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authorMichieru <Michieru@users.noreply.github.com>2014-11-24 14:48:59 +0100
committerMichieru <Michieru@users.noreply.github.com>2014-11-24 14:48:59 +0100
commit0623d4ff87906d9ea0aee7bf612da2d1afdee1cd (patch)
tree65c704a8ca804f3bcfe8375c488a62acef14510b /src/map/battle.c
parent308570a239a7211aed068c3855d15c7d16f3d3b4 (diff)
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* 1st Transcendent Spirit, monster position lag fixes
- 1st Transcendent Spirit will now work as on official servers (#116) * The max total stat that is granted by the skill is now BaseLevel-10 with a maximum of 50 instead of always 50 * It will now work as Marionette Control and calculate the bonus at cast time rather than overwrite all existing bonuses * Agi Up and Blessing will now cancel the soul link - Fixed various problems that caused position lags on the client (#118) * Added a define ACTIVEPATHSEARCH in mob.c; if active (default and official), monsters will only grab targets if the walk path to the target is shorter or equal their search range; search range depends on whether the monster is moving or not (range2 for standing monsters and range3 for walking monsters); this requires a lot of CPU load, if it causes trouble, just comment the define for old behavior * Fixed a bug that made monsters display "irregular movement with position lag" continuously when a status change ended that changed their walk speed * OFFICIAL_WALKPATH now also applies to monsters * If the path search fails while a unit is already moving, we will now issue of fixpos packet so that the unit does not only stop moving on the server, but also on the client * Direction fixes - Updated the config setting attack_direction_change from 15 to 0 (official value); that means that a unit's direction will no longer change when it attacks; knock-back effects from e.g. Firewall will depend on the last direction the target walked into instead (bugreport:1322) - Ensured that the default direction of a monster is always "north", so that immobile monsters will now always be knocked back to the south by e.g. Firewall on default settings, unless a skill like e.g. Backstab changes their direction (bugreport:1322) - Fixed a bug that stopped characters server-sided and caused position lag when closing a skill menu * Magnum Break damage fixed - Targets two cells away will now only take 100%+10%*level damage (#108)
Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 1563553d4..5a17c8d90 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1463,9 +1463,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case WZ_FIREPILLAR:
if (skill_lv > 10)
- skillratio += 100;
+ skillratio += 2300; //200% MATK each hit
else
- skillratio -= 80;
+ skillratio += -60 + 20*skill_lv; //20% MATK each hit
break;
case WZ_SIGHTRASHER:
skillratio += 20 * skill_lv;
@@ -3384,11 +3384,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
switch(skill_id) {
case MG_FIREWALL:
- case NJ_KAENSIN:
- ad.dmotion = 0; //No flinch animation.
if ( tstatus->def_ele == ELE_FIRE || battle->check_undead(tstatus->race, tstatus->def_ele) )
ad.blewcount = 0; //No knockback
break;
+ case NJ_KAENSIN:
case PR_SANCTUARY:
ad.dmotion = 0; //No flinch animation.
break;
@@ -3495,7 +3494,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
//Constant/misc additions from skills
if (skill_id == WZ_FIREPILLAR)
- MATK_ADD(50);
+ MATK_ADD(100+50*skill_lv);
if( sd && ( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ) &&
(i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
(tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )