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- Baphomet splash damage will now hit nearby enemies regardless of flee (but the initial attack still has to connect for the splash to trigger)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8716 54d463be-8e91-2dee-dedb-b68131a5f0ec
skotlex 18 years ago
parent
commit
59fae741c3
4 changed files with 11 additions and 2 deletions
  1. 4 0
      Changelog-Trunk.txt
  2. 1 1
      db/skill_nocast_db.txt
  3. 5 0
      src/map/battle.c
  4. 1 1
      src/map/skill.c

+ 4 - 0
Changelog-Trunk.txt

@@ -3,6 +3,10 @@ Date	Added
 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.
 
+2006/09/12
+	* Baphomet splash damage will now hit nearby enemies regardless of flee
+	  (but the initial attack still has to connect for the splash to trigger)
+	  [Skotlex]
 2006/09/11
 	* Modified set_nonblocking and setsocketoptions in socket.c, using eApp's
 	  code as reference. Hopefully should improve performance somewhat. [Skotlex]

+ 1 - 1
db/skill_nocast_db.txt

@@ -29,7 +29,7 @@
 150,4	//TF_BACKSLIDING
 361,4	//HP_ASSUMPTIO
 362,4	//HP_BASILICA
-395,4 //CG_MOONLIT
+395,4	//CG_MOONLIT
 491,4	//CR_CULTIVATION
 
 //mixed

+ 5 - 0
src/map/battle.c

@@ -1056,6 +1056,11 @@ static struct Damage battle_calc_weapon_attack(
 					if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
 						flag.hit = 1;
 					break;
+				case 0:
+					//If flag, this is splash damage from Baphomet Card and it always hits.
+					if (wflag)
+						flag.hit = 1;
+					break;
 			}
 		if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
 			flag.hit = 1;

+ 1 - 1
src/map/skill.c

@@ -3160,7 +3160,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		if(sd) {
 			if (flag & 3){
 				if (bl->id != skill_area_temp[1])
-					skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION);
+					skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
 			} else {
 				skill_area_temp[1] = bl->id;
 				map_foreachinrange(skill_area_sub, bl,