- Storm Kick's range increased to 2.
- Mobinfo's drop list will use jName rather than Name for drop names. - Some cleaning of the ASC_BREAKER code in skill_attack - Modified skill_attack so that all skills with amotion get their damage delayed (should fix mob walk-teleport issues) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6346 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,11 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/04/28
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* Mobinfo's drop list will use jName rather than Name for drop names.
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[Skotlex]
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* Some cleaning of the ASC_BREAKER code in skill_attack [Skotlex]
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* Modified skill_attack so that all skills with amotion get their damage
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delayed (should fix mob walk-teleport issues) [Skotlex]
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* Added function stristr to strlib.c, used by mob.c and item_db.c for
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case-insensitive seeks. [Skotlex]
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* Removed the sending of the online guild list when you log-on, may fix the
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@ -27,6 +27,7 @@
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=========================
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04/28
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* Storm Kick's range increased to 2. [Skotlex]
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* Lowered drop rates of Bio Lab 3 normal mobs [Playtester]
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- not finished yet, need 12 item drop slots...
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* Range of Flying Sidekick 10->8 cells [Lupus]
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@ -432,7 +432,7 @@
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410,9,6,4,0,1,3,1,1,yes,0,4,1,none,0 //WE_CALLBABY#Call Baby#
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411,0,6,4,0,1,0,10,1,yes,0,0,0,misc,0 //TK_RUN#Running#
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412,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0 //TK_READYSTORM#Prepare Whirlwind#
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413,0,8,4,-1,2,2,7,-3,no,0,512,0,weapon,0 //TK_STORMKICK#Whirlwind Kick#
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413,-2,8,4,-1,2,2,7,-3,no,0,512,0,weapon,0 //TK_STORMKICK#Whirlwind Kick#
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414,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0 //TK_READYDOWN#Prepare Axe Kick#
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415,-2,8,4,-1,0,0,7,-3,no,0,512,0,weapon,0 //TK_DOWNKICK#Axe Kick#
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416,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0 //TK_READYTURN#Prepare Round Kick#
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@ -9374,7 +9374,7 @@ int atcommand_mobinfo(
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if (mob->dropitem[i].nameid <= 0 || (item_data = itemdb_search(mob->dropitem[i].nameid)) == NULL)
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continue;
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if (mob->dropitem[i].p > 0) {
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sprintf(atcmd_output2, " - %s %02.02f%%", item_data->name, (float)mob->dropitem[i].p / 100);
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sprintf(atcmd_output2, " - %s %02.02f%%", item_data->jname, (float)mob->dropitem[i].p / 100);
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strcat(atcmd_output, atcmd_output2);
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if (++j % 3 == 0) {
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clif_displaymessage(fd, atcmd_output);
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@ -1931,14 +1931,13 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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case ASC_BREAKER: // [celest]
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if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
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tmpdmg = damage; // store the temporary weapon damage
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} else { // only display damage for the 2nd attack
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if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
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clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
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damage += tmpdmg; // add weapon and magic damage
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tmpdmg = 0; // clear the temporary weapon damage
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if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
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dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
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}
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return 0; //Wait for the second iteration to do all the work below.
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}
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if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
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clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
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damage += tmpdmg; // add weapon and magic damage
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tmpdmg = 0; // clear the temporary weapon damage
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dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
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break;
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case NPC_SELFDESTRUCTION:
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if(src->type==BL_PC)
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@ -1992,7 +1991,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
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damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
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}
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if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
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if (!dmg.amotion) { // do not really deal damage for ASC_BREAKER's 1st attack
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battle_damage(src,bl,damage,dmg.dmotion,0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
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if (dmg.dmg_lv == ATK_DEF || damage > 0) {
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if (!status_isdead(bl))
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@ -2007,7 +2006,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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skill_blown(dsrc,bl,dmg.blewcount);
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//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
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if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
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if (dmg.amotion) { // do not really deal damage for ASC_BREAKER's 1st attack
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battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion,0);
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}
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@ -2027,7 +2026,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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}
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if (rdamage>0) {
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if (attack_type&BF_WEAPON)
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if (dmg.amotion)
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battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0,0);
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else
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battle_damage(bl,src,rdamage,0,0);
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