- NPC_TRANSFORMATION/NPC_METAMORPHOSIS will now preserve the original mob without removing it when the skill level is greater than one.

- Added SC_DANCING declaration in the Status Change tables to signal it modifies Walk speed.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6918 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-06-01 21:35:44 +00:00
parent b171a0b597
commit da2ca423f9
3 changed files with 9 additions and 10 deletions

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@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/06/01
* NPC_TRANSFORMATION/NPC_METAMORPHOSIS will now preserve the original mob
without removing it when the skill level is greater than one. [Skotlex]
* Added SC_DANCING declaration in the Status Change tables to signal it
modifies Walk speed. [Skotlex]
* Fixed pc_damage setting your canlog_tick even if the damage has no source
(eg: poison, berserk) [Skotlex]
* Berserk's aspd bonus now stacks with other aspd bonuses, but is still

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@ -4875,16 +4875,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_TRANSFORMATION:
case NPC_METAMORPHOSIS:
if(md && md->skillidx >= 0) {
if (skilllv > 1)
{ //Multiply skilllv times, the original instance must be silently killed. [Skotlex]
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
unit_remove_map(src,1);
}
else
{ //Transform into another class.
int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
if (class_) mob_class_change(md, class_);
}
int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
if (class_) mob_class_change(md, class_);
}
break;

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@ -235,6 +235,7 @@ void initChangeTables(void) {
add_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR);
add_sc(SA_REVERSEORCISH, SC_ORCISH);
add_sc(SA_COMA, SC_COMA);
set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED);
add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);