Преглед изворни кода

- Applied most of Mpeg's work on Ninja Skills. For information see: http://gpegon.free.fr/ea/ninja_10-15-06_mpeg.txt

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8999 54d463be-8e91-2dee-dedb-b68131a5f0ec
skotlex пре 18 година
родитељ
комит
d99bf3c795
10 измењених фајлова са 111 додато и 112 уклоњено
  1. 2 0
      Changelog-Trunk.txt
  2. 2 0
      db/Changelog.txt
  3. 1 1
      db/job_db1.txt
  4. 23 21
      db/skill_cast_db.txt
  5. 6 6
      db/skill_db.txt
  6. 0 1
      db/skill_nocast_db.txt
  7. 1 1
      db/skill_require_db.txt
  8. 39 34
      src/map/battle.c
  9. 28 21
      src/map/skill.c
  10. 9 27
      src/map/status.c

+ 2 - 0
Changelog-Trunk.txt

@@ -4,6 +4,8 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 2006/10/16
+	* Applied most of Mpeg's work on Ninja Skills. For information see:
+	  http://gpegon.free.fr/ea/ninja_10-15-06_mpeg.txt [Skotlex]
 	* When reinvoking a combo-time, the previous combo time will be terminated.
 	  This could fix the ongoing difficulties pulling off Monk combos. [Skotlex]
 	* Fixed Esma-state not ending after casting it. [Skotlex]

+ 2 - 0
db/Changelog.txt

@@ -20,6 +20,8 @@
 
 ========================
 10/16
+	* Applied most of Mpeg's work on Ninja Skills. For information see:
+	  http://gpegon.free.fr/ea/ninja_10-15-06_mpeg.txt [Skotlex]
 	* Small Kiel MVP drop rate increase [Playtester]
 10/14
 	* Fixed Bacsojin's and Chung E's stats [Playtester]

+ 1 - 1
db/job_db1.txt

@@ -54,7 +54,7 @@
 // Gunslinger
 24,	27000,75   ,300  ,600,  500  ,2000, 2000, 2000, 2000, 2000, 2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 , 700 , 750 ,1500 , 700 ,1500 ,2000
 // Ninja
-25,	24000,60   ,700  ,400  ,400  ,500  ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 750
+25,	26000,80   ,150  ,500  ,400  ,500  ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 550
 // Novice High
 4001,	20000,0    ,500  ,100  ,500  ,650  ,700  ,2000 ,2000 ,2000 ,800  ,2000 ,700  ,700  ,650  ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
 // Swordman High

+ 23 - 21
db/skill_cast_db.txt

@@ -878,45 +878,47 @@
 
 
 //===== Ninja ==============================
-//-- NJ_HUUMA // Unknown casting time. temp value (taken from jA)
-525,1000,1000,0,0,0
+//-- NJ_KUNAI
+525,0,1000,0,0,0
+//-- NJ_HUUMA
+525,3000,2000,0,0,0
 //-- NJ_ZENYNAGE
 526,0,5000,0,0,0
-//-- NJ_TATAMIGAESHI // Duration1 is land-effect, Duration2 is range-inmunity effect.
+//-- NJ_TATAMIGAESHI
 527,0,3000,0,3000,3000
-//-- NJ_KASUMIKIRI // Delay unknown (if there is one)
-528,0,0,0,30000:60000:90000:120000:150000:180000:210000:240000:270000:300000,0
-//-- NJ_SHADOWJUMP // Delay unknown (if there is one)
-529,0,0,0,0,0
+//-- NJ_KASUMIKIRI
+528,0,1000,0,30000:60000:90000:120000:150000:180000:210000:240000:270000:300000,0
+//-- NJ_SHADOWJUMP
+529,0,1000,0,0,0
 //-- NJ_KIRIKAGE // Seems to have no delay (English Translation Project)
 530,0,0,0,0,0
 //-- NJ_UTSUSEMI
-531,0,0,0,20000:30000:40000:50000:60000,0
-//-- NJ_BUNSINJYUTSU // Cast and Delay unknown (temp > random cast)
-532,4000:3500:3000:2500:2000:3000:2500:2000:1500:1000,0,0,60000:80000:100000:120000:140000:160000:180000:200000:220000:240000,0
+531,0,1000,0,20000:30000:40000:50000:60000,0
+//-- NJ_BUNSINJYUTSU
+532,4000:3500:3000:2500:2000:1500:1000:1000:1000:1000,1000,0,60000:80000:100000:120000:140000:160000:180000:200000:220000:240000,0
 
