diff options
author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-11-20 21:25:47 +0000 |
---|---|---|
committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-11-20 21:25:47 +0000 |
commit | 38d6992791ab2ee1713093be2cfb3077a689d28e (patch) | |
tree | 52d2efe662580f475fe29dc51fe1c1e2e3866b62 /src/map/skill.c | |
parent | 99f319c197d5e783eef978859535287b45c9f989 (diff) | |
download | hercules-38d6992791ab2ee1713093be2cfb3077a689d28e.tar.gz hercules-38d6992791ab2ee1713093be2cfb3077a689d28e.tar.bz2 hercules-38d6992791ab2ee1713093be2cfb3077a689d28e.tar.xz hercules-38d6992791ab2ee1713093be2cfb3077a689d28e.zip |
- The max level of NPC_SPLASHATTACK is now 1.
- Implemented NPC_DEFENDER. Reduces ranged Physical+Misc damage by 80%
- Improved the battle config reader so it accepts hexadecimal values. Updated the monster_ai description to make use of this.
- Added monster_ai&0x200. When set, mob skill delays are shared. That is, if the mob has several lines with the same skill, when the skill is used, the delay will be set to all of them, not just the one entry used.
- Cleaned mob.c to use hex values when refering mob_ai
- Corrected NPC_BARRIER so it grants 100 def/mdef (and not just mdef)
- Weapon ATK bonuses will now only apply to watk and NOT watk2 on players (on players watk2 is refine bonus)
- Corrected NPC_KEEPING. it should give 90 def, not 100
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9277 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 41 |
1 files changed, 24 insertions, 17 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 610fc5790..c4a035f07 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3537,17 +3537,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } break; - case AL_INCAGI: - case AL_BLESSING: - case PR_SLOWPOISON: - case PR_IMPOSITIO: - case PR_LEXAETERNA: - case PR_SUFFRAGIUM: - case PR_BENEDICTIO: - clif_skill_nodamage(src,bl,skillid,skilllv, - sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); - break; - case CR_PROVIDENCE: if(sd && dstsd){ //Check they are not another crusader [Skotlex] if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { @@ -3682,6 +3671,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); break; + + case AL_INCAGI: + case AL_BLESSING: + case PR_SLOWPOISON: + case PR_IMPOSITIO: + case PR_LEXAETERNA: + case PR_SUFFRAGIUM: + case PR_BENEDICTIO: case LK_BERSERK: case KN_AUTOCOUNTER: case KN_TWOHANDQUICKEN: @@ -3722,6 +3719,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_NEN: + case NPC_DEFENDER: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; @@ -4837,8 +4835,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; case NPC_REBIRTH: - //New rebirth System uses Kaizel lv1. [Skotlex] - sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv)); + //New rebirth System uses Kaizel [Skotlex] + sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv)); break; case NPC_DARKBLESSING: @@ -4936,10 +4934,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } break; - case NPC_DEFENDER: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - break; - case NPC_POWERUP: sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv, @@ -5661,11 +5655,18 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data) if(md) { if(ud->skillid != NPC_EMOTION)//Set afterskill delay. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion); + if(battle_config.mob_ai&0x200) { //pass on delay to same skill. + int i; + for (i = 0; i < md->db->maxskill; i++) + if (md->db->skill[i].skill_id == ud->skillid) + md->skilldelay[i]=tick; + } else if(md->skillidx >= 0) { md->skilldelay[md->skillidx]=tick; if (md->db->skill[md->skillidx].emotion >= 0) clif_emotion(src, md->db->skill[md->skillidx].emotion); } + } if(src != target && battle_config.skill_add_range && @@ -5844,6 +5845,12 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data) if(md) { md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion); + if(battle_config.mob_ai&0x200) { //pass on delay to same skill. + int i; + for (i = 0; i < md->db->maxskill; i++) + if (md->db->skill[i].skill_id == ud->skillid) + md->skilldelay[i]=tick; + } else if(md->skillidx >= 0) { md->skilldelay[md->skillidx]=tick; if (md->db->skill[md->skillidx].emotion >= 0) |