- Corrected skill require entry from the Twilight Pharmacy skills.
- Removed the Frost Nova entry from skill_unit_db - Moved Gospel's code to skill_castend_pos2 - Some cleaning of skill_castend_pos2 - Fixed a unnecessary map_freeblock_unlock call in the default case of skill_castend_pos2 - Sense/Estimation will now display the mob info window to all party members in the same map. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7595 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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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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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/07/10
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* Some cleaning of skill_castend_pos2, fixed Gospel, and a
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map_freeblock_unlock misplacement. [Skotlex]
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* Sense/Estimation will now display the mob info window to all party
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members in the same map. [Skotlex]
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2006/07/08
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2006/07/08
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* Fixed the new addeff structure not working well with SC_STONE (because
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* Fixed the new addeff structure not working well with SC_STONE (because
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SC_STONE is 0, which was by default not handled as a valid value).
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SC_STONE is 0, which was by default not handled as a valid value).
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@ -24,6 +24,11 @@
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-----
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-----
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=========================
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=========================
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07/10
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* Corrected skill require entry from the Twilight Pharmacy skills.
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[Skotlex]
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* Removed Frost Nova's skill_unit_db entry. [Skotlex]
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07/09
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07/09
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* Added Guillontine's SP Drain per attack [Playtester]
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* Added Guillontine's SP Drain per attack [Playtester]
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* More item updates thanks to Haplo [Playtester]
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* More item updates thanks to Haplo [Playtester]
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@ -383,12 +383,12 @@
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491,0,0,10,0,0,0,99,0,0,none,0,921,1,905,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CR_CULTIVATION##
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491,0,0,10,0,0,0,99,0,0,none,0,921,1,905,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CR_CULTIVATION##
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493,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_MISSION##
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493,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TK_MISSION##
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494,0,0,460:360:260:160:60,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SL_HIGH#ˆêŽŸ?ãˆÊ?E‹Æ‚Ì?°#
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494,0,0,460:360:260:160:60,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SL_HIGH##
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495,0,0,100,0,0,0,2,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KN_ONEHAND#ƒ?ƒ“ƒnƒ“ƒhƒNƒBƒNƒ“#
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495,0,0,100,0,0,0,2,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KN_ONEHAND##
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496,0,0,200,0,0,0,99,0,0,none,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AM_TWILIGHT1#ƒgƒ?ƒCƒ‰ƒCƒgƒtƒ@?[ƒ}ƒV?[1#
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496,0,0,200,0,0,0,99,0,0,none,0,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AM_TWILIGHT1##
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497,0,0,200,0,0,0,99,0,0,none,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AM_TWILIGHT2#ƒgƒ?ƒCƒ‰ƒCƒgƒtƒ@?[ƒ}ƒV?[2#
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497,0,0,200,0,0,0,99,0,0,none,0,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AM_TWILIGHT2##
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498,0,0,200,0,0,0,99,0,0,none,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3#ƒgƒ?ƒCƒ‰ƒCƒgƒtƒ@?[ƒ}ƒV?[3#
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498,0,0,200,0,0,0,99,0,0,none,0,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3##
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499,0,0,8,0,0,0,11,1,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HT_POWER#ƒr?[ƒXƒgƒXƒgƒŒƒCƒsƒ“ƒO#
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499,0,0,8,0,0,0,11,1,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HT_POWER##
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//temp plugs
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//temp plugs
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500,0,0,10,0,0,1,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING
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500,0,0,10,0,0,1,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING
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501,0,0,10,0,0,0,17:18:19:20:21,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FLING
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501,0,0,10,0,0,0,17:18:19:20:21,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FLING
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@ -35,7 +35,6 @@
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83,0x86, , 0, 3,1000,enemy, 0x000 //WZ_METEOR
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83,0x86, , 0, 3,1000,enemy, 0x000 //WZ_METEOR
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85,0x86,,0,6:6:6:6:6:6:6:6:6:6:8,1250,enemy,0x008 //WZ_VERMILION
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85,0x86,,0,6:6:6:6:6:6:6:6:6:6:8,1250,enemy,0x008 //WZ_VERMILION
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87,0x8d, , -1, 0, -1,all, 0x000 //WZ_ICEWALL
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87,0x8d, , -1, 0, -1,all, 0x000 //WZ_ICEWALL
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88,0x86, , 0, 2,1000,enemy, 0x000 //WZ_FROSTNOVA
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89,0x86, , 0, 5, 450,enemy, 0x008 //WZ_STORMGUST
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89,0x86, , 0, 5, 450,enemy, 0x008 //WZ_STORMGUST
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91,0x86, , 0, 2,1000,enemy, 0x080 //WZ_HEAVENDRIVE
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91,0x86, , 0, 2,1000,enemy, 0x080 //WZ_HEAVENDRIVE
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92,0x8e, , 2, 0, -1,enemy, 0x000 //WZ_QUAGMIRE
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92,0x8e, , 2, 0, -1,enemy, 0x000 //WZ_QUAGMIRE
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@ -4827,7 +4827,7 @@ int clif_skill_estimation(struct map_session_data *sd,struct block_list *dst)
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// WBUFB(buf,20+i)= (unsigned char)((fix=battle_attr_fix(NULL,dst,100,i+1,status->def_ele, status->ele_lv))<0?0:fix);
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// WBUFB(buf,20+i)= (unsigned char)((fix=battle_attr_fix(NULL,dst,100,i+1,status->def_ele, status->ele_lv))<0?0:fix);
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if(sd->status.party_id>0)
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if(sd->status.party_id>0)
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clif_send(buf,packet_len_table[0x18c],&sd->bl,PARTY_AREA);
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clif_send(buf,packet_len_table[0x18c],&sd->bl,PARTY_SAMEMAP);
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else{
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else{
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WFIFOHEAD(sd->fd,packet_len_table[0x18c]);
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WFIFOHEAD(sd->fd,packet_len_table[0x18c]);
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memcpy(WFIFOP(sd->fd,0),buf,packet_len_table[0x18c]);
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memcpy(WFIFOP(sd->fd,0),buf,packet_len_table[0x18c]);
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@ -4119,19 +4119,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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}
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}
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break;
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break;
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case PA_GOSPEL: /* ゴスペル */
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if (!tsc) break;
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if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
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i = status_change_end(bl,SC_GOSPEL,-1);
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} else {
