viewing paste Unknown #5653 | Diff

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Index: db/re/skill_db.txt
===================================================================
--- db/re/skill_db.txt  (revision 17259)
+++ db/re/skill_db.txt  (working copy)
@@ -132,7 +132,7 @@
 86,9,8,1,1,0,0,5,1,yes,0,0,0,magic,0,      WZ_WATERBALL,Water Ball
 87,9,6,2,1,0x1,0,10,1,yes,0,0,0,magic,0,       WZ_ICEWALL,Ice Wall
 88,0,6,4,1,0x2,2,10,1,yes,0,0,0,magic,0,       WZ_FROSTNOVA,Frost Nova
-89,9,6,2,1,0,0,10,1,yes,0,0,0,magic,2,     WZ_STORMGUST,Storm Gust
+89,9,6,2,1,0,1,10,1,yes,0,0,0,magic,2,     WZ_STORMGUST,Storm Gust
 90,9,8,1,2,0,0,5,1:2:3:4:5,yes,0,0,0,magic,0,  WZ_EARTHSPIKE,Earth Spike
 91,9,8,2,2,0,0,5,1:2:3:4:5,yes,0,0,0,magic,0,  WZ_HEAVENDRIVE,Heaven's Drive
 92,9,6,2,2,0x1,0,5,1,yes,0,0,3,magic,0,        WZ_QUAGMIRE,Quagmire
Index: src/map/skill.c
===================================================================
--- src/map/skill.c (revision 17259)
+++ src/map/skill.c (working copy)
@@ -2727,9 +2727,19 @@
                dir = unit_getdir(bl);// backwards
                break;
            // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
-           case WZ_STORMGUST:
-               dir = rand()%8;
+           case WZ_STORMGUST: {
+               int dx = bl->x-skill_area_temp[4];
+               int dy = bl->y-skill_area_temp[5];
+               if( dx == 0 && dy == 0 ){   // both are standing on the same spot
+                   dir = rand()%8; //make it random
+               }
+               else //push it farther then center
+                   dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
+               ShowInfo("srcx=%d,srcy=%d, blx=%d,bly=%d, \n\tdx=%d, dy=%d => dir=%d\n",
+                   skill_area_temp[4],skill_area_temp[5],bl->x,bl->y,
+                   dx,dy,dir);
                break;
+           }
            case WL_CRIMSONROCK:
                dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
                break;
@@ -3897,6 +3907,10 @@
                status_heal(src,heal,0,0);
            }
        } else {
+           skill_area_temp[0] = 0;
+           skill_area_temp[1] = bl->id;
+           skill_area_temp[2] = 0;
+
            switch ( skill_id ) {
                case NJ_BAKUENRYU:
                case LG_EARTHDRIVE:
@@ -3908,19 +3922,18 @@
                    break;
                case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
                    skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
+               case WL_CRIMSONROCK:
+                   skill_area_temp[4] = bl->x;
+                   skill_area_temp[5] = bl->y;
+                   break;
+               case WM_REVERBERATION_MELEE:
+               case WM_REVERBERATION_MAGIC:
+                   skill_area_temp[1] = 0;
+                   break;
                default:
                    break;
            }
 
-           skill_area_temp[0] = 0;
-           skill_area_temp[1] = bl->id;
-           skill_area_temp[2] = 0;
-           if( skill_id == WL_CRIMSONROCK ) {
-               skill_area_temp[4] = bl->x;
-               skill_area_temp[5] = bl->y;
-           }
-           if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
-               skill_area_temp[1] = 0;
            // if skill damage should be split among targets, count them
            //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
            //special case: Venom Splasher uses a different range for searching than for splashing
@@ -3932,6 +3945,17 @@
        }
        break;
 
+   case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
+       #ifndef RENEWAL
+           if (tsc)
+               tsc->sg_counter++; //SG hit counter.
+           if (skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,0) <= 0 && tsc)
+               tsc->sg_counter=0; //Attack absorbed.
+       #else
+           skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,0);
+       #endif
+       break;
+
    case WL_COMET:
        if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
            skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
@@ -9856,7 +9880,6 @@
    case WZ_FIREPILLAR:
    case WZ_QUAGMIRE:
    case WZ_VERMILION:
-   case WZ_STORMGUST:
    case WZ_HEAVENDRIVE:
    case PR_SANCTUARY:
    case PR_MAGNUS:
@@ -9956,6 +9979,12 @@
    case GS_GROUNDDRIFT: //Ammo should be deleted right away.
        skill_unitsetting(src,skill_id,skill_lv,x,y,0);
        break;
+   case WZ_STORMGUST:
+       flag|=1;
+       skill_area_temp[4] = x;
+       skill_area_temp[5] = y;
+       skill_unitsetting(src,skill_id,skill_lv,x,y,0);
+       break;
    case RG_GRAFFITI:           /* Graffiti [Valaris] */
        skill_clear_unitgroup(src);
        skill_unitsetting(src,skill_id,skill_lv,x,y,0);
@@ -11572,17 +11601,15 @@
                        ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
                }
                break;
-       /**
-        * The storm gust counter was dropped in renewal
-        **/
-       #ifndef RENEWAL
-               case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
-                   if (tsc)
-                       tsc->sg_counter++; //SG hit counter.
-                   if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
-                       tsc->sg_counter=0; //Attack absorbed.
+
+               case WZ_STORMGUST:
+                   //make it splash to all char
+                   map_foreachinrange(skill_area_sub, bl,
+                       skill_get_splash(sg->skill_id,sg->skill_lv),BL_CHAR,
+                       ss,sg->skill_id,sg->skill_lv,tick, BCT_ENEMY|1,
+                       skill_castend_damage_id);
                break;
-       #endif
+
                case GS_DESPERADO:
                    if (rnd()%100 < src->val1)
                        skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
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