- Added back cropping the attack delay to attack motion for those weird mobs that have a aDelay less than their aMotion time.
- Made the Note 4 comment clearer in the battle config files. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9548 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,8 @@ 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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2006/12/21
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2006/12/21
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* Added back cropping the attack delay to attack motion for those weird mobs
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that have a aDelay less than their aMotion time. [Skotlex]
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* Added a 1-node cache to db. Removed party_cache and guild_cache since
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* Added a 1-node cache to db. Removed party_cache and guild_cache since
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now the database has a cache.
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now the database has a cache.
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* Fixed "warning: comparison is always false due to limited range of data type"
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* Fixed "warning: comparison is always false due to limited range of data type"
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@ -19,8 +19,8 @@
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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// would mean 200%, etc
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// would mean 200%, etc
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//Note 3: Value is not limited to 60K (see below)
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//Note 3: Value is not limited to 60K (see below)
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//Note 4: Use bitmask values to specify who is affected
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//Note 4: Use bitmask values (add to build setting). When no bit values are given,
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// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// assume character types bits (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// Other Information:
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// Other Information:
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// All options are limited to a max of 60K (aprox) which is 600%
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// All options are limited to a max of 60K (aprox) which is 600%
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// or 60secs as appropiate.
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// or 60secs as appropiate.
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@ -19,8 +19,8 @@
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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// would mean 200%, etc
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// would mean 200%, etc
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//Note 3: Value is not limited to 60K (see below)
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//Note 3: Value is not limited to 60K (see below)
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//Note 4: Use bitmask values to specify who is affected
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//Note 4: Use bitmask values (add to build setting). When no bit values are given,
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// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// assume character types bits (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// Other Information:
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// Other Information:
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// All options are limited to a max of 60K (aprox) which is 600%
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// All options are limited to a max of 60K (aprox) which is 600%
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// or 60secs as appropiate.
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// or 60secs as appropiate.
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@ -19,8 +19,8 @@
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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// would mean 200%, etc
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// would mean 200%, etc
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//Note 3: Value is not limited to 60K (see below)
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//Note 3: Value is not limited to 60K (see below)
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//Note 4: Use bitmask values to specify who is affected
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//Note 4: Use bitmask values (add to build setting). When no bit values are given,
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// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// assume character types bits (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// Other Information:
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// Other Information:
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// All options are limited to a max of 60K (aprox) which is 600%
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// All options are limited to a max of 60K (aprox) which is 600%
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// or 60secs as appropiate.
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// or 60secs as appropiate.
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@ -19,8 +19,8 @@
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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// would mean 200%, etc
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// would mean 200%, etc
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//Note 3: Value is not limited to 60K (see below)
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//Note 3: Value is not limited to 60K (see below)
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//Note 4: Use bitmask values to specify who is affected
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//Note 4: Use bitmask values (add to build setting). When no bit values are given,
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// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// assume character types bits (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// Other Information:
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// Other Information:
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// All options are limited to a max of 60K (aprox) which is 600%
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// All options are limited to a max of 60K (aprox) which is 600%
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// or 60secs as appropiate.
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// or 60secs as appropiate.
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@ -19,8 +19,8 @@
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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// would mean 200%, etc
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// would mean 200%, etc
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//Note 3: Value is not limited to 60K (see below)
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//Note 3: Value is not limited to 60K (see below)
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//Note 4: Use bitmask values to specify who is affected
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//Note 4: Use bitmask values (add to build setting). When no bit values are given,
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// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// assume character types bits (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// Other Information:
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// Other Information:
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// All options are limited to a max of 60K (aprox) which is 600%
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// All options are limited to a max of 60K (aprox) which is 600%
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// or 60secs as appropiate.
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// or 60secs as appropiate.
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@ -19,8 +19,8 @@
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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//Note 2: All rates are in percents, 100 would mean 100%, 200
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// would mean 200%, etc
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// would mean 200%, etc
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//Note 3: Value is not limited to 60K (see below)
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//Note 3: Value is not limited to 60K (see below)
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//Note 4: Use bitmask values to specify who is affected
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//Note 4: Use bitmask values (add to build setting). When no bit values are given,
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// (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// assume character types bits (1: Pc, 2: Mob, 4: Pet, 8: Homonculus)
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// Other Information:
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// Other Information:
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// All options are limited to a max of 60K (aprox) which is 600%
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// All options are limited to a max of 60K (aprox) which is 600%
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// or 60secs as appropiate.
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// or 60secs as appropiate.
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@ -3308,6 +3308,9 @@ static int mob_readdb(void)
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status->aspd_rate = 1000;
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status->aspd_rate = 1000;
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status->adelay = atoi(str[27]);
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status->adelay = atoi(str[27]);
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status->amotion = atoi(str[28]);
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status->amotion = atoi(str[28]);
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//If the attack animation is longer than the delay, the client crops the attack animation!
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if (status->adelay < status->amotion)
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status->adelay = status->amotion;
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status->dmotion=atoi(str[29]);
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status->dmotion=atoi(str[29]);
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if(battle_config.monster_damage_delay_rate != 100)
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if(battle_config.monster_damage_delay_rate != 100)
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status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
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status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
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@ -4008,6 +4011,9 @@ static int mob_read_sqldb(void)
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status->aspd_rate = 1000;
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status->aspd_rate = 1000;
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status->adelay = TO_INT(27);
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status->adelay = TO_INT(27);
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status->amotion = TO_INT(28);
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status->amotion = TO_INT(28);
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//If the attack animation is longer than the delay, the client crops the attack animation!
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if (status->adelay < status->amotion)
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status->adelay = status->amotion;
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status->dmotion = TO_INT(29);
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status->dmotion = TO_INT(29);
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if(battle_config.monster_damage_delay_rate != 100)
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if(battle_config.monster_damage_delay_rate != 100)
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status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
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status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
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@ -2167,7 +2167,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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*------------------------------------------
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*------------------------------------------
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*/
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*/
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static int skill_area_temp[8];
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static int skill_area_temp[8];
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static int skill_unit_temp[24]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
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static int skill_unit_temp[64]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
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static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
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static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
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typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
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typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
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int skill_area_sub (struct block_list *bl, va_list ap)
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int skill_area_sub (struct block_list *bl, va_list ap)
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