Преглед изворни кода

- Fixed a bunch of probably incorrect logical comparisons.
- Some small updates on the skill_db file (some max levels of npc skills, some elements for skills that didn't really need them)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9823 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex пре 18 година
родитељ
комит
d47a0a0d52
5 измењених фајлова са 21 додато и 21 уклоњено
  1. 15 15
      db/skill_db.txt
  2. 1 1
      src/map/clif.c
  3. 1 1
      src/map/pc.c
  4. 3 3
      src/map/status.c
  5. 1 1
      src/map/unit.c

+ 15 - 15
db/skill_db.txt

@@ -4,7 +4,7 @@
 //           if range is < 5, the skill is considered melee-range)
 // 03 hit (8- repeated hitting, 6- single-hit)
 // 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
-// 05 pl attributes (0- nothing, 1- water, 2- earth, 3- fire, 4- wind,
+// 05 pl attributes (0- neutral, 1- water, 2- earth, 3- fire, 4- wind,
 //    5- poison, 6- saint, 7- darkness, 8- sense, 9- immortality)
 // 06 nk (0- normal skill, 1-no damage skill, 2-splash damage skill,
 //    3-no damage area skill, 4-splash and split damage skill)
@@ -230,14 +230,14 @@
 196,0,0,4,0,1,0,10,1,no,0,0x2,0,magic,0	//NPC_SUMMONSLAVE#Follower Summons#
 197,0,0,4,0,1,0,10,1,no,0,0x2,0,none,0	//NPC_EMOTION#Emotion#
 198,0,0,4,0,1,0,10,1,no,0,0x2,0,magic,0	//NPC_TRANSFORMATION#Transformation#
-199,7,6,1,7,0,0,10,1,no,0,0x2,0,weapon,0	//NPC_BLOODDRAIN#Sucking Blood#
-200,7,6,1,7,0,0,10,1,no,0,0x2,0,magic,0	//NPC_ENERGYDRAIN#Energy Drain#
-201,0,0,4,0,1,0,10,1,no,0,0x2,0,weapon,0	//NPC_KEEPING#Keeping#
+199,7,6,1,7,0,0,1,1,no,0,0x2,0,weapon,0	//NPC_BLOODDRAIN#Sucking Blood#
+200,7,6,1,7,0,0,1,1,no,0,0x2,0,magic,0	//NPC_ENERGYDRAIN#Energy Drain#
+201,0,0,4,0,1,0,1,1,no,0,0x2,0,weapon,0	//NPC_KEEPING#Keeping#
 202,2,6,1,7,0,0,5,1,no,0,0x2,0,misc,0	//NPC_DARKBREATH#Dark Breath#
 203,9,6,1,7,1,0,10,1,no,0,0x2,0,magic,0	//NPC_DARKBLESSING#Dark Blessing#
-204,0,0,4,0,1,0,10,1,no,0,0x2,0,magic,0	//NPC_BARRIER#Barrier#
-205,0,0,4,0,1,0,10,1,no,0,0x2,0,weapon,0	//NPC_DEFENDER#Defender#
-206,1,6,1,-1,1,0,10,1,no,0,0x2,0,weapon,0	//NPC_LICK#Lick#
+204,0,0,4,0,1,0,1,1,no,0,0x2,0,magic,0	//NPC_BARRIER#Barrier#
+205,0,0,4,0,1,0,1,1,no,0,0x2,0,weapon,0	//NPC_DEFENDER#Defender#
+206,1,6,1,-1,1,0,5,1,no,0,0x2,0,weapon,0	//NPC_LICK#Lick#
 207,9,0,1,0,1,0,10,1,no,0,0x2,0,magic,0	//NPC_HALLUCINATION#Hallucination#
 208,0,0,4,0,1,0,1,1,no,0,0x2,0,magic,0	//NPC_REBIRTH#Rebirth#
 209,0,0,4,0,1,0,10,1,no,0,0x2,0,magic,0	//NPC_SUMMONMONSTER#Monster Summons#
@@ -311,14 +311,14 @@
 277,9,6,1,0,1,0,5,1,yes,0,0,0,magic,0	//SA_SPELLBREAKER#Spell Break#
 278,0,0,0,0,0,0,10,0,no,0,0,0,magic,0	//SA_FREECAST#Free Cast#
 279,0,6,4,0,1,0,10,1,yes,0,0,0,magic,0	//SA_AUTOSPELL#Hindsight#
-280,9,6,16,0,1,0,5,1,yes,0,0xC00,0,magic,0	//SA_FLAMELAUNCHER#Endow Blaze#
-281,9,6,16,0,1,0,5,1,yes,0,0xC00,0,magic,0	//SA_FROSTWEAPON#Endow Tsunami#
-282,9,6,16,0,1,0,5,1,yes,0,0xC00,0,magic,0	//SA_LIGHTNINGLOADER#Endow Tornado#
-283,9,6,16,0,1,0,5,1,yes,0,0xC00,0,magic,0	//SA_SEISMICWEAPON#Endow Quake#
+280,9,6,16,3,1,0,5,1,yes,0,0xC00,0,magic,0	//SA_FLAMELAUNCHER#Endow Blaze#
+281,9,6,16,1,1,0,5,1,yes,0,0xC00,0,magic,0	//SA_FROSTWEAPON#Endow Tsunami#
+282,9,6,16,4,1,0,5,1,yes,0,0xC00,0,magic,0	//SA_LIGHTNINGLOADER#Endow Tornado#
+283,9,6,16,2,1,0,5,1,yes,0,0xC00,0,magic,0	//SA_SEISMICWEAPON#Endow Quake#
 284,0,0,0,0,0,0,5,0,no,0,0,0,weapon,0	//SA_DRAGONOLOGY#Dragonology#
-285,2,6,2,0,1,0,5,1,yes,0,0,0,magic,0	//SA_VOLCANO#Volcano#
-286,2,6,2,0,1,0,5,1,yes,0,0,0,magic,0	//SA_DELUGE#Deluge#
-287,2,6,2,0,1,0,5,1,yes,0,0,0,magic,0	//SA_VIOLENTGALE#Whirlwind#
+285,2,6,2,3,1,0,5,1,yes,0,0,0,magic,0	//SA_VOLCANO#Volcano#
+286,2,6,2,1,1,0,5,1,yes,0,0,0,magic,0	//SA_DELUGE#Deluge#
+287,2,6,2,4,1,0,5,1,yes,0,0,0,magic,0	//SA_VIOLENTGALE#Whirlwind#
 288,3,6,2,0,1,0,5,1,yes,0,0,0,magic,0	//SA_LANDPROTECTOR#Magnetic Earth#
 289,9,6,1,0,1,0,5,1,yes,0,0x1E00,0,magic,0	//SA_DISPELL#Dispel#
 290,0,6,4,0,1,0,10,1,yes,0,0,0,magic,0	//SA_ABRACADABRA#Hocus-pocus#
@@ -356,7 +356,7 @@
 322,0,6,4,0,1,0,10,1,no,0,0x20,0,misc,0	//BA_APPLEIDUN#Song of Lutie#
 323,0,0,0,0,0,0,10,0,no,0,0,0,weapon,0	//DC_DANCINGLESSON#Dance Lessons#
 324,9,6,1,-1,0,0,5,1,no,0,0,0,weapon,0	//DC_THROWARROW#Slinging Arrow#
-325,0,8,4,0,1,0,5,1,no,0,0x2032,0,misc,0	//DC_UGLYDANCE#Hip Shaker#
+325,0,8,4,0,1,0,5,1,no,0,0x20,0,misc,0	//DC_UGLYDANCE#Hip Shaker#
 326,0,6,4,0,3,-1,5,1,no,0,0,0,misc,0	//DC_SCREAM#Dazzler#
 327,0,6,4,0,1,0,10,1,no,0,0x20,0,misc,0	//DC_HUMMING#Focus Ballet#
 328,0,6,4,0,1,0,10,1,no,0,0x20,0,misc,0	//DC_DONTFORGETME#Slow Grace#

