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Follow up to 89a33a7
* Added missing status change defines to const database.
* Updated documentation for bSateNoRecoverRace.

aleos89 9 年之前
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b0e289fbf3
共有 4 个文件被更改,包括 9 次插入4 次删除
  1. 6 1
      db/const.txt
  2. 1 1
      doc/item_bonus.txt
  3. 1 1
      src/map/pc.c
  4. 1 1
      src/map/skill.c

+ 6 - 1
db/const.txt

@@ -1817,7 +1817,12 @@ SC_REUSE_MILLENNIUMSHIELD	619
 SC_REUSE_CRUSHSTRIKE	620
 SC_REUSE_CRUSHSTRIKE	620
 SC_REUSE_STORMBLAST	621
 SC_REUSE_STORMBLAST	621
 SC_ALL_RIDING_REUSE_LIMIT	622
 SC_ALL_RIDING_REUSE_LIMIT	622
-SC_EXTREMITYFIST2	623
+SC_REUSE_LIMIT_ECL	623
+SC_REUSE_LIMIT_RECALL	624
+SC_PROMOTE_HEALTH_RESERCH	625
+SC_ENERGY_DRINK_RESERCH	626
+SC_NORECOVER_STATE	627
+SC_EXTREMITYFIST2	628
 
 
 //Status Icon
 //Status Icon
 SI_BLANK	-1
 SI_BLANK	-1

+ 1 - 1
doc/item_bonus.txt

@@ -369,7 +369,7 @@ bonus2 bSPVanishRate,x,n;		Add a x/10% chance of decreasing enemy's SP amount by
 bonus3 bHPVanishRaceRate,r,x,n;		Add a x/100% chance of decreasing enemy's HP amount by n% when attacking, depends on enemy race r
 bonus3 bHPVanishRaceRate,r,x,n;		Add a x/100% chance of decreasing enemy's HP amount by n% when attacking, depends on enemy race r
 bonus3 bSPVanishRaceRate,r,x,n;		Add a x/100% chance of decreasing enemy's SP amount by n% when attacking, depends on enemy race r
 bonus3 bSPVanishRaceRate,r,x,n;		Add a x/100% chance of decreasing enemy's SP amount by n% when attacking, depends on enemy race r
 
 
-bonus3 bStateNoRecoverRace,r,x,t;	Set a no recovery state of an enemy of race r at x% for t milliseconds with normal attack.
+bonus3 bStateNoRecoverRace,r,x,t;	Set a no recovery state of an enemy of race r at x/100% for t milliseconds with normal attack.
 
 
 HP/SP gain
 HP/SP gain
 ------------
 ------------

+ 1 - 1
src/map/pc.c

@@ -3780,7 +3780,7 @@ void pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
 			sd->hp_vanish_race[type2].per += val;
 			sd->hp_vanish_race[type2].per += val;
 		}
 		}
 		break;
 		break;
-	case SP_STATE_NORECOVER_RACE:
+	case SP_STATE_NORECOVER_RACE: // bonus3 bStateNoRecoverRace,r,x,t;
 		PC_BONUS_CHK_RACE(type2, SP_STATE_NORECOVER_RACE);
 		PC_BONUS_CHK_RACE(type2, SP_STATE_NORECOVER_RACE);
 		if (sd->state.lr_flag == 2)
 		if (sd->state.lr_flag == 2)
 			break;
 			break;

+ 1 - 1
src/map/skill.c

@@ -1896,7 +1896,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
 					0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
 					0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
 			if (sd->norecover_state_race[tstatus->race].rate)
 			if (sd->norecover_state_race[tstatus->race].rate)
 				status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
 				status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
-					0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NOTICKDEF);
+					0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
 		}
 		}
 	}
 	}