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author | Michieru <Michieru@users.noreply.github.com> | 2014-10-25 18:14:59 +0200 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-10-25 18:14:59 +0200 |
commit | a5c0636f74a2177839aec9153b542afd8c36850a (patch) | |
tree | bf4f9b1e09113b4a3bcd6b02b705b3b2e9980ae2 /src/map/mob.c | |
parent | 3e1fe0d3842aab1c85f4dfd8e3533ca6631fc4e5 (diff) | |
download | hercules-a5c0636f74a2177839aec9153b542afd8c36850a.tar.gz hercules-a5c0636f74a2177839aec9153b542afd8c36850a.tar.bz2 hercules-a5c0636f74a2177839aec9153b542afd8c36850a.tar.xz hercules-a5c0636f74a2177839aec9153b542afd8c36850a.zip |
Sight Blaster and other skill fixes, magic reflect, crash, trap display and monster behavior fixes
- Fixed cast time of Sightrasher in pre-renewal (700ms -> 500ms)
- Official Sight Blaster behavior (bugreport:6945, partially bugreport:144)
* Sight Blaster's AoE is now 3x3 even in pre-renewal (it was originally larger so it hits traps before they trigger)
* Sight Blaster will now prevent traps from triggering as long as they are knocked back
* Fixed a bug that caused Sight Blaster to not work on traps and ice walls at all
* Sight Blaster will no longer expire when the attack was reflected
* Sight Blaster will now expire when hitting an ice wall
* Sight Blaster will now properly protect you from being attacked from its AoE range
- Sight, Ruwach and Sight Blaster will now check for a target every 20ms (previously every 250ms)
- Step action will now be canceled when being knocked back (skills won't be executed anymore when knocked out of range)
- When knock back magic is reflected it will no longer lead to the caster being knocked back (related to bugreport:6945)
- Activated traps can no longer be hit
- Fixed a problem that left "trap ghosts" forever on the screen when a trap was knocked out of the screen
- Monster behavior fixes
* Monsters will no longer be able to do normal attacks when hiding
* If out of any reason a monster on "attack" state can't move and can't do normal attacks, it will now use "attack" state skills
* The order of monster thought processing is now equal to official servers
- Fixed some potential map server crashes
Mega thanks to Playtester (rathena b88e95381d6a7)
Diffstat (limited to 'src/map/mob.c')
-rw-r--r-- | src/map/mob.c | 26 |
1 files changed, 15 insertions, 11 deletions
diff --git a/src/map/mob.c b/src/map/mob.c index d0a65315a..eea1ff18e 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -1603,8 +1603,8 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { //Attempt to attack. //At this point we know the target is attackable, we just gotta check if the range matches. - if (battle->check_range (&md->bl, tbl, md->status.rhw.range)) - { //Target within range, engage + if (battle->check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE))
+ { //Target within range and able to use normal attack, engage if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER) { //Only attack if no more attack delay left if(tbl->type == BL_PC) @@ -1624,6 +1624,19 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { return true; } + //Monsters in berserk state, unable to use normal attacks, will always attempt a skill
+ if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) {
+ if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
+ { //Only use skill if able to walk on next tick and not used a skill the last second
+ mob->skill_use(md, tick, -1);
+ }
+ }
+
+ //Target still in attack range, no need to chase the target
+ if(battle->check_range(&md->bl, tbl, md->status.rhw.range))
+ return true;
+ + //Out of range... if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0)) { //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill. @@ -1635,15 +1648,6 @@ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { return true; } - //Before a monster starts to chase a target, it will check if it has a ranged "attack" skill to use on it. - if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) - { - if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL) - { //Only use skill if able to walk on next tick and not used a skill the last second - mob->skill_use(md, tick, -1); - } - } - if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id && ( !(battle_config.mob_ai&0x1) || |