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-rw-r--r--src/map/battle.c12
-rw-r--r--src/map/skill.c28
2 files changed, 20 insertions, 20 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 1bd279ef3..eb20c1c43 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -809,15 +809,11 @@ void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
if (skill)
{
qty = skill_get_ammo_qty(skill, lv);
- if (!qty) { //Generic skill that consumes ammo?
- qty = skill_get_num(skill, lv);
- if (qty < 0) qty *= -1;
- else
- if (qty == 0) qty = 1;
- }
+ if (!qty) qty = 1;
}
- if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition
- pc_delitem(sd,sd->equip_index[10],qty,0);
+
+ if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
+ pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0);
}
struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
diff --git a/src/map/skill.c b/src/map/skill.c
index f43b318bd..de00bd7f7 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -7938,10 +7938,15 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
hp_rate = skill_db[j].hp_rate[lv-1];
sp_rate = skill_db[j].sp_rate[lv-1];
zeny = skill_db[j].zeny[lv-1];
- weapon = skill_db[j].weapon;
- ammo = skill_db[j].ammo;
- ammo_qty = skill_db[j].ammo_qty[lv-1];
- state = skill_db[j].state;
+
+ if (!type) { //These should only be checked on begin casting.
+ weapon = skill_db[j].weapon;
+ ammo = skill_db[j].ammo;
+ ammo_qty = skill_db[j].ammo_qty[lv-1];
+ state = skill_db[j].state;
+ } else
+ weapon = ammo = ammo_qty = state = 0;
+
spiritball = skill_db[j].spiritball[lv-1];
mhp = skill_db[j].mhp[lv-1];
for(i = 0; i < 10; i++) {
@@ -7963,13 +7968,15 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
else
sp += (status->max_sp * (-sp_rate))/100;
- if (!ammo && skill && skill_isammotype(sd, skill))
+ if (weapon && !ammo && skill && skill_isammotype(sd, skill))
{ //Assume this skill is using the weapon, therefore it requires arrows.
ammo = 0xFFFFFFFF; //Enable use on all ammo types.
- ammo_qty = skill_get_num(skill, lv);
- if (ammo_qty < 0) ammo_qty *= -1;
+ ammo_qty = 1;
}
+ //Can only update state when weapon/arrow info is checked.
+ if (weapon) sd->state.arrow_atk = ammo?1:0;
+
switch(skill) { // Check for cost reductions due to skills & SCs
case MC_MAMMONITE:
if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
@@ -8400,12 +8407,12 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
return 0;
}
- if( zeny>0 && sd->status.zeny < zeny) {
+ if(zeny>0 && sd->status.zeny < zeny) {
clif_skill_fail(sd,skill,5,0);
return 0;
}
- if(!pc_check_weapontype(sd,weapon)) {
+ if(weapon && !pc_check_weapontype(sd,weapon)) {
clif_skill_fail(sd,skill,6,0);
return 0;
}
@@ -8431,7 +8438,6 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
}
}
- if(!type)//States are only checked on begin-casting. [Skotlex]
switch(state) {
case ST_HIDING:
if(!(sc && sc->option&OPTION_HIDE)) {
@@ -8558,8 +8564,6 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
if(!(type&1))
return 1;
- sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
-
if(delitem_flag) {
for(i=0;i<10;i++) {
if(index[i] >= 0)