Reverted skill recalc on evolution just for convenience

This commit is contained in:
Daegaladh
2024-09-06 09:44:27 +02:00
parent 009ba2c0be
commit d160413cf5

View File

@@ -616,7 +616,7 @@ int hom_evolution(struct homun_data *hd)
return 0;
}
//Apply evolution bonuses
// Apply evolution bonuses
s_homunculus *hom = &hd->homunculus;
s_hom_stats *max = &hd->homunculusDB->emax;
s_hom_stats *min = &hd->homunculusDB->emin;
@@ -633,12 +633,15 @@ int hom_evolution(struct homun_data *hd)
clif_class_change(&hd->bl, hd->homunculusDB->evo_class, 0);
//status_Calc flag&1 will make current HP/SP be reloaded from hom structure
// status_Calc flag&1 will make current HP/SP be reloaded from hom structure
hom->hp = hd->battle_status.hp;
hom->sp = hd->battle_status.sp;
status_calc_homunculus(hd, SCO_FIRST);
clif_hominfo(sd, hd, 0);
// Official servers don't recaculate the skill tree after evolution
// but we do it for convenience
hom_calc_skilltree(hd);
if (!(battle_config.hom_setting&HOMSET_NO_INSTANT_LAND_SKILL))
skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately
@@ -680,7 +683,7 @@ int hom_mutate(struct homun_data *hd, int homun_id)
clif_class_change(&hd->bl, homun_id, 0);
//status_Calc flag&1 will make current HP/SP be reloaded from hom structure
// status_Calc flag&1 will make current HP/SP be reloaded from hom structure
hom = &hd->homunculus;
hom->hp = hd->battle_status.hp;
hom->sp = hd->battle_status.sp;
@@ -688,6 +691,8 @@ int hom_mutate(struct homun_data *hd, int homun_id)
status_calc_homunculus(hd, SCO_FIRST);
clif_hominfo(sd, hd, 0);
// Official servers don't recaculate the skill tree after evolution
// but we do it for convenience
hom_calc_skilltree(hd);
if (!(battle_config.hom_setting&HOMSET_NO_INSTANT_LAND_SKILL))