diff options
-rw-r--r-- | Changelog-Trunk.txt | 7 | ||||
-rw-r--r-- | src/map/pc.c | 41 |
2 files changed, 36 insertions, 12 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 9150d891c..65bba6939 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,13 @@ 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.
2006/08/07
+ * Cleaned up the apparent mess that is pc_skill. Hopefully it SHOULD work as
+ described on the docs now, this should also fix adopting not correctly
+ giving the family-related skills. The flag value of skill should be: 0 to
+ set the skill (if skill level is 0, this removes a learned skill), 1 grants
+ the skill as an item bonus which is temporary, and 2 will add a skill bonus
+ like 1, except the skill level adds up to whatever level already known of
+ that skill. [Skotlex]
* Fixed EQP_WEAPON related code messing up with both weapon AND shield.
[Skotlex]
* Cleaned up the Asura code so that when the skill fails your
diff --git a/src/map/pc.c b/src/map/pc.c index 8614d5956..eaa157075 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -2348,7 +2348,11 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4 } /*========================================== - * スクリプトによるスキル所得 + * Grants a player a given skill. Flag values are: + * 0 - Grant skill unconditionally and forever (only this one invokes status_calc_pc, + * as the other two are assumed to be invoked from within it) + * 1 - Grant an item skill (temporary) + * 2 - Like 1, except the level granted can stack with previously learned level. *------------------------------------------ */ int pc_skill(struct map_session_data *sd,int id,int level,int flag) @@ -2360,30 +2364,43 @@ int pc_skill(struct map_session_data *sd,int id,int level,int flag) ShowError("pc_skill: Skill level %d too high. Max lv supported is MAX_SKILL_LEVEL (%d)\n", level, MAX_SKILL_LEVEL); return 0; } - if(!flag && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する + switch (flag) { + case 0: //Set skill data overwriting whatever was there before. + sd->status.skill[id].id=id; sd->status.skill[id].lv=level; + sd->status.skill[id].flag=0; + if (!level) //Remove skill. + sd->status.skill[id].id = 0; if (!skill_get_inf(id)) //Only recalculate for passive skills. status_calc_pc(sd,0); clif_skillinfoblock(sd); - } - else if(flag==2 && (sd->status.skill[id].id == id || level == 0)){ // クエスト所得ならここで?件を確認して送信する + break; + case 2: //Add skill bonus on top of what you had. + if (sd->status.skill[id].id==id) { + if (!sd->status.skill[id].flag) + sd->status.skill[id].flag=sd->status.skill[id].lv+2; //Store previous level. + } else { + sd->status.skill[id].id=id; + sd->status.skill[id].flag=1; //Set that this is a bonus skill. + } sd->status.skill[id].lv+=level; - if (!skill_get_inf(id)) //Only recalculate for passive skills. - status_calc_pc(sd,0); - clif_skillinfoblock(sd); - } - else if(sd->status.skill[id].lv < level){ // ?えられるがlvが小さいなら + break; + case 1: //Item bonus skill. + if(sd->status.skill[id].lv >= level) + return 0; if(sd->status.skill[id].id==id) { if (!sd->status.skill[id].flag) //Non-granted skill, store it's level. sd->status.skill[id].flag=sd->status.skill[id].lv+2; } else { sd->status.skill[id].id=id; - sd->status.skill[id].flag=1; // cardスキルとする + sd->status.skill[id].flag=1; } sd->status.skill[id].lv=level; + break; + default: //Unknown flag? + return 0; } - - return 0; + return 1; } /*========================================== * カ?ド?入 |