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