- @useskill will now cause your homun to use the skill instead of you if the skill is a Homun skill and you have an active homunculus.

- Some cleanups...


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8383 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-08-20 20:01:07 +00:00
parent 0e5d9707e7
commit cb1a6f5bf0
4 changed files with 18 additions and 12 deletions

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@ -3,6 +3,8 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/20
* @useskill will now cause your homun to use the skill instead of you if
the skill is a Homun skill and you have an active homunculus. [Skotlex]
* Reduced the Success Chance of GS_FLING to 10+10*lv% (Playtester told me
that Vicious told him the chance was much lower like that) [Skotlex]
* Fixed some Homunc issues with HR servers (capping some values) [Toms]

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@ -7547,6 +7547,7 @@ atcommand_useskill(const int fd, struct map_session_data* sd,
const char* command, const char* message)
{
struct map_session_data *pl_sd = NULL;
struct block_list *bl;
int skillnum;
int skilllv;
char target[255];
@ -7562,10 +7563,16 @@ atcommand_useskill(const int fd, struct map_session_data* sd,
return -1;
}
if (skill_get_inf(skillnum)&INF_GROUND_SKILL)
unit_skilluse_pos(&sd->bl, pl_sd->bl.x, pl_sd->bl.y, skillnum, skilllv);
if (skillnum >= HM_SKILLBASE && skillnum < HM_SKILLBASE+MAX_HOMUNSKILL
&& sd->hd && merc_is_hom_active(sd->hd)) // (If used with @useskill, put the homunc as dest)
bl = &sd->hd->bl;
else
unit_skilluse_id(&sd->bl, pl_sd->bl.id, skillnum, skilllv);
bl = &sd->bl;
if (skill_get_inf(skillnum)&INF_GROUND_SKILL)
unit_skilluse_pos(bl, pl_sd->bl.x, pl_sd->bl.y, skillnum, skilllv);
else
unit_skilluse_id(bl, pl_sd->bl.id, skillnum, skilllv);
return 0;
}

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@ -5523,8 +5523,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case HAMI_CASTLE: //[orn]
if (src == bl && sd && sd->hd && merc_is_hom_active(sd->hd)) // (If used with @useskill, put the homunc as dest)
bl = &sd->hd->bl;
if(rand()%100 < 20*skilllv && src != bl)
{
int x,y;
@ -5549,7 +5547,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
// Failed
if (hd)
clif_skill_fail(hd->master, skillid, 0, 0);
else
else if (sd)
clif_skill_fail(sd, skillid, 0, 0);
}
break;

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@ -2220,8 +2220,10 @@ int status_calc_homunculus(struct homun_data *hd, int first)
status->rhw.range = 1 + status->size; //[orn]
status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; //[orn]
status->speed = DEFAULT_WALK_SPEED;
status->def = cap_value(hom->level/10 + status->vit/5, 0, SCHAR_MAX);
status->mdef = cap_value(hom->level/10 + status->int_/5, 0, SCHAR_MAX);
skill = hom->level/10 + status->vit/5;
status->def = cap_value(skill, 0, 99);
skill = hom->level/10 + status->int_/5;
status->mdef = cap_value(skill, 0, 99);
status->hp = 1;
status->sp = 1;
@ -2243,10 +2245,7 @@ int status_calc_homunculus(struct homun_data *hd, int first)
status->max_hp += skill * 2 * status->max_hp / 100;
if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0)
{
int p = 1 +skill/2 -skill/4 +skill/5;
status->max_sp += p * status->max_sp / 100 ;
}
status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
if (first) {
hd->battle_status.hp = hom->hp ;