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struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
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if (tsc->data[type].timer != -1)
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status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
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i = sc_start4(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
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}
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clif_skill_nodamage(src,bl,skillid,skilllv,i);
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break;
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case BD_ADAPTATION: /* アドリブ */
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case BD_ADAPTATION: /* アドリブ */
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if(tsc && tsc->data[SC_DANCING].timer!=-1){
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if(tsc && tsc->data[SC_DANCING].timer!=-1){
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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@ -5729,7 +5716,8 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
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{
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{
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struct map_session_data *sd=NULL;
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struct map_session_data *sd=NULL;
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struct status_change *sc;
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struct status_change *sc;
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int i;
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struct skill_unit_group *sg;
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int i,type;
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//if(skilllv <= 0) return 0;
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//if(skilllv <= 0) return 0;
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if(skillid > 0 && skilllv <= 0) return 0; // celest
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if(skillid > 0 && skilllv <= 0) return 0; // celest
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@ -5742,14 +5730,16 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
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if(src->type==BL_PC)
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if(src->type==BL_PC)
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sd=(struct map_session_data *)src;
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sd=(struct map_session_data *)src;
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sc = status_get_sc(src); //Needed for Magic Power checks.
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sc = status_get_sc(src);
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if (sc && !sc->count)
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if (sc && !sc->count)
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sc = NULL; //Unneeded.
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sc = NULL; //Unneeded.
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type = SkillStatusChangeTable(skillid);
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switch (skillid) { //Skill effect.
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switch (skillid) { //Skill effect.
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case WZ_METEOR:
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case WZ_METEOR:
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case MO_BODYRELOCATION:
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case MO_BODYRELOCATION:
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case CR_CULTIVATION:
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case CR_CULTIVATION:
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case HW_GANBANTEIN:
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break; //Effect is displayed on respective switch case.
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break; //Effect is displayed on respective switch case.
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default:
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default:
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if(skill_get_inf(skillid)&INF_SELF_SKILL)
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if(skill_get_inf(skillid)&INF_SELF_SKILL)
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@ -5991,14 +5981,9 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
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break;
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break;
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case HW_GRAVITATION:
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case HW_GRAVITATION:
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{
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sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
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struct skill_unit_group *sg;
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sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
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clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
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flag|=1;
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sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
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sc_start4(src,SkillStatusChangeTable(skillid),100,
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skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
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flag|=1;
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}
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break;
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break;
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// Plant Cultivation [Celest]
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// Plant Cultivation [Celest]
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@ -6019,20 +6004,29 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
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clif_skill_fail(sd,skillid,0,0);
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clif_skill_fail(sd,skillid,0,0);
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}
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}
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break;
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break;
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case SG_SUN_WARM:
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case SG_SUN_WARM:
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case SG_MOON_WARM:
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case SG_MOON_WARM:
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case SG_STAR_WARM:
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case SG_STAR_WARM:
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{
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sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
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struct skill_unit_group *sg;
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sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
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flag|=1;
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break;
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case PA_GOSPEL:
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if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
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status_change_end(src,SC_GOSPEL,-1);
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else
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{
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sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
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sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
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clif_skill_nodamage(src,src,skillid,skilllv,
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if (sc->data[type].timer != -1)
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sc_start4(src,SkillStatusChangeTable(skillid),
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status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
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100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)));
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sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
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}
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}
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break;
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break;
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default:
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default:
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ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
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ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
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map_freeblock_unlock();
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return 1;
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return 1;
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}
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}
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