diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 361185eb75..81a25f2299 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -5,6 +5,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS 2006/03/14 + * Fixed WZ_WATERBALL + HW_MAGICPOWER [Skotlex] * Fixed incorrect range check in autospell-when-hit triggers. [Skotlex] * Modified Wedding recall skills to behave as in official [Skotlex] * Modified Arrow Shower to be a ground-based skill and work as it should on diff --git a/src/map/mob.c b/src/map/mob.c index 2027281021..6813d760e2 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -3362,7 +3362,7 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data ) else skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0); - if (md->sc.count && md->sc.data[SC_MAGICPOWER].timer != -1 && md->skillid != HW_MAGICPOWER) + if (md->sc.count && md->sc.data[SC_MAGICPOWER].timer != -1 && md->skillid != HW_MAGICPOWER && md->skillid != WZ_WATERBALL) status_change_end(&md->bl, SC_MAGICPOWER, -1); if (md->db->skill[md->skillidx].emotion >= 0) diff --git a/src/map/skill.c b/src/map/skill.c index 124ad04b12..8e1910b616 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2299,7 +2299,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data ) return 0; if(status_isdead(src)) return 0; - if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE) + if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) return 0; switch(skl->skill_id) { @@ -2356,17 +2356,15 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data ) break; case WZ_WATERBALL: - if (skl->type>1) { - skl->timer = 0; // skill_addtimerskill‚ÅŽg—p‚³‚ê‚È‚¢‚悤‚É + if (!status_isdead(target)) + skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + if (skl->type>1 && !status_isdead(target)) { + skl->timer = 0; skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); skl->timer = -1; - } - skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies - // should put outside of the switch, but since this is the only - // mage targetted spell for now, + } else { struct status_change *sc = status_get_sc(src); - if(sc && sc->data[SC_MAGICPOWER].timer != -1) //ƒ}ƒWƒbƒNƒpƒ??‚Ì?‰Ê?I—¹ + if(sc && sc->data[SC_MAGICPOWER].timer != -1) status_change_end(src,SC_MAGICPOWER,-1); } break; @@ -5791,7 +5789,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data ) else skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); - if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER) + if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER && sd->skillid != WZ_WATERBALL) status_change_end(&sd->bl,SC_MAGICPOWER,-1); //Clean this up for future references to battle_getcurrentskill. [Skotlex]