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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-24 20:29:32 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-24 20:29:32 +0000
commit1a418b0d54045b0cd7cef6bfee4d43412e6d3889 (patch)
treea62157f197351f30749ba58118c85d4288e530da
parent087c7827f9e0ab626c63a1307b4dca9bbc932ce4 (diff)
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- Now when a mob's adelay is set to be less than the amotion, both values will be swapped (this is an attempt to understand how those mobs actually work on aegis)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8474 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--src/map/mob.c15
2 files changed, 16 insertions, 2 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 2329fc485..aac7d1aab 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.
2006/08/24
+ * Now when a mob's adelay is set to be less than the amotion, both values
+ will be swapped (this is an attempt to understand how those mobs actually
+ work on aegis) [Skotlex]
* script command "isrefine" will no longer return always false for equip
positions above 6 (this has not been needed since the addition of the
refine column to tbe item_db many months ago) [Skotlex]
diff --git a/src/map/mob.c b/src/map/mob.c
index 55dc2a61f..1fba16d6e 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -3248,8 +3248,13 @@ static int mob_readdb(void)
status->amotion=atoi(str[28]);
status->dmotion=atoi(str[29]);
//If the attack animation is longer than the delay, the client crops the attack animation!
- if (status->adelay < status->amotion)
+ if (status->adelay < status->amotion) {
+ //Let's try switching them to see what happens.
+// status->adelay = status->amotion;
+ i = status->adelay;
status->adelay = status->amotion;
+ status->amotion = i;
+ }
if(battle_config.monster_damage_delay_rate != 100)
status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
@@ -3925,8 +3930,14 @@ static int mob_read_sqldb(void)
status->amotion = TO_INT(28);
status->dmotion = TO_INT(29);
//If the attack animation is longer than the delay, the client crops the attack animation!
- if (status->adelay < status->amotion)
+ if (status->adelay < status->amotion) {
+ //Let's try switching them to see what happens.
+ // status->adelay = status->amotion;
+ i = status->adelay;
status->adelay = status->amotion;
+ status->amotion = i;
+ }
+
if(battle_config.monster_damage_delay_rate != 100)
status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;