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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-15 01:57:23 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-15 01:57:23 +0000
commit49400aa36a6dfe08de89fede029eae63c397a6c1 (patch)
treeb12c4e1e15f6548b6bb9e229c9b63477f119b62f
parentb1f5b70e91b07c8b9924a157029f227d2c3e2f1b (diff)
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- Changed Extremity Fist's code to make you actually walk past your target, which displays a much more correct "animation" for the skill. Thanks to HiddenDragon for the information and code.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8765 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--src/map/skill.c41
2 files changed, 23 insertions, 21 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 22f9efc76..895731d53 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.
2006/09/14
+ * Changed Extremity Fist's code to make you actually walk past your target,
+ which displays a much more correct "animation" for the skill. Thanks to
+ HiddenDragon for the information and code. [Skotlex]
* Updated the item_db search functions so that when returning the
dummy-item, it first updates the nameid to match the requested one, this
prevents pc_additem later on giving you an item with ID 500 instead of the
diff --git a/src/map/skill.c b/src/map/skill.c
index 53cbb7f6f..676f05455 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2788,6 +2788,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
break;
+ case KN_CHARGEATK:
+ flag = distance_bl(src, bl);
case TK_JUMPKICK:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (unit_movepos(src, bl->x, bl->y, 0, 0))
@@ -2850,28 +2852,25 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if (sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
}
- case KN_CHARGEATK:
- if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
- int dx,dy;
-
- dx = bl->x - src->x;
- dy = bl->y - src->y;
- if(dx > 0) dx++;
- else if(dx < 0) dx--;
- if (dy > 0) dy++;
- else if(dy < 0) dy--;
-
- if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
- flag = distance_bl(src, bl);
-
- if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
- if (sd) clif_skill_fail(sd,skillid,0,0);
- break;
+ //Client expects you to move to target regardless
+ if(unit_walktobl(src, bl, 1, 1)) {
+ struct unit_data *ud = unit_bl2ud(src);
+ int i,speed;
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if (ud) {
+ ud->target = 0; //Clear target, as you shouldn't be chasing it if you can't get there on time.
+ //Increase can't walk delay to not alter your walk path
+ ud->canmove_tick = tick;
+ speed = status_get_speed(src);
+ for (i = 0; i < ud->walkpath.path_len; i ++)
+ {
+ if(ud->walkpath.path[i]&1)
+ ud->canmove_tick+=7*speed/5;
+ else
+ ud->canmove_tick+=speed;
+ }
}
- clif_slide(src,src->x,src->y);
- } else //Assume minimum distance of 1 for Charge.
- flag = 1;
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ }
break;
//Splash attack skills.