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authormalufett <malufett.eat.my.binaries@gmail.com>2013-07-07 11:02:29 -0700
committermalufett <malufett.eat.my.binaries@gmail.com>2013-07-07 11:02:29 -0700
commitcf56f7c9142ae164d4e093807f1e7def3471afbd (patch)
tree4207a2dec5349c47ef844b2f35080cdb0050c3f5 /src/map/skill.c
parent8a127e11bfaf108cc66865dd4b1a379da2416f46 (diff)
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Fixed Bug#6503
-where SR_GENTLETOUCH_REVITALIZE is not working properly. Fixed Bug#6547 & Bug#6141 -SC_BLOODYLUST should now work properly like as official behavior. Fixed Bug#7395 -SO_SPELLFIST should now work properly. Fixed Bug#7477 -removed hidden walkdaley that makes character stop when hit even if SC_ENDURE is active. Fixed Bug#7475 -fixed error message in SA_AUTOSPELL when cancel button is pressed. Fixed Bug#7337 -MG_CHANGECART should now work properly. Fixed Bug#7474 -SC_MAELSTROM should now work properly like as official behavior.
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c93
1 files changed, 49 insertions, 44 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index da35bbbd3..caee534ba 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -5072,7 +5072,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
dstsd = sd;
}
}
- else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC__BLOODYLUST])
+ else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAY_NIGHT_FEVER])
heal = 0; //Needed so that it actually displays 0 when healing.
}
clif->skill_nodamage (src, bl, skill_id, heal, 1);
@@ -5670,8 +5670,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case MC_CHANGECART:
- if( sd )
- sd->state.workinprogress = 3;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
@@ -9571,7 +9569,7 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
sd->sc.data[SC_AUTOCOUNTER] ||
sd->sc.data[SC_STEELBODY] ||
(sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) ||
- sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
+ sd->sc.data[SC_BERSERK] ||
sd->sc.data[SC_BASILICA] ||
sd->sc.data[SC_MARIONETTE_MASTER] ||
sd->sc.data[SC_WHITEIMPRISON] ||
@@ -9859,6 +9857,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case SC_DIMENSIONDOOR:
case SC_CHAOSPANIC:
case SC_MAELSTROM:
+ case SC_BLOODYLUST:
case WM_REVERBERATION:
case WM_SEVERE_RAINSTORM:
case WM_POEMOFNETHERWORLD:
@@ -10348,11 +10347,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv)));
break;
- case SC_BLOODYLUST: //set in another group so instance will move if recasted
- flag |= 33;
- skill->unitsetting(src, skill_id, skill_lv, x, y, 0);
- break;
-
case KO_MAKIBISHI:
for( i = 0; i < (skill_lv+2); i++ ) {
x = src->x - 1 + rnd()%3;
@@ -10829,9 +10823,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
case SO_VACUUM_EXTREME:
range++;
break;
- case SC_BLOODYLUST:
- skill->clear_group(src, 32);
- break;
case GN_WALLOFTHORN:
if( flag&1 )
limit = 3000;
@@ -10959,6 +10950,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
val2 |= UF_RANGEDSINGLEUNIT; // center.
+ if( sd && iMap->getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
+ iMap->foreachincell(skill->maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
+
if( range <= 0 )
iMap->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
if( !alive )
@@ -11019,7 +11013,8 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
if( skill->get_type(sg->skill_id) == BF_MAGIC && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
return 0; //AoE skills are ineffective. [Skotlex]
-
+ if( iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
+ return 0;
sc = iStatus->get_sc(bl);
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
@@ -11053,28 +11048,18 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
break;
-
+
+ case UNT_BLOODYLUST:
+ if (sg->src_id == bl->id)
+ break; //Does not affect the caster.
+ if( !sce && sc_start4(bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
+ sc_start(bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit);
+ break;
case UNT_PNEUMA:
case UNT_CHAOSPANIC:
- case UNT_MAELSTROM:
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
break;
- case UNT_BLOODYLUST:
- if (sg->src_id == bl->id)
- break; //Does not affect the caster.
- if (!sce) {
- TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
- if (sd && sd->bloodylust_tick && DIFF_TICK(iTimer->gettick(), sd->bloodylust_tick) < skill->get_time2(SC_BLOODYLUST, 1))
- clif->skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
- sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill->get_time(LK_BERSERK, sg->skill_lv)));
- else {
- if (sd) sd->bloodylust_tick = iTimer->gettick();
- clif->skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
- sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill->get_time(LK_BERSERK, sg->skill_lv)));
- }
- }
- break;
case UNT_WARP_WAITING: {
int working = sg->val1&0xffff;
@@ -12041,14 +12026,9 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case SO_WATER_INSIGNIA:
case SO_WIND_INSIGNIA:
case SO_EARTH_INSIGNIA:
- if (sce)
- status_change_end(bl, type, INVALID_TIMER);
- break;
case SC_BLOODYLUST:
- if (sce) {
+ if (sce)
status_change_end(bl, type, INVALID_TIMER);
- iStatus->set_sp(bl, 0, 0); //set sp to 0 when quitting zone
- }
break;
case BA_POEMBRAGI:
@@ -14653,10 +14633,6 @@ int skill_clear_group (struct block_list *bl, int flag)
if( flag&8 )
group[count++]= ud->skillunit[i];
break;
- case SC_BLOODYLUST:
- if (flag & 32)
- 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];
@@ -14686,7 +14662,6 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) {
case SA_LANDPROTECTOR:
case NJ_SUITON:
case SO_WARMER:
- case SC_BLOODYLUST:
return ud->skillunit[i];
}
}
@@ -14782,9 +14757,9 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) {
alive = va_arg(ap,int *);
unit = (struct skill_unit *)bl;
- if (unit == NULL || unit->group == NULL || (*alive) == 0)
+ if( unit == NULL || unit->group == NULL || (*alive) == 0 )
return 0;
-
+
switch (skill_id) {
case SA_LANDPROTECTOR:
if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
@@ -14996,6 +14971,33 @@ int skill_trap_splash (struct block_list *bl, va_list ap) {
return 1;
}
+int skill_maelstrom_suction(struct block_list *bl, va_list ap) {
+ uint16 skill_id, skill_lv;
+ struct skill_unit *unit;
+
+ skill_id = va_arg(ap,int);
+ skill_lv = va_arg(ap,int);
+ unit = (struct skill_unit *)bl;
+
+ if( unit == NULL || unit->group == NULL )
+ return 0;
+
+ if( skill->get_inf2(skill_id)&INF2_TRAP )
+ return 0;
+
+ if( unit->group->skill_id == SC_MAELSTROM ){
+ struct block_list *src;
+ if( (src = iMap->id2bl(unit->group->src_id)) ){
+ int sp = unit->group->skill_lv * skill_lv;
+ if( src->type == BL_PC )
+ sp += ((TBL_PC*)src)->status.job_level / 5;
+ iStatus->heal(src, 0, sp/2, 1);
+ }
+ }
+
+ return 0;
+}
+
/*==========================================
*
*------------------------------------------*/
@@ -15087,6 +15089,9 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
nullpo_retr(NULL, group->unit); // crash-protection against poor coding
nullpo_retr(NULL, unit=&group->unit[idx]);
+ if( iMap->getcell(iMap->id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
+ return unit;
+
if(!unit->alive)
group->alive_count++;
@@ -18268,5 +18273,5 @@ void skill_defaults(void) {
skill->changematerial = skill_changematerial;
skill->get_elemental_type = skill_get_elemental_type;
skill->cooldown_save = skill_cooldown_save;
-
+ skill->maelstrom_suction = skill_maelstrom_suction;
}