diff options
-rw-r--r-- | Changelog-Trunk.txt | 6 | ||||
-rw-r--r-- | src/map/battle.c | 21 | ||||
-rw-r--r-- | src/map/mercenary.c | 2 | ||||
-rw-r--r-- | src/map/npc.c | 2 | ||||
-rw-r--r-- | src/map/pc.c | 14 |
5 files changed, 26 insertions, 19 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 239ef6d6d..c5ef64123 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,12 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. 2006/12/11 + * Spirit of Sin and Enchant Deadly Poison now stack. [Skotlex] + * Fixed skill damage card bonuses not working on magic skills. [Skotlex] + * Moved the setting of sd->npc_id = 0 in npc_dequeue to the beginning, + since this function is called when a script is cancelled [Skotlex] + * Made homunc's speed be recalculated when you respawn it from rest state. + [Skotlex] * Fixed @revive not reviving the good char [Toms] 2006/12/10 * Added more helpfull messages when packet_ver=-1. diff --git a/src/map/battle.c b/src/map/battle.c index dea2f9056..db526dda8 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -1644,8 +1644,8 @@ static struct Damage battle_calc_weapon_attack( skillratio += sc->data[SC_EDP].val3; } switch (skill_num) { - case AS_SONICBLOW: //EDP will not stack with Soul Link bonus. - if (sc && sc->data[SC_EDP].timer == -1 && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN) + case AS_SONICBLOW: + if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN) skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) skillratio += 10; @@ -2378,15 +2378,6 @@ struct Damage battle_calc_magic_attack( break; } - if (sd && sd->skillatk[0].id != 0) - { - for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++) - if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) - //If we apply skillatk[] as ATK_RATE, it will also affect other skills, - //unfortunately this way ignores a skill's constant modifiers... - skillratio += sd->skillatk[i].val; - } - MATK_RATE(skillratio); //Constant/misc additions from skills @@ -2396,6 +2387,14 @@ struct Damage battle_calc_magic_attack( } if(sd) { + //Damage bonuses + if (sd->skillatk[0].id) + { + for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id && sd->skillatk[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) + ad.damage += ad.damage*sd->skillatk[i].val/100; + } + //Ignore Defense? if (!flag.imdef && ( sd->ignore_mdef_ele & (1<<tstatus->def_ele) || diff --git a/src/map/mercenary.c b/src/map/mercenary.c index 3ae9f8ffb..0ae731fd3 100644 --- a/src/map/mercenary.c +++ b/src/map/mercenary.c @@ -606,6 +606,8 @@ int merc_call_homunculus(struct map_session_data *sd) clif_hominfo(sd,hd,1); clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89] clif_homskillinfoblock(sd); + if (battle_config.slaves_inherit_speed&1) + status_calc_bl(&hd->bl, SCB_SPEED); merc_save(hd); } else //Warp him to master. diff --git a/src/map/npc.c b/src/map/npc.c index 46fd4c4ab..d322fc530 100644 --- a/src/map/npc.c +++ b/src/map/npc.c @@ -162,6 +162,7 @@ int npc_event_dequeue(struct map_session_data *sd) { nullpo_retr(0, sd); + sd->npc_id=0; if (!sd->eventqueue[0][0]) return 0; //Nothing to dequeue @@ -171,7 +172,6 @@ int npc_event_dequeue(struct map_session_data *sd) return 0; } //Event dequeued successfully, shift other elements. - sd->npc_id=0; //FIXME: Shouldn't dequeueing fail when you have an npc_id set? memmove(sd->eventqueue[0], sd->eventqueue[1], (MAX_EVENTQUEUE-1)*sizeof(sd->eventqueue[0])); sd->eventqueue[MAX_EVENTQUEUE-1][0]=0; return 1; diff --git a/src/map/pc.c b/src/map/pc.c index c5128bd79..e6ae6c8af 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -2136,19 +2136,19 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val) ATF_SHORT|ATF_TARGET); break; case SP_SKILL_ATK: + if(sd->state.lr_flag == 2) + break; for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != type2; i++); if (i == MAX_PC_BONUS) { //Better mention this so the array length can be updated. [Skotlex] ShowDebug("run_script: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val); break; } - if(sd->state.lr_flag != 2) { - if (sd->skillatk[i].id == type2) - sd->skillatk[i].val += val; - else { - sd->skillatk[i].id = type2; - sd->skillatk[i].val = val; - } + if (sd->skillatk[i].id == type2) + sd->skillatk[i].val += val; + else { + sd->skillatk[i].id = type2; + sd->skillatk[i].val = val; } break; case SP_ADD_SKILL_BLOW: |