Переглянути джерело

- Removed NJ_TOBIDOUGU adding damage to W_HUUMA weapons which somehow got readded.
- When nonplayers use Cloaking, it will be forced to level 10 since mobs shouldn't have movement/attack restrictions while walking cloaked.
- Should fix a warning in int_homun.c


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9043 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 18 роки тому
батько
коміт
a78eb50f08
6 змінених файлів з 13 додано та 8 видалено
  1. 6 0
      Changelog-Trunk.txt
  2. 1 1
      src/char_sql/int_homun.c
  3. 0 4
      src/map/battle.c
  4. 2 1
      src/map/mob.c
  5. 2 2
      src/map/script.c
  6. 2 0
      src/map/status.c

+ 6 - 0
Changelog-Trunk.txt

@@ -3,6 +3,12 @@ Date	Added
 AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
+2006/10/23
+	* Removed NJ_TOBIDOUGU adding damage to W_HUUMA weapons which somehow got
+	  readded. [Skotlex]
+	* When nonplayers use Cloaking, it will be forced to level 10 since mobs
+	  shouldn't have movement/attack restrictions while walking cloaked.
+	  [Skotlex]
 2006/10/20
 	* Made HAMI_CASTLE use clif_slide rather than clif_fixpos. This should
 	  fix clientside problems when castling between two positions the (client)

+ 1 - 1
src/char_sql/int_homun.c

@@ -232,7 +232,7 @@ int mapif_delete_homunculus(int fd)
 	return mapif_homunculus_deleted(fd, 1);
 }
 
-int mapif_rename_homun_ack(int fd, int account_id, int char_id, int flag, char *name){
+int mapif_rename_homun_ack(int fd, int account_id, int char_id, unsigned char flag, char *name){
 	WFIFOW(fd, 0) =0x3894;
 	WFIFOL(fd, 2) =account_id;
 	WFIFOL(fd, 6) =char_id;

+ 0 - 4
src/map/battle.c

@@ -649,10 +649,6 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int
 			if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
 				damage += (skill * 3);
 			break;
-		case W_HUUMA:
-			if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) >0)
-				damage += (skill * 3);
-			break;
 	}
 
 	return damage;

+ 2 - 1
src/map/mob.c

@@ -2132,7 +2132,8 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 
 	if(md->nd)
 		mob_script_callback(md, src, CALLBACK_DEAD);
-	else if(md->npc_event[0]){
+	else
+	if(md->npc_event[0]){
 		md->status.hp = 0; //So that npc_event invoked functions KNOW that I am dead.
 		if(src) 
 		switch (src->type) {

+ 2 - 2
src/map/script.c

@@ -4574,7 +4574,8 @@ int buildin_jobchange(struct script_state *st)
 	if( st->end>st->start+3 )
 		upper=conv_num(st,& (st->stack->stack_data[st->start+3]));
 
-	if ((job >= 0 && job < MAX_PC_CLASS)){
+	if ((job >= 0 && job < MAX_PC_CLASS))
+	{
 		pc_jobchange(script_rid2sd(st),job, upper);
 		if(use_irc && irc_announce_jobchange_flag)
 			irc_announce_jobchange(script_rid2sd(st));
@@ -7140,7 +7141,6 @@ int buildin_initnpctimer(struct script_state *st)
 	else
 		nd=(struct npc_data *)map_id2bl(st->oid);
 
-	//nd->u.scr.rid = st->rid; //NO, use npcattachtimer if you want a player-attached timer! [Skotlex]
 	npc_settimerevent_tick(nd,0);
 	npc_timerevent_start(nd, st->rid);
 	return 0;

+ 2 - 0
src/map/status.c

@@ -5043,6 +5043,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
 			if (map_flag_gvg(bl->m)) val4 *= 5;
 			break;
 		case SC_CLOAKING:
+			if (!sd) //Monsters should be able to walk no penalties. [Skotlex]
+				val1 = 10;
 			val2 = tick>0?tick:60000; //SP consumption rate.
 			val3 = 0;
 			if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&