- Added debug command @displayskill. Should be used only by people searching for new skill IDs.
- Now the bonus bAtkEle will be transferred directly to the weapon when the script is in the ammunition, and you are wielding a weapon that consumes ammo per atttack. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10232 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,10 @@ 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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2007/04/13
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* Now the bonus bAtkEle will be transferred directly to the weapon when the
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script is in the ammunition, and you are wielding a weapon that consumes
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ammo per atttack.
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2007/04/12
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2007/04/12
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* Trade-requests now fail if the target is in a NPC.
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* Trade-requests now fail if the target is in a NPC.
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* Some cleaning of the castend_map code to prevent the menuskill variable
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* Some cleaning of the castend_map code to prevent the menuskill variable
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@ -1,5 +1,8 @@
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Date Added
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Date Added
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2007/04/13
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* Added debug command @displayskill. Should be used only by people
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searching for new skill IDs. [Skotlex]
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2007/04/12
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2007/04/12
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* Updated various mapflags with 11.2 maps [Playtester]
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* Updated various mapflags with 11.2 maps [Playtester]
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2007/04/11
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2007/04/11
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@ -715,6 +715,9 @@ packet: 99
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// Give information about terrain/area (debug function)
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// Give information about terrain/area (debug function)
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gat: 99
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gat: 99
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// Displays the animation of a skill without really using it (debug function)
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displayskill: 99
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// Allows viewing/changing the map's water level (debug function)
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// Allows viewing/changing the map's water level (debug function)
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// NOTE: Requires access to the .grf files since the map height properties are not stored in the map cache.
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// NOTE: Requires access to the .grf files since the map height properties are not stored in the map cache.
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waterlevel: 99
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waterlevel: 99
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@ -190,6 +190,7 @@ ACMD_FUNC(storeall); // by MouseJstr
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ACMD_FUNC(charstoreall); // by MouseJstr
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ACMD_FUNC(charstoreall); // by MouseJstr
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ACMD_FUNC(skillid); // by MouseJstr
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ACMD_FUNC(skillid); // by MouseJstr
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ACMD_FUNC(useskill); // by MouseJstr
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ACMD_FUNC(useskill); // by MouseJstr
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ACMD_FUNC(displayskill); // by MouseJstr
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ACMD_FUNC(summon);
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ACMD_FUNC(summon);
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ACMD_FUNC(rain);
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ACMD_FUNC(rain);
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ACMD_FUNC(snow);
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ACMD_FUNC(snow);
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@ -508,6 +509,7 @@ static AtCommandInfo atcommand_info[] = {
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{ AtCommand_Charstoreall, "@charstoreall", 60, atcommand_charstoreall }, // MouseJstr
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{ AtCommand_Charstoreall, "@charstoreall", 60, atcommand_charstoreall }, // MouseJstr
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{ AtCommand_Skillid, "@skillid", 40, atcommand_skillid }, // MouseJstr
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{ AtCommand_Skillid, "@skillid", 40, atcommand_skillid }, // MouseJstr
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{ AtCommand_Useskill, "@useskill", 40, atcommand_useskill }, // MouseJstr
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{ AtCommand_Useskill, "@useskill", 40, atcommand_useskill }, // MouseJstr
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{ AtCommand_DisplaySkill, "@displayskill", 99, atcommand_displayskill }, // MouseJstr
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// { AtCommand_Rain, "@rain", 99, atcommand_rain }, //Client no longer supports rain!
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// { AtCommand_Rain, "@rain", 99, atcommand_rain }, //Client no longer supports rain!
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{ AtCommand_Snow, "@snow", 99, atcommand_snow },
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{ AtCommand_Snow, "@snow", 99, atcommand_snow },
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{ AtCommand_Sakura, "@sakura", 99, atcommand_sakura },
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{ AtCommand_Sakura, "@sakura", 99, atcommand_sakura },
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@ -7216,6 +7218,35 @@ int atcommand_useskill(const int fd, struct map_session_data* sd, const char* co
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return 0;
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return 0;
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}
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}
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/*==========================================
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* @showskill by [Skotlex]
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* Debug command to locate new skill IDs. It sends the
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* three possible skill-effect packets to the area.
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*------------------------------------------
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*/
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int atcommand_displayskill(const int fd, struct map_session_data* sd, const char* command, const char* message)
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{
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struct status_data * status;
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unsigned int tick;
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int skillnum;
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int skilllv = 1;
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nullpo_retr(-1, sd);
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if (!message || !*message ||
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sscanf(message, "%d %d", &skillnum, &skilllv) < 1)
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{
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clif_displaymessage(fd, "Usage: @displayskill <skillnum> {<skillv>}>");
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return -1;
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}
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status = status_get_status_data(&sd->bl);
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tick = gettick();
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clif_skill_damage(&sd->bl,&sd->bl, tick, status->amotion, status->dmotion,
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1, 1, skillnum, skilllv, 5);
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clif_skill_nodamage(&sd->bl, &sd->bl, skillnum, skilllv, 1);
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clif_skill_poseffect(&sd->bl, skillnum, skilllv, sd->bl.x, sd->bl.y, tick);
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return 0;
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}
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/*==========================================
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/*==========================================
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* @skilltree by [MouseJstr]
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* @skilltree by [MouseJstr]
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* prints the skill tree for a player required to get to a skill
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* prints the skill tree for a player required to get to a skill
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@ -172,6 +172,7 @@ enum AtCommandType {
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AtCommand_Charstoreall, // by MouseJstr
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AtCommand_Charstoreall, // by MouseJstr
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AtCommand_Skillid, // by MouseJstr
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AtCommand_Skillid, // by MouseJstr
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AtCommand_Useskill, // by MouseJstr
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AtCommand_Useskill, // by MouseJstr
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AtCommand_DisplaySkill,
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AtCommand_Summon,
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AtCommand_Summon,
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AtCommand_Rain,
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AtCommand_Rain,
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AtCommand_Snow,
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AtCommand_Snow,
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15
src/map/pc.c
15
src/map/pc.c
@ -1442,7 +1442,20 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
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switch (sd->state.lr_flag)
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switch (sd->state.lr_flag)
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{
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{
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case 2:
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case 2:
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sd->arrow_ele=val;
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switch (sd->status.weapon) {
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case W_BOW:
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case W_REVOLVER:
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case W_RIFLE:
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case W_SHOTGUN:
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case W_GATLING:
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case W_GRENADE:
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//Become weapon element.
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status->rhw.ele=val;
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break;
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default: //Become arrow element.
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sd->arrow_ele=val;
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break;
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}
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break;
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break;
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case 1:
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case 1:
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status->lhw->ele=val;
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status->lhw->ele=val;
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@ -6770,9 +6770,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
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{
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{
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int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
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int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
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if (sd)
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val1 = status->rhw.ele;
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val1=sd->arrow_ele;
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if (!val1)
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else
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val1=element[rand()%5];
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val1=element[rand()%5];
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switch (val1)
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switch (val1)
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