Slightly corrected the NPC_REBIRTH code from r13272.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13274 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2008-10-10 10:06:05 +00:00
parent c988ef42ac
commit 494f00e4fb
5 changed files with 6 additions and 9 deletions

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@ -218,7 +218,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
* Moved the mob killmonster flag to a more appropriate area. (bugreport:1795) [SketchyPhoenix]
2008/07/04
* Fixed AM_PHARMACY produce chances based on info gathered by flaviojs, aegis zone ep 11.2, of 20070629 [Brain/FlavioJS]
* Rev. 12911 Homunculus will no longer auto-vaporize on master death. [L0ne_W0lf]
* Rev. 12912 Homunculus will no longer auto-vaporize on master death. [L0ne_W0lf]
- Added config option to allow for this to be turned on or off.
* Added missing 'E' logs to mail system [Lupus]
2008/07/03

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@ -336,8 +336,6 @@
206,0,0,0,0,3000
//-- NPC_HALLUCINATION
207,0,0,0,30000:40000:50000:60000:70000:80000:90000:100000:110000:120000,0
//-- NPC_REBIRTH
208,4500:4000:3500:3000:2500:2000:1500,0,0,1800000,2000
//==========================================

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@ -2313,7 +2313,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
//Emperium destroyed by script. Discard mvp character. [Skotlex]
mvp_sd = NULL;
if( !md->sc.data[SC_REBIRTH] )
if( !md->sc.data[SC_KAIZEL] && !md->sc.data[SC_REBIRTH] )
{ // Only trigger event on final kill
md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead
if( src )

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@ -4610,8 +4610,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case NPC_REBIRTH:
//Rebirth system now uses SC_REBIRTH instead of SC_KAIZEL. [L0ne_W0lf]
sc_start(bl,type,100,skilllv,skill_get_time(NPC_REBIRTH,skilllv));
sc_start(bl,type,100,skilllv,-1);
break;
case NPC_DARKBLESSING:

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@ -793,12 +793,12 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
return hp+sp;
}
if( !((TBL_MOB*)target)->state.rebirth && sc && sc->data[SC_REBIRTH] && target->type == BL_MOB )
{ // Ensure the monster has not already rebirthed before doing so.
int time = skill_get_time2(NPC_REBIRTH,sc->data[SC_REBIRTH]->val1);
if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
{// Ensure the monster has not already rebirthed before doing so.
status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
status_change_clear(target,0);
((TBL_MOB*)target)->state.rebirth = 1;
return hp+sp;
}