- Yet again messed with the packet sent during a splash attack, but this time taking into account the packets that eA was using some many revisions ago. Tests are needed to see if Magnum Break/Grimtooth don't spam the skill animation anymore, and to see if GrandCross didn't break it's animation as well.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8877 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,11 @@ 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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2006/09/26
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2006/09/26
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* Yet again messed with the packet sent during a splash attack, but this
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time taking into account the packets that eA was using some many revisions
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ago. Tests are needed to see if Magnum Break/Grimtooth don't spam the skill
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animation anymore, and to see if GrandCross didn't break it's animation as
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well. [Skotlex]
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* Added function skill_dance_switch which handles converting overlapping
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* Added function skill_dance_switch which handles converting overlapping
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song/dances to dissonance/ugly dance. It should make the overlapping area
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song/dances to dissonance/ugly dance. It should make the overlapping area
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now behave completely like the mentioned song/dances (taking into account
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now behave completely like the mentioned song/dances (taking into account
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@ -1885,13 +1885,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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//Skill hit type
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//Skill hit type
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type=(skillid==0)?5:skill_get_hit(skillid);
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type=(skillid==0)?5:skill_get_hit(skillid);
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if((damage <= 0 || damage < dmg.div_)
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if(damage < dmg.div_
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&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
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&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
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dmg.blewcount = 0;
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dmg.blewcount = 0;
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if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
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if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
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if(battle_config.gx_disptype) dsrc = src;
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if(battle_config.gx_disptype) dsrc = src;
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if(src == bl) type = 4;
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if(src == bl) type = 4;
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else flag|=SD_ANIMATION;
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}
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}
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if(sd) {
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if(sd) {
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@ -2033,24 +2034,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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case SN_SHARPSHOOTING:
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case SN_SHARPSHOOTING:
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dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
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dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
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break;
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break;
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case CR_GRANDCROSS:
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case NPC_GRANDDARKNESS:
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//Only show animation when hitting yourself. [Skotlex]
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if (src!=bl) {
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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break;
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}
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default:
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default:
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// Aegis sends the same packet for both targetted and splash-targetted enemies,
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//Disabling skill animation doesn't works on multi-hit.
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// therefore SD_ANIMATION isn't really of any use...
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
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/*
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damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
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if (flag&SD_ANIMATION) //Disable skill animation.
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(flag&SD_ANIMATION && dmg.div_ < 2?5:type));
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dmg.dmotion = clif_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
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damage, dmg.div_, 8, dmg.damage2);
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else
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*/
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
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damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
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break;
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break;
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}
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}
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