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-rw-r--r--conf/battle/skill.conf7
-rw-r--r--src/map/battle.c1
-rw-r--r--src/map/battle.h1
-rw-r--r--src/map/skill.c24
4 files changed, 25 insertions, 8 deletions
diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf
index 849989709..10cca4af7 100644
--- a/conf/battle/skill.conf
+++ b/conf/battle/skill.conf
@@ -127,6 +127,13 @@ traps_setting: 0
// one hydra out)
summon_flora_setting: 3
+// When songs are canceled, terminated or the character goes out of the
+// area of effect, there's an additional effect that lasts for 20 seconds
+// Should that time be reset for each song?
+// 0: No, you must recast the song AFTER those 20 seconds to have the effect again (Aegis)
+// 1: Yes, recasting songs reset the 20 seconds timer (eathena)
+song_timer_reset: 0
+
// Whether placed down skills will check walls (Note 1)
// (Makes it so that Storm Gust/Lord of Vermillion/etc when cast next to a wall, won't hit on the other side)
skill_wall_check: yes
diff --git a/src/map/battle.c b/src/map/battle.c
index 30b358492..8930d3a7e 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -6733,6 +6733,7 @@ static const struct battle_data {
{ "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
{ "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
{ "client_emblem_max_blank_percent", &battle_config.client_emblem_max_blank_percent, 100, 0, 100, },
+ { "song_timer_reset", &battle_config.song_timer_reset, 0, 0, 1, },
// BattleGround Settings
{ "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
{ "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
diff --git a/src/map/battle.h b/src/map/battle.h
index 8d1a3cd39..161ddebc4 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -169,6 +169,7 @@ struct Battle_Config {
int emergency_call;
int guild_aura;
int pc_invincible_time;
+ int song_timer_reset;
int pet_catch_rate;
int pet_rename;
diff --git a/src/map/skill.c b/src/map/skill.c
index 3e3a6507a..9046ff975 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -11458,13 +11458,15 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
return 0;
if (!sc) return 0;
- if (!sce)
- sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- else if (sce->val4 == 1) {
- //Readjust timers since the effect will not last long.
- sce->val4 = 0;
- timer->delete(sce->timer, status->change_timer);
- sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type);
+ if (battle_config.song_timer_reset) { // Aegis like behaviour goes on skill_unit_onplace_timer
+ if (!sce)
+ sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
+ else if (sce->val4 == 1) {
+ //Readjust timers since the effect will not last long.
+ sce->val4 = 0;
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type);
+ }
}
break;
@@ -11848,6 +11850,12 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
heal = ~heal + 1;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status->heal(bl, heal, 0, 0);
+
+ if (!(battle_config.song_timer_reset) // songs don't reset prior timers
+ && !(sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) // Don't affect itself
+ && (!(tsc->data[type]) || (tsc->data[type] && tsc->data[type]->val4 != 1))) // Check for 20 seconds song effect
+ sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->interval + 100);
+
break;
}
@@ -12362,7 +12370,7 @@ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) {
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
- if (sce) {
+ if ((battle_config.song_timer_reset && sce) || (!battle_config.song_timer_reset && sce && sce->val4 != 1)) {
timer->delete(sce->timer, status->change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.