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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-01-30 16:19:31 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-01-30 16:19:31 +0000 |
commit | 4fdf699da7e0f80e4d66fb54a9aa5783fba9b6ff (patch) | |
tree | 8bcff911a0008309d17434722abf315c053aa511 /src/map/skill.c | |
parent | 07e50b28bf6cdfe0d9fcb2c3fd48fe74e68b2470 (diff) | |
download | hercules-4fdf699da7e0f80e4d66fb54a9aa5783fba9b6ff.tar.gz hercules-4fdf699da7e0f80e4d66fb54a9aa5783fba9b6ff.tar.bz2 hercules-4fdf699da7e0f80e4d66fb54a9aa5783fba9b6ff.tar.xz hercules-4fdf699da7e0f80e4d66fb54a9aa5783fba9b6ff.zip |
- Autoloot now uses the item's base drop chance rather than final drop rate to determine if it should autoloot the item or not.
- Fixed super novices getting +10 to all stats temporarily whentheir death count isn't zero.
- Fixed Kahai displaying HP-SP as the total healed instead of HP
- Cleaned up skill_repairweapon to prevent crashes when the target vanishes/changes/whatever before the weapon to repair has been selected.
- Parsing the Storage/Guild Storage from the char server will now fail if the storage has been modified and not saved yet.
- Being hit now cancels confuse.
- Added back the bleeding icon.
- Fixed Combo Finish Soul Linked Effect being a 11x11 area o.O
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5121 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 52 |
1 files changed, 27 insertions, 25 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index b7426beff..c6d627582 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -902,9 +902,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if (dstsd && dstsd->status.sp < 5*tsc_data[SC_KAAHI].val1)
; //Not enough SP to cast
else {
- rate = battle_heal(bl, bl, 200*tsc_data[SC_KAAHI].val1, -5*tsc_data[SC_KAAHI].val1, 1);
+ battle_heal(bl, bl, 200*tsc_data[SC_KAAHI].val1, -5*tsc_data[SC_KAAHI].val1, 1);
if(dstsd && dstsd->fd)
- clif_heal(dstsd->fd,SP_HP,rate);
+ clif_heal(dstsd->fd,SP_HP,200*tsc_data[SC_KAAHI].val1);
}
}
}
@@ -2732,7 +2732,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s if (!(flag&1) && sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_MONK)
{ //Becomes a splash attack when Soul Linked.
map_foreachinarea(skill_area_sub,
- bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,BL_CHAR,
+ bl->m,bl->x-2,bl->y-2,bl->x+2,bl->y+2,BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
} else
@@ -9365,39 +9365,41 @@ void skill_repairweapon(struct map_session_data *sd, int idx) int material;
int materials[4] = { 1002, 998, 999, 756 };
struct item *item;
+ struct map_session_data *target_sd;
nullpo_retv(sd);
- nullpo_retv(sd->repair_target);
-
+ target_sd = map_id2sd(sd->repair_target);
+ sd->repair_target = 0;
+ if (!target_sd) //Failed....
+ return;
if(idx==0xFFFF) // No item selected ('Cancel' clicked)
return;
+ if(idx < 0 || idx >= MAX_INVENTORY)
+ return; //Invalid index??
- item = &sd->repair_target->status.inventory[idx];
+ item = &target_sd->status.inventory[idx];
+ if(item->nameid <= 0 || item->attribute == 0)
+ return; //Again invalid item....
- if(sd!=sd->repair_target && !battle_check_range(&sd->bl,&sd->repair_target->bl,skill_get_range2(&sd->bl, sd->skillid,sd->skilllv))){
+ if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->skillid,sd->skilllv))){
clif_item_repaireffect(sd,item->nameid,1);
return;
}
- if(idx >= 0 && idx < MAX_INVENTORY) {
- if(item->nameid > 0 && item->attribute == 1 ) {
- if (itemdb_type(item->nameid)==4)
- material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
- else
- material = materials [2]; // Armors consume 1 Steel
- if (pc_search_inventory(sd,material) < 0 ) {
- clif_skill_fail(sd,sd->skillid,0,0);
- return;
- }
- item->attribute=0;
- clif_equiplist(sd->repair_target);
- pc_delitem(sd,pc_search_inventory(sd,material),1,0);
- clif_item_repaireffect(sd,item->nameid,0);
- if(sd!=sd->repair_target)
- clif_item_repaireffect(sd->repair_target,item->nameid,0);
- sd->repair_target=NULL;
- }
+ if (itemdb_type(item->nameid)==4)
+ material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
+ else
+ material = materials [2]; // Armors consume 1 Steel
+ if (pc_search_inventory(sd,material) < 0 ) {
+ clif_skill_fail(sd,sd->skillid,0,0);
+ return;
}
+ item->attribute=0;
+ clif_equiplist(target_sd);
+ pc_delitem(sd,pc_search_inventory(sd,material),1,0);
+ clif_item_repaireffect(sd,item->nameid,0);
+ if(sd!=target_sd)
+ clif_item_repaireffect(target_sd,item->nameid,0);
}
/*==========================================
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