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@@ -354,10 +354,11 @@ void initChangeTables(void) {
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// set_sc(NJ_KAENSIN, SC_KAENSIN, SI_BLANK);
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set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI);
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set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
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- set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
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- set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
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- set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
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- set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
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+// FIXME: These skills have IDs of 8k and above, how do I fix these issues??
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+// set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
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+// set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
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+// set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
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+// set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
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// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
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SkillStatusChangeTable[SL_ALCHEMIST] = MAPID_ALCHEMIST,
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@@ -1994,7 +1995,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
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status->hp=status->max_hp>>1;
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else
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status->hp=status->max_hp * battle_config.restart_hp_rate/100;
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- if(status->hp < 0)
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+ if(!status->hp)
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status->hp = 1;
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status->sp = status->max_sp * battle_config.restart_sp_rate /100;
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