- Adjusted the range of Wall of Fog to 9 and Spider Web to 7
- Modified a bit the skill packets of Sharp-Shooting and Brandish Spear in hopes of fixing it. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5824 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,8 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/03/31
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* Modified a bit the skill packets of Sharp-Shooting and Brandish Spear in
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hopes of fixing it. [Skotlex]
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* Should fix a bug in GM stealth mode (@hide). [Lance]
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2006/03/30
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@ -27,9 +27,10 @@
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=========================
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03/31
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* Adjusted the range of Wall of Fog to 9 and Spider Web to 7 [Skotlex]
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03/30
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* Fixed a lot of Jnames [Poki#3]
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03/29
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* Updated FULL BUSTER aftercast delays, thanks to Haplo [Lupus]
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- Fixed Rose Nile bonus
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@ -423,8 +423,8 @@
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401,0,6,4,0,1,0,1,1,yes,0,0,0,none,0 //CH_SOULCOLLECT#Zen#
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402,9,6,1,0,1,0,5,1,no,0,0,0,none,0 //PF_MINDBREAKER#Mind Breaker#
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403,0,0,4,0,1,0,1,1,yes,0,0,0,magic,0 //PF_MEMORIZE#Foresight#
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404,3,6,2,2,1,0,5,1,yes,0,256,2,magic,0 //PF_FOGWALL#Blinding Mist#
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405,3,6,2,0,1,0,1,1,no,0,128,3,magic,0 //PF_SPIDERWEB#Fiber Lock#
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404,9,6,2,2,1,0,5,1,yes,0,256,2,magic,0 //PF_FOGWALL#Blinding Mist#
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405,7,6,2,0,1,0,1,1,no,0,128,3,magic,0 //PF_SPIDERWEB#Fiber Lock#
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406,0,6,4,-1,2,2,10,1,no,33,0,0,weapon,0 //ASC_METEORASSAULT#Meteor Assault#
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407,0,6,4,0,1,0,1,0,no,0,0,0,none,0 //ASC_CDP#Create Deadly Poison#
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408,9,6,4,0,1,0,1,1,yes,0,4,0,none,0 //WE_BABY#Baby#
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@ -1911,7 +1911,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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switch(skillid){
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//Skills who's damage should't show any skill-animation.
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case SM_MAGNUM:
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case KN_BRANDISHSPEAR:
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case AS_SPLASHER:
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case ASC_METEORASSAULT:
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case SG_SUN_WARM:
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@ -1919,6 +1918,15 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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case SG_STAR_WARM:
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clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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break;
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case KN_BRANDISHSPEAR:
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case SN_SHARPSHOOTING:
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{ //Only display skill animation for skill's target.
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struct unit_data *ud = unit_bl2ud(src);
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if (ud && ud->skilltarget == bl->id)
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clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
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else
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clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, type);
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}
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case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
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clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
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break;
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@ -1940,7 +1948,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
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dmg.blewcount = 10;
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break;
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case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
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case SN_SHARPSHOOTING:
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case TF_DOUBLE:
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case GS_CHAINACTION:
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clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
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@ -8268,7 +8275,6 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
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*/
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int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
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{
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struct status_change *sc;
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int castnodex = skill_get_castnodex(skill_id, skill_lv);
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int time = skill_get_cast(skill_id, skill_lv);
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struct map_session_data *sd;
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