+ 1 - 1
src/map/clif.c

@@ -8212,7 +8212,7 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
 		//Homunc mimic their master's speed on each map change. [Skotlex]
 		if (battle_config.hom_setting&0x8)
 			status_calc_bl(&sd->hd->bl, SCB_SPEED);
-		if (!battle_config.hom_setting&0x2)
+		if (!(battle_config.hom_setting&0x2))
 			skill_unit_move(&sd->hd->bl,gettick(),1);
 	}
 

+ 1 - 1
src/map/pc.c

@@ -613,7 +613,7 @@ int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_t
 	if (battle_config.disp_zeny)
 		sd->state.showzeny = 1;
 	
-	if (!battle_config.display_skill_fail&2)
+	if (!(battle_config.display_skill_fail&2))
 		sd->state.showdelay = 1;
 		
 	// Request all registries.

+ 3 - 3
src/map/status.c

@@ -979,7 +979,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
 		{	//Stuned/Frozen/etc
 			if (flag != 1) //Can't cast, casted stuff can't damage. 
 				return 0;
-			if (!skill_get_inf(skill_num)&INF_GROUND_SKILL)
+			if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
 				return 0; //Targetted spells can't come off.
 		}
 
@@ -1530,7 +1530,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
 	int i,index;
 	int skill,refinedef=0;
 
-	if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
+	if(sd->state.connect_new && !(first&1)) //Shouldn't invoke yet until player is done loading.
 		return -1;
 
 	if (++calculating > 10) //Too many recursive calls!
@@ -2921,7 +2921,7 @@ void status_calc_bl(struct block_list *bl, unsigned long flag)
 		return;
 	}
 
-	if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
+	if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
 		status_cpy(status, b_status);
 		return;
 	}

+ 1 - 1
src/map/unit.c

@@ -292,7 +292,7 @@ int unit_walktoxy( struct block_list *bl, int x, int y, int flag) {
 		return 1;
 	}
 
-	if(!(flag&2) && (!status_get_mode(bl)&MD_CANMOVE || !unit_can_move(bl)))
+	if(!(flag&2) && (!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl)))
 		return 0;
 	
 	ud->state.walk_easy = flag&1;