in the south-west are processed first, the knock-back direction will usually be north-east * At the edges the knock-back direction will be "to the outside" * Land Protector and Ganbantein will influence the knock-back behavior strongly, e.g. if Storm Gust has a hole in the middle, it will have a "suck in" effect * Added a config option for those who want the old "random direction" behavior from eAthena --- src/map/unit.c | 8 -------- 1 file changed, 8 deletions(-) (limited to 'src/map/unit.c') diff --git a/src/map/unit.c b/src/map/unit.c index 2ab13b121..c00a0631d 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -1618,14 +1618,6 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui { if( skill->not_ok(skill_id, sd) || !skill->check_condition_castbegin(sd, skill_id, skill_lv) ) return 0; - /** - * "WHY IS IT HEREE": pneuma cannot be canceled past this point, the client displays the animation even, - * if we cancel it from nodamage_id, so it has to be here for it to not display the animation. - **/ - if( skill_id == AL_PNEUMA && map->getcell(src->m, skill_x, skill_y, CELL_CHKLANDPROTECTOR) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } /** * "WHY IS IT HEREE": ice wall cannot be canceled past this point, the client displays the animation even, * if we cancel it from castend_pos, so it has to be here for it to not display the animation. -- cgit v1.2.3-60-g2f50