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authorglighta <glighta@54d463be-8e91-2dee-dedb-b68131a5f0ec>2013-01-02 09:40:01 +0000
committerglighta <glighta@54d463be-8e91-2dee-dedb-b68131a5f0ec>2013-01-02 09:40:01 +0000
commitbdc1c715db65c2d9378dcff685c4b6b87d752da7 (patch)
tree8e61570a2c4e91eaa34c96e2967068e1e927ec07 /src/map/skill.c
parent063d2e1d4f802a4379bef408ce968a49d209f90f (diff)
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-Follow up r17065
--removing useless check on skill_id --fix few broken atcommand due to failed sscanf -Change skill_amotion_leniency as pointed out on tid:76492 so amotion delay wont be twice by default, (also increase intervall if you do want higher acd) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@17072 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c12
1 files changed, 5 insertions, 7 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 918d10b53..d0319afb1 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -524,7 +524,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
// allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
// AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
- DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
+ DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
{// attempted to cast a skill before the attack motion has finished
return 1;
}
@@ -724,7 +724,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
nullpo_ret(src);
nullpo_ret(bl);
- if(skill_id < 0) return 0;
if(skill_id > 0 && skill_lv <= 0) return 0; // don't forget auto attacks! - celest
if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
@@ -1746,7 +1745,6 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
nullpo_ret(src);
nullpo_ret(bl);
- if(skill_id < 0) return 0;
if(skill_id > 0 && skill_lv <= 0) return 0; // don't forget auto attacks! - celest
sd = BL_CAST(BL_PC, src);
@@ -3724,10 +3722,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
else if( dir == 7 || dir < 2 ) y = i;
else y = 0;
if( (mbl == src || !map_flag_gvg(src->m) && !map[src->m].flag.battleground) && // only NJ_ISSEN don't have slide effect in GVG
- unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
+ unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
clif_slide(src, src->x, src->y);
//uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
- //clif_fixpos(src);
+ //clif_fixpos(src);
}
}
break;
@@ -7823,7 +7821,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( src == bl ) rate = 100; // Success Chance: On self, 100%
else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
-
+
if( sd )
skill_blockpc_start(sd,skill_id,4000);
@@ -9355,7 +9353,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
#endif
}
if (target && target->m == src->m)
- { //Move character to target anyway.
+ { //Move character to target anyway.
if (unit_movepos(src, src->x+3, src->y+3, 1, 1))
{ //Display movement + animation.
clif_slide(src,src->x,src->y);