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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-01 17:17:09 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-01 17:17:09 +0000 |
commit | 61248161ad0386b46d3f37ed4457366841501036 (patch) | |
tree | 2b7e762eeda38166316d2e7cc8018509831d9475 /src/map/skill.c | |
parent | 22746a0a0a9efe5fc7e84496f5780116c52f2abe (diff) | |
download | hercules-61248161ad0386b46d3f37ed4457366841501036.tar.gz hercules-61248161ad0386b46d3f37ed4457366841501036.tar.bz2 hercules-61248161ad0386b46d3f37ed4457366841501036.tar.xz hercules-61248161ad0386b46d3f37ed4457366841501036.zip |
- Fixed txt-converter compilation.
- Added my_global.h include to login converter
- Removed sd->char_id since we can use sd->status.char_id instead.
- Small speedup in STRECOVERY, and made it not unlock a mob's target.
- Fixed GS_GROUNDDRIFT consuming ammo when it's time expires (so it was consuming 2 grenades instead of one). Also added a "explosion effect" when their time runs out.
- gvg_dungeon mapflag won't set pvp related mapflags anymore, pc_dead will force pvp ranking gain/loss on gvg_dungeon maps now.
- Now when coming out of hiding land-effects will trigger on the character.
- Made the pc_setpos message when being placed on an unwalkable tile tell you which player triggered it.
- Fixed land effects not taking effect inmediately on map-load when the invincible timer is disabled.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9374 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 58 |
1 files changed, 26 insertions, 32 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 662114355..301845066 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1944,7 +1944,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: - if (pc_famerank(sd->char_id,MAPID_TAEKWON)) + if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) { //Extend combo time. sd->skillid_old = skillid; //Set as previous so you can't repeat sd->skilllv_old = skilllv; @@ -4132,9 +4132,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (!dstsd || !( (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || - dstsd->char_id == sd->char_id || - dstsd->char_id == sd->status.partner_id || - dstsd->char_id == sd->status.child + dstsd->status.char_id == sd->status.char_id || + dstsd->status.char_id == sd->status.partner_id || + dstsd->status.char_id == sd->status.child )) { status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8); clif_skill_fail(sd,skillid,0,0); @@ -4306,10 +4306,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } - status_change_end(bl, SC_FREEZE , -1 ); - status_change_end(bl, SC_STONE , -1 ); - status_change_end(bl, SC_SLEEP , -1 ); - status_change_end(bl, SC_STUN , -1 ); + if (tsc && tsc->opt1) { + status_change_end(bl, SC_FREEZE, -1 ); + status_change_end(bl, SC_STONE, -1 ); + status_change_end(bl, SC_SLEEP, -1 ); + status_change_end(bl, SC_STUN, -1 ); + } //Is this equation really right? It looks so... special. if(battle_check_undead(tstatus->race,tstatus->def_ele) ) { @@ -4319,8 +4321,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10); } clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstmd) - mob_unlocktarget(dstmd,tick); break; case WZ_ESTIMATION: @@ -6772,7 +6772,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, group->bl_flag= skill_get_unit_bl_target(skillid); group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex] group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex] - group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo. + //Store if this skill needs to consume ammo. + group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] @@ -8151,7 +8152,7 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t return 0; //Anti-Soul Linker check in case you job-changed with Stances active. if(!sc || sc->data[SC_COMBO].timer == -1) return 0; //Combo needs to be ready - if (pc_famerank(sd->char_id,MAPID_TAEKWON)) + if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) { //Unlimited Combo if (skill == sd->skillid_old) { status_change_end(&sd->bl, SC_COMBO, -1); @@ -8971,7 +8972,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) clif_misceffect(&sd->bl,3); if(item->refine == MAX_REFINE && item->card[0] == CARD0_FORGE && - MakeDWord(item->card[2],item->card[3]) == sd->char_id) + MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) { // Fame point system [DracoRPG] switch(ditem->wlv){ case 1: @@ -10045,8 +10046,13 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){ switch(group->unit_id){ case UNT_BLASTMINE: + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: group->unit_id = UNT_USED_TRAPS; - clif_changetraplook(bl, UNT_USED_TRAPS); + clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE); group->limit=DIFF_TICK(tick+1500,group->tick); unit->limit=DIFF_TICK(tick+1500,group->tick); break; @@ -10072,18 +10078,6 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) skill_delunit(unit, 0); } break; - - case 0xc1: - case 0xc2: - case 0xc3: - case 0xc4: - { - struct block_list *src=map_id2bl(group->src_id); - if (src) - group->tick = tick; - } - break; - default: skill_delunit(unit, 0); } @@ -10617,8 +10611,8 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in if(equip){ tmp_item.card[0]=CARD0_FORGE; tmp_item.card[1]=((sc*5)<<8)+ele; - tmp_item.card[2]=GetWord(sd->char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->char_id,1); + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); } else { //Flag is only used on the end, so it can be used here. [Skotlex] switch (skill_id) { @@ -10641,8 +10635,8 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in if (flag) { tmp_item.card[0]=CARD0_CREATE; tmp_item.card[1]=0; - tmp_item.card[2]=GetWord(sd->char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->char_id,1); + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); } } @@ -10785,8 +10779,8 @@ int skill_arrow_create (struct map_session_data *sd, int nameid) if(battle_config.making_arrow_name_input) { tmp_item.card[0]=CARD0_CREATE; tmp_item.card[1]=0; - tmp_item.card[2]=GetWord(sd->char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->char_id,1); + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); } if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) continue; |