 //-- NJ_KOUENKA
 534,700:1400:2100:2800:3500:4200:4900:5600:6300:7000,0,0,0,0
 //-- NJ_KAENSIN
 535,6000:5500:5000:4500:4000:3500:3000:2500:2000:1500,1000,0,20000,0,
-//-- NJ_BAKUENRYU // Cast and Delay taken from lvl5 (need to confirm it's not influenced by lvl)
+//-- NJ_BAKUENRYU
 536,3000,2000,0,0,0
 //-- NJ_HYOUSENSOU
 537,700:1400:2100:2800:3500:4200:4900:5600:6300:7000,0,0,0,0
-//-- NJ_SUITON // Delay unknown (if there is one)
+//-- NJ_SUITON
 538,3000,0,0,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000
-//-- NJ_HYOUSYOURAKU // Cast time and Delay taken from jA (not reliable, must be checked)
-539,3000,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000
+//-- NJ_HYOUSYOURAKU
+539,2000:2500:3000:3500:4000,2000,0,0,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000
 //-- NJ_HUUJIN
-540,700:1400:2100:2800:3500:4200:4900:5600:6300:7000,0,0,0,0
-//-- NJ_RAIGEKISAI // Cast and Delay must be checked (Seems to be more 4s at lvl1. Don't have other lvls)
-541,3700:3400:3100:2800:2500,0,0,0,0
-//-- NJ_KAMAITACHI // Cast and delay unknown > temp values taken from NJ_BAKUENRYU
-542,3000,2000,0,0,0
+540,1000:1500:2000:2500:3000:3500:4000:5000:5500:6000,1000,0,0,0
+//-- NJ_RAIGEKISAI
+541,4000,0,0,0,0
+//-- NJ_KAMAITACHI
+542,4000,0,0,0,0
 //-- NJ_NEN
 543,5000:4000:3000:2000:1000,0,0,30000:45000:60000:75000:90000,30000:45000:60000:75000:90000
-//-- NJ_ISSEN // cast and delay unknown > temp values taken from MO_EXTREMITYFIST
-544,4000:3500:3000:2500:2000:3000:2500:2000:1500:1000,0,0,0,0
+//-- NJ_ISSEN
+544,0,3000,0,0,0
 //==========================================
 
 

+ 6 - 6
db/skill_db.txt

@@ -549,14 +549,14 @@
 522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0	//NJ_TOBIDOUGU#NJ_TOBIDOUGU#
 523,9,6,1,-1,0,0,10,1,no,0,0,0,weapon,0	//NJ_SYURIKEN#NJ_SYURIKEN#
 524,9,8,1,-1,0,0,5,3,no,0,0,0,weapon,0	//NJ_KUNAI#NJ_KUNAI#
-525,9,8,1,-1,4,1,5,-1:-2:-3:-4:-5,yes,0,0,0,weapon,0	//NJ_HUUMA#NJ_HUUMA#
+525,9,8,1,-1,4,1,5,-3:-3:-4:-4:-5,yes,0,0,0,weapon,0	//NJ_HUUMA#NJ_HUUMA#
 526,9,6,1,0,0,0,10,1,no,0,0,0,misc,0	//NJ_ZENYNAGE#NJ_ZENYNAGE#
 527,0,6,4,-1,0,0,5,1,no,0,0,0,weapon,3	//NJ_TATAMIGAESHI#NJ_TATAMIGAESHI#
 528,-1,6,1,-1,0,0,10,1,no,0,0,0,weapon,0	//NJ_KASUMIKIRI#NJ_KASUMIKIRI#
 529,7:9:11:13:15,6,2,0,1,0,5,1,no,0,0,0,none,0	//NJ_SHADOWJUMP#NJ_SHADOWJUMP#
 530,-1,6,1,-1,0,0,5,1,no,0,0,0,weapon,0	//NJ_KIRIKAGE#NJ_KIRIKAGE#
 531,0,6,4,0,1,0,5,1,no,0,0,0,none,7	//NJ_UTSUSEMI#NJ_UTSUSEMI#
-532,0,6,4,0,1,0,10,1,no,0,0,0,none,0	//NJ_BUNSINJYUTSU#NJ_BUNSINJYUTSU#
+532,0,6,4,0,1,0,10,1,yes,0,0,0,magic,0	//NJ_BUNSINJYUTSU#NJ_BUNSINJYUTSU#
 533,0,0,0,0,0,0,10,0,no,0,0,0,none,0	//NJ_NINPOU#NJ_NINPOU#
 534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0	//NJ_KOUENKA#NJ_KOUENKA#
 535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0	//NJ_KAENSIN#NJ_KAENSIN#
@@ -564,11 +564,11 @@
 537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0	//NJ_HYOUSENSOU#NJ_HYOUSENSOU#
 538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0	//NJ_SUITON#NJ_SUITON#
 539,0,6,4,1,2,3,5,1,yes,0,0,0,magic,0	//NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#
-540,9,8,1,4,0,0,10,-1:-2:-2:-3:-3:-4:-4:-5:-5:-6,yes,0,0,0,magic,0	//NJ_HUUJIN#NJ_HUUJIN#
+540,9,8,1,4,0,0,10,1:2:2:3:3:4:4:5:5:6,yes,0,0,0,magic,0	//NJ_HUUJIN#NJ_HUUJIN#
 541,9,6,4,4,2,2:2:3:3:4,5,1,yes,0,0,0,magic,0	//NJ_RAIGEKISAI#NJ_RAIGEKISAI#
-542,5:6:7:8:9,8,1,4,0,2,5,1,yes,0,0,0,magic,0	//NJ_KAMAITACHI#NJ_KAMAITACHI#
-543,0,6,4,0,1,0,5,1,no,0,0,0,none,0	//NJ_NEN#NJ_NEN#
-544,-2,6,1,0,0,0,10,1,yes,0,0,0,weapon,0	//NJ_ISSEN#NJ_ISSEN#
+542,5:6:7:8:9,8,1,4,0,1,5,1,yes,0,0,0,magic,0	//NJ_KAMAITACHI#NJ_KAMAITACHI#
+543,0,6,4,0,1,0,5,1,yes,0,0,0,none,0	//NJ_NEN#NJ_NEN#
+544,-4,6,1,0,0,0,10,1,no,0,0,0,weapon,0	//NJ_ISSEN#NJ_ISSEN#
 
 1001,9,6,1,-1,0,0,1,1,no,0,1,0,weapon,0	//KN_CHARGEATK#Charge Attack#
 1002,0,6,4,0,1,0,1,0,no,0,1,0,weapon,2	//CR_SHRINK#Shrink#

+ 0 - 1
db/skill_nocast_db.txt

@@ -56,4 +56,3 @@
 //Zone 2 - Jail
 421,64 //TK_JUMPKICK#Flying Side Kick#
 426,64 //TK_HIGHJUMP#Taekwon Jump#
-529,64 //NJ_SHADOWJUMP#NJ_SHADOWJUMP#

+ 1 - 1
db/skill_require_db.txt

@@ -431,7 +431,7 @@
 540,0,0,12:14:16:18:20:22:24:26:28:30,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_HUUJIN
 541,0,0,16:20:24:28:32,0,0,0,99,0,0,none,0,7523,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_RAIGEKISAI
 542,0,0,24:28:32:36:40,0,0,0,99,0,0,none,0,7523,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KAMAITACHI
-543,80,0,20:30:40:50:60,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_NEN
+543,0,0,20:30:40:50:60,-5,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_NEN
 544,0,0,55:60:65:70:75:80:85:90:95:100,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_ISSEN
 
 1001,0,0,40,0,0,0,99,0,0,move_enable,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//KN_CHARGEATK#ƒ`ƒƒ?[ƒWƒAƒ^ƒbƒN#

+ 39 - 34
src/map/battle.c

@@ -322,9 +322,31 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
 			return 0;
 		}
 
-		if(sc->data[SC_BUNSINJYUTSU].timer != -1 && (flag&(BF_WEAPON|BF_MISC)) )
+		if ((sc->data[SC_UTSUSEMI].timer != -1 || sc->data[SC_BUNSINJYUTSU].timer != -1)
+		&& (flag&(BF_WEAPON|BF_MISC))
+/* FIXME: This check is awful, there has to be some kind of logic behind this!
+		&& (
+		// there is no rule for that, only some exceptions.. which I listed according to many tests and says
+			skill_num != ASC_BREAKER &&
+			skill_num != NJ_KUNAI &&
+			skill_num != SN_FALCONASSAULT &&
+			skill_num != MO_BALKYOUNG &&
+			skill_num != HT_BLITZBEAT &&
+			skill_num != NJ_SYURIKEN
+			)
+*/
+		)
 		{
-			if (--sc->data[SC_BUNSINJYUTSU].val2 <= 0)
+			if (sc->data[SC_UTSUSEMI].timer != -1) {
+				clif_specialeffect(bl, 462, AREA);
+				skill_blown (src, bl, sc->data[SC_UTSUSEMI].val3);
+			};
+			//Both need to be consumed if they are active.
+			if (sc->data[SC_UTSUSEMI].timer != -1 &&
+				--sc->data[SC_UTSUSEMI].val2 <= 0)
+				status_change_end(bl, SC_UTSUSEMI, -1);
+			if (sc->data[SC_BUNSINJYUTSU].timer != -1 &&
+				--sc->data[SC_BUNSINJYUTSU].val2 <= 0)
 				status_change_end(bl, SC_BUNSINJYUTSU, -1);
 			return 0;
 		}
@@ -497,6 +519,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama
 	//Skills with no damage reduction.
 	case PA_PRESSURE:
 	case HW_GRAVITATION:
+	case NJ_ZENYNAGE:
 		break;
 	default:
 		if (md && md->guardian_data) {
@@ -877,7 +900,7 @@ static struct Damage battle_calc_weapon_attack(
 			case CR_GRANDCROSS:
 			case NPC_GRANDDARKNESS:
 			case NJ_HUUMA:
-			case GS_FLING:
+			case NJ_ISSEN:
 			case GS_TRIPLEACTION:
 			case GS_BULLSEYE:
 			case GS_MAGICALBULLET:
@@ -1048,7 +1071,8 @@ static struct Damage battle_calc_weapon_attack(
 				case NPC_ENERGYDRAIN:
 				case NPC_MENTALBREAKER:
 				case GS_GROUNDDRIFT:
-				case NJ_TATAMIGAESHI:
+				case NJ_SYURIKEN:
+				case NJ_KUNAI:
 				case NJ_ISSEN:
 					flag.hit = 1;
 					break;
@@ -1151,7 +1175,7 @@ static struct Damage battle_calc_weapon_attack(
 		switch (skill_num)
 		{	//Calc base damage according to skill
 			case NJ_ISSEN:
-				wd.damage = 80*sstatus->str +skill_lv*sstatus->hp*8/100;
+				wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
 				wd.damage2 = 0;
 				status_set_hp(src, 1, 0);
 				break;
@@ -1781,11 +1805,10 @@ static struct Damage battle_calc_weapon_attack(
 					skillratio /= 12-3*skill;
 				ATK_ADDRATE(skillratio);
 			}
-			// Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
-			if ((skill_num == NJ_SYURIKEN || skill_num == NJ_KUNAI) &&
-				sd->status.weapon != W_HUUMA &&
-			  	(skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
+			if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
 				ATK_ADD(3*skill);
+			if (skill_num == NJ_KUNAI)
+				ATK_ADD(60);
 		}
 	} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
   	else if(wd.div_ < 0) //Since the attack missed...
@@ -2098,7 +2121,6 @@ struct Damage battle_calc_magic_attack(
 
 	struct map_session_data *sd, *tsd;
 	struct Damage ad;
-	struct status_change *tsc;
 	struct status_data *sstatus = status_get_status_data(src);
 	struct status_data *tstatus = status_get_status_data(target);
 	struct {
@@ -2212,8 +2234,6 @@ struct Damage battle_calc_magic_attack(
 //Adds an absolute value to damage. 100 = +100 damage
 #define MATK_ADD( a ) { ad.damage+= a; }
 
