* 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>
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@ -3952,7 +3952,7 @@ no teleportation is otherwise possible.
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---------------------------------------
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*heal <hp>,<sp>;
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*heal <hp>,<sp>{,<char_id>};
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This command will heal a set amount of HP and/or SP on the invoking character.
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@ -3965,7 +3965,7 @@ character and produces no other output whatsoever.
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---------------------------------------
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*itemheal <hp>,<sp>;
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*itemheal <hp>,<sp>{,<char_id>};
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This command heals relative amounts of HP and/or SP on the invoking character.
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Unlike heal, this command is intended for use in item scripts. It applies
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@ -3982,7 +3982,7 @@ Example:
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---------------------------------------
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*percentheal <hp>,<sp>;
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*percentheal <hp>,<sp>{,<char_id>};
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This command will heal the invoking character. It heals the character, but not
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by a set value - it adds percent of their maximum HP/SP.
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@ -4034,7 +4034,7 @@ Examples:
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---------------------------------------
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*jobchange <job number>{,<upper flag>};
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*jobchange <job number>{,<upper flag>,<char_id>};
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This command will change the job class of the invoking character.
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@ -4074,7 +4074,7 @@ This command retrieves the name of the given job using the map_msg entries 550->
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---------------------------------------
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*eaclass({<job number>})
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*eaclass({<job number>,<char_id>})
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This commands returns the "eA job-number" corresponding to the given class, and
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uses the invoking player's class if none is given. The eA job-number is also a
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@ -4202,8 +4202,8 @@ adjusts the gained value. If you want to bypass this, use the 'set' method.
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---------------------------------------
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*setlook <look type>,<look value>;
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*changelook <look type>,<look value>;
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*setlook <look type>,<look value>{,<char_id>};
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*changelook <look type>,<look value>{,<char_id>};
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'setlook' will alter the look data for the invoking character. It is used
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mainly for changing the palette used on hair and clothes: you specify which look
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@ -4686,7 +4686,7 @@ More info, see doc/item_group.txt.
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---------------------------------------
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*getgroupitem <group_id>;
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*getgroupitem <group_id>{,<char_id>};
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Gives item(s) to the attached player based on item group contents.
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This is not working like 'getrandgroupitem' which only give 1 item for specified
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@ -4899,7 +4899,7 @@ This command will return 1 if an item was broken and 0 otherwise.
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---------------------------------------
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*clearitem {,<char_id>};
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*clearitem {<char_id>};
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This command will destroy all items the invoking character has in their
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inventory (including equipped items). It will not affect anything else, like
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@ -8148,7 +8148,7 @@ OnTimer1000:
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---------------------------------------
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*bg_leave;
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*bg_leave {<char_id>};
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Removes attached player from their Battle Group.
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1111
src/map/script.c
1111
src/map/script.c
File diff suppressed because it is too large
Load Diff
@ -122,8 +122,11 @@
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/// Maximum amount of elements in script arrays
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#define SCRIPT_MAX_ARRAYSIZE (UINT_MAX - 1)
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#define SCRIPT_CMD_SUCCESS 0 ///when a buildin cmd was correctly done
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#define SCRIPT_CMD_FAILURE 1 ///when an errors appear in cmd, show_debug will follow
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enum script_cmd_result {
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SCRIPT_CMD_SUCCESS = 0, ///when a buildin cmd was correctly done
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SCRIPT_CMD_FAILURE = 1, ///when an errors appear in cmd, show_debug will follow
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};
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#define SCRIPT_BLOCK_SIZE 512
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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
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case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
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clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
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skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
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skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
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break;
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case TK_HIGHJUMP:
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