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-rw-r--r--Changelog-Trunk.txt2
-rw-r--r--db/skill_db.txt2
-rw-r--r--src/map/battle.c6
3 files changed, 6 insertions, 4 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index a3ee9e22f..bf50b5730 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,8 @@ 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.
2006/06/02
+ * Removed the walk delay from firewall and changed its knockback [MasterOfMuppets]
+ to 1 tile to make it act more like in the official servers.
* Some cleaning of the mob slave ai. [Skotlex]
* Corrected Brandish Spear to work on levels above 10. [Skotlex]
* Updated Two-HandQuicken, One-HandQuicken to give 30 +2*lv% aspd-rate for
diff --git a/db/skill_db.txt b/db/skill_db.txt
index 2703ab43a..57da4ee47 100644
--- a/db/skill_db.txt
+++ b/db/skill_db.txt
@@ -37,7 +37,7 @@
15,9,6,1,1,0,0,10,1,yes,0,0,0,magic,0 //MG_FROSTDIVER#Frost Diver#
16,2,6,1,2,1,0,10,1,yes,0,0,0,magic,0 //MG_STONECURSE#Stone Curse#
17,9,6,1,3,2,2,10,1,yes,0,0,0,magic,0 //MG_FIREBALL#Fire Ball#
-18,9,6,2,3,0,0,10,1,yes,0,0,3,magic,2 //MG_FIREWALL#Fire Wall#
+18,9,6,2,3,0,0,10,1,yes,0,0,3,magic,1 //MG_FIREWALL#Fire Wall#
19,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //MG_FIREBOLT#Fire Bolt#
20,9,8,1,4,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //MG_LIGHTNINGBOLT#Lightning Bolt#
21,9,8,2,4,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //MG_THUNDERSTORM#Thunderstorm#
diff --git a/src/map/battle.c b/src/map/battle.c
index 0ab436bd3..147c06e59 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -2068,11 +2068,11 @@ struct Damage battle_calc_magic_attack(
switch(skill_num)
{
case MG_FIREWALL:
- if(mflag) { //mflag has a value when it was checked against an undead in skill.c [Skotlex]
+ if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
ad.blewcount = 0; //No knockback
- ad.dmotion = 0; //No flinch animation.
- } else
+ else
ad.blewcount |= 0x10000;
+ ad.dmotion = 0; //No flinch animation.
break;
case WZ_STORMGUST: //Should knockback randomly.
ad.blewcount|=0x40000;