diff options
author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-24 19:25:16 +0000 |
---|---|---|
committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-24 19:25:16 +0000 |
commit | 087c7827f9e0ab626c63a1307b4dca9bbc932ce4 (patch) | |
tree | ab4d88418980dacd6549b1d8816343750270020c /src/map/skill.c | |
parent | 827726c72c29c80c64a69fb6f866c9275b2d8573 (diff) | |
download | hercules-087c7827f9e0ab626c63a1307b4dca9bbc932ce4.tar.gz hercules-087c7827f9e0ab626c63a1307b4dca9bbc932ce4.tar.bz2 hercules-087c7827f9e0ab626c63a1307b4dca9bbc932ce4.tar.xz hercules-087c7827f9e0ab626c63a1307b4dca9bbc932ce4.zip |
- 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)
- Added NPC_CRITICALSLASH to the list of skills that display as a normal attack.
- Changed the default of clear_skills_on_death to 0
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8473 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 9a52c99dd..8dcc2432e 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2028,13 +2028,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case PA_GOSPEL: //Should look like Holy Cross [Skotlex] dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); break; - //Skills who's damage should't show any skill-animation. + //Skills that need be passed as a normal attack for the client to display correctly. case HVAN_EXPLOSION: case NPC_SELFDESTRUCTION: if(src->type==BL_PC) dmg.blewcount = 10; dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] - case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly. + + case KN_AUTOCOUNTER: + case NPC_CRITICALSLASH: case TF_DOUBLE: case GS_CHAINACTION: case SN_SHARPSHOOTING: |