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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-25 19:15:50 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-25 19:15:50 +0000
commit33acd2a024b28d8f1a9e637a1353bf4bdb37f430 (patch)
tree73aa26ee01c0f0107fe670d0237e7a4fff34d29f /src
parent52887c3eaac37c958ef24d51a88dae3adf1e04d7 (diff)
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- The following skills will display a normal attack animation now:
NPC_WATERATTACK, NPC_GROUNDATTACK, NPC_FIREATTACK, NPC_WINDATTACK, NPC_POISONATTACK, NPC_HOLYATTACK, NPC_DARKNESSATTACK, NPC_TELEKINESISATTACK, NPC_SPLASHATTACK - Skills that require a weapon and consume spirit spheres will no longer be auto-tagged to require ammo. - Now MISC skills with delay 0 will also use the attack delay (if the skill is tagged to do damage) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8483 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r--src/map/skill.c15
1 files changed, 13 insertions, 2 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 320c50149..d930dd301 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2037,6 +2037,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case KN_AUTOCOUNTER:
case NPC_CRITICALSLASH:
+ case NPC_WATERATTACK:
+ case NPC_GROUNDATTACK:
+ case NPC_FIREATTACK:
+ case NPC_WINDATTACK:
+ case NPC_POISONATTACK:
+ case NPC_HOLYATTACK:
+ case NPC_DARKNESSATTACK:
+ case NPC_TELEKINESISATTACK:
+ case NPC_SPLASHATTACK:
case TF_DOUBLE:
case GS_CHAINACTION:
case SN_SHARPSHOOTING:
@@ -7789,7 +7798,9 @@ int skill_isammotype (TBL_PC *sd, int skill)
return (
(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
- skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
+ skill_get_type(skill) == BF_WEAPON &&
+ !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
+ !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
);
}
@@ -8599,7 +8610,7 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
// instant cast attack skills depend on aspd as delay [celest]
if (time == 0) {
- if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
+ if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
time = status_get_adelay(bl); //Use attack delay as default delay.
else
time = battle_config.default_skill_delay;