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authorHercules.ws <Hercules@efficiently.awesome>2014-08-06 16:08:06 +0200
committerHerculesWSAPI <Hercules@efficiently.awesome>2014-08-06 16:08:06 +0200
commitec28fdbe925a0a6d2ca18d2689ba2ae5a7405597 (patch)
tree711a9a4a1d6791ec96addb84883b07a00bb4ea14
parent356a83b11ae56778992b27b0c9b358d7d79722cd (diff)
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HPM Hooks Update
Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
-rw-r--r--src/map/battle.c32
-rw-r--r--src/map/pc.c70
-rw-r--r--src/map/pc.h8
-rw-r--r--src/map/skill.c162
-rw-r--r--src/map/status.c34
-rw-r--r--src/map/status.h2
6 files changed, 154 insertions, 154 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index a83767728..82095b1cd 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1693,15 +1693,15 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
break;
- case GN_DEMONIC_FIRE: {
- int fire_expansion_lv = skill_lv / 100;
- skill_lv = skill_lv % 100;
- skillratio = 110 + 20 * skill_lv;
- if ( fire_expansion_lv == 1 )
- skillratio += status_get_int(src) + (sd?sd->status.job_level:50);
- else if ( fire_expansion_lv == 2 )
- skillratio += status_get_int(src) * 10;
- }
+ case GN_DEMONIC_FIRE: {
+ int fire_expansion_lv = skill_lv / 100;
+ skill_lv = skill_lv % 100;
+ skillratio = 110 + 20 * skill_lv;
+ if ( fire_expansion_lv == 1 )
+ skillratio += status_get_int(src) + (sd?sd->status.job_level:50);
+ else if ( fire_expansion_lv == 2 )
+ skillratio += status_get_int(src) * 10;
+ }
break;
// Magical Elemental Spirits Attack Skills
case EL_FIRE_MANTLE:
@@ -5299,11 +5299,11 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
} else // Some skills like Weaponry Research will cause damage even if attack is dodged
d.dmg_lv = ATK_DEF;
- if(sd && d.damage+d.damage2>1) {
- if(sd->bonus.sp_vanish_rate && sd->bonus.sp_vanish_trigger && rnd()%10000<sd->bonus.sp_vanish_rate &&
- ( (d.flag&sd->bonus.sp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.sp_vanish_trigger&BF_RANGEMASK)
- || (d.flag&sd->bonus.sp_vanish_trigger&BF_SKILLMASK) ))
- status_percent_damage(&sd->bl,target,0,-sd->bonus.sp_vanish_per,false);
+ if(sd && d.damage+d.damage2>1) {
+ if(sd->bonus.sp_vanish_rate && sd->bonus.sp_vanish_trigger && rnd()%10000<sd->bonus.sp_vanish_rate &&
+ ( (d.flag&sd->bonus.sp_vanish_trigger&BF_WEAPONMASK) || (d.flag&sd->bonus.sp_vanish_trigger&BF_RANGEMASK)
+ || (d.flag&sd->bonus.sp_vanish_trigger&BF_SKILLMASK) ))
+ status_percent_damage(&sd->bl,target,0,-sd->bonus.sp_vanish_per,false);
}
return d;
}
@@ -5529,8 +5529,8 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldama
}
}
- if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate && !sd->bonus.sp_vanish_trigger)
- status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
+ if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate && !sd->bonus.sp_vanish_trigger)
+ status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false);
if( sd->sp_gain_race_attack[race] )
tsp += sd->sp_gain_race_attack[race];
diff --git a/src/map/pc.c b/src/map/pc.c
index 58a066edf..5a21c7df0 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -2945,12 +2945,12 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
sd->left_weapon.sp_drain[RC_BOSS].type = val;
}
break;
- case SP_SP_VANISH_RATE:
- if(sd->state.lr_flag != 2) {
- sd->bonus.sp_vanish_rate += type2;
- sd->bonus.sp_vanish_per = max(sd->bonus.sp_vanish_per,val);
- sd->bonus.sp_vanish_trigger=0;
- }
+ case SP_SP_VANISH_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->bonus.sp_vanish_rate += type2;
+ sd->bonus.sp_vanish_per = max(sd->bonus.sp_vanish_per,val);
+ sd->bonus.sp_vanish_trigger=0;
+ }
break;
case SP_GET_ZENY_NUM:
if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) {
@@ -3435,12 +3435,12 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
if (sd->state.lr_flag != 2)
pc_bonus_subele(sd, (unsigned char)type2, type3, val);
break;
- case SP_SP_VANISH_RATE:
- if(sd->state.lr_flag != 2) {
- sd->bonus.sp_vanish_rate += type2;
- sd->bonus.sp_vanish_per = max(sd->bonus.sp_vanish_per,type3);
- sd->bonus.sp_vanish_trigger=val;
- }
+ case SP_SP_VANISH_RATE:
+ if(sd->state.lr_flag != 2) {
+ sd->bonus.sp_vanish_rate += type2;
+ sd->bonus.sp_vanish_per = max(sd->bonus.sp_vanish_per,type3);
+ sd->bonus.sp_vanish_trigger=val;
+ }
break;
default:
@@ -3483,28 +3483,28 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4
pc->bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val);
break;
- case SP_SET_DEF_RACE: //bonus4 bSetDefRace,n,x,r,y;
- if( type2 > RC_MAX ) {
- ShowWarning("pc_bonus4 (DEF_SET): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag == 2)
- break;
- sd->def_set_race[type2].rate = type3;
- sd->def_set_race[type2].tick = type4;
- sd->def_set_race[type2].value = val;
- break;
-
- case SP_SET_MDEF_RACE: //bonus4 bSetMDefRace,n,x,r,y;
- if( type2 > RC_MAX ) {
- ShowWarning("pc_bonus4 (MDEF_SET): %d is not supported.\n", type2);
- break;
- }
- if(sd->state.lr_flag == 2)
- break;
- sd->mdef_set_race[type2].rate = type3;
- sd->mdef_set_race[type2].tick = type4;
- sd->mdef_set_race[type2].value = val;
+ case SP_SET_DEF_RACE: //bonus4 bSetDefRace,n,x,r,y;
+ if( type2 > RC_MAX ) {
+ ShowWarning("pc_bonus4 (DEF_SET): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag == 2)
+ break;
+ sd->def_set_race[type2].rate = type3;
+ sd->def_set_race[type2].tick = type4;
+ sd->def_set_race[type2].value = val;
+ break;
+
+ case SP_SET_MDEF_RACE: //bonus4 bSetMDefRace,n,x,r,y;
+ if( type2 > RC_MAX ) {
+ ShowWarning("pc_bonus4 (MDEF_SET): %d is not supported.\n", type2);
+ break;
+ }
+ if(sd->state.lr_flag == 2)
+ break;
+ sd->mdef_set_race[type2].rate = type3;
+ sd->mdef_set_race[type2].tick = type4;
+ sd->mdef_set_race[type2].value = val;
break;
default:
@@ -9551,7 +9551,7 @@ int map_night_timer(int tid, int64 tick, int id, intptr_t data) {
void pc_setstand(struct map_session_data *sd) {
nullpo_retv(sd);
-
+
status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER);
clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
//Reset sitting tick.
diff --git a/src/map/pc.h b/src/map/pc.h
index aa92baf17..bec4522df 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -311,9 +311,9 @@ struct map_session_data {
short flag, rate;
unsigned char ele;
} subele2[MAX_PC_BONUS];
- struct {
- short value;
- int rate, tick;
+ struct {
+ short value;
+ int rate, tick;
} def_set_race[RC_MAX], mdef_set_race[RC_MAX];
// zeroed structures end here
// manually zeroed structures start here.
@@ -348,7 +348,7 @@ struct map_session_data {
short add_heal_rate, add_heal2_rate;
short sp_gain_value, hp_gain_value, magic_sp_gain_value, magic_hp_gain_value;
short sp_vanish_rate;
- short sp_vanish_per, sp_vanish_trigger;
+ short sp_vanish_per, sp_vanish_trigger;
unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest]
unsigned short unbreakable_equip; //100% break resistance on certain equipment
unsigned short unstripable_equip;
diff --git a/src/map/skill.c b/src/map/skill.c
index e31e8f61e..ca93a51aa 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -439,8 +439,8 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b
else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] )
return 0;
- //Never copy new 3rd class skills By OmegaRed
- if(skill_id >= GC_DARKCROW && skill_id <= ALL_FULL_THROTTLE)
+ //Never copy new 3rd class skills By OmegaRed
+ if(skill_id >= GC_DARKCROW && skill_id <= ALL_FULL_THROTTLE)
return 0;
return 1;
@@ -1388,13 +1388,13 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
if( rate )
skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
}
- if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
- if (sd->def_set_race[tstatus->race].rate)
- status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
- 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
- if (sd->def_set_race[tstatus->race].rate)
- status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
- 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
+ if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
+ if (sd->def_set_race[tstatus->race].rate)
+ status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
+ 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
+ if (sd->def_set_race[tstatus->race].rate)
+ status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
+ 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
}
}
@@ -3858,78 +3858,78 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
break;
- case KN_BOWLINGBASH:
- case MS_BOWLINGBASH:
- {
- int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
- // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
- c = (skill_lv-(flag&0xFFF)+1)/2;
- // Determine the Bowling Bash area depending on configuration
- if (battle_config.bowling_bash_area == 0) {
- // Gutter line system
- min_x = ((src->x)-c) - ((src->x)-c)%40;
- if(min_x < 0) min_x = 0;
- max_x = min_x + 39;
- min_y = ((src->y)-c) - ((src->y)-c)%40;
- if(min_y < 0) min_y = 0;
- max_y = min_y + 39;
- } else if (battle_config.bowling_bash_area == 1) {
- // Gutter line system without demi gutter bug
- min_x = src->x - (src->x)%40;
- max_x = min_x + 39;
- min_y = src->y - (src->y)%40;
- max_y = min_y + 39;
- } else {
- // Area around caster
- min_x = src->x - battle_config.bowling_bash_area;
- max_x = src->x + battle_config.bowling_bash_area;
- min_y = src->y - battle_config.bowling_bash_area;
- max_y = src->y + battle_config.bowling_bash_area;
- }
- // Initialization, break checks, direction
- if((flag&0xFFF) > 0) {
- // Ignore monsters outside area
- if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
- break;
- // Ignore monsters already in list
- if(idb_exists(skill->bowling_db, bl->id))
- break;
- // Random direction
- dir = rnd()%8;
- } else {
- // Create an empty list of already hit targets
- db_clear(skill->bowling_db);
- // Direction is walkpath
- dir = (unit->getdir(src)+4)%8;
- }
- // Add current target to the list of already hit targets
- idb_put(skill->bowling_db, bl->id, bl);
- // Keep moving target in direction square by square
- tx = bl->x;
- ty = bl->y;
- for(i=0;i<c;i++) {
- // Target coordinates (get changed even if knockback fails)
- tx -= dirx[dir];
- ty -= diry[dir];
- // If target cell is a wall then break
- if(map->getcell(bl->m,tx,ty,CELL_CHKWALL))
- break;
- skill_blown(src,bl,1,dir,0);
- // Splash around target cell, but only cells inside area; we first have to check the area is not negative
- if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
- (max(min_y,ty-1) <= min(max_y,ty+1)) &&
- (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) {
- // Recursive call
- map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id);
- // Self-collision
- if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
- break;
- }
- }
- // Original hit or chain hit depending on flag
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
- }
+ case KN_BOWLINGBASH:
+ case MS_BOWLINGBASH:
+ {
+ int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
+ // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
+ c = (skill_lv-(flag&0xFFF)+1)/2;
+ // Determine the Bowling Bash area depending on configuration
+ if (battle_config.bowling_bash_area == 0) {
+ // Gutter line system
+ min_x = ((src->x)-c) - ((src->x)-c)%40;
+ if(min_x < 0) min_x = 0;
+ max_x = min_x + 39;
+ min_y = ((src->y)-c) - ((src->y)-c)%40;
+ if(min_y < 0) min_y = 0;
+ max_y = min_y + 39;
+ } else if (battle_config.bowling_bash_area == 1) {
+ // Gutter line system without demi gutter bug
+ min_x = src->x - (src->x)%40;
+ max_x = min_x + 39;
+ min_y = src->y - (src->y)%40;
+ max_y = min_y + 39;
+ } else {
+ // Area around caster
+ min_x = src->x - battle_config.bowling_bash_area;
+ max_x = src->x + battle_config.bowling_bash_area;
+ min_y = src->y - battle_config.bowling_bash_area;
+ max_y = src->y + battle_config.bowling_bash_area;
