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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-15 01:57:23 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-15 01:57:23 +0000 |
commit | 49400aa36a6dfe08de89fede029eae63c397a6c1 (patch) | |
tree | b12c4e1e15f6548b6bb9e229c9b63477f119b62f /src/map | |
parent | b1f5b70e91b07c8b9924a157029f227d2c3e2f1b (diff) | |
download | hercules-49400aa36a6dfe08de89fede029eae63c397a6c1.tar.gz hercules-49400aa36a6dfe08de89fede029eae63c397a6c1.tar.bz2 hercules-49400aa36a6dfe08de89fede029eae63c397a6c1.tar.xz hercules-49400aa36a6dfe08de89fede029eae63c397a6c1.zip |
- Changed Extremity Fist's code to make you actually walk past your target, which displays a much more correct "animation" for the skill. Thanks to HiddenDragon for the information and code.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8765 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/skill.c | 41 |
1 files changed, 20 insertions, 21 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 53cbb7f6f..676f05455 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2788,6 +2788,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); break; + case KN_CHARGEATK: + flag = distance_bl(src, bl); case TK_JUMPKICK: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (unit_movepos(src, bl->x, bl->y, 0, 0)) @@ -2850,28 +2852,25 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if (sc->data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } - case KN_CHARGEATK: - if(!check_distance_bl(src, bl, 2)) { //Need to move to target. - int dx,dy; - - dx = bl->x - src->x; - dy = bl->y - src->y; - if(dx > 0) dx++; - else if(dx < 0) dx--; - if (dy > 0) dy++; - else if(dy < 0) dy--; - - if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex] - flag = distance_bl(src, bl); - - if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) { - if (sd) clif_skill_fail(sd,skillid,0,0); - break; + //Client expects you to move to target regardless + if(unit_walktobl(src, bl, 1, 1)) { + struct unit_data *ud = unit_bl2ud(src); + int i,speed; + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if (ud) { + ud->target = 0; //Clear target, as you shouldn't be chasing it if you can't get there on time. + //Increase can't walk delay to not alter your walk path + ud->canmove_tick = tick; + speed = status_get_speed(src); + for (i = 0; i < ud->walkpath.path_len; i ++) + { + if(ud->walkpath.path[i]&1) + ud->canmove_tick+=7*speed/5; + else + ud->canmove_tick+=speed; + } } - clif_slide(src,src->x,src->y); - } else //Assume minimum distance of 1 for Charge. - flag = 1; - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + } break; //Splash attack skills. |