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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-03-02 20:02:08 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-03-02 20:02:08 +0000
commit24989a7e159e88bfa6d5561a4bd2e579cefbe70b (patch)
tree7965bcb988e1076f9c3cfdfd32f66fabbbb10cf5
parent3d41fadd2f1a6fb3165559af5c010a164fa875df (diff)
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- Modified the Storm Gust freeze counter code so it is resetted when standing on a different storm gust before landing the hit.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9951 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--src/map/party.c1
-rw-r--r--src/map/skill.c16
3 files changed, 10 insertions, 10 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 3a29e0ce5..b4cd04888 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -3,6 +3,9 @@ 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.
+2007/03/03
+ * Modified a bit the storm gust counter code to see if it fixes storm gusts
+ sometimes freezing on first hit.
2007/03/02
* Tatami Gaeshi state (proyectile blocking) now ends when you move.
* SG Union will consume now SP if you use it while not soul linked.
diff --git a/src/map/party.c b/src/map/party.c
index 45cd27a97..51408c79d 100644
--- a/src/map/party.c
+++ b/src/map/party.c
@@ -528,7 +528,6 @@ void party_send_movemap(struct map_session_data *sd)
continue;
clif_party_xy_single(sd->fd, p->data[i].sd);
}
-
}
if( sd->state.party_sent )
diff --git a/src/map/skill.c b/src/map/skill.c
index 5b250bbca..1b06c355a 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -7126,16 +7126,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case WZ_STORMGUST:
- if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
- && tsc)
- { //Increase freeze counter if attack connects.
- if (tsc->data[SC_FREEZE].val4 == sg->group_id)
- tsc->data[SC_FREEZE].val3++; //SG hit counter.
- else { //New SG
- tsc->data[SC_FREEZE].val4 = sg->group_id;
- tsc->data[SC_FREEZE].val3 = 1;
- }
+ if (tsc && tsc->data[SC_FREEZE].val4 != sg->group_id)
+ { //Reset hit counter when under new storm gust.
+ tsc->data[SC_FREEZE].val4 = sg->group_id;
+ tsc->data[SC_FREEZE].val3 = 0;
}
+ if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
+ && tsc) //Increase freeze counter if attack connects.
+ tsc->data[SC_FREEZE].val3++; //SG hit counter.
break;
default:
skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);