- Added clif_skill_fail for homunc to skill_castend_id & skill_castend_pos ('skill has failed' will may be appear 2 times)
- Fixed homunc skill 8016 not considered as homunc skill git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8386 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,8 @@ 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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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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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/08/20
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2006/08/20
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* Added clif_skill_fail for homunc to skill_castend_id & skill_castend_pos [Toms]
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* Fixed homunc skill 8016 not considered as homunc skill [Toms]
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* @useskill will now cause your homun to use the skill instead of you if
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* @useskill will now cause your homun to use the skill instead of you if
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the skill is a Homun skill and you have an active homunculus. [Skotlex]
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the skill is a Homun skill and you have an active homunculus. [Skotlex]
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* Reduced the Success Chance of GS_FLING to 10+10*lv% (Playtester told me
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* Reduced the Success Chance of GS_FLING to 10+10*lv% (Playtester told me
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@ -7563,7 +7563,7 @@ atcommand_useskill(const int fd, struct map_session_data* sd,
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return -1;
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return -1;
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}
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}
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if (skillnum >= HM_SKILLBASE && skillnum < HM_SKILLBASE+MAX_HOMUNSKILL
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if (skillnum >= HM_SKILLBASE && skillnum <= HM_SKILLBASE+MAX_HOMUNSKILL
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&& sd->hd && merc_is_hom_active(sd->hd)) // (If used with @useskill, put the homunc as dest)
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&& sd->hd && merc_is_hom_active(sd->hd)) // (If used with @useskill, put the homunc as dest)
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bl = &sd->hd->bl;
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bl = &sd->hd->bl;
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else
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else
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@ -9867,7 +9867,7 @@ int atcommand_homfriendly(
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return -1;
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return -1;
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friendly = atoi(message);
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friendly = atoi(message);
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if (sd->status.hom_id > 0 && sd->hd) {
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if (merc_is_hom_active(sd->hd)) {
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if (friendly > 0 && friendly <= 1000) {
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if (friendly > 0 && friendly <= 1000) {
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sd->homunculus.intimacy = friendly * 100 ;
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sd->homunculus.intimacy = friendly * 100 ;
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clif_send_homdata(sd,SP_INTIMATE,friendly);
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clif_send_homdata(sd,SP_INTIMATE,friendly);
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@ -9754,7 +9754,7 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd) {
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//Whether skill fails or not is irrelevant, the char ain't idle. [Skotlex]
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//Whether skill fails or not is irrelevant, the char ain't idle. [Skotlex]
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sd->idletime = last_tick;
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sd->idletime = last_tick;
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if (skillnum >= HM_SKILLBASE && skillnum < HM_SKILLBASE+MAX_HOMUNSKILL) {
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if (skillnum >= HM_SKILLBASE && skillnum <= HM_SKILLBASE+MAX_HOMUNSKILL) {
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clif_parse_UseSkillToId_homun(sd->hd, sd, tick, skillnum, skilllv, target_id);
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clif_parse_UseSkillToId_homun(sd->hd, sd, tick, skillnum, skilllv, target_id);
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return;
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return;
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}
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}
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@ -5814,13 +5814,19 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
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clif_slide(src,src->x,src->y);
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clif_slide(src,src->x,src->y);
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clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
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clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
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}
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}
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clif_skill_fail(sd,ud->skillid,0,0);
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}
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}
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}
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}
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ud->skillid = ud->skilllv = ud->skilltarget = 0;
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ud->skillid = ud->skilllv = ud->skilltarget = 0;
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ud->canact_tick = tick;
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ud->canact_tick = tick;
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if(sd) sd->skillitem = sd->skillitemlv = -1;
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if(sd)
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if(md) md->skillidx = -1;
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{
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sd->skillitem = sd->skillitemlv = -1;
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clif_skill_fail(sd, ud->skillid, 0, 0);
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}
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else if (hd)
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clif_skill_fail(hd->master, ud->skillid, 0, 0);
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else if(md)
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md->skillidx = -1;
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return 0;
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return 0;
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}
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}
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@ -5935,7 +5941,10 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
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clif_skill_fail(sd,ud->skillid,0,0);
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clif_skill_fail(sd,ud->skillid,0,0);
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sd->skillitem = sd->skillitemlv = -1;
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sd->skillitem = sd->skillitemlv = -1;
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}
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}
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if(md) md->skillidx = -1;
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else if (hd)
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clif_skill_fail(hd->master, ud->skillid, 0, 0);
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else if(md)
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md->skillidx = -1;
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return 0;
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return 0;
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}
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}
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@ -733,9 +733,9 @@ int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int
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if(status_isdead(src))
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if(status_isdead(src))
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return 0; // 死んでいないか
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return 0; // 死んでいないか
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if( BL_CAST( BL_PC, src, sd ) ) {
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if( BL_CAST( BL_PC, src, sd ) )
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ud = &sd->ud;
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ud = &sd->ud;
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} else
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else
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ud = unit_bl2ud(src);
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ud = unit_bl2ud(src);
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if(ud == NULL) return 0;
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if(ud == NULL) return 0;
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