From 43585041e9a1999cf04ed810f7cd260167b58a88 Mon Sep 17 00:00:00 2001 From: aleos89 Date: Thu, 10 Dec 2015 12:19:56 -0500 Subject: [PATCH] Updated Emergency Escape effect * Now does a single fluid back slide. * Adjusted Emergency Escape and Feint Bomb to use blewcount in skill_db. --- db/pre-re/skill_db.txt | 4 ++-- db/re/skill_db.txt | 4 ++-- src/map/skill.c | 13 +++---------- 3 files changed, 7 insertions(+), 14 deletions(-) diff --git a/db/pre-re/skill_db.txt b/db/pre-re/skill_db.txt index 9502612225..e91543a24a 100644 --- a/db/pre-re/skill_db.txt +++ b/db/pre-re/skill_db.txt @@ -1069,7 +1069,7 @@ 2301,7,6,2,0,0x1,0,3,1,yes,0,0x20000,0,magic,0,0x0, SC_CHAOSPANIC,Chaos Panic 2302,7,6,2,0,0x1,0,3,1,yes,0,0x20000,1,magic,0,0x0, SC_MAELSTROM,Maelstrom 2303,7,6,2,0,0x1,0,3,1,yes,0,0,0,none,0,0x0, SC_BLOODYLUST,Bloody Lust -2304,0,6,4,-1,0,0,3,1,no,0,0,0,weapon,0,0x0, SC_FEINTBOMB,Feint Bomb +2304,0,6,4,-1,0,0,3,1,no,0,0,0,weapon,3:6:9,0x0, SC_FEINTBOMB,Feint Bomb //**** // LG Royal Guard @@ -1317,7 +1317,7 @@ 5007,0,6,4,0,0x3,5:6:7:8:9,5,1,no,0,0,0,none,0,0x0, WM_FRIGG_SONG,Frigg's Song 5008,0,6,4,0,0x3,11,5,1,no,0,0,0,none,0,0x0, SO_ELEMENTAL_SHIELD,Elemental Shield 5009,1,6,1,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SR_FLASHCOMBO,Flash Combo -5010,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SC_ESCAPE,Emergency Escape +5010,0,6,4,0,0x1,0,5,1,no,0,0,0,none,4:5:6:7:8:9,0x0, SC_ESCAPE,Emergency Escape 5011,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, AB_OFFERTORIUM,Offertorium 5012,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, WL_TELEKINESIS_INTENSE,Intense Telekinesis 5013,0,6,4,0,0x3,0,5,1,no,0,0,0,none,0,0x0, LG_KINGS_GRACE,King's Grace diff --git a/db/re/skill_db.txt b/db/re/skill_db.txt index 6be5128ba2..5fd62af462 100644 --- a/db/re/skill_db.txt +++ b/db/re/skill_db.txt @@ -1069,7 +1069,7 @@ 2301,7,6,2,0,0x1,0,3,1,yes,0,0x20000,0,magic,0,0x0, SC_CHAOSPANIC,Chaos Panic 2302,7,6,2,0,0x1,0,3,1,yes,0,0x20000,1,magic,0,0x0, SC_MAELSTROM,Maelstrom 2303,7,6,2,0,0x1,0,3,1,yes,0,0,0,none,0,0x0, SC_BLOODYLUST,Bloody Lust -2304,0,6,4,-1,0,0,3,1,no,0,0,0,weapon,0,0x0, SC_FEINTBOMB,Feint Bomb +2304,0,6,4,-1,0,0,3,1,no,0,0,0,weapon,3:6:9,0x0, SC_FEINTBOMB,Feint Bomb //**** // LG Royal Guard @@ -1320,7 +1320,7 @@ 5007,0,6,4,0,0x3,5:6:7:8:9,5,1,no,0,0,0,none,0,0x0, WM_FRIGG_SONG,Frigg's Song 5008,0,6,4,0,0x3,11,5,1,no,0,0,0,none,0,0x0, SO_ELEMENTAL_SHIELD,Elemental Shield 5009,1,6,1,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SR_FLASHCOMBO,Flash Combo -5010,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SC_ESCAPE,Emergency Escape +5010,0,6,4,0,0x1,0,5,1,no,0,0,0,none,4:5:6:7:8:9,0x0, SC_ESCAPE,Emergency Escape 5011,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, AB_OFFERTORIUM,Offertorium 5012,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, WL_TELEKINESIS_INTENSE,Intense Telekinesis 5013,0,6,4,0,0x3,0,5,1,no,0,0,0,none,0,0x0, LG_KINGS_GRACE,King's Grace diff --git a/src/map/skill.c b/src/map/skill.c index 29ebc5b1ce..2d34aac5cd 100755 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3994,13 +3994,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), use_skill_lv[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]), tick, 0); } break; - case SC_ESCAPE: - if( skl->type < 4 + skl->skill_lv ) { - clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5); - skill_blown(src, src, 1, unit_getdir(src), 0); - skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0); - } - break; case RL_SLUGSHOT: if (target->type == BL_PC) sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv)); @@ -11780,14 +11773,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case SC_FEINTBOMB: skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position - skill_blown(src,src,3*skill_lv,unit_getdir(src),0); + skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0); clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv))); break; case SC_ESCAPE: + skill_unitsetting(src, skill_id, skill_lv, x, y, 0); + skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0); clif_skill_nodamage(src,src,skill_id,skill_lv,1); - skill_unitsetting(src,skill_id,skill_lv,x,y,0); - skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0); flag |= 1; break;