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
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@ -218,7 +218,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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* Moved the mob killmonster flag to a more appropriate area. (bugreport:1795) [SketchyPhoenix]
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2008/07/04
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* Fixed AM_PHARMACY produce chances based on info gathered by flaviojs, aegis zone ep 11.2, of 20070629 [Brain/FlavioJS]
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* Rev. 12911 Homunculus will no longer auto-vaporize on master death. [L0ne_W0lf]
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* Rev. 12912 Homunculus will no longer auto-vaporize on master death. [L0ne_W0lf]
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- Added config option to allow for this to be turned on or off.
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* Added missing 'E' logs to mail system [Lupus]
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2008/07/03
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@ -336,8 +336,6 @@
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206,0,0,0,0,3000
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//-- NPC_HALLUCINATION
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207,0,0,0,30000:40000:50000:60000:70000:80000:90000:100000:110000:120000,0
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//-- NPC_REBIRTH
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208,4500:4000:3500:3000:2500:2000:1500,0,0,1800000,2000
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//==========================================
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@ -2313,7 +2313,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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//Emperium destroyed by script. Discard mvp character. [Skotlex]
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mvp_sd = NULL;
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if( !md->sc.data[SC_REBIRTH] )
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if( !md->sc.data[SC_KAIZEL] && !md->sc.data[SC_REBIRTH] )
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{ // Only trigger event on final kill
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md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead
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if( src )
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@ -4610,8 +4610,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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break;
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case NPC_REBIRTH:
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//Rebirth system now uses SC_REBIRTH instead of SC_KAIZEL. [L0ne_W0lf]
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sc_start(bl,type,100,skilllv,skill_get_time(NPC_REBIRTH,skilllv));
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sc_start(bl,type,100,skilllv,-1);
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break;
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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
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return hp+sp;
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}
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if( !((TBL_MOB*)target)->state.rebirth && sc && sc->data[SC_REBIRTH] && target->type == BL_MOB )
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{ // Ensure the monster has not already rebirthed before doing so.
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int time = skill_get_time2(NPC_REBIRTH,sc->data[SC_REBIRTH]->val1);
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if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
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{// Ensure the monster has not already rebirthed before doing so.
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status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
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status_change_clear(target,0);
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((TBL_MOB*)target)->state.rebirth = 1;
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return hp+sp;
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}
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