Bladeren bron

- Fixed the definition of warpwaitingpc so that it allows an optional argument (number of people to warp).
- Modified the Palm Strike packet so the initial hit animation does not displays "Miss".


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9935 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 18 jaren geleden
bovenliggende
commit
155552d89f
3 gewijzigde bestanden met toevoegingen van 6 en 3 verwijderingen
  1. 4 0
      Changelog-Trunk.txt
  2. 1 2
      src/map/script.c
  3. 1 1
      src/map/skill.c

+ 4 - 0
Changelog-Trunk.txt

@@ -4,6 +4,10 @@ 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.
 
 2007/03/01
+	* Fixed the definition of warpwaitingpc so that it allows an optional
+	  argument (number of people to warp).
+	* Modified the Palm Strike packet so the initial hit animation does not
+	  displays "Miss".
 	* Added a check to prevent trades from being commited if either character
 	  is in final-save state.
 	* Checked and cleaned up the online_check code in the char-server. Further

+ 1 - 2
src/map/script.c

@@ -4011,13 +4011,12 @@ struct script_function buildin_func[] = {
 	BUILDIN_DEF(changebase,"i"),
 	BUILDIN_DEF(changesex,""),
 	BUILDIN_DEF(waitingroom,"si*"),
-	BUILDIN_DEF(warpwaitingpc,"sii"),
 	BUILDIN_DEF(delwaitingroom,"*"),
 	BUILDIN_DEF2(waitingroomkickall,"kickwaitingroomall","*"),
 	BUILDIN_DEF(enablewaitingroomevent,"*"),
 	BUILDIN_DEF(disablewaitingroomevent,"*"),
 	BUILDIN_DEF(getwaitingroomstate,"i*"),
-	BUILDIN_DEF(warpwaitingpc,"sii*"),
+	BUILDIN_DEF(warpwaitingpc,"sii?"),
 	BUILDIN_DEF(attachrid,"i"),
 	BUILDIN_DEF(detachrid,""),
 	BUILDIN_DEF(isloggedin,"i"),

+ 1 - 1
src/map/skill.c

@@ -3050,7 +3050,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		break;	
 	case CH_PALMSTRIKE: //	Palm Strike takes effect 1sec after casting. [Skotlex]
 	//	clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
-		clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
+		clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
 		skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
 		break;