From 09d10f90af78019f690853ef3079f19122433262 Mon Sep 17 00:00:00 2001 From: skotlex Date: Thu, 7 Dec 2006 16:42:25 +0000 Subject: - Cleaned up implementation of NPC_EMOTION/NPC_EMOTION_ON. Now val0 is the emotion, val1 sets the mode, val2 adds to the mode, val3 removes from the mode. val4 asks to remove the previous mode change. - Updated the mob skill reading code so it accepts hexadecimals in the 'val' fields. Also, it will optimize the NPC values so that when you set a mob's mode to their db mode, it will just remove the previous mode. - NPC_EMOTION_ON will now automatically move it's new mode to val2 since it should add a mode, and if this mode doesn't has the aggressive bit, it will remove it. See this "ancient" hypothesis on how NPC_EMOTION_ON should work for the details: http://www.eathena.ws/board/index.php?showtopic=63606 - Updated mob_skill_db to account for the updated mob modes on NPC_EMOTION skills. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9433 54d463be-8e91-2dee-dedb-b68131a5f0ec --- Changelog-Trunk.txt | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) (limited to 'Changelog-Trunk.txt') diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index c328620ab..2428b44d3 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -3,7 +3,20 @@ 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. -2006/12/07 +2004/12/07 + * Cleaned up implementation of NPC_EMOTION/NPC_EMOTION_ON. Now val0 is the + emotion, val1 sets the mode, val2 adds to the mode, val3 removes from the + mode. val4 asks to remove the previous mode change, otherwise it will stack + with the changes from the previous skill call. [Skotlex] + * Updated the mob skill reading code so it accepts hexadecimals in the + 'val' fields. Also, it will optimize the NPC values so that when you set a + mob's mode to their db mode, it will just remove the previous mode. + [Skotlex] + * NPC_EMOTION_ON will now automatically move it's new mode to val2 since it + should add a mode, and if this mode doesn't has the aggressive bit, it will + remove it. See this "ancient" hypothesis on how NPC_EMOTION_ON should work + for the details: [Skotlex] + http://www.eathena.ws/board/index.php?showtopic=63606 * Fixed npc commands atcommand & charcommand not working with a custom command_symbol [Toms] 2006/12/06 -- cgit v1.2.3-60-g2f50