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-rw-r--r--src/map/skill.c53
1 files changed, 30 insertions, 23 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 5409d3cb4..2b242821d 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1580,8 +1580,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
flag=1;
break;
case AC_DOUBLE:
- if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
- pc_checkskill(sd, HT_POWER))
+ if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
{
//TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
@@ -1740,16 +1739,17 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
}
- if (rdamage>0) {
- if (dmg.amotion)
+ if( rdamage > 0 )
+ {
+ if( dmg.amotion )
battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
else
status_fix_damage(bl,src,rdamage,0);
clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- if (tsd && src != bl)
+ if( tsd && src != bl )
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
+ skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
}
if (!(flag&2) &&
@@ -1964,7 +1964,7 @@ int skill_guildaura_sub (struct block_list *bl, va_list ap)
static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
{
struct status_data *status;
- struct map_session_data *sd;
+ struct map_session_data *sd = NULL;
int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
@@ -3788,7 +3788,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case ST_PRESERVE:
case SG_FUSION:
case GS_GATLINGFEVER:
- if (tsce)
+ if( tsce )
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
@@ -4678,7 +4678,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case HT_REMOVETRAP:
//FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ clif_skill_nodamage(src, bl, skillid, skilllv, 1);
{
struct skill_unit* su;
struct skill_unit_group* sg;
@@ -4692,26 +4692,32 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
{
if( battle_config.skill_removetrap_type )
- { // get back all items used to deploy the trap
- for(i=0;i<10;i++) {
- if(skill_db[su->group->skill_id].itemid[i] > 0){
+ { // get back all items used to deploy the trap
+ for( i = 0; i < 10; i++ )
+ {
+ if( skill_db[su->group->skill_id].itemid[i] > 0 )
+ {
int flag;
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
item_tmp.identify = 1;
- if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
+ if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
+ {
clif_additem(sd,0,0,flag);
map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
- } else { // get back 1 trap
+ }
+ else
+ { // get back 1 trap
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = ITEMID_TRAP;
item_tmp.identify = 1;
- if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
+ if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
+ {
clif_additem(sd,0,0,flag);
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
@@ -5274,7 +5280,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
struct map_session_data *sd;
struct mob_data *md;
struct unit_data *ud;
- struct status_change *sc;
+ struct status_change *sc = NULL;
int inf,inf2,flag = 0;
src = map_id2bl(id);
@@ -5355,14 +5361,14 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
if (ud->skillid == PR_LEXDIVINA)
{
sc = status_get_sc(target);
- if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
- (!sc || !sc->data[SC_SILENCE]))
- { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
+ if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
+ { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
break;
}
- } else {
- //Check target validity.
+ }
+ else
+ { // Check target validity.
inf = skill_get_inf(ud->skillid);
inf2 = skill_get_inf2(ud->skillid);
@@ -5543,7 +5549,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
ud->skilltimer = INVALID_TIMER;
do {
- if(status_isdead(src))
+ if( status_isdead(src) )
break;
if( !(src->type&battle_config.skill_reiteration) &&
@@ -6540,7 +6546,8 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
continue; // no path between cell and center of casting.
- switch (skillid) {
+ switch( skillid )
+ {
case MG_FIREWALL:
case NJ_KAENSIN:
val2=group->val2;