diff options
-rw-r--r-- | Changelog-Trunk.txt | 5 | ||||
-rw-r--r-- | src/map/skill.c | 26 |
2 files changed, 12 insertions, 19 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index e12386b7a..934c50120 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.
2006/09/26
+ * Yet again messed with the packet sent during a splash attack, but this
+ time taking into account the packets that eA was using some many revisions
+ ago. Tests are needed to see if Magnum Break/Grimtooth don't spam the skill
+ animation anymore, and to see if GrandCross didn't break it's animation as
+ well. [Skotlex]
* Added function skill_dance_switch which handles converting overlapping
song/dances to dissonance/ugly dance. It should make the overlapping area
now behave completely like the mentioned song/dances (taking into account
diff --git a/src/map/skill.c b/src/map/skill.c index 6782973f4..f1ff94fcd 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1885,13 +1885,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Skill hit type type=(skillid==0)?5:skill_get_hit(skillid); - if((damage <= 0 || damage < dmg.div_) - && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex] + if(damage < dmg.div_ + && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex] dmg.blewcount = 0; if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { if(battle_config.gx_disptype) dsrc = src; if(src == bl) type = 4; + else flag|=SD_ANIMATION; } if(sd) { @@ -2033,24 +2034,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case SN_SHARPSHOOTING: dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - //Only show animation when hitting yourself. [Skotlex] - if (src!=bl) { - dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); - break; - } default: -// Aegis sends the same packet for both targetted and splash-targetted enemies, -// therefore SD_ANIMATION isn't really of any use... -/* - if (flag&SD_ANIMATION) //Disable skill animation. - dmg.dmotion = clif_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, - damage, dmg.div_, 8, dmg.damage2); - else -*/ - dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, - damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type); + //Disabling skill animation doesn't works on multi-hit. + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, + damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, + (flag&SD_ANIMATION && dmg.div_ < 2?5:type)); break; } |