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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-01 18:37:16 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-01 18:37:16 +0000
commita0eb9095c25591758ece37f741d9936ae7c1df5d (patch)
tree4214c55b318e5a174e929ec99d66dcb72f40431f /src/map
parentc8d4b89b3de0e8db730fbd375c5b4abd38ac6dff (diff)
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- Made Deluge/volcano/v. gale be castable on top of each other again
- Modified unit_walktoxy and NPC_RUN to enable running even when the caster does not has the MD_CANMOVE bit on. - PF_MINDBREAKER will now silently fail if you try to use it on someone who already has the status active. - Cleaned up yet again skill_landprotector, now new cells of Deluge/Volcano/V.Gale will delete previous cells when they are recasted on top of each other. - Summoned Marine Spheres no longer get the MD_CANMOVE bit. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8039 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r--src/map/mob.c4
-rw-r--r--src/map/skill.c81
-rw-r--r--src/map/status.c1
-rw-r--r--src/map/unit.c9
4 files changed, 55 insertions, 40 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index 6e167b3cc..b4bd0750c 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1670,8 +1670,8 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
}
}
- if(md->special_state.ai==2 && md->master_id == src->id)
- {
+ if(md->special_state.ai==2/* && md->master_id == src->id*/)
+ { //LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
md->state.alchemist = 1;
mobskill_use(md, gettick(), MSC_ALCHEMIST);
}
diff --git a/src/map/skill.c b/src/map/skill.c
index c7ea8ef5d..a78e7820a 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2180,20 +2180,6 @@ static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
return 0;
break;
- //Cannot stack among themselves.
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- switch (g_skillid)
- {
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
- break;
- default:
- return 0;
- }
- break;
case AL_WARP:
case HT_SKIDTRAP:
case HT_LANDMINE:
@@ -4916,8 +4902,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
unit_stop_attack(src);
- //Run skillv tiles.
- unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 0);
+ //Run skillv tiles overriding the can-move check.
+ unit_walktoxy(src, bl->x + skilllv * mask[dir][0], bl->y + skilllv * mask[dir][1], 2);
}
break;
@@ -5114,6 +5100,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
return 1;
}
+ if (tsc && tsc->data[type].timer != -1)
+ { //HelloKitty2 (?) explained that this silently fails when target is
+ //already inflicted. [Skotlex]
+ map_freeblock_unlock();
+ return 1;
+ }
+
//Has a 55% + skilllv*5% success chance.
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
@@ -9282,19 +9275,43 @@ int skill_landprotector (struct block_list *bl, va_list ap)
if (unit == NULL || unit->group == NULL)
return 0;
- if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
- && battle_check_target(bl, src, BCT_ENEMY) > 0)
- { //Check for offensive Land Protector to delete both. [Skotlex]
- (*alive) = 0;
- skill_delunit(unit);
- return 1;
- }
-
- if((skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN) &&
- skill_get_type(unit->group->skill_id) == BF_MAGIC)
- { //Delete Magical effects
- skill_delunit(unit);
- return 1;
+ switch (skillid)
+ {
+ case SA_LANDPROTECTOR:
+ if (unit->group->skill_id == SA_LANDPROTECTOR &&
+ battle_check_target(bl, src, BCT_ENEMY) > 0)
+ { //Check for offensive Land Protector to delete both. [Skotlex]
+ (*alive) = 0;
+ skill_delunit(unit);
+ return 1;
+ }
+ //Delete the rest of types.
+ case HW_GANBANTEIN:
+ if(skill_get_type(unit->group->skill_id) == BF_MAGIC)
+ { //Delete Magical effects
+ skill_delunit(unit);
+ return 1;
+ }
+ break;
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ switch (unit->group->skill_id)
+ { //These override each other.
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ skill_delunit(unit);
+ return 1;
+ }
+ break;
+ case HP_BASILICA:
+ if (unit->group->skill_id == HP_BASILICA)
+ { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
+ (*alive) = 0;
+ return 1;
+ }
+ break;
}
if (unit->group->skill_id == SA_LANDPROTECTOR &&
skill_get_type(skillid) == BF_MAGIC)
@@ -9302,11 +9319,7 @@ int skill_landprotector (struct block_list *bl, va_list ap)
(*alive) = 0;
return 1;
}
- if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA)
- { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
- (*alive) = 0;
- return 1;
- }
+
return 0;
}
diff --git a/src/map/status.c b/src/map/status.c
index a2038456a..e783b6f56 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -1238,7 +1238,6 @@ int status_calc_mob(struct mob_data* md, int first)
{ // different levels of HP according to skill level
if (ud->skillid == AM_SPHEREMINE) {
status->max_hp = 2000 + 400*ud->skilllv;
- status->mode|= MD_CANMOVE; //Needed for the skill
} else { //AM_CANNIBALIZE
status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
diff --git a/src/map/unit.c b/src/map/unit.c
index 606d64801..9d2356d58 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -258,6 +258,7 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
return 0;
}
+//Easy parameter: &1 -> 1/2 = easy/hard, &2 -> ignore MD_CANMOVE check
int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
struct unit_data *ud = NULL;
struct status_change *sc = NULL;
@@ -271,11 +272,13 @@ int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
if( ud == NULL) return 0;
- // 移動出来ないユニットは弾く
- if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))
+ if(!(easy&2) && !status_get_mode(bl)&MD_CANMOVE)
+ return 0;
+
+ if (!unit_can_move(bl))
return 0;
- ud->state.walk_easy = easy;
+ ud->state.walk_easy = easy&1;
ud->target = 0;
ud->to_x = x;
ud->to_y = y;