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-rw-r--r--src/map/battle.c6
-rw-r--r--src/map/mob.c17
-rw-r--r--src/map/skill.c6
3 files changed, 17 insertions, 12 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 4e1f2692c..96b61e8d6 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -318,8 +318,10 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
(src->type == BL_PC || !skill_num))
{ //Kaupe only blocks all skills of players.
clif_specialeffect(bl, 462, AREA);
- if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
- status_change_end(bl, SC_KAUPE, -1);
+ //Shouldn't end until Breaker's non-weapon part connects.
+ if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
+ if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
+ status_change_end(bl, SC_KAUPE, -1);
return 0;
}
diff --git a/src/map/mob.c b/src/map/mob.c
index 2033cddbf..daf71b348 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -2649,7 +2649,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill)
return 0;
- if (event < 0 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
+ if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
return 0; //Skill act delay only affects non-event skills.
//Pick a starting position and loop from that.
@@ -2676,11 +2676,12 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
continue;
- // ðŒ”»’è
- flag = (event == ms[i].cond1);
- //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function
- //in battle. The only exception is MSC_SKILLUSED which explicitly uses the event value to trigger. [Skotlex]
- if (!flag && (event == -1 || (event & 0xffff) == MSC_SKILLUSED)){
+ if (ms[i].cond1 == event)
+ flag = 1; //Trigger skill.
+ else if (ms[i].cond1 == MSC_SKILLUSED)
+ flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
+ else if(event == -1){
+ //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
switch (ms[i].cond1)
{
case MSC_ALWAYS:
@@ -2723,8 +2724,6 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
flag = (unit_counttargeted(&md->bl, 0) >= c2); break;
case MSC_AFTERSKILL:
flag = (md->ud.skillid == c2); break;
- case MSC_SKILLUSED: // specificated skill used
- flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); break;
case MSC_RUDEATTACKED:
flag = (md->attacked_count >= RUDE_ATTACKED_COUNT);
if (flag) md->attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
@@ -2850,7 +2849,7 @@ int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tic
if (flag == -1)
res = mobskill_use(md, tick, MSC_CASTTARGETED);
else if ((flag&0xffff) == MSC_SKILLUSED)
- res = mobskill_use(md,tick,flag);
+ res = mobskill_use(md, tick, flag);
else if (flag&BF_SHORT)
res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
else if (flag&BF_LONG)
diff --git a/src/map/skill.c b/src/map/skill.c
index f49744679..bf1bc6998 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1906,6 +1906,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(src == bl) type = 4;
else flag|=SD_ANIMATION;
}
+ if(skillid == NJ_TATAMIGAESHI) {
+ dsrc = src; //For correct knockback.
+ flag|=SD_ANIMATION;
+ }
if(sd) {
int flag = 0; //Used to signal if this skill can be combo'ed later on.
@@ -2066,7 +2070,7 @@ 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]
if (dmg.blewcount > 0 && !status_isdead(bl))
- skill_blown(skillid==NJ_TATAMIGAESHI?src:dsrc,bl,dmg.blewcount);
+ skill_blown(dsrc,bl,dmg.blewcount);
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)