- 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
This commit is contained in:
skotlex 2006-04-28 15:20:28 +00:00
parent 0f3de92a52
commit 1b38364cab
5 changed files with 18 additions and 13 deletions

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@ -3,6 +3,11 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/04/28
* Mobinfo's drop list will use jName rather than Name for drop names.
[Skotlex]
* Some cleaning of the ASC_BREAKER code in skill_attack [Skotlex]
* Modified skill_attack so that all skills with amotion get their damage
delayed (should fix mob walk-teleport issues) [Skotlex]
* Added function stristr to strlib.c, used by mob.c and item_db.c for
case-insensitive seeks. [Skotlex]
* Removed the sending of the online guild list when you log-on, may fix the

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@ -27,6 +27,7 @@
=========================
04/28
* Storm Kick's range increased to 2. [Skotlex]
* Lowered drop rates of Bio Lab 3 normal mobs [Playtester]
- not finished yet, need 12 item drop slots...
* Range of Flying Sidekick 10->8 cells [Lupus]

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@ -432,7 +432,7 @@
410,9,6,4,0,1,3,1,1,yes,0,4,1,none,0 //WE_CALLBABY#Call Baby#
411,0,6,4,0,1,0,10,1,yes,0,0,0,misc,0 //TK_RUN#Running#
412,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0 //TK_READYSTORM#Prepare Whirlwind#
413,0,8,4,-1,2,2,7,-3,no,0,512,0,weapon,0 //TK_STORMKICK#Whirlwind Kick#
413,-2,8,4,-1,2,2,7,-3,no,0,512,0,weapon,0 //TK_STORMKICK#Whirlwind Kick#
414,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0 //TK_READYDOWN#Prepare Axe Kick#
415,-2,8,4,-1,0,0,7,-3,no,0,512,0,weapon,0 //TK_DOWNKICK#Axe Kick#
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(
if (mob->dropitem[i].nameid <= 0 || (item_data = itemdb_search(mob->dropitem[i].nameid)) == NULL)
continue;
if (mob->dropitem[i].p > 0) {
sprintf(atcmd_output2, " - %s %02.02f%%", item_data->name, (float)mob->dropitem[i].p / 100);
sprintf(atcmd_output2, " - %s %02.02f%%", item_data->jname, (float)mob->dropitem[i].p / 100);
strcat(atcmd_output, atcmd_output2);
if (++j % 3 == 0) {
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
case ASC_BREAKER: // [celest]
if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
tmpdmg = damage; // store the temporary weapon damage
} else { // only display damage for the 2nd attack
if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
damage += tmpdmg; // add weapon and magic damage
tmpdmg = 0; // clear the temporary weapon damage
if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
return 0; //Wait for the second iteration to do all the work below.
}
if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
damage += tmpdmg; // add weapon and magic damage
tmpdmg = 0; // clear the temporary weapon damage
dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
break;
case NPC_SELFDESTRUCTION:
if(src->type==BL_PC)
@ -1992,7 +1991,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
}
if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
if (!dmg.amotion) { // do not really deal damage for ASC_BREAKER's 1st attack
battle_damage(src,bl,damage,dmg.dmotion,0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if (dmg.dmg_lv == ATK_DEF || damage > 0) {
if (!status_isdead(bl))
@ -2007,7 +2006,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
skill_blown(dsrc,bl,dmg.blewcount);
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
if (dmg.amotion) { // do not really deal damage for ASC_BREAKER's 1st attack
battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion,0);
}
@ -2027,7 +2026,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
}
if (rdamage>0) {
if (attack_type&BF_WEAPON)
if (dmg.amotion)
battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0,0);
else
battle_damage(bl,src,rdamage,0,0);