- SC_CLOAKING's val4 now holds whether cloaking ends or not on attack.
- Implemented NPC_INVISIBLE, it starts SC_CLOAKING with val4 set to 1, skill duration is 30 secs. - Moved uncloaking on attack from attack_timer_sub to battle_calc_weapon_attack. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6223 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/04/21
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* SC_CLOAKING's val4 now holds whether cloaking ends or not on attack.
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[Skotlex]
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* Implemented NPC_INVISIBLE, it starts SC_CLOAKING with val4 set to 1.
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[Skotlex]
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* Updated the HP/SP leech structures to have race-data attached to them.
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[Skotlex]
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* Merged all leeching code to new battle_drain function. [Skotlex]
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@ -27,6 +27,7 @@
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=========================
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04/21
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* Set NPC_INVISIBLE's duration to 30 secs. [Skotlex]
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* Finally implemented Dragon Egg thanks to Tharis [Playtester]
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* Fixed some mob skills that where missing an [Enter]... (Windows format... AGAIN!) [Poki#3]
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...why co we have uncommented Attack skills under an iddle state? Oo
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@ -514,6 +514,8 @@
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349,0,0,0,60000:120000:180000:240000:300000,0
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//-- NPC_AGIUP
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350,0,0,0,60000:120000:180000:240000:300000,0
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//-- NPC_INVISIBLE
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353,0,0,0,30000,0
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//-- NPC_RUN
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354,0,0:500:1000:1500:2000:2500,0,0,0
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//==========================================
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@ -3119,6 +3119,9 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
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return 0;
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}
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if (sc && sc->data[SC_CLOAKING].timer != -1 && !sc->data[SC_CLOAKING].val4)
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status_change_end(src,SC_CLOAKING,-1);
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//Check for counter attacks that block your attack. [Skotlex]
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if(tsc)
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{
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@ -4998,8 +4998,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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sc_start(bl,SC_INCAGI,100,skilllv*10,skill_get_time(skillid, skilllv)));
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break;
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case NPC_SIEGEMODE:
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case NPC_INVISIBLE:
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//val4 passed as 1 is for "infinite cloak".
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clif_skill_nodamage(src,bl,skillid,skilllv,
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sc_start4(bl,type,100,skilllv,0,0,1,skill_get_time(skillid,skilllv)));
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break;
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case NPC_SIEGEMODE:
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// not sure what it does
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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break;
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@ -206,6 +206,7 @@ void initChangeTables(void) {
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set_sc(NPC_STOP, SC_STOP, SI_BLANK);
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set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON);
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set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR);
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set_sc(NPC_INVISIBLE, SC_CLOAKING, SI_CLOAKING);
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set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE);
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set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING);
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set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION);
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@ -4178,11 +4179,17 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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case SC_CLOAKING: /* クロ?キング */
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if (flag&4)
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break;
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if(bl->type != BL_PC)
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tick = 5000*val1;
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calc_flag = 1; // [Celest]
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val2 = tick;
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val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
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if (!val4)
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{ //val4 signals eternal cloaking (not cancelled on attack) [Skotlex]
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//Standard cloaking.
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if (bl->type == BL_PC)
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val4 = battle_config.pc_cloak_check_type&2?1:0;
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else
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val4 = battle_config.monster_cloak_check_type&2?1:0;
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}
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break;
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case SC_SIGHT: /* サイト/ルアフ */
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case SC_RUWACH:
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@ -901,13 +901,8 @@ int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int
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ud->skillid = skill_num;
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ud->skilllv = skill_lv;
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if(
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(sd && !(battle_config.pc_cloak_check_type&2) ) ||
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(src->type == BL_MOB && !(battle_config.monster_cloak_check_type&2) )
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) {
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if( sc && sc->data[SC_CLOAKING].timer != -1 && skill_num != AS_CLOAKING)
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status_change_end(src,SC_CLOAKING,-1);
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}
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if(sc && sc->data[SC_CLOAKING].timer != -1 && !sc->data[SC_CLOAKING].val4 && skill_num != AS_CLOAKING)
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status_change_end(src,SC_CLOAKING,-1);
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if(casttime > 0) {
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ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
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@ -1010,12 +1005,8 @@ int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int sk
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ud->skilly = skill_y;
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ud->skilltarget = 0;
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if((sd && !(battle_config.pc_cloak_check_type&2)) ||
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(src->type==BL_MOB && !(battle_config.monster_cloak_check_type&2))
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) {
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if (sc && sc->data[SC_CLOAKING].timer != -1)
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status_change_end(src,SC_CLOAKING,-1);
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}
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if (sc && sc->data[SC_CLOAKING].timer != -1 && !sc->data[SC_CLOAKING].val4)
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status_change_end(src,SC_CLOAKING,-1);
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if(casttime > 0) {
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ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
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@ -1283,14 +1274,6 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t
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map_freeblock_lock();
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ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
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if(
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(sd && !(battle_config.pc_cloak_check_type&2)) ||
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(!sd && !(battle_config.monster_cloak_check_type&2))
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) {
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struct status_change *sc = status_get_sc(src);
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if (sc && sc->count && sc->data[SC_CLOAKING].timer != -1)
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status_change_end(src,SC_CLOAKING,-1);
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}
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if(sd && sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
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pet_target_check(sd,target,0);
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