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author | Haru <haru@dotalux.com> | 2017-09-17 23:52:02 +0200 |
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committer | GitHub <noreply@github.com> | 2017-09-17 23:52:02 +0200 |
commit | d4723731ed75151e0194a0a082db0a906d06502c (patch) | |
tree | 2c134cba7d9c55a5940a136c710396e8ff5de404 /src/map/skill.c | |
parent | 74d54ad2c3e7a5bff9f0d35c3fb94bc0b77fd7e2 (diff) | |
parent | 5e23e5019a54fe30762471c18272bbc322c442b6 (diff) | |
download | hercules-d4723731ed75151e0194a0a082db0a906d06502c.tar.gz hercules-d4723731ed75151e0194a0a082db0a906d06502c.tar.bz2 hercules-d4723731ed75151e0194a0a082db0a906d06502c.tar.xz hercules-d4723731ed75151e0194a0a082db0a906d06502c.zip |
Merge pull request #1828 from HerculesWS/item_viewid
Item DB: replace numbers with constants and split View into Subtype and ViewSprite
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index e187b7e8b..25d85e746 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -806,7 +806,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; // If a normal attack is a skill, it's splash damage. [Inkfish] if(sd) { // Automatic trigger of Blitz Beat - if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 && + if (pc_isfalcon(sd) && sd->weapontype == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 && rnd()%1000 <= sstatus->luk*3 ) { rate = sd->status.job_level / 10 + 1; skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL); @@ -815,7 +815,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 ) skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0); // Gank - if(dstmd && sd->status.weapon != W_BOW && + if(dstmd && sd->weapontype != W_BOW && (temp=pc->checkskill(sd,RG_SNATCHER)) > 0 && (temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) { if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL))) @@ -2012,7 +2012,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in if (sd->bonus.unbreakable) rate -= rate*sd->bonus.unbreakable/100; if (where&EQP_WEAPON) { - switch (sd->status.weapon) { + switch (sd->weapontype) { case W_FIST: //Bare fists should not break :P case W_1HAXE: case W_2HAXE: @@ -5917,7 +5917,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { - if(dstsd->status.weapon == W_FIST || + if (dstsd->weapontype == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && ( //Allow re-enchanting to lengthen time. [Skotlex] dstsd->sc.data[SC_PROPERTYFIRE] || @@ -13391,7 +13391,7 @@ int skill_isammotype (struct map_session_data *sd, int skill_id) nullpo_ret(sd); return ( battle_config.arrow_decrement==2 && - (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && + (sd->weapontype == W_BOW || (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE)) && skill_id != HT_PHANTASMIC && skill->get_type(skill_id) == BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && @@ -14245,7 +14245,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case ST_SHIELD: - if(sd->status.shield <= 0) { + if (!sd->has_shield) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -14555,7 +14555,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, clif->messagecolor_self(sd->fd, COLOR_RED, e_msg); return 0; } - if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message + if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message //which is the closest we have to wrong ammo type. [Skotlex] clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] //clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); |