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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-05-07 18:46:21 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-05-07 18:46:21 +0000 |
commit | 392e49a6097460851f10501cfe34a9ee86010468 (patch) | |
tree | 3d649616dfe3cb1066f0d4b269536c75716f6178 /src/map/skill.c | |
parent | 7e744fbd4fbf444adc163a52696fe3e67f4b699c (diff) | |
download | hercules-392e49a6097460851f10501cfe34a9ee86010468.tar.gz hercules-392e49a6097460851f10501cfe34a9ee86010468.tar.bz2 hercules-392e49a6097460851f10501cfe34a9ee86010468.tar.xz hercules-392e49a6097460851f10501cfe34a9ee86010468.zip |
- Added function battle_attr_ratio to handle just getting the attribute table data. Fixes Sense messing up with elemental based statuses.
- Added Throw tomahawk to the list of items that do not trigger the equipment breaking code.
- Moved a bit around the SC_ start of dancing skills to fix Moonlight petals pushing back the casters.
- Modified status_damage to handle SC_KAZIEL. The return value of *_dead functions can pass 8 to specify that kaziel should not be triggered (ie: pvp/gvg)
- Infinite Endure won't be passed on to devoted characters.
- Infinite Endure is no longer saved on logout.
- Added check to avoid gms opening vending shops if they don't have the required level.
- Moved around the Steel Body S. Novice code, simplified it so it triggers before most of the penalties (death is cancelled).
- Fixed the flee penalty not applying when you walk into a gvg map.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12688 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 25 |
1 files changed, 13 insertions, 12 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 7222f618e..47b25a0ef 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -6419,6 +6419,19 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); } + if (group->state.song_dance) { + if(sd){ + sd->skillid_dance = skillid; + sd->skilllv_dance = skilllv; + } + if ( + sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv, + (group->state.song_dance&2?BCT_SELF:0), limit+1000) && + sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp! + ) + skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); + } + limit = group->limit; for( i = 0; i < layout->count; i++ ) { @@ -6496,18 +6509,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli return NULL; } - if (group->state.song_dance) { - if(sd){ - sd->skillid_dance = skillid; - sd->skilllv_dance = skilllv; - } - if ( - sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv, - (group->state.song_dance&2?BCT_SELF:0), limit+1000) && - sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp! - ) - skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); - } if (skillid == NJ_TATAMIGAESHI) //Store number of tiles. group->val1 = group->alive_count; |