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authorultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-07-09 12:15:04 +0000
committerultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-07-09 12:15:04 +0000
commit7d396ef4ecd85de70c6b6cc7836dea5874bd05a6 (patch)
tree9c20e40a4a888d0022b715a22858c8b37f870fb4 /src/map
parent1f8c922a8ffd8fb216c050b86fdbc4040e5780f6 (diff)
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A rather ugly fix to fix knockback for Firewall, Stormgust and Sanctuary
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10869 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r--src/map/battle.c8
-rw-r--r--src/map/skill.c11
2 files changed, 12 insertions, 7 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index a40df7765..cda47fc8c 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -2166,18 +2166,14 @@ struct Damage battle_calc_magic_attack(
switch(skill_num)
{
case MG_FIREWALL:
+ ad.dmotion = 0; //No flinch animation.
if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
ad.blewcount = 0; //No knockback
- else
- ad.blewcount |= 0x10000;
+ break;
case HW_GRAVITATION:
ad.dmotion = 0; //No flinch animation.
break;
- case WZ_STORMGUST: //Should knockback randomly.
- ad.blewcount|=0x40000;
- break;
case PR_SANCTUARY:
- ad.blewcount|=0x10000;
ad.dmotion = 0; //No flinch animation.
break;
}
diff --git a/src/map/skill.c b/src/map/skill.c
index b0ca693b1..5df5d3355 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2141,7 +2141,16 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
if (dmg.blewcount > 0 && !status_isdead(bl))
- skill_blown(dsrc,bl,dmg.blewcount,-1,0);
+ {
+ int direction = -1; // default
+ switch(skillid)
+ {
+ case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
+ case WZ_STORMGUST: direction = rand()%8; break; // randomly
+ case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
+ }
+ skill_blown(dsrc,bl,dmg.blewcount,direction,0);
+ }
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)