Fixed Wall of Thorn skill, all of its conditions should now be met.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15971 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shennetsind 2012-04-25 13:54:57 +00:00
parent 08c67d5d99
commit f6300d31f9
2 changed files with 51 additions and 24 deletions

View File

@ -10583,6 +10583,15 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
break; break;
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
skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
break;
case UNT_GD_LEADERSHIP: case UNT_GD_LEADERSHIP:
case UNT_GD_GLORYWOUNDS: case UNT_GD_GLORYWOUNDS:
case UNT_GD_SOULCOLD: case UNT_GD_SOULCOLD:
@ -11416,6 +11425,7 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int dam
case UNT_ANKLESNARE: case UNT_ANKLESNARE:
case UNT_ICEWALL: case UNT_ICEWALL:
case UNT_REVERBERATION: case UNT_REVERBERATION:
case UNT_WALLOFTHORN:
src->val1-=damage; src->val1-=damage;
break; break;
case UNT_BLASTMINE: case UNT_BLASTMINE:
@ -14552,6 +14562,12 @@ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
if( unit->val1 <= 0 ) if( unit->val1 <= 0 )
unit->limit = DIFF_TICK(tick + 700,group->tick); unit->limit = DIFF_TICK(tick + 700,group->tick);
break; break;
case UNT_WALLOFTHORN:
if( unit->val1 <= 0 ) {
group->unit_id = UNT_USED_TRAPS;
group->limit = DIFF_TICK(tick, group->tick) + 1500;
}
break;
} }
} }
@ -14762,8 +14778,8 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, i
if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
return 0; //Ensembles may not be moved around. return 0; //Ensembles may not be moved around.
if( group->unit_id == UNT_ICEWALL ) if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
return 0; //Icewalls don't get knocked back return 0; //Icewalls and Wall of Thorns don't get knocked back
m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
// m_flag // m_flag

View File

@ -1425,20 +1425,30 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
return 0; return 0;
} }
if (skill_num == PA_PRESSURE && flag && target) { switch( skill_num ) {
//Gloria Avoids pretty much everything.... case PA_PRESSURE:
tsc = status_get_sc(target); if( flag && target ) {
if(tsc && tsc->option&OPTION_HIDE) //Gloria Avoids pretty much everything....
return 0; tsc = status_get_sc(target);
return 1; if(tsc && tsc->option&OPTION_HIDE)
return 0;
}
break;
case GN_WALLOFTHORN:
if( target && status_isdead(target) )
return 0;
break;
case AL_TELEPORT:
//Should fail when used on top of Land Protector [Skotlex]
if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
&& !(status->mode&MD_BOSS)
&& (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
return 0;
break;
default:
break;
} }
//Should fail when used on top of Land Protector [Skotlex]
if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
&& !(status->mode&MD_BOSS)
&& (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
return 0;
if ( src ) sc = status_get_sc(src); if ( src ) sc = status_get_sc(src);
if( sc && sc->count ) { if( sc && sc->count ) {
@ -1486,15 +1496,16 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
) )
return 0; return 0;
} else } else {
switch (skill_num) { switch (skill_num) {
case BD_ADAPTATION: case BD_ADAPTATION:
case CG_LONGINGFREEDOM: case CG_LONGINGFREEDOM:
case BA_MUSICALSTRIKE: case BA_MUSICALSTRIKE:
case DC_THROWARROW: case DC_THROWARROW:
break; break;
default: default:
return 0; return 0;
}
} }
if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION) if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]