diff options
-rw-r--r-- | Changelog-Trunk.txt | 3 | ||||
-rw-r--r-- | src/map/mercenary.h | 1 | ||||
-rw-r--r-- | src/map/skill.c | 9 |
3 files changed, 13 insertions, 0 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 3cefe4a30..6eb33753f 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,9 @@ 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. 2007/01/23 + * A skill's walk delay will also delay your can-attack time when the skill + connects, since this is the behaviour of Sonic Blows as described by + Tharis. * Added view_data support to mercenary.*, so that the Homunculus entries are no longer required on the mob_db. * Added the status icon to NPC_CHANGEUNDEAD and the Flee/Hit foods. diff --git a/src/map/mercenary.h b/src/map/mercenary.h index b7b0dd635..6a56b20a5 100644 --- a/src/map/mercenary.h +++ b/src/map/mercenary.h @@ -50,6 +50,7 @@ enum { #define merc_is_hom_active(x) (x && x->homunculus.vaporize != 1 && x->battle_status.hp > 0) int do_init_merc(void); int merc_hom_recv_data(int account_id, struct s_homunculus *sh, int flag); //albator +struct view_data* merc_get_hom_viewdata(int class_); void merc_damage(struct homun_data *hd,struct block_list *src,int hp,int sp); int merc_hom_dead(struct homun_data *hd, struct block_list *src); void merc_hom_skillup(struct homun_data *hd,int skillnum); diff --git a/src/map/skill.c b/src/map/skill.c index d79d9b4ae..4bff55a5c 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2090,6 +2090,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) damage = 0; //Only Heaven's drive may damage traps. [Skotlex] } + + if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0) + { //Skills with can't walk delay also stop normal attacking for that + //duration when the attack connects. [Skotlex] + struct unit_data *ud = unit_bl2ud(src); + if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) + ud->attackabletime = tick + type; + } + if (!dmg.amotion) { status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. if (dmg.dmg_lv == ATK_DEF || damage > 0) { |