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-rw-r--r--src/map/skill.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index e2d76fb8b..c19a684af 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -8463,7 +8463,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
status_fix_damage(src, bl, 1000, 0);
clif->damage(src,bl,0,0,1000,0,BDT_NORMAL,0);
if( !status->isdead(bl) ) {
- int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
+ int where[] = {EQP_ARMOR, EQP_SHIELD, EQP_HELM};
skill->break_equip(bl, where[rnd() % ARRAYLENGTH(where)], 10000, BCT_ENEMY);
}
}
@@ -19758,23 +19758,23 @@ static int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv)
static void skill_cooldown_save(struct map_session_data *sd)
{
int i;
- struct skill_cd* cd = NULL;
+ struct skill_cd *cd = NULL;
int64 now = 0;
- // always check to make sure the session properly exists
nullpo_retv(sd);
- if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
+ if ((cd = idb_get(skill->cd_db, sd->status.char_id)) == NULL)
return;
- }
now = timer->gettick();
- // process each individual cooldown associated with the character
- for( i = 0; i < cd->cursor; i++ ) {
- cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now);
- if( cd->entry[i]->timer != INVALID_TIMER ) {
- timer->delete(cd->entry[i]->timer,skill->blockpc_end);
+ for (i = 0; i < cd->cursor; i++) {
+ if (battle_config.guild_skill_relog_delay == 1 && cd->entry[i]->skill_id > GD_SKILLBASE && cd->entry[i]->skill_id < GD_MAX)
+ continue;
+
+ cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started + cd->entry[i]->duration, now);
+ if (cd->entry[i]->timer != INVALID_TIMER) {
+ timer->delete(cd->entry[i]->timer, skill->blockpc_end);
cd->entry[i]->timer = INVALID_TIMER;
}
}