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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-04-10 16:19:32 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-04-10 16:19:32 +0000
commitf29db4aa23c04c611f353a2ac004dc8c7a57be60 (patch)
treeeb42f7ef2be91800b11481a291c926febefdfce6
parent20115c5b2564762b0e9d7c929c38f34c757aac0f (diff)
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- Modified spirit of Wizard so that the consumption of 'Fragments' when blocking bounced spells will only consume 1 Fragment per skill casted, regardless of how many hits were reflected.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10207 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--src/map/script.c2
-rw-r--r--src/map/skill.c48
3 files changed, 43 insertions, 10 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 06c5a9d88..205161539 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2007/04/11
+ * Modified spirit of Wizard so that the consumption of 'Fragments' when
+ blocking bounced spells will only consume 1 Fragment per skill casted,
+ regardless of how many hits were reflected.
* Modified status_get_sc_def to handle both rate and tick reductions. This
way it can take care of the fact that curse rate/duration reductions are
not reduced by the same stats. Curse duration is now reduced by vit.
diff --git a/src/map/script.c b/src/map/script.c
index a270baa57..8e17495ff 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -8118,7 +8118,7 @@ BUILDIN_FUNC(sc_end)
BUILDIN_FUNC(getscrate)
{
struct block_list *bl;
- int sc_def=0,type,rate;
+ int type,rate;
type=script_getnum(st,2);
rate=script_getnum(st,3);
diff --git a/src/map/skill.c b/src/map/skill.c
index 456281d39..022da6ec7 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1924,12 +1924,28 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (sc && !sc->count)
sc = NULL; //Don't need it.
//Spirit of Wizard blocks bounced back spells.
- if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD
- && !(tsd && (type = pc_search_inventory (tsd, 7321)) < 0))
+ if (sc && sc->data[SC_SPIRIT].timer != -1 &&
+ sc->data[SC_SPIRIT].val2 == SL_WIZARD)
{
- if (tsd) pc_delitem(tsd, type, 1, 0);
- dmg.damage = dmg.damage2 = 0;
- dmg.dmg_lv = ATK_FLEE;
+ //It should only consume once per skill casted. Val3 is the skill
+ //id and val4 is the ID of the damage src, this should account for
+ //ground spells (and single target spells will be completed on
+ //castend_id) [Skotlex]
+ if (tsd && !(
+ sc->data[SC_SPIRIT].val3 == skillid &&
+ sc->data[SC_SPIRIT].val4 == dsrc->id)
+ ) { //Check if you have stone to consume.
+ type = pc_search_inventory (tsd, 7321);
+ if (type >= 0)
+ pc_delitem(tsd, type, 1, 0);
+ } else
+ type = 0;
+ if (type >= 0) {
+ dmg.damage = dmg.damage2 = 0;
+ dmg.dmg_lv = ATK_FLEE;
+ sc->data[SC_SPIRIT].val3 = skillid;
+ sc->data[SC_SPIRIT].val4 = dsrc->id;
+ }
}
}
@@ -2574,8 +2590,14 @@ static int skill_timerskill (int tid, unsigned int tick, int id, int data)
skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
} else {
struct status_change *sc = status_get_sc(src);
- if(sc && sc->data[SC_MAGICPOWER].timer != -1)
- status_change_end(src,SC_MAGICPOWER,-1);
+ if(sc) {
+ if(sc->data[SC_MAGICPOWER].timer != -1)
+ status_change_end(src,SC_MAGICPOWER,-1);
+ if(sc->data[SC_SPIRIT].timer != -1 &&
+ sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
+ sc->data[SC_SPIRIT].val3 == skl->skill_id)
+ sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
+ }
}
break;
default:
@@ -5728,8 +5750,16 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
sc = status_get_sc(src);
- if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
- status_change_end(src,SC_MAGICPOWER,-1);
+ if(sc && sc->count) {
+ if(sc->data[SC_MAGICPOWER].timer != -1 &&
+ ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
+ status_change_end(src,SC_MAGICPOWER,-1);
+ if(sc->data[SC_SPIRIT].timer != -1 &&
+ sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
+ sc->data[SC_SPIRIT].val3 == ud->skillid &&
+ ud->skillid != WZ_WATERBALL)
+ sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
+ }
if (ud->skilltimer == -1) {
if(md) md->skillidx = -1;