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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-11 23:58:55 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-11 23:58:55 +0000 |
commit | 260c3e2fc442271410e96a89b924d54aa767d80d (patch) | |
tree | bd236b0b50a55aebe14df57f1e7b9fba8cec03b8 /src/map/status.c | |
parent | 5e5b71be3108edb804bd0c70de055d27b77251d2 (diff) | |
download | hercules-260c3e2fc442271410e96a89b924d54aa767d80d.tar.gz hercules-260c3e2fc442271410e96a89b924d54aa767d80d.tar.bz2 hercules-260c3e2fc442271410e96a89b924d54aa767d80d.tar.xz hercules-260c3e2fc442271410e96a89b924d54aa767d80d.zip |
- Changed clif_damage/clif_skill_damage to return the walk-delay based on the passed on damage-delay.
- Changed battle_damage to accept the walk-delay as well.
- Removed the walk-delay timers from unit.c, merged them to battle_delay_damage.
- Traps will not be displayed when you walk within their range.
- Added HT_DETECTING revealing traps.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5997 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/map/status.c b/src/map/status.c index ffba6e1e5..7555a25aa 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -4126,7 +4126,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val int diff = mhp*(bl->type==BL_PC?10:15)/100;
if (hp - diff < mhp>>2)
diff = hp - (mhp>>2);
- battle_damage(NULL, bl, diff, 1);
+ battle_damage(NULL, bl, diff, 0, 1);
}
} // fall through
case SC_POISON: /* “Å */
@@ -4354,7 +4354,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val }
case SC_COMA: //Coma. Sends a char to 1HP
- battle_damage(NULL, bl, status_get_hp(bl)-1, 1);
+ battle_damage(NULL, bl, status_get_hp(bl)-1, 0, 1);
return 1;
case SC_CLOSECONFINE2:
@@ -5440,7 +5440,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) if((++sc->data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) {
hp = hp/100;
if(hp < 1) hp = 1;
- battle_damage(NULL, bl, hp, 1);
+ battle_damage(NULL, bl, hp, 0, 1);
}
sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
return 0;
@@ -5452,7 +5452,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) break;
case SC_DPOISON:
if ((--sc->data[type].val3) > 0 && sc->data[SC_SLOWPOISON].timer == -1)
- battle_damage(NULL, bl, sc->data[type].val4, 1);
+ battle_damage(NULL, bl, sc->data[type].val4, 0, 1);
if (sc->data[type].val3 > 0 && !status_isdead(bl))
{
sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
@@ -5483,7 +5483,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) // To-do: bleeding effect increases damage taken?
if ((sc->data[type].val4 -= 10000) >= 0) {
int hp = rand()%600 + 200;
- battle_damage(NULL,bl,hp,0);
+ battle_damage(NULL,bl,hp,0,0);
if (!status_isdead(bl))
sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data );
return 0;
@@ -5651,7 +5651,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) {
if (sd)
pc_damage_sp(sd, sp, 0);
- battle_damage(NULL, bl, hp, 1);
+ battle_damage(NULL, bl, hp, 0, 1);
if ((sc->data[type].val2 -= 10000) > 0) {
sc->data[type].timer = add_timer(
10000+tick, status_change_timer,
|