-		tsc= status_get_sc(target); // used for NJ_SUITON increasing NJ_HYOUSENSOU damages
-
 		switch (skill_num)
 		{	//Calc base damage according to skill
 			case AL_HEAL:
@@ -2321,27 +2341,19 @@ struct Damage battle_calc_magic_attack(
 						skillratio -= 10;
 						break;
 					case NJ_KAENSIN:
-						skillratio -= 40; // extrapolation from a vid (seems correct +/- 10%)
+						skillratio -= 50;
 						break;
 					case NJ_BAKUENRYU:
-						skillratio += 50*(skill_lv-1); // recorrected after calculation from vids
-						break;
-					case NJ_HYOUSENSOU:
-						skillratio -= 30;
-						if (tsc && tsc->data[SC_SUITON].timer != -1)
-						  	skillratio += tsc->data[SC_SUITON].val4;
+						skillratio += 50*(skill_lv-1);
 						break;
 					case NJ_HYOUSYOURAKU:
-						skillratio += 50*skill_lv; // recorrected after calculation from vids
-						break;
-					case NJ_HUUJIN:
-						skillratio += 50 + 50*skill_lv; // extrapolation from a vid (unsure)
+						skillratio += 50*skill_lv;
 						break;
 					case NJ_RAIGEKISAI:
-						skillratio += 60 + 40*skill_lv; // idem
+						skillratio += 60 + 40*skill_lv;
 						break;
 					case NJ_KAMAITACHI:
-						skillratio += 100*skill_lv; // idem
+						skillratio += 100*skill_lv;
 						break;
 				}
 
@@ -2621,8 +2633,8 @@ struct Damage  battle_calc_misc_attack(
 			pc_payzeny(sd, md.damage);
 		}
 
-		if(is_boss(target) || tsd)
-			md.damage=md.damage*60/100;
+		if(is_boss(target) || tsd || map_flag_gvg2(target->m))
+			md.damage=md.damage/3;
 		break;
 	case GS_FLING:
 		md.damage = sd?sd->status.job_level:status_get_lv(src);
@@ -2947,13 +2959,6 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
 				return 0;
 			}
 		}
-		if (tsc->data[SC_UTSUSEMI].timer != -1) {
-			clif_specialeffect(target, 462, AREA);
-			skill_blown (src, target, tsc->data[SC_UTSUSEMI].val3);
-			if (--tsc->data[SC_UTSUSEMI].val2 <= 0)
-				status_change_end(target, SC_UTSUSEMI, -1);
-			return 0;
-		}
 	}
 	//Recycled the damage variable rather than use a new one... [Skotlex]
 	if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)

+ 28 - 21
src/map/skill.c

@@ -2834,8 +2834,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 			status_change_end(src,SC_BLADESTOP,-1);
 		break;
 	
+	case NJ_ISSEN:
+		if (sc) {
+		  	if (sc->data[SC_NEN].timer != -1)
+				status_change_end(src,SC_NEN,-1);
+			if (sc->data[SC_HIDING].timer != -1)
+				status_change_end(src,SC_HIDING,-1);
+		}
 	case MO_EXTREMITYFIST:
-		if (sc)
+		if (sc && skillid == MO_EXTREMITYFIST)
 		{
 			if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
 				status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
@@ -2847,13 +2854,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 			struct unit_data *ud = unit_bl2ud(src);
 			short dx,dy;
 			int i,speed;
-
+			i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
 			dx = bl->x - src->x;
 			dy = bl->y - src->y;
-			if (dx < 0) dx--;
-			else if (dx > 0) dx++;
-			if (dy < 0) dy--;
-			else if (dy > 0) dy++;
+			if (dx < 0) dx-=i;
+			else if (dx > 0) dx+=i;
+			if (dy < 0) dy-=i;
+			else if (dy > 0) dy+=i;
 			if (!dx && !dy) dy++;
 			if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
 			{
@@ -3151,23 +3158,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		break;
 
