* Fixed #654, TF_BACKSLIDE failed if player has 'no knock back' bonus.

* Clean up on buildin scripts, to use constant in return value.

Signed-off-by: Cydh Ramdh <cydh@pservero.com>
This commit is contained in:
Cydh Ramdh 2015-10-03 22:29:46 +07:00
parent a597e7bd34
commit c9c988abba
4 changed files with 572 additions and 568 deletions

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@ -3952,7 +3952,7 @@ no teleportation is otherwise possible.
---------------------------------------
*heal <hp>,<sp>;
*heal <hp>,<sp>{,<char_id>};
This command will heal a set amount of HP and/or SP on the invoking character.
@ -3965,7 +3965,7 @@ character and produces no other output whatsoever.
---------------------------------------
*itemheal <hp>,<sp>;
*itemheal <hp>,<sp>{,<char_id>};
This command heals relative amounts of HP and/or SP on the invoking character.
Unlike heal, this command is intended for use in item scripts. It applies
@ -3982,7 +3982,7 @@ Example:
---------------------------------------
*percentheal <hp>,<sp>;
*percentheal <hp>,<sp>{,<char_id>};
This command will heal the invoking character. It heals the character, but not
by a set value - it adds percent of their maximum HP/SP.
@ -4034,7 +4034,7 @@ Examples:
---------------------------------------
*jobchange <job number>{,<upper flag>};
*jobchange <job number>{,<upper flag>,<char_id>};
This command will change the job class of the invoking character.
@ -4074,7 +4074,7 @@ This command retrieves the name of the given job using the map_msg entries 550->
---------------------------------------
*eaclass({<job number>})
*eaclass({<job number>,<char_id>})
This commands returns the "eA job-number" corresponding to the given class, and
uses the invoking player's class if none is given. The eA job-number is also a
@ -4202,8 +4202,8 @@ adjusts the gained value. If you want to bypass this, use the 'set' method.
---------------------------------------
*setlook <look type>,<look value>;
*changelook <look type>,<look value>;
*setlook <look type>,<look value>{,<char_id>};
*changelook <look type>,<look value>{,<char_id>};
'setlook' will alter the look data for the invoking character. It is used
mainly for changing the palette used on hair and clothes: you specify which look
@ -4686,7 +4686,7 @@ More info, see doc/item_group.txt.
---------------------------------------
*getgroupitem <group_id>;
*getgroupitem <group_id>{,<char_id>};
Gives item(s) to the attached player based on item group contents.
This is not working like 'getrandgroupitem' which only give 1 item for specified
@ -4899,7 +4899,7 @@ This command will return 1 if an item was broken and 0 otherwise.
---------------------------------------
*clearitem {,<char_id>};
*clearitem {<char_id>};
This command will destroy all items the invoking character has in their
inventory (including equipped items). It will not affect anything else, like
@ -8148,7 +8148,7 @@ OnTimer1000:
---------------------------------------
*bg_leave;
*bg_leave {<char_id>};
Removes attached player from their Battle Group.

File diff suppressed because it is too large Load Diff

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@ -122,8 +122,11 @@
/// Maximum amount of elements in script arrays
#define SCRIPT_MAX_ARRAYSIZE (UINT_MAX - 1)
#define SCRIPT_CMD_SUCCESS 0 ///when a buildin cmd was correctly done
#define SCRIPT_CMD_FAILURE 1 ///when an errors appear in cmd, show_debug will follow
enum script_cmd_result {
SCRIPT_CMD_SUCCESS = 0, ///when a buildin cmd was correctly done
SCRIPT_CMD_FAILURE = 1, ///when an errors appear in cmd, show_debug will follow
};
#define SCRIPT_BLOCK_SIZE 512
enum { LABEL_NEXTLINE = 1, LABEL_START };

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@ -7544,7 +7544,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
break;
case TK_HIGHJUMP: