diff options
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/battle.c | 2 | ||||
-rw-r--r-- | src/map/skill.c | 89 |
2 files changed, 45 insertions, 46 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 18759c790..b14bb6f33 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -317,7 +317,7 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag int x,y; if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 || - (src = map_id2bl(su->val2)) == NULL || status_isdead(src) ) + (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) ) return 0; if( sg->unit_id != UNT_FIREWALL ) { diff --git a/src/map/skill.c b/src/map/skill.c index 979937dc8..4a0c8d25e 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1996,6 +1996,7 @@ static int skill_area_temp[8]; - 'count' is the number of squares to knock back - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior) - if 'flag&0x1', position update packets must not be sent. + - if 'flag&0x2', skill blown ignores players' special_state.no_knockback -------------------------------------------------------------------------*/ int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag) { @@ -2009,25 +2010,22 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in if (count == 0) return 0; //Actual knockback distance is 0. - switch (target->type) - { - case BL_MOB: - { - struct mob_data* md = BL_CAST(BL_MOB, target); - if( md->class_ == MOBID_EMPERIUM ) - return 0; - if(src != target && is_boss(target)) //Bosses can't be knocked-back - return 0; - } + switch (target->type) { + case BL_MOB: { + struct mob_data* md = BL_CAST(BL_MOB, target); + if( md->class_ == MOBID_EMPERIUM ) + return 0; + if(src != target && is_boss(target)) //Bosses can't be knocked-back + return 0; + } break; - case BL_PC: - { - struct map_session_data *sd = BL_CAST(BL_PC, target); - if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) - return 0; // Basilica caster can't be knocked-back by normal monsters. - if( src != target && sd->special_state.no_knockback ) - return 0; - } + case BL_PC: { + struct map_session_data *sd = BL_CAST(BL_PC, target); + if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) + return 0; // Basilica caster can't be knocked-back by normal monsters. + if( !(flag&0x2) && src != target && sd->special_state.no_knockback ) + return 0; + } break; case BL_SKILL: su = (struct skill_unit *)target; @@ -2036,7 +2034,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in return 0; // ankle snare, electricshocker, clusterbomb, reverberation cannot be knocked back break; } - + if (direction == -1) // <optimized>: do the computation here instead of outside direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed @@ -2524,8 +2522,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) - if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) - { + if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) { int direction = -1; // default switch(skillid) {//direction case MG_FIREWALL: @@ -2564,8 +2561,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4); } break; + case GN_WALLOFTHORN: + unit_stop_walking(bl,1); + skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 ); + clif_fixpos(bl); + break; default: - skill_blown(dsrc,bl,dmg.blewcount,direction,0); + skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 ); break; } } @@ -10370,7 +10372,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli break; case GN_WALLOFTHORN: val1 = 1000 * skilllv; // Need official value. [LimitLine] - val2 = src->id; break; default: if (group->state.song_dance&0x1) @@ -10600,9 +10601,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un case UNT_WALLOFTHORN: if( status_get_mode(bl)&MD_BOSS ) break; // iRO Wiki says that this skill don't affect to Boss monsters. - if( battle_check_target(ss,bl,BCT_ENEMY) <= 0 ) - skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); - else + if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 ) skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); break; @@ -14039,25 +14038,25 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int // perform oninit actions switch (group->skill_id) { - case WZ_ICEWALL: - map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); - clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); - skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); - map[unit->bl.m].icewall_num++; - break; - case SA_LANDPROTECTOR: - skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); - break; - case HP_BASILICA: - skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); - break; - case SC_MAELSTROM: - skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); - break; - default: - if (group->state.song_dance&0x1) //Check for dissonance. - skill_dance_overlap(unit, 1); - break; + case WZ_ICEWALL: + map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); + clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); + skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); + map[unit->bl.m].icewall_num++; + break; + case SA_LANDPROTECTOR: + skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); + break; + case HP_BASILICA: + skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); + break; + case SC_MAELSTROM: + skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); + break; + default: + if (group->state.song_dance&0x1) //Check for dissonance. + skill_dance_overlap(unit, 1); + break; } clif_skill_setunit(unit); |