 	case NJ_KASUMIKIRI:
-		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
-		sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
+		if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
+			sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
 		break;
 	case NJ_KIRIKAGE:
 		{
-			int dir = map_calc_dir(src,bl->x,bl->y);
+			short x, y;
+			map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
 			status_change_end(src, SC_HIDING, -1);
-			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
-			if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0))
+			if (unit_movepos(src, x, y, 0, 0))
 				clif_slide(src,src->x,src->y);
+			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
 		}
 		break;
-	case NJ_ISSEN:
-		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
-		if (sc && sc->data[SC_NEN].timer != -1)
-			status_change_end(src,SC_NEN,-1);
-		break;
 	case 0:
 		if(sd) {
 			if (flag & 3){
@@ -6089,7 +6092,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
 	case NJ_SHADOWJUMP:
 	{
 		unit_movepos(src, x, y, 1, 0);
-		unit_setdir(src, (unit_getdir(src) + 4)%8);
 		clif_slide(src,x,y);
 
 		if (sc && sc->data[SC_HIDING].timer != -1)
@@ -8304,6 +8306,10 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
 		break;
 	
 	case NJ_ISSEN:
+		if (status->hp < 2) {
+			clif_skill_fail(sd,skill,0,0);
+			return 0;
+		}
 	case NJ_BUNSINJYUTSU:
 		if (!sc || sc->data[SC_NEN].timer==-1) {
 			clif_skill_fail(sd,skill,0,0);
@@ -9307,15 +9313,16 @@ int skill_landprotector (struct block_list *bl, va_list ap)
 		case SA_VOLCANO:
 		case SA_DELUGE:
 		case SA_VIOLENTGALE:
-		case NJ_SUITON:
-		case NJ_KAENSIN:
+// Suiton/Kaensin CAN super-impose on each another.
+//		case NJ_SUITON:
+//		case NJ_KAENSIN:
 			switch (unit->group->skill_id)
 			{	//These cannot override each other.
 				case SA_VOLCANO:
 				case SA_DELUGE:
 				case SA_VIOLENTGALE:
-				case NJ_SUITON:
-				case NJ_KAENSIN:
+//				case NJ_SUITON:
+//				case NJ_KAENSIN:
 					(*alive) = 0;
 					return 1;
 			}

+ 9 - 27
src/map/status.c

@@ -1060,7 +1060,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
 	{	
 		if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
 			return 0;
-		if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
+		if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
+			&& tsc->data[SC_FREEZE].timer != -1)
 			return 0;
 		if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
 			return 0;
@@ -4923,33 +4924,14 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
 				val2 = 0;
 			break;
 		case SC_SUITON:
-			val2 = 0;	//Agi penalty
+			val2 = 0; //Agi penalty
 			val3 = 0; //Walk speed penalty
-			val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
-
-			if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
-				break;
-			else {
-				val3 = 50;
-
-				switch ((val1+1)/3) {
-				case 3:
-					val2 = 8;
-				break;
-				case 2:
-					val2 = 5;
-				break;
-				case 1:
-					val2 = 3;
+			if (status_get_class(bl) == JOB_NINJA ||
+				(sd && !map_flag_vs(bl->m)))
 				break;
-				case 0: 
-					val2 = 0;
-				break;
-				default:
-					val2 = 3*((val1+1)/3);
-				break;
-				}
-			}
+			val3 = 50;
+			val2 = 3*((val1+1)/3);
+			if (val1 > 4) val2--;
 			break;
 		case SC_ONEHAND:
 		case SC_TWOHANDQUICKEN:
@@ -6788,7 +6770,7 @@ int status_change_timer_sub(struct block_list *bl, va_list ap )
 	case SC_SIGHTBLASTER:
 		if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
 			status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
-	  	{
+		{
 			skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
 			if (sc) sc->data[type].val2 = 0; //This signals it to end.
 		}