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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-19 15:38:15 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-19 15:38:15 +0000 |
commit | a554c06fd91bbdc0879da51637f1a3f531b41036 (patch) | |
tree | 7d59399862729c40956eb35373e5ab9cbfc2e5bd /src | |
parent | 923710723574716b15bc2e5f116b2741c5b9b6bd (diff) | |
download | hercules-a554c06fd91bbdc0879da51637f1a3f531b41036.tar.gz hercules-a554c06fd91bbdc0879da51637f1a3f531b41036.tar.bz2 hercules-a554c06fd91bbdc0879da51637f1a3f531b41036.tar.xz hercules-a554c06fd91bbdc0879da51637f1a3f531b41036.zip |
- Added some braces to clear up the code in pc_additem, even though I doubt it'll fix the problem :X
- Modified mobskill_use behaviour to pick a random starting point and check skills from that, rather than always checking from first to last. Fixes skills with high priority blocking skills lower down in the list from triggering.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6657 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/mob.c | 18 | ||||
-rw-r--r-- | src/map/pc.c | 5 |
2 files changed, 16 insertions, 7 deletions
diff --git a/src/map/mob.c b/src/map/mob.c index c723b2dab..bdbab5cf8 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -2570,24 +2570,30 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event) struct mob_skill *ms;
struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
struct mob_data *fmd = NULL;
- int i;
+ int i,j;
nullpo_retr (0, md);
nullpo_retr (0, ms = md->db->skill);
- if (battle_config.mob_skill_rate == 0 || md->ud.skilltimer != -1)
+ if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill)
return 0;
if (event < 0 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
return 0; //Skill act delay only affects non-event skills.
-
- for (i = 0; i < md->db->maxskill; i++) {
- int c2 = ms[i].cond2, flag = 0;
- // ディレイ中
+ //Pick a random starting position and loop from that.
+ j = rand()%md->db->maxskill;
+ for (i = j+1; i != j; i++) {
+ int c2, flag = 0;
+
+ if (i == md->db->maxskill)
+ i = 0;
+
if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
continue;
+ c2 = ms[i].cond2;
+
if (ms[i].state != md->state.skillstate && md->state.skillstate != MSS_DEAD) {
if (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id))
; //ANYTARGET works with any state as long as there's a target. [Skotlex]
diff --git a/src/map/pc.c b/src/map/pc.c index 1797bb36b..10567e56d 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -2401,8 +2401,10 @@ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount) i = MAX_INVENTORY;
- if (!itemdb_isequip2(data)){ //Stackable
+ if (!itemdb_isequip2(data))
+ { //Stackable
for (i = 0; i < MAX_INVENTORY; i++)
+ {
if(sd->status.inventory[i].nameid == item_data->nameid &&
memcmp(&sd->status.inventory[i].card,&item_data->card,
sizeof(item_data->card))==0)
@@ -2413,6 +2415,7 @@ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount) clif_additem(sd,i,amount,0);
break;
}
+ }
}
if (i >= MAX_INVENTORY){
i = pc_search_inventory(sd,0);
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