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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-02-14 21:35:53 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-02-14 21:35:53 +0000 |
commit | 11595c1ead1494189ecd8bbed1fa6252649b84f1 (patch) | |
tree | af409eb5d001e24539c88f83ef867e708dad7ea1 /src/map/battle.c | |
parent | 1ed902348f70cfb24fa4d08c04853485853b4498 (diff) | |
download | hercules-11595c1ead1494189ecd8bbed1fa6252649b84f1.tar.gz hercules-11595c1ead1494189ecd8bbed1fa6252649b84f1.tar.bz2 hercules-11595c1ead1494189ecd8bbed1fa6252649b84f1.tar.xz hercules-11595c1ead1494189ecd8bbed1fa6252649b84f1.zip |
- Hiding cancels Close Confine.
- Added the move enable condition to High Jump and Jump Kick.
- ST_MOVE_ENABLE now also checks for pc_can_move(), and only perform a walk check if the skill is ground targetted.
- Moved the berserk_cancel_buffs code to status_change_start.
- Moved most checks of status_isimmune() to status_get_sc_def
- Allowed Endow skills to go through status_isinmune characters.
- Added variable type to skill_castend_nodamage_id which holds the value of SkillStatusChangeTable[skillid] to simplify code reading afterwards.
- Fixed PR_BENEDICTIO not taking away all SP
- Fixed the most horrible typo ever. (SC_STAN -> SC_STUN)
- Added StatusSkillChangeTable which returns the Skill for a given SC. Used in skill_additional_effect for SC cards.
- Removed the whole ugly static implementation of SkillStatusChangeTable, see status_initChangeTables() for new format which is much easier to read.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5278 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 35bc48183..a5b711bab 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -1386,7 +1386,7 @@ static struct Damage battle_calc_weapon_attack( }
if ((tsc && !flag.hit) &&
(tsc->data[SC_SLEEP].timer!=-1 ||
- tsc->data[SC_STAN].timer!=-1 ||
+ tsc->data[SC_STUN].timer!=-1 ||
tsc->data[SC_FREEZE].timer!=-1 ||
(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0))
)
@@ -2808,7 +2808,7 @@ struct Damage battle_calc_misc_attack( struct status_change *sc = status_get_sc(target);
int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
- if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STAN].timer!=-1 ||
+ if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STUN].timer!=-1 ||
sc->data[SC_FREEZE].timer!=-1 || (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) ) )
hitrate = 1000000;
if(rand()%100 < hitrate) {
|