- Recoded NJ_BAKUENRYU to behave as I understand it best from the skill-description (since Haplo told me this skill doesn't really has video information or anything...)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7644 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,9 @@ 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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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/07/12
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2006/07/12
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* Recoded NJ_BAKUENRYU to behave as I understand it best from the
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skill-description (since Haplo told me this skill doesn't really has video
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information or anything...) [Skotlex]
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* Fixed NJ_TATAMIGAESHI to use ground-tiles rather than "for each in path"
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* Fixed NJ_TATAMIGAESHI to use ground-tiles rather than "for each in path"
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calls. The skill should be working correctly now, except for the fact that
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calls. The skill should be working correctly now, except for the fact that
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the correct "unit id" is missing (this is what would give the ground tile
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the correct "unit id" is missing (this is what would give the ground tile
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@ -89,7 +89,6 @@
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488,0xb9, , 3, 0, -1,all, 0x200 //CG_HERMODE
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488,0xb9, , 3, 0, -1,all, 0x200 //CG_HERMODE
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527,0xba, , -1, 0,2000,enemy, 0x000 //NJ_TATAMIGAESHI
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527,0xba, , -1, 0,2000,enemy, 0x000 //NJ_TATAMIGAESHI
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535,0xbd, , 2, 0,2000,enemy, 0x000 //NJ_KAENSIN
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535,0xbd, , 2, 0,2000,enemy, 0x000 //NJ_KAENSIN
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536,0x86, , 2, 0, 300,enemy, 0x000 //NJ_BAKUENRYU
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541,0x86,,0,2:2:3:3:4,1000,enemy,0x000 //NJ_RAIGEKISAI
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541,0x86,,0,2:2:3:3:4,1000,enemy,0x000 //NJ_RAIGEKISAI
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538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010 //NJ_SUITON
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538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010 //NJ_SUITON
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516,0xbc, , 0, 3, 100,enemy, 0x000 //GS_DESPERADO
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516,0xbc, , 0, 3, 100,enemy, 0x000 //GS_DESPERADO
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@ -2268,7 +2268,7 @@ struct Damage battle_calc_magic_attack(
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skillratio -= 10;
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skillratio -= 10;
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break;
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break;
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case NJ_BAKUENRYU:
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case NJ_BAKUENRYU:
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skillratio += 50 + 150*skill_lv;
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skillratio += 50*(skill_lv-1);
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break;
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break;
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case NJ_HYOUSYOURAKU:
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case NJ_HYOUSYOURAKU:
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skillratio += 50*skill_lv;
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skillratio += 50*skill_lv;
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@ -2684,15 +2684,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
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break;
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break;
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/* 武器系範囲攻撃スキル */
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//Splash attack skills.
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case AS_GRIMTOOTH: /* グリムトゥース */
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case AS_GRIMTOOTH:
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case MC_CARTREVOLUTION: /* カートレヴォリューション */
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case MC_CARTREVOLUTION:
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case NPC_SPLASHATTACK: /* スプラッシュアタック */
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case NPC_SPLASHATTACK:
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case AC_SHOWER: //Targetted skill implementation.
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case AC_SHOWER: //Targetted skill implementation.
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case NJ_BAKUENRYU:
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if(flag&1){
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if(flag&1){
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/* 個別にダメージを与える */
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if(bl->id!=skill_area_temp[1]){
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if(bl->id!=skill_area_temp[1]){
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
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skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
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0x0500);
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0x0500);
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}
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}
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} else {
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} else {
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@ -2702,7 +2702,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
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src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
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skill_castend_damage_id);
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skill_castend_damage_id);
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//Skill-attack at the end in case it has knockback. [Skotlex]
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//Skill-attack at the end in case it has knockback. [Skotlex]
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
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skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,0);
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}
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}
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break;
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break;
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@ -3171,11 +3171,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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break;
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break;
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case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
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case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
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return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
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return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
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//These are actually ground placed.
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case NJ_BAKUENRYU: //Doesn't works on the default because it is enemy-targetted.
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return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
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default:
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default:
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if (src == bl && skill_get_unit_id(skillid,0)) //Skill is actually ground placed.
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//Skill is actually ground placed.
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if (src == bl && skill_get_unit_id(skillid,0))
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return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
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return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
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}
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}
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@ -5818,7 +5816,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
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case DC_SERVICEFORYOU:
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case DC_SERVICEFORYOU:
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case GS_DESPERADO:
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case GS_DESPERADO:
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case NJ_SUITON:
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case NJ_SUITON:
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case NJ_BAKUENRYU:
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case NJ_KAENSIN:
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case NJ_KAENSIN:
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case NJ_HYOUSYOURAKU:
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case NJ_HYOUSYOURAKU:
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case NJ_RAIGEKISAI:
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case NJ_RAIGEKISAI:
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@ -6415,9 +6412,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
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val1 = skilllv;
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val1 = skilllv;
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val2 = (skilllv+1)/2 + 4;
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val2 = (skilllv+1)/2 + 4;
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break;
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break;
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case NJ_BAKUENRYU:
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val1 = 3;
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break;
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case GS_GROUNDDRIFT:
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case GS_GROUNDDRIFT:
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{ //Take on the base element, not the elemental one.
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{ //Take on the base element, not the elemental one.
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struct status_data *bstatus = status_get_base_status(src);
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struct status_data *bstatus = status_get_base_status(src);
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