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@@ -6476,7 +6476,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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case WE_CALLPARTNER:
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if (!sd)
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return NULL;
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- if (map[src->m].flag.nowarpto) {
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+ if (map[src->m].flag.nomemo) {
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clif_skill_teleportmessage(sd,1);
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return NULL;
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}
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@@ -6485,7 +6485,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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case WE_CALLPARENT:
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if (!sd)
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return NULL;
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- if (map[src->m].flag.nowarpto) {
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+ if (map[src->m].flag.nomemo) {
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clif_skill_teleportmessage(sd,1);
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return NULL;
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}
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@@ -6495,7 +6495,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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case WE_CALLBABY:
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if (!sd)
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return NULL;
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- if (map[src->m].flag.nowarpto) {
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+ if (map[src->m].flag.nomemo) {
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clif_skill_teleportmessage(sd,1);
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return NULL;
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}
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@@ -8334,11 +8334,11 @@ int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
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// instant cast attack skills depend on aspd as delay [celest]
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if (time == 0) {
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if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
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- time = status_get_amotion(bl); //Use attack animation as default delay.
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+ time = status_get_adelay(bl); //Use attack delay as default delay.
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else
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time = 300; // default delay, according to official servers
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} else if (time < 0)
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- time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
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+ time = -time + status_get_adelay(bl); // if set to <0, the attack delay is added.
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if (battle_config.delay_dependon_dex && !(delaynodex&1))
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{ // if skill casttime is allowed to be reduced by dex
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