Fixed bugreport:5643 Wall of Thorns should now deal damage properly as well as lock the trapped character in.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16064 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -317,7 +317,7 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
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int x,y;
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if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
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(src = map_id2bl(su->val2)) == NULL || status_isdead(src) )
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(src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
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return 0;
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if( sg->unit_id != UNT_FIREWALL ) {
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@ -1996,6 +1996,7 @@ static int skill_area_temp[8];
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- 'count' is the number of squares to knock back
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- 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
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- if 'flag&0x1', position update packets must not be sent.
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- if 'flag&0x2', skill blown ignores players' special_state.no_knockback
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-------------------------------------------------------------------------*/
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int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
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{
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@ -2009,25 +2010,22 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
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if (count == 0)
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return 0; //Actual knockback distance is 0.
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switch (target->type)
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{
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case BL_MOB:
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{
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struct mob_data* md = BL_CAST(BL_MOB, target);
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if( md->class_ == MOBID_EMPERIUM )
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return 0;
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if(src != target && is_boss(target)) //Bosses can't be knocked-back
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return 0;
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}
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switch (target->type) {
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case BL_MOB: {
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struct mob_data* md = BL_CAST(BL_MOB, target);
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if( md->class_ == MOBID_EMPERIUM )
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return 0;
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if(src != target && is_boss(target)) //Bosses can't be knocked-back
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return 0;
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}
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break;
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case BL_PC:
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{
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struct map_session_data *sd = BL_CAST(BL_PC, target);
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if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
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return 0; // Basilica caster can't be knocked-back by normal monsters.
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if( src != target && sd->special_state.no_knockback )
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return 0;
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}
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case BL_PC: {
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struct map_session_data *sd = BL_CAST(BL_PC, target);
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if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
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return 0; // Basilica caster can't be knocked-back by normal monsters.
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if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
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return 0;
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}
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break;
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case BL_SKILL:
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su = (struct skill_unit *)target;
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@ -2036,7 +2034,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
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return 0; // ankle snare, electricshocker, clusterbomb, reverberation cannot be knocked back
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break;
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}
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if (direction == -1) // <optimized>: do the computation here instead of outside
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direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
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@ -2524,8 +2522,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
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//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
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if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
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{
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if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
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int direction = -1; // default
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switch(skillid) {//direction
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case MG_FIREWALL:
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@ -2564,8 +2561,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
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}
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break;
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case GN_WALLOFTHORN:
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unit_stop_walking(bl,1);
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skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
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clif_fixpos(bl);
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break;
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default:
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skill_blown(dsrc,bl,dmg.blewcount,direction,0);
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skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
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break;
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}
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}
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@ -10370,7 +10372,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
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break;
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case GN_WALLOFTHORN:
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val1 = 1000 * skilllv; // Need official value. [LimitLine]
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val2 = src->id;
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break;
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default:
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if (group->state.song_dance&0x1)
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@ -10600,9 +10601,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
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case UNT_WALLOFTHORN:
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if( status_get_mode(bl)&MD_BOSS )
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break; // iRO Wiki says that this skill don't affect to Boss monsters.
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if( battle_check_target(ss,bl,BCT_ENEMY) <= 0 )
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skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
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else
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if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
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skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
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break;
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@ -14039,25 +14038,25 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
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// perform oninit actions
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switch (group->skill_id) {
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case WZ_ICEWALL:
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map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
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clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
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skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
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map[unit->bl.m].icewall_num++;
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break;
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case SA_LANDPROTECTOR:
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skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
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break;
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case HP_BASILICA:
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skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
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break;
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case SC_MAELSTROM:
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skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
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break;
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default:
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if (group->state.song_dance&0x1) //Check for dissonance.
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skill_dance_overlap(unit, 1);
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break;
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case WZ_ICEWALL:
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map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
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clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
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skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
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map[unit->bl.m].icewall_num++;
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break;
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case SA_LANDPROTECTOR:
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skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
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break;
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case HP_BASILICA:
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skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
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break;
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case SC_MAELSTROM:
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skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
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break;
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default:
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if (group->state.song_dance&0x1) //Check for dissonance.
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skill_dance_overlap(unit, 1);
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break;
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}
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clif_skill_setunit(unit);
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