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@@ -1274,7 +1274,7 @@ int mob_warpchase(struct mob_data *md, struct block_list *target)
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map_foreachinrange (mob_warpchase_sub, &md->bl,
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md->db->range2, BL_NPC, md, target, &warp, &distance);
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- if (warp && unit_walktobl(&md->bl, &warp->bl, 0, 1))
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+ if (warp && unit_walktobl(&md->bl, &warp->bl, 1, 1))
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return 1;
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return 0;
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}
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@@ -1456,7 +1456,7 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
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if (!can_move) //Stuck. Wait before walking.
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return true;
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md->state.skillstate = MSS_LOOT;
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- if (!unit_walktobl(&md->bl, tbl, 0, 1))
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+ if (!unit_walktobl(&md->bl, tbl, 1, 1))
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mob_unlocktarget(md, tick); //Can't loot...
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return true;
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}
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@@ -1993,7 +1993,9 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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}
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pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
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}
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- //Move to status.c, and send a delete quest packet and then an add quest packet can refresh the kill counts. Just a trick. :P[Inkfish]
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+ if( sd->status.party_id )
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+ map_foreachinrange(quest_update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_);
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+ else
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if( sd->avail_quests )
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quest_update_objective(sd, md->class_);
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}
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