Fixed clones so that they only cast skills according to the data passed from it's player source (e.g. your clone can't cast double straffing if it isn't wearing a bow). bugreport:5299
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15551 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3197,7 +3197,7 @@ int mob_is_clone(int class_)
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int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
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{
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int class_;
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int i,j,inf,skill_id;
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int i,j,inf,skill_id, fd;
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struct mob_data *md;
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struct mob_skill *ms;
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struct mob_db* db;
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@ -3237,6 +3237,13 @@ int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char
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//Skill copy [Skotlex]
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ms = &db->skill[0];
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/**
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* We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin
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**/
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fd = sd->fd;
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sd->fd = 0;
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//Go Backwards to give better priority to advanced skills.
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for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
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skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].id;
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@ -3252,7 +3259,12 @@ int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char
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skill_get_unit_id(skill_id, 0) &&
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skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
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continue;
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/**
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* The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
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**/
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if( !skill_check_condition_castbegin(sd,skill_id,sd->status.skill[skill_id].lv) )
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continue;
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memset (&ms[i], 0, sizeof(struct mob_skill));
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ms[i].skill_id = skill_id;
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ms[i].skill_lv = sd->status.skill[skill_id].lv;
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@ -3345,6 +3357,12 @@ int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char
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db->maxskill = ++i;
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}
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/**
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* We grant the session it's fd value back.
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**/
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sd->fd = fd;
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//Finally, spawn it.
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md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--",class_,event);
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if (!md) return 0; //Failed?
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