Fixed bugreport:6719 adjusted SR_GENTLETOUCH_CURE,SR_GENTLETOUCH_CHANGE, and SR_GENTLETOUCH_REVITALIZE required spirit balls.
Fixed bugreport:6140 removed unused status icon SI_CLOUDKILL. Fixed bugreport:6829 an animation problem in casting skills. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16921 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -680,10 +680,10 @@
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2342,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CRESCENTELBOW_AUTOSPELL#Crescent Elbow Autospell#
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2343,0,0,11:12:13:14:15:16:17:18:19:20,0,-11:-12:-13:-14:-15:-16:-17:-18:-19:-20,0,99,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GATEOFHELL#Gate of Hell#
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2344,0,0,20:25:30:35:40,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_QUIET#Gentle Touch - Quiet#
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2345,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_CURE#Gentle Touch - Cure#
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2345,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_CURE#Gentle Touch - Cure#
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2346,0,0,40:50:60:70:80,-1:-2:-3:-4:-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 //SR_GENTLETOUCH_ENERGYGAIN#Gentle Touch - Energy Gain#
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2347,0,0,40:50:60:70:80,-2:-4:-6:-8:-10,0,0,99,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_CHANGE#Gentle Touch - Change#
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2348,0,0,40:50:60:70:80,0,0,0,99,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_REVITALIZE#Gentle Touch - Revitalize#
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2347,0,0,40:50:60:70:80,-2:-4:-6:-8:-10,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_CHANGE#Gentle Touch - Change#
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2348,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_REVITALIZE#Gentle Touch - Revitalize#
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//More from SR Sura (but not following ID order)
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2517,0,0,40:45:50:55:60,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HOWLINGOFLION#Howling of Lion#
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2518,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RIDEINLIGHTNING#Ride In Lightening#
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@ -135,7 +135,7 @@
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2446,0x86, , 0, 3:3:3:4:4,1000,enemy, 0x018 //SO_EARTHGRAVE
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2447,0x86, , 0, 3:3:3:4:4,1000,enemy, 0x018 //SO_DIAMONDDUST
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2449,0xdf, , 0, 3:3:4:4:5,500,enemy, 0x018 //SO_PSYCHIC_WAVE
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2450,0xe0, , 3, 0, 500,enemy, 0x010 //SO_CLOUD_KILL
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2450,0xe0, , 0, 3, 500,enemy, 0x010 //SO_CLOUD_KILL
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2452,0xe4, , 0, 3,3000,all, 0x010 //SO_WARMER
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2453,0xeb, , 0, 1:1:2:2:3,1000,enemy,0x010 //SO_VACUUM_EXTREME
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2465,0xf1, , 0, 2,1000,all, 0x010 //SO_FIRE_INSIGNIA
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@ -686,10 +686,10 @@
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2342,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CRESCENTELBOW_AUTOSPELL#Crescent Elbow Autospell#
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2343,0,0,11:12:13:14:15:16:17:18:19:20,0,-11:-12:-13:-14:-15:-16:-17:-18:-19:-20,0,99,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GATEOFHELL#Gate of Hell#
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2344,0,0,20:25:30:35:40,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_QUIET#Gentle Touch - Quiet#
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2345,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_CURE#Gentle Touch - Cure#
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2345,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_CURE#Gentle Touch - Cure#
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2346,0,0,40:50:60:70:80,-1:-2:-3:-4:-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 //SR_GENTLETOUCH_ENERGYGAIN#Gentle Touch - Energy Gain#
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2347,0,0,40:50:60:70:80,-2:-4:-6:-8:-10,0,0,99,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_CHANGE#Gentle Touch - Change#
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2348,0,0,40:50:60:70:80,0,0,0,99,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_REVITALIZE#Gentle Touch - Revitalize#
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2347,0,0,40:50:60:70:80,-2:-4:-6:-8:-10,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_CHANGE#Gentle Touch - Change#
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2348,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_GENTLETOUCH_REVITALIZE#Gentle Touch - Revitalize#
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//More from SR Sura (but not following ID order)
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2517,0,0,40:45:50:55:60,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HOWLINGOFLION#Howling of Lion#
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2518,0,0,40:50:60:70:80,0,0,0,99,0,0,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RIDEINLIGHTNING#Ride In Lightening#
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@ -138,7 +138,7 @@
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2446,0x86, , 0, 3:3:3:4:4,1000,enemy, 0x018 //SO_EARTHGRAVE
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2447,0x86, , 0, 3:3:3:4:4,1000,enemy, 0x018 //SO_DIAMONDDUST
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2449,0xdf, , 0, 3:3:4:4:5,500,enemy, 0x018 //SO_PSYCHIC_WAVE
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2450,0xe0, , 3, 0, 500,enemy, 0x010 //SO_CLOUD_KILL
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2450,0xe0, , 0, 3, 500,enemy, 0x010 //SO_CLOUD_KILL
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2452,0xe4, , 0, 3,3000,all, 0x010 //SO_WARMER
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2453,0xeb, , 0, 1:1:2:2:3,1000,enemy,0x010 //SO_VACUUM_EXTREME
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2465,0xf1, , 0, 1,1000,all, 0x010 //SO_FIRE_INSIGNIA
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@ -9709,9 +9709,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
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break;
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case SO_CLOUD_KILL:
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case SO_WARMER:
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flag|=(skillid == SO_WARMER)?8:4;
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flag|= 8;
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case SO_CLOUD_KILL:
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skill_unitsetting(src,skillid,skilllv,x,y,0);
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break;
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@ -14420,10 +14420,6 @@ int skill_clear_group (struct block_list *bl, int flag)
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if (flag&1)
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group[count++]= ud->skillunit[i];
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break;
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case SO_CLOUD_KILL:
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if( flag&4 )
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group[count++]= ud->skillunit[i];
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break;
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case SO_WARMER:
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if( flag&8 )
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group[count++]= ud->skillunit[i];
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@ -14462,7 +14458,6 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
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case SA_LANDPROTECTOR:
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case NJ_SUITON:
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case SO_WARMER:
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case SO_CLOUD_KILL:
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case SC_BLOODYLUST:
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return ud->skillunit[i];
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}
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@ -685,7 +685,7 @@ void initChangeTables(void) {
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set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
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set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
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set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
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set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
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add_sc( SO_CLOUD_KILL , SC_POISON );
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set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
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set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
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set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
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@ -1260,12 +1260,11 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
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casttime = skill_vfcastfix(src, casttime, skill_num, skill_lv);
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#endif
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unit_stop_walking(src,1);// eventhough this is not how official works but this will do the trick. bugreport:6829
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// in official this is triggered even if no cast time.
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clif_skillcasting(src, src->id, target_id, 0,0, skill_num, skill_get_ele(skill_num, skill_lv), casttime);
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if( casttime > 0 || temp )
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{
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unit_stop_walking(src,1);
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if (sd && target->type == BL_MOB)
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{
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TBL_MOB *md = (TBL_MOB*)target;
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@ -1453,11 +1452,12 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
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if (!src->prev) return 0;
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}
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}
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unit_stop_walking(src,1);
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// in official this is triggered even if no cast time.
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clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_num, skill_get_ele(skill_num, skill_lv), casttime);
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if( casttime > 0 )
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{
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unit_stop_walking(src,1);
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ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
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if( (sd && pc_checkskill(sd,SA_FREECAST) > 0) || skill_num == LG_EXEEDBREAK)
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status_calc_bl(&sd->bl, SCB_SPEED);
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