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-rw-r--r--src/map/mob.c2
-rw-r--r--src/map/pc.c43
-rw-r--r--src/map/pc.h2
-rw-r--r--src/map/script.c18
-rw-r--r--src/map/skill.c29
5 files changed, 56 insertions, 38 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index 9bfa81857..c3fdbead2 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -2635,7 +2635,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) {
if( sd ) {
if( sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
if (++sd->mission_count >= 100 && (temp = mob->get_random_id(0, 0xE, sd->status.base_level)) != 0) {
- pc->addfame(sd, 1);
+ pc->addfame(sd, RANKTYPE_TAEKWON, 1);
sd->mission_mobid = temp;
pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), temp);
sd->mission_count = 0;
diff --git a/src/map/pc.c b/src/map/pc.c
index 11bc511b1..531cc555a 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -388,26 +388,43 @@ int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
}
// Increases a player's fame points and displays a notice to him
-void pc_addfame(struct map_session_data *sd,int count)
+/**
+ * Increases a player's fame points and displays a notice to them.
+ *
+ * If the character's job class doesn't allow the specified rank type, nothing
+ * happens and the request is ignored.
+ *
+ * @param sd The target character.
+ * @param type The fame list type (@see enum fame_list_type).
+ * @param count The amount of points to add.
+ */
+void pc_addfame(struct map_session_data *sd, int ranktype, int count)
{
- int ranktype = -1;
nullpo_retv(sd);
- sd->status.fame += count;
- if(sd->status.fame > MAX_FAME)
- sd->status.fame = MAX_FAME;
- switch (sd->job & MAPID_UPPERMASK) {
- case MAPID_BLACKSMITH:
- ranktype = RANKTYPE_BLACKSMITH;
+ switch (ranktype) {
+ case RANKTYPE_BLACKSMITH:
+ if ((sd->job & MAPID_UPPERMASK) != MAPID_BLACKSMITH)
+ return;
break;
- case MAPID_ALCHEMIST:
- ranktype = RANKTYPE_ALCHEMIST;
+ case RANKTYPE_ALCHEMIST:
+ if ((sd->job & MAPID_UPPERMASK) != MAPID_ALCHEMIST)
+ return;
break;
- case MAPID_TAEKWON:
- ranktype = RANKTYPE_TAEKWON;
+ case RANKTYPE_TAEKWON:
+ if ((sd->job & MAPID_UPPERMASK) != MAPID_TAEKWON)
+ return;
break;
+ case RANKTYPE_PK:
+ // Not supported
+ FALLTHROUGH
+ default:
+ Assert_retv(0);
}
- Assert_retv(ranktype != -1);
+
+ sd->status.fame += count;
+ if (sd->status.fame > MAX_FAME)
+ sd->status.fame = MAX_FAME;
clif->update_rankingpoint(sd, ranktype, count);
chrif->updatefamelist(sd);
diff --git a/src/map/pc.h b/src/map/pc.h
index 5b0cc4cba..f73a015ca 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -1003,7 +1003,7 @@ END_ZEROED_BLOCK; /* End */
int (*addspiritball) (struct map_session_data *sd,int interval,int max);
int (*delspiritball) (struct map_session_data *sd,int count,int type);
int (*getmaxspiritball) (struct map_session_data *sd, int min);
- void (*addfame) (struct map_session_data *sd,int count);
+ void (*addfame) (struct map_session_data *sd, int ranktype, int count);
int (*famerank) (int char_id, uint32 job);
int (*set_hate_mob) (struct map_session_data *sd, int pos, struct block_list *bl);
diff --git a/src/map/script.c b/src/map/script.c
index f876f1072..27db206cf 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -9168,15 +9168,15 @@ BUILDIN(successrefitem)
sd->status.char_id == (int)MakeDWord(sd->status.inventory[i].card[2],sd->status.inventory[i].card[3])
) { // Fame point system [DracoRPG]
switch (sd->inventory_data[i]->wlv) {
- case 1:
- pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
- break;
- case 2:
- pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
- break;
- case 3:
- pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
- break;
+ case 1:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
+ break;
+ case 2:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
+ break;
+ case 3:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
+ break;
}
}
}
diff --git a/src/map/skill.c b/src/map/skill.c
index dce372b6a..41135920f 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -15674,16 +15674,16 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
item->card[0] == CARD0_FORGE &&
(int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
{ // Fame point system [DracoRPG]
- switch(ditem->wlv){
- case 1:
- pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
- break;
- case 2:
- pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
- break;
- case 3:
- pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
- break;
+ switch (ditem->wlv) {
+ case 1:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
+ break;
+ case 2:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
+ break;
+ case 3:
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
+ break;
}
}
} else {
@@ -17855,8 +17855,8 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
if(equip){
clif->produce_effect(sd,0,nameid);
clif->misceffect(&sd->bl,3);
- if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
- pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
+ if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
+ pc->addfame(sd, RANKTYPE_BLACKSMITH, 10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
} else {
int fame = 0;
tmp_item.amount = 0;
@@ -17896,8 +17896,9 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
sd->potion_success_counter = 0;
}
- if (fame)
- pc->addfame(sd,fame);
+ if (fame != 0 && (skill_id == AM_PHARMACY || skill_id == AM_TWILIGHT1 || skill_id == AM_TWILIGHT2 || skill_id == AM_TWILIGHT3)) {
+ pc->addfame(sd, RANKTYPE_ALCHEMIST, fame);
+ }
//Visual effects and the like.
switch (skill_id) {
case AM_PHARMACY: