Fixed bugreport:5604 Firewalk and Electric Walk now function properly.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15917 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -392,12 +392,17 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
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//TODO: Perhaps some outs of bounds checking should be placed here?
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if (bl->type&BL_CHAR) {
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sc = status_get_sc(bl);
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skill_unit_move(bl,tick,2);
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status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
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status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
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// status_change_end(bl, SC_BLADESTOP, INVALID_TIMER); //Won't stop when you are knocked away, go figure...
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status_change_end(bl, SC_TATAMIGAESHI, INVALID_TIMER);
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status_change_end(bl, SC_MAGICROD, INVALID_TIMER);
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if (sc->data[SC_PROPERTYWALK] &&
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sc->data[SC_PROPERTYWALK]->val3 >= skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) )
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status_change_end(bl,SC_PROPERTYWALK,-1);
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} else
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if (bl->type == BL_NPC)
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npc_unsetcells((TBL_NPC*)bl);
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@ -416,7 +421,6 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
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if (bl->type&BL_CHAR) {
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skill_unit_move(bl,tick,3);
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sc = status_get_sc(bl);
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if( bl->type == BL_PC && ((TBL_PC*)bl)->shadowform_id ) {//Shadow Form Target Moving
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struct block_list *d_bl;
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@ -448,6 +452,16 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
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if( (d_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2)) == NULL || bl->m != d_bl->m || !check_distance_bl(bl,d_bl,skill_get_range(SC_SHADOWFORM,1)) )
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status_change_end(bl,SC__SHADOWFORM,INVALID_TIMER);
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}
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if (sc->data[SC_PROPERTYWALK]
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&& sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2)
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&& map_find_skill_unit_oncell(bl,bl->x,bl->y,SO_ELECTRICWALK,NULL,0) == NULL
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&& map_find_skill_unit_oncell(bl,bl->x,bl->y,SO_FIREWALK,NULL,0) == NULL
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&& skill_unitsetting(bl,sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2,x0, y0,0)) {
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sc->data[SC_PROPERTYWALK]->val3++;
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}
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}
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/* Guild Aura Moving */
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if( bl->type == BL_PC && ((TBL_PC*)bl)->state.gmaster_flag ) {
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@ -496,10 +510,10 @@ int map_count_oncell(int m, int x, int y, int type)
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return count;
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}
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/*
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* ォサォ・セェホ<EFBFBD><EFBFBD>ェヒフクェトェアェソォケォュォ・讚ヒォテォネェ<EFBFBD><EFBFBD>?
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* Looks for a skill unit on a given cell
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* flag&1: runs battle_check_target check based on unit->group->target_flag
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*/
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struct skill_unit* map_find_skill_unit_oncell(struct block_list* target,int x,int y,int skill_id,struct skill_unit* out_unit)
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{
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struct skill_unit* map_find_skill_unit_oncell(struct block_list* target,int x,int y,int skill_id,struct skill_unit* out_unit, int flag) {
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int m,bx,by;
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struct block_list *bl;
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struct skill_unit *unit;
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@ -519,7 +533,7 @@ struct skill_unit* map_find_skill_unit_oncell(struct block_list* target,int x,in
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unit = (struct skill_unit *) bl;
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if( unit == out_unit || !unit->alive || !unit->group || unit->group->skill_id != skill_id )
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continue;
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if( battle_check_target(&unit->bl,target,unit->group->target_flag) > 0 )
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if( !(flag&1) || battle_check_target(&unit->bl,target,unit->group->target_flag) > 0 )
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return unit;
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}
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return NULL;
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@ -631,7 +631,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list), int m, int x0, in
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int map_foreachinmap(int (*func)(struct block_list*,va_list), int m, int type, ...);
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//block関連に追加
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int map_count_oncell(int m,int x,int y,int type);
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struct skill_unit *map_find_skill_unit_oncell(struct block_list *,int x,int y,int skill_id,struct skill_unit *);
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struct skill_unit *map_find_skill_unit_oncell(struct block_list *,int x,int y,int skill_id,struct skill_unit *, int flag);
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// 一時的object関連
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int map_get_new_object_id(void);
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int map_search_freecell(struct block_list *src, int m, short *x, short *y, int rx, int ry, int flag);
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@ -3827,11 +3827,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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for( y = src->y - range; y <= src->y + range; ++y )
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for( x = src->x - range; x <= src->x + range; ++x )
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{
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if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
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if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
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{
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if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
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count++; // natural water cell
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else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
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else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
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{
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count++; // skill-induced water cell
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skill_delunit(unit); // consume cell
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