diff options
-rw-r--r-- | Changelog-Trunk.txt | 4 | ||||
-rw-r--r-- | src/map/skill.c | 14 | ||||
-rw-r--r-- | src/map/status.c | 1 |
3 files changed, 9 insertions, 10 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 22bdb60fc..3c4fdec04 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,10 @@ 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.
2006/06/01
+ * NPC_TRANSFORMATION/NPC_METAMORPHOSIS will now preserve the original mob
+ without removing it when the skill level is greater than one. [Skotlex]
+ * Added SC_DANCING declaration in the Status Change tables to signal it
+ modifies Walk speed. [Skotlex]
* Fixed pc_damage setting your canlog_tick even if the damage has no source
(eg: poison, berserk) [Skotlex]
* Berserk's aspd bonus now stacks with other aspd bonuses, but is still
diff --git a/src/map/skill.c b/src/map/skill.c index 9fea5bbee..0f849d5ea 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -4875,16 +4875,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case NPC_TRANSFORMATION: case NPC_METAMORPHOSIS: if(md && md->skillidx >= 0) { - if (skilllv > 1) - { //Multiply skilllv times, the original instance must be silently killed. [Skotlex] - mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid); - unit_remove_map(src,1); - } - else - { //Transform into another class. - int class_ = mob_random_class (md->db->skill[md->skillidx].val,0); - if (class_) mob_class_change(md, class_); - } + int class_ = mob_random_class (md->db->skill[md->skillidx].val,0); + if (skilllv > 1) //Multiply the rest of mobs. [Skotlex] + mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid); + if (class_) mob_class_change(md, class_); } break; diff --git a/src/map/status.c b/src/map/status.c index 4bb09130d..89b1f0592 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -235,6 +235,7 @@ void initChangeTables(void) { add_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR); add_sc(SA_REVERSEORCISH, SC_ORCISH); add_sc(SA_COMA, SC_COMA); + set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED); add_sc(BD_RICHMANKIM, SC_RICHMANKIM); set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2); set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF); |