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-rw-r--r--src/map/skill.c48
1 files changed, 39 insertions, 9 deletions
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;