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authorHaru <haru@dotalux.com>2016-12-02 20:10:44 +0100
committerHaru <haru@dotalux.com>2016-12-03 15:38:56 +0100
commit0f5fdca8945ec3afd5ba2e67a9d414f1ef5565c3 (patch)
tree5f1bb716cdc3b44f9c2ffd6f909047657f234844 /src/map/skill.c
parent76801cdf48a979728034cb81b81c989f7f655f5a (diff)
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Ensure that pc->addfame() increments the correct fame points
The function now takes the rank type as argument, rather than guessing it from the character's class. If the wrong fame point type for the current character is requested, the request is ignored. This fixes some (unofficial) edge cases where a Taekwon or an Alchemist refined a signed item, they could obtain rank points. Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c29
1 files changed, 15 insertions, 14 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index dce372b6a..41135920f 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -15674,16 +15674,16 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
item->card[0] == CARD0_FORGE &&
(int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
{ // Fame point system [DracoRPG]
- switch(ditem->wlv){
- case 1:
- pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
- break;
- case 2:
- pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
- break;
- case 3:
- pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
- break;
+ switch (ditem->wlv) {
+ case 1:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
+ break;
+ case 2:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
+ break;
+ case 3:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
+ break;
}
}
} else {
@@ -17855,8 +17855,8 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
if(equip){
clif->produce_effect(sd,0,nameid);
clif->misceffect(&sd->bl,3);
- if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
- pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
+ if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
} else {
int fame = 0;
tmp_item.amount = 0;
@@ -17896,8 +17896,9 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
sd->potion_success_counter = 0;
}
- if (fame)
- pc->addfame(sd,fame);
+ if (fame != 0 && (skill_id == AM_PHARMACY || skill_id == AM_TWILIGHT1 || skill_id == AM_TWILIGHT2 || skill_id == AM_TWILIGHT3)) {
+ pc->addfame(sd, RANKTYPE_ALCHEMIST, fame);
+ }
//Visual effects and the like.
switch (skill_id) {
case AM_PHARMACY: