- High-Jump is usable everywhere now, except that on maps where it previously failed, now will just make you jump in place.

- Fixed TK_RUN as per packets provided by AuronX.
- Corrected Ki Explosion to have range 1 and to take your weapon's element.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8797 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-09-18 18:36:36 +00:00
parent 0c181dc424
commit 0cedd1e5f4
6 changed files with 32 additions and 20 deletions

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@ -5,6 +5,9 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/09/18
* High-Jump is usable everywhere now, except that on maps where it
previously failed, now will just make you jump in place. [Skotlex]
* Fixed TK_RUN as per packets provided by AuronX. [Skotlex]
* Moved the equipment/card resistances to status ailments outside of
status_get_sc_def, so that they are applied only to rate, not duration.
[Skotlex]

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@ -20,6 +20,8 @@
=========================
09/18
* Corrected Ki Explosion to have range 1 and to take your weapon's element.
[Skotlex]
* Fixing Holden combo not draining sp correctly [Playtester]
* Added official Rachel Sanctuary mob stats [Playtester]
* Fixed the order of mob skills thanks to [Leon] [Playtester]

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@ -1,7 +1,7 @@
//id,range,hit,inf,pl,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count
// 01 ID
// 02 range (combo skills do not check for range when used, if 0 and skill is
// not inf = 4, use base weapon's range)
// not inf = 4, use attack range)
// 03 hit (8- repeated hitting, 6- single-hit)
// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
// 05 pl attributes (0- nothing, 1- water, 2- earth, 3- fire, 4- wind,
@ -585,7 +585,7 @@
1013,0,6,4,0,3,2,1,0,no,0,1,0,weapon,0 //BS_GREED#Greed#
1014,0,6,4,6,3,14,1,0,yes,0,1,0,magic,0 //PR_REDEMPTIO#Redemptio#
1015,9,6,16,0,1,0,1,1,no,0,1025,0,weapon,0 //MO_KITRANSLATION#Ki Translation#
1016,0,6,1,0,2,1,1,1,no,0,1,0,weapon,5 //MO_BALKYOUNG#Ki Explosion#
1016,-1,6,1,-1,2,1,1,1,no,0,1,0,weapon,5 //MO_BALKYOUNG#Ki Explosion#
1017,9,6,1,2,1,0,1,1,yes,0,1,0,magic,0 //SA_ELEMENTGROUND#Elemental Change Earth#
1018,9,6,1,3,1,0,1,1,yes,0,1,0,magic,0 //SA_ELEMENTFIRE#Elemental Change Fire#
1019,9,6,1,4,1,0,1,1,yes,0,1,0,magic,0 //SA_ELEMENTWIND#Elemental Change Wind#

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@ -883,13 +883,6 @@ int skillnotok (int skillid, struct map_session_data *sd)
return 1;
}
return 0;
case TK_HIGHJUMP:
if(map[m].flag.noteleport && !map_flag_vs(m))
{ //Can't be used on noteleport maps, except for vs maps [Skotlex]
clif_skill_fail(sd,skillid,0,0);
return 1;
}
break;
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
@ -4162,13 +4155,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
break;
case TK_RUN:
if (tsc && tsc->data[type].timer != -1)
i = status_change_end(bl, type, -1);
else
i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
// If the client receives a skill-use packet inmediately before
// a walkok packet, it will discard the walk packet! [Skotlex]
// clif_skill_nodamage(src,bl,skillid,skilllv,i);
if (tsc && tsc->data[type].timer != -1)
clif_skill_nodamage(src,bl,skillid,skilllv,
status_change_end(bl, type, -1));
else {
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
// If the client receives a skill-use packet inmediately before
// a walkok packet, it will discard the walk packet! [Skotlex]
// So aegis has to resend the walk ok.
if (sd) clif_walkok(sd);
}
break;
case AS_CLOAKING:
if(tsc && tsc->data[type].timer!=-1 )
@ -4680,8 +4677,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
int x,y, dir = unit_getdir(src);
x = src->x + dirx[dir]*skilllv*2;
y = src->y + diry[dir]*skilllv*2;
//Fails on noteleport maps, except for vs maps [Skotlex]
if(map[src->m].flag.noteleport && !map_flag_vs(src->m)) {
x = src->x;
y = src->y;
} else {
x = src->x + dirx[dir]*skilllv*2;
y = src->y + diry[dir]*skilllv*2;
}
clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
if(map_getcell(src->m,x,y,CELL_CHKPASS)) {

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@ -353,13 +353,14 @@ enum {
SI_JOINTBEAT = 125,
SI_DEVOTION = 130,
SI_STEELBODY = 132,
//134 - Soullink-like effect which makes the character get wavy.
SI_RUN = 133,
SI_BUMP = 134,
SI_READYSTORM = 135,
SI_READYDOWN = 137,
SI_READYTURN = 139,
SI_READYCOUNTER = 141,
SI_DODGE = 143,
SI_RUN = 144,
//SI_RUN = 144, //is not RUN. need info on what this is.
SI_SPURT = 145,
SI_SHADOWWEAPON = 146,
SI_ADRENALINE2 = 147,

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@ -386,8 +386,11 @@ int unit_run(struct block_list *bl)
if(to_x == bl->x && to_y == bl->y) {
//If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
clif_status_change(bl, SI_BUMP, 1);
status_change_end(bl,SC_RUN,-1);
skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
clif_fixpos(bl); //Why is a clif_slide (skill_blown) AND a fixpos needed? Ask Aegis.
clif_status_change(bl, SI_BUMP, 0);
return 0;
}
unit_walktoxy(bl, to_x, to_y, 1);