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-rw-r--r--src/map/pc.c3
-rw-r--r--src/map/status.c9
2 files changed, 7 insertions, 5 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index abb86f95d..a53a3a7fe 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -3479,7 +3479,8 @@ int pc_useitem(struct map_session_data *sd,int n)
//Since most delay-consume items involve using a "skill-type" target cursor,
//perform a skill-use check before going through. [Skotlex]
//resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
- if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != -1 || !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0) ) )
+ //FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
+ if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != -1 /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
return 0;
sd->itemid = sd->status.inventory[n].nameid;
diff --git a/src/map/status.c b/src/map/status.c
index b3433728c..f9db3f9c6 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -2644,10 +2644,11 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
regen->flag = 0;
if (
- sc->data[SC_EXTREMITYFIST]
- || sc->data[SC_DANCING]
- || (sc->data[SC_EXPLOSIONSPIRITS]
- && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
+ sc->data[SC_DANCING]
+ || (
+ (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
+ (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
+ )
) //No natural SP regen
regen->flag &=~RGN_SP;