- Hopefully fixed for sure mobs getting extra stats when changing-class due to the mobs level up setting.
- Removed a piece of code that should no longer be needed due to the combo-skill setting - Added a status_check_skilluse call in Sightblaster to prevent it from hitting hidden/cloaked/act-dead/etc players. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7018 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,14 @@ 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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2006/06/06
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2006/06/06
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* Hopefully fixed for sure mobs getting extra stats when changing-class due
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to the mobs level up setting. [Skotlex]
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* Removed a piece of code that should no longer be needed due to the
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combo-skill setting (inf = self, inf2 = no-target-self) which is blocking
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self-skills from being used on others (pets/mobs should be allowed to do
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that) [Skotlex]
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* Added a status_check_skilluse call in Sightblaster to prevent it from
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hitting hidden/cloaked/act-dead/etc players. [Skotlex]
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* Fixed firewall counter going down by 2 each hit rather than 1. [Skotlex]
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* Fixed firewall counter going down by 2 each hit rather than 1. [Skotlex]
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* Fixed Soul Burn not zapping away all SP. [Skotlex]
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* Fixed Soul Burn not zapping away all SP. [Skotlex]
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* The monsters can level up setting will not take effect when the mob's
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* The monsters can level up setting will not take effect when the mob's
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@ -3155,11 +3155,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
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return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
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}
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}
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//Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
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//But only do this on the first call (flag&~1)
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if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
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return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
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if (skillid > 0 && skillid < MAX_SKILL)
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if (skillid > 0 && skillid < MAX_SKILL)
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type = SkillStatusChangeTable[skillid];
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type = SkillStatusChangeTable[skillid];
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@ -1029,7 +1029,7 @@ int status_calc_mob(struct mob_data* md, int first)
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if(first)
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if(first)
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{ //Set basic level on respawn.
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{ //Set basic level on respawn.
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if (md->spawn && !(flag&2))
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if (md->spawn && !(first&2))
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md->level = md->spawn->level;
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md->level = md->spawn->level;
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else
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else
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md->level = md->db->lv; // [Valaris]
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md->level = md->db->lv; // [Valaris]
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@ -6124,7 +6124,8 @@ int status_change_timer_sub(struct block_list *bl, va_list ap )
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break;
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break;
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case SC_SIGHTBLASTER:
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case SC_SIGHTBLASTER:
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{
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{
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if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0)
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if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
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status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
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{ //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
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{ //sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
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skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
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skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
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sc->data[type].val2 = 0; //This signals it to end.
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sc->data[type].val2 = 0; //This signals it to end.
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