diff options
-rw-r--r-- | Changelog-Trunk.txt | 5 | ||||
-rw-r--r-- | db/Changelog.txt | 2 | ||||
-rw-r--r-- | db/skill_db.txt | 2 | ||||
-rw-r--r-- | src/map/battle.c | 1 | ||||
-rw-r--r-- | src/map/skill.c | 43 |
5 files changed, 25 insertions, 28 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index db0654449..2b00ed4fd 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. 2007/10/18 + * Further optimization of the skill unit code [Playtester] + - removed code for Crimson Fire Formation it now uses the same code as Fire Wall + - added same knockback behavior as Fire Wall for Fire Formation + - Heat now does 50 hits a second in pvp too + - please let me know of any bugs that might appear * Optimized the skill unit code [Playtester] - reverted the unit timer interval to 100ms to save CPU usage - rewrote the unit code of Fire Wall, Fire Formation and Heat so that they hit diff --git a/db/Changelog.txt b/db/Changelog.txt index a2354478d..171843732 100644 --- a/db/Changelog.txt +++ b/db/Changelog.txt @@ -33,6 +33,8 @@ 13034 Desert_Twilight Small chance to activate max Attack Speed for 7 seconds. ======================= +10/18 + * Added knockback to Crimson Fire Formation [Playtester] 10/16 * Fixed used levels of NPC_CRITICALWOUND [Playtester] 10/15 diff --git a/db/skill_db.txt b/db/skill_db.txt index 7d18ed5d2..f077f6ab6 100644 --- a/db/skill_db.txt +++ b/db/skill_db.txt @@ -574,7 +574,7 @@ 532,0,6,4,0,0x1,0,10,1,yes,0,0,0,magic,0 //NJ_BUNSINJYUTSU#NJ_BUNSINJYUTSU# 533,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //NJ_NINPOU#NJ_NINPOU# 534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //NJ_KOUENKA#NJ_KOUENKA# -535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0 //NJ_KAENSIN#NJ_KAENSIN# +535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,1 //NJ_KAENSIN#NJ_KAENSIN# 536,9,8,1,3,0x2,2,5,3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU# 537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0 //NJ_HYOUSENSOU#NJ_HYOUSENSOU# 538,9,6,2,0,0x1,0,10,1,yes,0,0,0,magic,0 //NJ_SUITON#NJ_SUITON# diff --git a/src/map/battle.c b/src/map/battle.c index eade2f167..a6e6d64ab 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -2156,6 +2156,7 @@ struct Damage battle_calc_magic_attack( switch(skill_num) { case MG_FIREWALL: + case NJ_KAENSIN: 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 diff --git a/src/map/skill.c b/src/map/skill.c index 659ca6817..1b5797742 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -7288,16 +7288,17 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns switch (sg->unit_id) { case UNT_FIREWALL: + case UNT_KAENSIN: if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) { int count=0; - //Fire property mobs and Undeads are never knocked back by firewall + //Fire property mobs and Undeads are never knocked back //Should hit every 20ms [Playtester] while (count++ < battle_config.firewall_hits_on_undead && !status_isdead(bl) && src->val2--) skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*20,1); } else { int count=0; int x = bl->x, y = bl->y; - //If mob isn't knocked back it should hit every 20ms [Playtester] + //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) && src->val2--) skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*20,0); } @@ -7359,21 +7360,20 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case SG_SUN_WARM: //SG skills [Komurka] case SG_MOON_WARM: case SG_STAR_WARM: - if(!status_charge(ss, 0, 2)){ //should end when out of sp. - sg->limit=DIFF_TICK(tick,sg->tick); - break; - } - else if(bl->type==BL_PC){ - //Only damage SP [Skotlex] - status_zap(bl, 0, 15); - } - else{ - int count=1; + { + int count=0; int x = bl->x, y = bl->y; - skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - //If mob 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) && status_charge(ss, 0, 2)) - skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*20,0); + //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)){ + if (!status_charge(ss, 0, 2)){ //should end when out of sp. + sg->limit=DIFF_TICK(tick,sg->tick); + break; + } + else if (bl->type==BL_PC) + status_zap(bl, 0, 15); //Only damage SP [Skotlex] + else + skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*20,0); + } } break; case WZ_STORMGUST: @@ -7629,17 +7629,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); sg->limit=DIFF_TICK(tick,sg->tick)+1500; break; - - case UNT_KAENSIN: - { - int count=0; - //Should hit every 20ms [Playtester] - while (count++ < battle_config.firewall_hits_on_undead && !status_isdead(bl) && src->val2--) - skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*20,0); - if (src->val2 <= 0) - skill_delunit(src); - } - break; } if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1) |