- Merged some splash changes from stable. Sharp-Shooting will now display a skill animation.
- The no_spawn_on_player setting will now also work for static mobs, but only if the setting is set to 100 or higher. - Some small cleanups. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8887 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,10 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO 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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2006/09/27
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* Sharp-Shooting will now display a skill animation. [Skotlex]
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* The no_spawn_on_player setting will now also work for static mobs, but
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only if the setting is set to 100 or higher. [Skotlex]
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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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@ -119,6 +119,8 @@ boss_spawn_delay: 100
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// and spawning the mob within player-view anyway, unless the max (100) is used,
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// in which case the mob will not be spawned, and it'll be retried again in
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// 5 seconds.
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// NOTE: This has no effect on mobs that always spawn on the very same cell
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// (like ant eggs) except if you set it to the max.
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no_spawn_on_player: 0
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// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
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@ -1072,7 +1072,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
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// S
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//////////////////////////////////////////////////////////////
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// Methodology:
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// My trigonometrics and math is a little rusty... so the approach I am writing
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// My trigonometrics and math are a little rusty... so the approach I am writing
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// here is basicly do a double for to check for all targets in the square that
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// contains the initial and final positions (area range increased to match the
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// radius given), then for each object to test, calculate the distance to the
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@ -1082,9 +1082,10 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
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// http://astronomy.swin.edu.au/~pbourke/geometry/pointline/
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// (they have a link to a C implementation, too)
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// This approach is a lot like #2 commented on this function, which I have no
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// idea why it was commented. I won't use doubles/floats, but pure int math for speed purposes
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// The range considered is always the same no matter how close/far the target is because that's
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// how SharpShooting works currently in kRO.
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// idea why it was commented. I won't use doubles/floats, but pure int math for
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// speed purposes. The range considered is always the same no matter how
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// close/far the target is because that's how SharpShooting works currently in
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// kRO.
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//Generic map_foreach* variables.
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va_list ap;
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@ -1218,7 +1219,8 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
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map_freeblock_lock();
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for(i=blockcount;i<bl_list_count;i++)
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returnCount += func(bl_list[i],ap);
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if(bl_list[i]->prev) //This check is done in case some object gets killed due to further skill processing.
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returnCount += func(bl_list[i],ap);
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map_freeblock_unlock();
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@ -619,6 +619,11 @@ int mob_setdelayspawn(struct mob_data *md)
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return 0;
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}
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static int mob_count_sub(struct block_list *bl,va_list ap)
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{
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return 1;
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}
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/*==========================================
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* Mob spawning. Initialization is also variously here.
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*------------------------------------------
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@ -655,6 +660,11 @@ int mob_spawn (struct mob_data *md)
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add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
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return 1;
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}
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} else if (battle_config.no_spawn_on_player>99 &&
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map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC))
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{ //retry again later (players on sight)
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add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
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return 1;
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}
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}
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malloc_set(&md->state, 0, sizeof(md->state));
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@ -2031,13 +2031,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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case NPC_SPLASHATTACK:
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case TF_DOUBLE:
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case GS_CHAINACTION:
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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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break;
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default:
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//Disabling skill animation doesn't works on multi-hit.
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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,
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damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
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(flag&SD_ANIMATION && dmg.div_ < 2?5:type));
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break;
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}
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@ -4038,8 +4037,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case NJ_HYOUSYOURAKU:
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case NJ_RAIGEKISAI:
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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case WZ_FROSTNOVA:
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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skill_area_temp[1] = 0;
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map_foreachinrange(skill_attack_area, src,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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