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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-04-28 15:20:28 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-04-28 15:20:28 +0000
commit64cd11e4ddf883d3861277f778aaf17fea0f2632 (patch)
treeefa19179d30add4ba1795256dfd8872af0700c1b
parentb36751b7970a699f453da471261d258868741281 (diff)
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- Storm Kick's range increased to 2.
- Mobinfo's drop list will use jName rather than Name for drop names. - Some cleaning of the ASC_BREAKER code in skill_attack - Modified skill_attack so that all skills with amotion get their damage delayed (should fix mob walk-teleport issues) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6346 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt5
-rw-r--r--db/Changelog.txt1
-rw-r--r--db/skill_db.txt2
-rw-r--r--src/map/atcommand.c2
-rw-r--r--src/map/skill.c21
5 files changed, 18 insertions, 13 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index bc1df1468..36933d550 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -3,6 +3,11 @@ 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.
2006/04/28
+ * Mobinfo's drop list will use jName rather than Name for drop names.
+ [Skotlex]
+ * Some cleaning of the ASC_BREAKER code in skill_attack [Skotlex]
+ * Modified skill_attack so that all skills with amotion get their damage
+ delayed (should fix mob walk-teleport issues) [Skotlex]
* Added function stristr to strlib.c, used by mob.c and item_db.c for
case-insensitive seeks. [Skotlex]
* Removed the sending of the online guild list when you log-on, may fix the
diff --git a/db/Changelog.txt b/db/Changelog.txt
index 502825b64..f86df9deb 100644
--- a/db/Changelog.txt
+++ b/db/Changelog.txt
@@ -27,6 +27,7 @@
=========================
04/28
+ * Storm Kick's range increased to 2. [Skotlex]
* Lowered drop rates of Bio Lab 3 normal mobs [Playtester]
- not finished yet, need 12 item drop slots...
* Range of Flying Sidekick 10->8 cells [Lupus]
diff --git a/db/skill_db.txt b/db/skill_db.txt
index 85dcfa988..295c91431 100644
--- a/db/skill_db.txt
+++ b/db/skill_db.txt
@@ -432,7 +432,7 @@
410,9,6,4,0,1,3,1,1,yes,0,4,1,none,0 //WE_CALLBABY#Call Baby#
411,0,6,4,0,1,0,10,1,yes,0,0,0,misc,0 //TK_RUN#Running#
412,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0 //TK_READYSTORM#Prepare Whirlwind#
-413,0,8,4,-1,2,2,7,-3,no,0,512,0,weapon,0 //TK_STORMKICK#Whirlwind Kick#
+413,-2,8,4,-1,2,2,7,-3,no,0,512,0,weapon,0 //TK_STORMKICK#Whirlwind Kick#
414,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0 //TK_READYDOWN#Prepare Axe Kick#
415,-2,8,4,-1,0,0,7,-3,no,0,512,0,weapon,0 //TK_DOWNKICK#Axe Kick#
416,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0 //TK_READYTURN#Prepare Round Kick#
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index 6a2bccf3b..4a27100c6 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -9374,7 +9374,7 @@ int atcommand_mobinfo(
if (mob->dropitem[i].nameid <= 0 || (item_data = itemdb_search(mob->dropitem[i].nameid)) == NULL)
continue;
if (mob->dropitem[i].p > 0) {
- sprintf(atcmd_output2, " - %s %02.02f%%", item_data->name, (float)mob->dropitem[i].p / 100);
+ sprintf(atcmd_output2, " - %s %02.02f%%", item_data->jname, (float)mob->dropitem[i].p / 100);
strcat(atcmd_output, atcmd_output2);
if (++j % 3 == 0) {
clif_displaymessage(fd, atcmd_output);
diff --git a/src/map/skill.c b/src/map/skill.c
index be60ae18f..451cd7e51 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1931,14 +1931,13 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
case ASC_BREAKER: // [celest]
if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
tmpdmg = damage; // store the temporary weapon damage
- } else { // only display damage for the 2nd attack
- if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
- clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
- damage += tmpdmg; // add weapon and magic damage
- tmpdmg = 0; // clear the temporary weapon damage
- if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
- }
+ return 0; //Wait for the second iteration to do all the work below.
+ }
+ if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
+ clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
+ damage += tmpdmg; // add weapon and magic damage
+ tmpdmg = 0; // clear the temporary weapon damage
+ dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
break;
case NPC_SELFDESTRUCTION:
if(src->type==BL_PC)
@@ -1992,7 +1991,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
}
- if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
+ if (!dmg.amotion) { // do not really deal damage for ASC_BREAKER's 1st attack
battle_damage(src,bl,damage,dmg.dmotion,0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if (dmg.dmg_lv == ATK_DEF || damage > 0) {
if (!status_isdead(bl))
@@ -2007,7 +2006,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
skill_blown(dsrc,bl,dmg.blewcount);
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
- if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
+ if (dmg.amotion) { // do not really deal damage for ASC_BREAKER's 1st attack
battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion,0);
}
@@ -2027,7 +2026,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
}
if (rdamage>0) {
- if (attack_type&BF_WEAPON)
+ if (dmg.amotion)
battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0,0);
else
battle_damage(bl,src,rdamage,0,0);