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author | Playtester <Playtester@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-10-20 14:53:23 +0000 |
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committer | Playtester <Playtester@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-10-20 14:53:23 +0000 |
commit | d797656909b641d32ad5e419987e6ec63a47929c (patch) | |
tree | d999bda1fb180e4135bd9cf87c91f80b666b0645 /src/map/skill.c | |
parent | 37a2acc73fd02ebfda500a08e1c0a520504e4303 (diff) | |
download | hercules-d797656909b641d32ad5e419987e6ec63a47929c.tar.gz hercules-d797656909b641d32ad5e419987e6ec63a47929c.tar.bz2 hercules-d797656909b641d32ad5e419987e6ec63a47929c.tar.xz hercules-d797656909b641d32ad5e419987e6ec63a47929c.zip |
* Some more updates to the skill unit code
- renamed SKILLUNITTIMER_INVERVAL to SKILLUNITTIMER_INTERVAL
- Heat now depends on the interval settings rather than firewall_hits_on_undead
- if you want Heat to do more or less hits you can now change the interval value in the skill_unit_db.txt (official+default: 20ms)
- Icewall doesn't break anymore when the SKILLUNITTIMER_INTERVAL gets changed
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11526 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index ab9368820..587197ecb 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -36,7 +36,7 @@ #include <time.h> -#define SKILLUNITTIMER_INVERVAL 100 +#define SKILLUNITTIMER_INTERVAL 100 //Guild Skills are shifted to these to make them stick into the skill array. #define GD_SKILLRANGEMIN 900 #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL @@ -7399,7 +7399,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns int count=0; int x = bl->x, y = bl->y; //If target isn't knocked back it should hit every 20ms [Playtester] - while (count++ < battle_config.firewall_hits_on_undead && x == bl->x && y == bl->y && !status_isdead(bl)){ + while (count++ < SKILLUNITTIMER_INTERVAL/sg->interval && x == bl->x && y == bl->y && !status_isdead(bl)){ if (!status_charge(ss, 0, 2)){ //should end when out of sp. sg->limit=DIFF_TICK(tick,sg->tick); break; @@ -10332,8 +10332,8 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap) switch( group->unit_id ) { case UNT_ICEWALL: - // icewall loses 50 hp every second (and this executes every 100ms, so...) - unit->val1 -= 5; // trap's hp + // icewall loses 50 hp every second + unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) unit->limit = DIFF_TICK(tick+700,group->tick); break; @@ -10354,7 +10354,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap) return 0; } /*========================================== - * Executes on all skill units every SKILLUNITTIMER_INVERVAL miliseconds. + * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds. *------------------------------------------*/ int skill_unit_timer (int tid, unsigned int tick, int id, int data) { @@ -11856,7 +11856,7 @@ int do_init_skill (void) add_timer_func_list(skill_timerskill,"skill_timerskill"); add_timer_func_list(skill_blockpc_end, "skill_blockpc_end"); - add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL); + add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL); return 0; } |