- 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
This commit is contained in:
skotlex 2006-04-09 05:50:43 +00:00
parent 1f0de23255
commit 3faa5d199f
6 changed files with 19 additions and 10 deletions

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@ -3,6 +3,15 @@ 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.
2006/04/09
* Changed the default of multi_hit_delay from 230 to 80 which seems more
official. [Skotlex]
* Wedding recall skills are now blocked by the nomemo mapflag instead of
nowarpto. [Skotlex]
* Skill delay for weapon types is now based on adelay (ASPD) rather than
amotion (ASPD/2) [Skotlex]
* Removed ending Endure when casting Berserk, may fix the timer mismatch
issues. [Skotlex
2006/04/08
* Fixed skill_nocast_db reading so that when the same skill is specified
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
// Move-delay adjustment for multi-hitting attacks.
// When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be
// unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
multihit_delay: 230
// 80 is the setting that feels like Aegis (vs Sonic Blows)
// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
multihit_delay: 80
// Damaged delay rate for players (Note 2)
// (Setting to no/0 will be like always endure)

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@ -3992,7 +3992,7 @@ void battle_set_defaults() {
battle_config.summons_inherit_effects=1;
battle_config.pc_walk_delay_rate=20;
battle_config.walk_delay_rate=100;
battle_config.multihit_delay=230;
battle_config.multihit_delay=80;
battle_config.quest_skill_learn=0;
battle_config.quest_skill_reset=1;
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,
case WE_CALLPARTNER:
if (!sd)
return NULL;
if (map[src->m].flag.nowarpto) {
if (map[src->m].flag.nomemo) {
clif_skill_teleportmessage(sd,1);
return NULL;
}
@ -6485,7 +6485,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
case WE_CALLPARENT:
if (!sd)
return NULL;
if (map[src->m].flag.nowarpto) {
if (map[src->m].flag.nomemo) {
clif_skill_teleportmessage(sd,1);
return NULL;
}
@ -6495,7 +6495,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
case WE_CALLBABY:
if (!sd)
return NULL;
if (map[src->m].flag.nowarpto) {
if (map[src->m].flag.nomemo) {
clif_skill_teleportmessage(sd,1);
return NULL;
}
@ -8334,11 +8334,11 @@ int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
// instant cast attack skills depend on aspd as delay [celest]
if (time == 0) {
if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
time = status_get_amotion(bl); //Use attack animation as default delay.
time = status_get_adelay(bl); //Use attack delay as default delay.
else
time = 300; // default delay, according to official servers
} else if (time < 0)
time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
if (battle_config.delay_dependon_dex && !(delaynodex&1))
{ // 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
status_change_end(bl,SC_CONCENTRATION,-1);
if (sc->data[SC_PARRYING].timer != -1)
status_change_end(bl,SC_PARRYING,-1);
if (sc->data[SC_ENDURE].timer != -1)
status_change_end(bl,SC_ENDURE,-1);
if (sc->data[SC_AURABLADE].timer != -1)
status_change_end(bl,SC_AURABLADE,-1);
}

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@ -55,7 +55,7 @@ enum {
SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
SC_BROKENWEAPON,
SC_HALLUCINATION,
SC_WEIGHT50 ,
SC_WEIGHT50,
SC_WEIGHT90,
SC_ASPDPOTION0,
SC_ASPDPOTION1,