- Changed the default of multi_hit_delay from 230 to 80 which seems more official.
- Wedding recall skills are now blocked by the nomemo mapflag. - Skill delay for weapon types is now based on adelay (ASPD) rather than amotion (ASPD/2) - Removed ending Endure when casting Berserk, may fix the timer mismatch issues. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5963 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,15 @@ 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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2006/04/09
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* Changed the default of multi_hit_delay from 230 to 80 which seems more
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official. [Skotlex]
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* Wedding recall skills are now blocked by the nomemo mapflag instead of
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nowarpto. [Skotlex]
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* Skill delay for weapon types is now based on adelay (ASPD) rather than
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amotion (ASPD/2) [Skotlex]
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* Removed ending Endure when casting Berserk, may fix the timer mismatch
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issues. [Skotlex
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2006/04/08
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* Fixed skill_nocast_db reading so that when the same skill is specified
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multiple times, the blocked effects add up instead of replacing each other.
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@ -38,7 +38,9 @@ damage_walk_delay_rate: 100
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// Move-delay adjustment for multi-hitting attacks.
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// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
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// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
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multihit_delay: 230
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// 80 is the setting that feels like Aegis (vs Sonic Blows)
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// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
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multihit_delay: 80
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// Damaged delay rate for players (Note 2)
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// (Setting to no/0 will be like always endure)
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@ -3992,7 +3992,7 @@ void battle_set_defaults() {
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battle_config.summons_inherit_effects=1;
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battle_config.pc_walk_delay_rate=20;
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battle_config.walk_delay_rate=100;
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battle_config.multihit_delay=230;
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battle_config.multihit_delay=80;
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battle_config.quest_skill_learn=0;
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battle_config.quest_skill_reset=1;
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battle_config.basic_skill_check=1;
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@ -6476,7 +6476,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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case WE_CALLPARTNER:
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if (!sd)
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return NULL;
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if (map[src->m].flag.nowarpto) {
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if (map[src->m].flag.nomemo) {
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clif_skill_teleportmessage(sd,1);
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return NULL;
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}
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@ -6485,7 +6485,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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case WE_CALLPARENT:
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if (!sd)
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return NULL;
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if (map[src->m].flag.nowarpto) {
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if (map[src->m].flag.nomemo) {
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clif_skill_teleportmessage(sd,1);
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return NULL;
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}
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@ -6495,7 +6495,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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case WE_CALLBABY:
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if (!sd)
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return NULL;
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if (map[src->m].flag.nowarpto) {
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if (map[src->m].flag.nomemo) {
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clif_skill_teleportmessage(sd,1);
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return NULL;
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}
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@ -8334,11 +8334,11 @@ int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
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// instant cast attack skills depend on aspd as delay [celest]
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if (time == 0) {
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if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
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time = status_get_amotion(bl); //Use attack animation as default delay.
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time = status_get_adelay(bl); //Use attack delay as default delay.
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else
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time = 300; // default delay, according to official servers
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} else if (time < 0)
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time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
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time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
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if (battle_config.delay_dependon_dex && !(delaynodex&1))
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{ // if skill casttime is allowed to be reduced by dex
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@ -3847,8 +3847,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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status_change_end(bl,SC_CONCENTRATION,-1);
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if (sc->data[SC_PARRYING].timer != -1)
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status_change_end(bl,SC_PARRYING,-1);
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if (sc->data[SC_ENDURE].timer != -1)
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status_change_end(bl,SC_ENDURE,-1);
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if (sc->data[SC_AURABLADE].timer != -1)
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status_change_end(bl,SC_AURABLADE,-1);
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}
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@ -55,7 +55,7 @@ enum {
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SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
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SC_BROKENWEAPON,
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SC_HALLUCINATION,
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SC_WEIGHT50 ,
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SC_WEIGHT50,
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SC_WEIGHT90,
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SC_ASPDPOTION0,
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SC_ASPDPOTION1,
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