+ }
+ // Initialization, break checks, direction
+ if((flag&0xFFF) > 0) {
+ // Ignore monsters outside area
+ if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
+ break;
+ // Ignore monsters already in list
+ if(idb_exists(skill->bowling_db, bl->id))
+ break;
+ // Random direction
+ dir = rnd()%8;
+ } else {
+ // Create an empty list of already hit targets
+ db_clear(skill->bowling_db);
+ // Direction is walkpath
+ dir = (unit->getdir(src)+4)%8;
+ }
+ // Add current target to the list of already hit targets
+ idb_put(skill->bowling_db, bl->id, bl);
+ // Keep moving target in direction square by square
+ tx = bl->x;
+ ty = bl->y;
+ for(i=0;i<c;i++) {
+ // Target coordinates (get changed even if knockback fails)
+ tx -= dirx[dir];
+ ty -= diry[dir];
+ // If target cell is a wall then break
+ if(map->getcell(bl->m,tx,ty,CELL_CHKWALL))
+ break;
+ skill_blown(src,bl,1,dir,0);
+ // Splash around target cell, but only cells inside area; we first have to check the area is not negative
+ if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
+ (max(min_y,ty-1) <= min(max_y,ty+1)) &&
+ (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) {
+ // Recursive call
+ map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id);
+ // Self-collision
+ if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
+ break;
+ }
+ }
+ // Original hit or chain hit depending on flag
+ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
+ }
break;
case KN_SPEARSTAB:
diff --git a/src/map/status.c b/src/map/status.c
index df0f65fd7..5ad096c1d 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -1002,7 +1002,7 @@ void initChangeTables(void) {
status->ChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
status->ChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
status->ChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
- status->ChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
+ status->ChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
status->ChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
status->ChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED;
@@ -2516,7 +2516,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
+ sizeof(sd->skillfixcast)
+ sizeof(sd->skillvarcast)
+ sizeof(sd->skillfixcastrate)
- + sizeof(sd->def_set_race)
+ + sizeof(sd->def_set_race)
+ sizeof(sd->mdef_set_race)
);
@@ -4937,7 +4937,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4;
if( sc->data[SC_FORCEOFVANGUARD] )
def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
- if(sc->data[SC_DEFSET])
+ if(sc->data[SC_DEFSET])
return sc->data[SC_DEFSET]->val1;
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
}
@@ -5013,7 +5013,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
if(status_get_race(bl)==RC_PLANT)
def /= 2;
}
- if(sc->data[SC_UNLIMIT])
+ if(sc->data[SC_UNLIMIT])
return 1;
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
@@ -5036,7 +5036,7 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i
#endif
if( sc && sc->data[SC_CAMOUFLAGE] )
def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
- if(sc->data[SC_DEFSET])
+ if(sc->data[SC_DEFSET])
return sc->data[SC_DEFSET]->val1;
#ifdef RENEWAL
return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
@@ -5084,7 +5084,7 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i
}
if (sc->data[SC_NEEDLE_OF_PARALYZE])
def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100;
- if (sc->data[SC_UNLIMIT])
+ if (sc->data[SC_UNLIMIT])
return 1;
#ifdef RENEWAL
return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
@@ -5101,7 +5101,7 @@ defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int md
if( !viewable ){
/* some statuses that are hidden in the status window */
- if(sc->data[SC_MDEFSET])
+ if(sc->data[SC_MDEFSET])
return sc->data[SC_MDEFSET]->val1;
return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
}
@@ -5159,7 +5159,7 @@ signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc,
if( !viewable ){
/* some statuses that are hidden in the status window */
- if(sc->data[SC_MDEFSET])
+ if(sc->data[SC_MDEFSET])
return sc->data[SC_MDEFSET]->val1;
if(sc->data[SC_MINDBREAKER])
mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
@@ -9001,11 +9001,11 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
else val2 = MH_MD_FIGHTING;
break;
- case SC_FULL_THROTTLE:
+ case SC_FULL_THROTTLE:
status_percent_heal(bl,100,0);
val2 = 7 - val1;
- tick_time = 1000;
- val4 = tick / tick_time;
+ tick_time = 1000;
+ val4 = tick / tick_time;
break;
case SC_KINGS_GRACE:
val2 = 3 + val1;
@@ -11253,12 +11253,12 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
return 0;
}
break;
- case SC_FULL_THROTTLE:
- if( --(sce->val4) >= 0 ) {
- status_percent_damage(bl, bl, 0, sce->val2, false);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
+ case SC_FULL_THROTTLE:
+ if( --(sce->val4) >= 0 ) {
+ status_percent_damage(bl, bl, 0, sce->val2, false);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
case SC_KINGS_GRACE:
if( --(sce->val4) > 0 ) {
diff --git a/src/map/status.h b/src/map/status.h
index c90efd2e0..670fce3bb 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -716,7 +716,7 @@ typedef enum sc_type {
SC_FLASHCOMBO,
//Vellum Weapon reductions
- SC_DEFSET,
+ SC_DEFSET,
SC_MDEFSET,
SC_MAX, //Automatically updated max, used in for's to check we are within bounds.