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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-26 19:35:29 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-09-26 19:35:29 +0000
commitc3019896e8617cbf69c3522202038976e0ab324f (patch)
treeaaa3a727f596ea12d899dd268608cca6e728e4d2 /src
parent46d886ed21ddfa1f0675578755f36425d79baf74 (diff)
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- Yet again messed with the packet sent during a splash attack, but this time taking into account the packets that eA was using some many revisions ago. Tests are needed to see if Magnum Break/Grimtooth don't spam the skill animation anymore, and to see if GrandCross didn't break it's animation as well.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8877 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r--src/map/skill.c26
1 files changed, 7 insertions, 19 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 6782973f4..f1ff94fcd 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1885,13 +1885,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Skill hit type
type=(skillid==0)?5:skill_get_hit(skillid);
- if((damage <= 0 || damage < dmg.div_)
- && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
+ if(damage < dmg.div_
+ && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
dmg.blewcount = 0;
if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
if(battle_config.gx_disptype) dsrc = src;
if(src == bl) type = 4;
+ else flag|=SD_ANIMATION;
}
if(sd) {
@@ -2033,24 +2034,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case SN_SHARPSHOOTING:
dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- //Only show animation when hitting yourself. [Skotlex]
- if (src!=bl) {
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
- break;
- }
default:
-// Aegis sends the same packet for both targetted and splash-targetted enemies,
-// therefore SD_ANIMATION isn't really of any use...
-/*
- if (flag&SD_ANIMATION) //Disable skill animation.
- dmg.dmotion = clif_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
- damage, dmg.div_, 8, dmg.damage2);
- else
-*/
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
- damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
+ //Disabling skill animation doesn't works on multi-hit.
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
+ damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
+ (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
break;
}