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- Modified the Storm Gust freeze counter code so it is resetted when standing on a different storm gust before landing the hit.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9951 54d463be-8e91-2dee-dedb-b68131a5f0ec
skotlex 18 years ago
parent
commit
56896a79da
3 changed files with 10 additions and 10 deletions
  1. 3 0
      Changelog-Trunk.txt
  2. 0 1
      src/map/party.c
  3. 7 9
      src/map/skill.c

+ 3 - 0
Changelog-Trunk.txt

@@ -3,6 +3,9 @@ Date	Added
 AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
 AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 
+2007/03/03
+	* Modified a bit the storm gust counter code to see if it fixes storm gusts
+	  sometimes freezing on first hit.
 2007/03/02
 2007/03/02
 	* Tatami Gaeshi state (proyectile blocking) now ends when you move.
 	* Tatami Gaeshi state (proyectile blocking) now ends when you move.
 	* SG Union will consume now SP if you use it while not soul linked.
 	* SG Union will consume now SP if you use it while not soul linked.

+ 0 - 1
src/map/party.c

@@ -528,7 +528,6 @@ void party_send_movemap(struct map_session_data *sd)
 				continue;
 				continue;
 			clif_party_xy_single(sd->fd, p->data[i].sd);
 			clif_party_xy_single(sd->fd, p->data[i].sd);
 		}
 		}
-		
 	}
 	}
 	
 	
 	if( sd->state.party_sent )
 	if( sd->state.party_sent )

+ 7 - 9
src/map/skill.c

@@ -7126,16 +7126,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 						skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
 						skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
 				break;
 				break;
 				case WZ_STORMGUST:
 				case WZ_STORMGUST:
-					if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
-						&& tsc)
-					{	//Increase freeze counter if attack connects.
-						if (tsc->data[SC_FREEZE].val4 == sg->group_id)
-							tsc->data[SC_FREEZE].val3++; //SG hit counter.
-						else { //New SG
-							tsc->data[SC_FREEZE].val4 = sg->group_id;
-							tsc->data[SC_FREEZE].val3 = 1;
-						}
+					if (tsc && tsc->data[SC_FREEZE].val4 != sg->group_id)
+					{	//Reset hit counter when under new storm gust.
+						tsc->data[SC_FREEZE].val4 = sg->group_id;
+						tsc->data[SC_FREEZE].val3 = 0;
 					}
 					}
+					if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
+						&& tsc) //Increase freeze counter if attack connects.
+						tsc->data[SC_FREEZE].val3++; //SG hit counter.
 				break;
 				break;
 				default:
 				default:
 					skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);			
 					skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);