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author | Michieru <Michieru@users.noreply.github.com> | 2014-11-24 14:48:59 +0100 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-11-24 14:48:59 +0100 |
commit | 0623d4ff87906d9ea0aee7bf612da2d1afdee1cd (patch) | |
tree | 65c704a8ca804f3bcfe8375c488a62acef14510b /src/map/skill.c | |
parent | 308570a239a7211aed068c3855d15c7d16f3d3b4 (diff) | |
download | hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.gz hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.bz2 hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.xz hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.zip |
* 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/skill.c')
-rw-r--r-- | src/map/skill.c | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 938b36419..8c452252a 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3762,8 +3762,6 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case NPC_SPLASHATTACK: flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit case AS_SPLASHER: - case SM_MAGNUM: - case MS_MAGNUM: case HT_BLITZBEAT: case AC_SHOWER: case MA_SHOWER: @@ -3873,6 +3871,14 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 } break; + case SM_MAGNUM: + case MS_MAGNUM: + if( flag&1 ) { + //Damage depends on distance, so add it to flag if it is > 1 + skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl)); + } + break; + case KN_BRANDISHSPEAR: case ML_BRANDISH: //Coded apart for it needs the flag passed to the damage calculation. @@ -9900,7 +9906,6 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char } pc_stop_attack(sd); - pc_stop_walking(sd,0); if(battle_config.skill_log && battle_config.skill_log&BL_PC) ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname); |