Just some generic cleanups.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13556 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2009-03-02 17:54:13 +00:00
parent 7699a5de32
commit 5af84c659d
6 changed files with 33 additions and 36 deletions

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@ -135,7 +135,7 @@
142,0,0,3,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#?急手?#
143,0,0,5,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_TRICKDEAD#死んだふり#
146,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_AUTOBERSERK#オ?トバ?サ?ク#
146,0,0,0,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SM_AUTOBERSERK#オ?トバ?サ?ク#
147,0,0,10,0,0,0,99,0,0,recover_weight_rate,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AC_MAKINGARROW#矢作成#
148,0,0,15,0,0,0,11,1,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AC_CHARGEARROW#チャ?ジアロ?#
149,0,0,9,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //TF_SPRINKLESAND#砂まき#

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@ -6401,7 +6401,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
mes "I'm glad that everything";
mes "turned out great. Your";
mes "help was truly a blessing.";
mes "Althoug Schwaltzvalt will";
mes "Although Schwaltzvalt will";
mes "continue their plans without";
mes "us, we've slowed them down.";
next;

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@ -2964,36 +2964,33 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
status_change_end(src,SC_CLOAKING,-1);
//Check for counter attacks that block your attack. [Skotlex]
if(tsc)
if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
{
if(tsc->data[SC_AUTOCOUNTER] &&
status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
) {
int dir = map_calc_dir(target,src->x,src->y);
int t_dir = unit_getdir(target);
int dist = distance_bl(src, target);
if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
{
int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
status_change_end(target,SC_AUTOCOUNTER,-1);
skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
return ATK_NONE;
}
int dir = map_calc_dir(target,src->x,src->y);
int t_dir = unit_getdir(target);
int dist = distance_bl(src, target);
if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
{
int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
status_change_end(target,SC_AUTOCOUNTER,-1);
skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
return ATK_NONE;
}
if (tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src)) {
int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
int duration = skill_get_time2(MO_BLADESTOP,skilllv);
status_change_end(target, SC_BLADESTOP_WAIT, -1);
if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
{ //Target locked.
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
clif_bladestop(target, src->id, 1);
sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
return ATK_NONE;
}
}
if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) )
{
int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
int duration = skill_get_time2(MO_BLADESTOP,skilllv);
status_change_end(target, SC_BLADESTOP_WAIT, -1);
if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
{ //Target locked.
clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
clif_bladestop(target, src->id, 1);
sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
return ATK_NONE;
}
}

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@ -9378,7 +9378,10 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
return;
if( sd->bl.id != target_id && !sd->state.skill_flag && tmp&INF_SELF_SKILL )
target_id = sd->bl.id; //What good is it to mess up the target in self skills? Wished I knew... [Skotlex]
target_id = sd->bl.id; // never trust the client
if( target_id < 0 && -target_id == sd->bl.id ) // for disguises [Valaris]
target_id = sd->bl.id;
if( sd->ud.skilltimer != -1 )
{
@ -9397,9 +9400,6 @@ void clif_parse_UseSkillToId(int fd, struct map_session_data *sd)
if( sd->sc.data[SC_BASILICA] && (skillnum != HP_BASILICA || sd->sc.data[SC_BASILICA]->val4 != sd->bl.id) )
return; // On basilica only caster can use Basilica again to stop it.
if( target_id < 0 && -target_id == sd->bl.id ) // for disguises [Valaris]
target_id = sd->bl.id;
if( sd->menuskill_id )
{
if( sd->menuskill_id == SA_TAMINGMONSTER )

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@ -5266,7 +5266,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
npc_script_event(sd,NPCE_DIE);
if ( sd && sd->spiritball ) // maybe also monks' spiritballs ?
if ( sd && sd->spiritball )
pc_delspiritball(sd,sd->spiritball,0);
if (src)

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@ -1306,7 +1306,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
break;
case BL_SKILL:
su = (struct skill_unit *)target;
if( su->group->unit_id == UNT_ANKLESNARE )
if( su->group->skill_id == HT_ANKLESNARE )
return 0; // ankle snare cannot be knocked back
break;
}