* Fixed player keeps bleeding when dead.
- if battle_config.invincible_nodamage is true, reflected damage to targets in invincible status is now 1. * Fixed a script typo i made when i was fixing a typo... git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14164 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,9 @@ 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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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2009/11/23
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* Fixed player keeps bleeding when dead. [Inkfish]
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- If battle_config.invincible_nodamage is true, reflected damage to targets in invincible status is now 1.
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2009/11/22
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* Added 'ipban_cleanup_interval' option which determines how often expired IP bans are cleaned from the database. (bugreport:3734) [Paradox924X]
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* Modified ipban_check() to only include ipbans that haven't already expired. (bugreport:3734) [Paradox924X]
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@ -2219,7 +2219,7 @@ tur_dun03,104,171,4 script Knight#tur3 105,{
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mes "[Squall]";
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mes "Am I the only one left? Where are all my comrades?! I... I'm about to go crazy!";
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next;
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if(select("Maybe they ran away?:What happened?")) {
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if(select("Maybe they ran away?:What happened?") == 1) {
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mes "[Squall]";
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mes "No, we would never run away from the face of danger.";
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next;
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@ -7369,6 +7369,9 @@ void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
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{
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int hp = 0, sp = 0;
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//if( pc_isdead(sd) )
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// return;
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if (sd->hp_loss.value) {
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sd->hp_loss.tick += diff_tick;
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while (sd->hp_loss.tick >= sd->hp_loss.rate) {
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@ -628,6 +628,7 @@ int status_charge(struct block_list* bl, int hp, int sp)
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//If flag&1, damage is passive and does not triggers cancelling status changes.
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//If flag&2, fail if target does not has enough to substract.
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//If flag&4, if killed, mob must not give exp/loot.
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//If flag&8, sp loss on dead target.
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int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
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{
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struct status_data *status;
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@ -653,9 +654,11 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
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status = status_get_status_data(target);
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if( status == &dummy_status )
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return 0;
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if( status == &dummy_status || (!status->hp && hp) )
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return 0; //Invalid targets: no damage or dead
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if( !status->hp )
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flag |= 8;
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// Let through. battle.c/skill.c have the whole logic of when it's possible or
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// not to hurt someone (and this check breaks pet catching) [Skotlex]
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@ -663,15 +666,10 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
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sc = status_get_sc(target);
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if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
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{
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if( !sp )
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return 0;
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hp = 1;
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}
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if( hp && !(flag&1) ) {
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if( hp && !(flag&1|8) ) {
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if( sc ) {
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struct status_change_entry *sce;
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if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE )
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@ -751,8 +749,8 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
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}
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if (status->hp)
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{ //Still lives!
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if( status->hp || flag&8 )
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{ //Still lives or has been dead before this damage.
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if (walkdelay)
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unit_set_walkdelay(target, gettick(), walkdelay, 0);
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return hp+sp;
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