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-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--db/Changelog.txt2
-rw-r--r--db/skill_db.txt2
-rw-r--r--db/skill_unit_db.txt2
-rw-r--r--src/map/battle.c6
-rw-r--r--src/map/skill.c2
-rw-r--r--src/map/skill.h2
7 files changed, 12 insertions, 7 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 7cc87b6ac..bc1742026 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -3,6 +3,9 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
+2008/04/10
+ * Rev. 12548 Updated NPC skill "Evil Land". More gravity wtfage. [L0ne_W0lf]
+ - Based on visual observation, and experience with it on iRO Sakray.
2008/04/09
* Clif functions and basic data structures for questlog system. (r12544) [Kevin]
2008/04/08
diff --git a/db/Changelog.txt b/db/Changelog.txt
index 4573ff221..6ad31b6d1 100644
--- a/db/Changelog.txt
+++ b/db/Changelog.txt
@@ -43,6 +43,8 @@
2385 Recuvative_Armor Should trigger HP/SP return with magical kills as well.
=======================
+2008/04/10
+ * Rev. 12548 Updated skill "Evil Land" (skill_db, skill_unit_db) [L0ne_W0lf]
2008/04/07
* Rev. 12528 Reverted the Ice Wall change (r12526.) [L0ne_W0lf]
- Increased the range of Ganbantein to 16, as tested on iRO.
diff --git a/db/skill_db.txt b/db/skill_db.txt
index e4538b0eb..5e96cfcc7 100644
--- a/db/skill_db.txt
+++ b/db/skill_db.txt
@@ -604,7 +604,7 @@
667,0,6,4,0,0x3,2:5:8:11:14,5,1,no,0,0x2,0,none,0, NPC_WIDECONFUSE,Wide Confusion
668,0,6,4,0,0x3,2:5:8:11:14,5,1,no,0,0x2,0,none,0, NPC_WIDESLEEP,Wide Sleep
669,0,6,4,3,0x3,5,1,1,no,0,0x2,0,magic,0, NPC_WIDESIGHT,Wide Sight
-670,9,6,2,7,0x21,0,10,1,no,0,0x2,0,magic,0, NPC_EVILLAND,Evil Land
+670,9,6,2,7,0x91,0,10,1,no,0,0x2,0,magic,0, NPC_EVILLAND,Evil Land
671,0,6,4,0,0x1,0,5,1,no,0,0x2,0,magic,0, NPC_MAGICMIRROR,Magic Mirror
672,0,6,4,0,0x3,2:5:8:11:14,5,1,no,0,0x2,0,none,0, NPC_SLOWCAST,Slow Cast
673,-9,6,1,-1,0,0,5,1,no,0,0x2,0,weapon,0, NPC_CRITICALWOUND,Critical Wounds
diff --git a/db/skill_unit_db.txt b/db/skill_unit_db.txt
index b882b7d58..a55eee747 100644
--- a/db/skill_unit_db.txt
+++ b/db/skill_unit_db.txt
@@ -94,4 +94,4 @@
527,0xbc, , -1, 0,2000,enemy, 0x010 //NJ_TATAMIGAESHI
535,0xbd, , -1, 0, 20,enemy, 0x018 //NJ_KAENSIN
538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010 //NJ_SUITON
-670,0xc7, , 5, 1,1000,all, 0x018 //NPC_EVILLAND
+670,0xc7, , 1:3:6:9:12:15:18:20:20:20, 1,1000,all, 0x008 //NPC_EVILLAND
diff --git a/src/map/battle.c b/src/map/battle.c
index 3702dc9d5..7bf119459 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -2177,9 +2177,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case PR_SANCTUARY:
ad.damage = (skill_lv>6)?388:skill_lv*50;
break;
- case NPC_EVILLAND:
- ad.damage = (skill_lv>6)?666:skill_lv*100;
- break;
case ALL_RESURRECTION:
case PR_TURNUNDEAD:
//Undead check is on skill_castend_damageid code.
@@ -2552,6 +2549,9 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = 200+200*skill_lv;
md.dmotion = 0; //No flinch animation.
break;
+ case NPC_EVILLAND:
+ md.damage = (skill_lv>6)?666:skill_lv*100;
+ break;
}
if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
diff --git a/src/map/skill.c b/src/map/skill.c
index 5b0a21154..0a6ddcc51 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -6781,7 +6781,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
{ //Damage enemies
if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
- skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
+ skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
} else {
int heal = sg->val2;
if (tstatus->hp >= tstatus->max_hp)
diff --git a/src/map/skill.h b/src/map/skill.h
index 70ebefe89..be7f213b6 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -98,7 +98,7 @@ struct skill_name_db {
};
#define MAX_SKILL_UNIT_LAYOUT 50
-#define MAX_SQUARE_LAYOUT 5 // 11*11のユニット配置が最大
+#define MAX_SQUARE_LAYOUT 20 // 11*11のユニット配置が最大
#define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1))
struct s_skill_unit_layout {
int count;