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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-01 14:12:51 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-01 14:12:51 +0000 |
commit | d3adab9f6f417979f9f7a5915930604d0add5c64 (patch) | |
tree | 2d9b1b661dd4a9323d8036bfbd379cb0b7cda32a /src/map/mob.c | |
parent | 116eb2b7f492f871e0348c05fbe075191d14c4d6 (diff) | |
download | hercules-d3adab9f6f417979f9f7a5915930604d0add5c64.tar.gz hercules-d3adab9f6f417979f9f7a5915930604d0add5c64.tar.bz2 hercules-d3adab9f6f417979f9f7a5915930604d0add5c64.tar.xz hercules-d3adab9f6f417979f9f7a5915930604d0add5c64.zip |
- Soul Breaker will now be affected by Lex Aeterna on both parts of the attack.
- Some minor code cleanups
- Cleaned Adaptation's code to not require to check the Skill Unit group structure to extract the skill lv info.
- Status changes with no skill and no SCB* data will now go through if they have an SI* icon. This should fix SC_MIRACLE
- Reverted switching a mob's adelay/amotion when the later is longer than the former, now both get updated to amotion.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8574 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/mob.c')
-rw-r--r-- | src/map/mob.c | 18 |
1 files changed, 4 insertions, 14 deletions
diff --git a/src/map/mob.c b/src/map/mob.c index f8cd38851..5be35b97f 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -2304,7 +2304,8 @@ int mob_class_change (struct mob_data *md, int class_) if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER) md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); - clif_charnameack(0, &md->bl); + if (battle_config.show_mob_hp) + clif_charnameack(0, &md->bl); return 0; } @@ -3250,13 +3251,8 @@ static int mob_readdb(void) status->amotion=atoi(str[28]); status->dmotion=atoi(str[29]); //If the attack animation is longer than the delay, the client crops the attack animation! - if (status->adelay < status->amotion) { - //Let's try switching them to see what happens. -// status->adelay = status->amotion; - i = status->adelay; + if (status->adelay < status->amotion) status->adelay = status->amotion; - status->amotion = i; - } if(battle_config.monster_damage_delay_rate != 100) status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100; @@ -3932,14 +3928,8 @@ static int mob_read_sqldb(void) status->amotion = TO_INT(28); status->dmotion = TO_INT(29); //If the attack animation is longer than the delay, the client crops the attack animation! - if (status->adelay < status->amotion) { - //Let's try switching them to see what happens. - // status->adelay = status->amotion; - i = status->adelay; + if (status->adelay < status->amotion) status->adelay = status->amotion; - status->amotion = i; - } - if(battle_config.monster_damage_delay_rate != 100) status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100; |