- Removed the setting of blow-count to 0 when the target is a boss on the battle_calc_* functions, now skill_blown will fail when the source is different from the target and the target is a boss.
- Some parenthesis cleanup before invoking battle_calc_base_damage, could be fixing the current issue with arrow attacks not adding the arrow damage. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8170 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
b577d98d88
commit
71b9605a0c
@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
|
||||
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
|
||||
|
||||
2006/08/07
|
||||
* Moved the "bosses can't be knockback" logic from battle_calc_* functions
|
||||
and placed it on skill_blown. [Skotlex]
|
||||
* Some parenthesis cleanup before invoking battle_calc_base_damage, could
|
||||
be fixing the current issue with arrow attacks not adding the arrow damage.
|
||||
[Skotlex]
|
||||
* Fixed the map_search_freecell error which was making mobs fail to
|
||||
respawn. [Skotlex]
|
||||
* Added in Lupus's suggestion of not making multi-slot headgears set all
|
||||
|
@ -911,9 +911,6 @@ static struct Damage battle_calc_weapon_attack(
|
||||
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
|
||||
}
|
||||
|
||||
if(is_boss(target)) //Bosses can't be knocked-back
|
||||
wd.blewcount = 0;
|
||||
|
||||
/* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex]
|
||||
//Check for counter
|
||||
if(!skill_num)
|
||||
@ -1209,7 +1206,7 @@ static struct Damage battle_calc_weapon_attack(
|
||||
(flag.arrow?2:0)|
|
||||
(skill_num == HW_MAGICCRASHER?4:0)|
|
||||
(skill_num == MO_EXTREMITYFIST?8:0)|
|
||||
(sc && sc->data[SC_WEAPONPERFECTION].timer!=-1)?8:0;
|
||||
(sc && sc->data[SC_WEAPONPERFECTION].timer!=-1?8:0);
|
||||
if (flag.arrow && sd)
|
||||
switch(sd->status.weapon) {
|
||||
case W_BOW:
|
||||
@ -2215,9 +2212,6 @@ struct Damage battle_calc_magic_attack(
|
||||
break;
|
||||
}
|
||||
|
||||
if(is_boss(target)) //Bosses can't be knocked-back
|
||||
ad.blewcount = 0;
|
||||
|
||||
if (!flag.infdef) //No need to do the math for plants
|
||||
{
|
||||
|
||||
@ -2527,9 +2521,6 @@ struct Damage battle_calc_misc_attack(
|
||||
}
|
||||
}
|
||||
|
||||
if(is_boss(target))
|
||||
md.blewcount = 0;
|
||||
|
||||
s_ele = skill_get_pl(skill_num);
|
||||
if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
|
||||
s_ele = ELE_NEUTRAL;
|
||||
@ -3504,7 +3495,6 @@ static const struct battle_data_short {
|
||||
{ "mob_count_rate", &battle_config.mob_count_rate },
|
||||
{ "mob_spawn_delay", &battle_config.mob_spawn_delay },
|
||||
{ "no_spawn_on_player", &battle_config.no_spawn_on_player },
|
||||
|
||||
{ "force_random_spawn", &battle_config.force_random_spawn },
|
||||
{ "plant_spawn_delay", &battle_config.plant_spawn_delay },
|
||||
{ "boss_spawn_delay", &battle_config.boss_spawn_delay },
|
||||
|
@ -1705,6 +1705,8 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
|
||||
case BL_MOB:
|
||||
if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
|
||||
return 0;
|
||||
if(src != target && is_boss(target)) //Bosses can't be knocked-back
|
||||
return 0;
|
||||
break;
|
||||
case BL_SKILL:
|
||||
su=(struct skill_unit *)target;
|
||||
@ -2938,14 +2940,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
|
||||
if(flag&1){
|
||||
if (bl->id==skill_area_temp[1])
|
||||
break;
|
||||
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
|
||||
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500))
|
||||
skill_blown(src,bl,skill_area_temp[2]);
|
||||
} else {
|
||||
int x=bl->x,y=bl->y,i,dir;
|
||||
dir = map_calc_dir(bl,src->x,src->y);
|
||||
skill_area_temp[1] = bl->id;
|
||||
skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
|
||||
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
|
||||
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
|
||||
skill_blown(src,bl,skill_area_temp[2]);
|
||||
for (i=0;i<4;i++) {
|
||||
map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
|
||||
|
Loading…
x
Reference in New Issue
Block a user