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author | Michieru <Michieru@users.noreply.github.com> | 2014-11-24 14:48:59 +0100 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-11-24 14:48:59 +0100 |
commit | 0623d4ff87906d9ea0aee7bf612da2d1afdee1cd (patch) | |
tree | 65c704a8ca804f3bcfe8375c488a62acef14510b /src/map/battle.c | |
parent | 308570a239a7211aed068c3855d15c7d16f3d3b4 (diff) | |
download | hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.gz hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.bz2 hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.xz hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.zip |
* 1st Transcendent Spirit, monster position lag fixes
- 1st Transcendent Spirit will now work as on official servers (#116)
* The max total stat that is granted by the skill is now BaseLevel-10 with a maximum of 50 instead of always 50
* It will now work as Marionette Control and calculate the bonus at cast time rather than overwrite all existing bonuses
* Agi Up and Blessing will now cancel the soul link
- Fixed various problems that caused position lags on the client (#118)
* Added a define ACTIVEPATHSEARCH in mob.c; if active (default and official), monsters will only grab targets if the walk path to the target is shorter or equal their search range; search range depends on whether the monster is moving or not (range2 for standing monsters and range3 for walking monsters); this requires a lot of CPU load, if it causes trouble, just comment the define for old behavior
* Fixed a bug that made monsters display "irregular movement with position lag" continuously when a status change ended that changed their walk speed
* OFFICIAL_WALKPATH now also applies to monsters
* If the path search fails while a unit is already moving, we will now issue of fixpos packet so that the unit does not only stop moving on the server, but also on the client
* Direction fixes
- Updated the config setting attack_direction_change from 15 to 0 (official value); that means that a unit's direction will no longer change when it attacks; knock-back effects from e.g. Firewall will depend on the last direction the target walked into instead (bugreport:1322)
- Ensured that the default direction of a monster is always "north", so that immobile monsters will now always be knocked back to the south by e.g. Firewall on default settings, unless a skill like e.g. Backstab changes their direction (bugreport:1322)
- Fixed a bug that stopped characters server-sided and caused position lag when closing a skill menu
* Magnum Break damage fixed
- Targets two cells away will now only take 100%+10%*level damage (#108)
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 1563553d4..5a17c8d90 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -1463,9 +1463,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case WZ_FIREPILLAR: if (skill_lv > 10) - skillratio += 100; + skillratio += 2300; //200% MATK each hit else - skillratio -= 80; + skillratio += -60 + 20*skill_lv; //20% MATK each hit break; case WZ_SIGHTRASHER: skillratio += 20 * skill_lv; @@ -3384,11 +3384,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list switch(skill_id) { case MG_FIREWALL: - case NJ_KAENSIN: - ad.dmotion = 0; //No flinch animation. if ( tstatus->def_ele == ELE_FIRE || battle->check_undead(tstatus->race, tstatus->def_ele) ) ad.blewcount = 0; //No knockback break; + case NJ_KAENSIN: case PR_SANCTUARY: ad.dmotion = 0; //No flinch animation. break; @@ -3495,7 +3494,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list } //Constant/misc additions from skills if (skill_id == WZ_FIREPILLAR) - MATK_ADD(50); + MATK_ADD(100+50*skill_lv); if( sd && ( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ) && (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 && (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) ) |