- When the code auto-guesses that a skill should require ammo, it will accept any type of ammo for using it instead of only arrows. Fixes Magnum Break usage on Gunslingers.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8852 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,10 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/09/24
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* When the code auto-guesses that a skill should require ammo, it will
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accept any type of ammo for using it instead of only arrows. Fixes Magnum
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Break usage on Gunslingers. [Skotlex]
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2006/09/22
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2006/09/22
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* Probably fixed a signed/unsigned mismatch warning on the new socket code.
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* Probably fixed a signed/unsigned mismatch warning on the new socket code.
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[Skotlex]
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[Skotlex]
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@ -7898,7 +7898,7 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
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if (!ammo && skill && skill_isammotype(sd, skill))
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if (!ammo && skill && skill_isammotype(sd, skill))
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{ //Assume this skill is using the weapon, therefore it requires arrows.
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{ //Assume this skill is using the weapon, therefore it requires arrows.
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ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
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ammo = 0xFFFFFFFF; //Enable use on all ammo types.
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ammo_qty = skill_get_num(skill, lv);
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ammo_qty = skill_get_num(skill, lv);
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if (ammo_qty < 0) ammo_qty *= -1;
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if (ammo_qty < 0) ammo_qty *= -1;
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}
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}
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