- Fixed a bunch of probably incorrect logical comparisons.

- Some small updates on the skill_db file (some max levels of npc skills, some elements for skills that didn't really need them)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9823 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2007-02-08 05:34:12 +00:00
parent 0729d61b56
commit d47a0a0d52
5 changed files with 21 additions and 21 deletions

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@ -4,7 +4,7 @@
// if range is < 5, the skill is considered melee-range)
// 03 hit (8- repeated hitting, 6- single-hit)
// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
// 05 pl attributes (0- nothing, 1- water, 2- earth, 3- fire, 4- wind,
// 05 pl attributes (0- neutral, 1- water, 2- earth, 3- fire, 4- wind,
// 5- poison, 6- saint, 7- darkness, 8- sense, 9- immortality)
// 06 nk (0- normal skill, 1-no damage skill, 2-splash damage skill,
// 3-no damage area skill, 4-splash and split damage skill)
@ -230,14 +230,14 @@
196,0,0,4,0,1,0,10,1,no,0,0x2,0,magic,0 //NPC_SUMMONSLAVE#Follower Summons#
197,0,0,4,0,1,0,10,1,no,0,0x2,0,none,0 //NPC_EMOTION#Emotion#
198,0,0,4,0,1,0,10,1,no,0,0x2,0,magic,0 //NPC_TRANSFORMATION#Transformation#
199,7,6,1,7,0,0,10,1,no,0,0x2,0,weapon,0 //NPC_BLOODDRAIN#Sucking Blood#
200,7,6,1,7,0,0,10,1,no,0,0x2,0,magic,0 //NPC_ENERGYDRAIN#Energy Drain#
201,0,0,4,0,1,0,10,1,no,0,0x2,0,weapon,0 //NPC_KEEPING#Keeping#
199,7,6,1,7,0,0,1,1,no,0,0x2,0,weapon,0 //NPC_BLOODDRAIN#Sucking Blood#
200,7,6,1,7,0,0,1,1,no,0,0x2,0,magic,0 //NPC_ENERGYDRAIN#Energy Drain#
201,0,0,4,0,1,0,1,1,no,0,0x2,0,weapon,0 //NPC_KEEPING#Keeping#
202,2,6,1,7,0,0,5,1,no,0,0x2,0,misc,0 //NPC_DARKBREATH#Dark Breath#
203,9,6,1,7,1,0,10,1,no,0,0x2,0,magic,0 //NPC_DARKBLESSING#Dark Blessing#
204,0,0,4,0,1,0,10,1,no,0,0x2,0,magic,0 //NPC_BARRIER#Barrier#
205,0,0,4,0,1,0,10,1,no,0,0x2,0,weapon,0 //NPC_DEFENDER#Defender#
206,1,6,1,-1,1,0,10,1,no,0,0x2,0,weapon,0 //NPC_LICK#Lick#
204,0,0,4,0,1,0,1,1,no,0,0x2,0,magic,0 //NPC_BARRIER#Barrier#
205,0,0,4,0,1,0,1,1,no,0,0x2,0,weapon,0 //NPC_DEFENDER#Defender#
206,1,6,1,-1,1,0,5,1,no,0,0x2,0,weapon,0 //NPC_LICK#Lick#
207,9,0,1,0,1,0,10,1,no,0,0x2,0,magic,0 //NPC_HALLUCINATION#Hallucination#
208,0,0,4,0,1,0,1,1,no,0,0x2,0,magic,0 //NPC_REBIRTH#Rebirth#
209,0,0,4,0,1,0,10,1,no,0,0x2,0,magic,0 //NPC_SUMMONMONSTER#Monster Summons#
@ -311,14 +311,14 @@
277,9,6,1,0,1,0,5,1,yes,0,0,0,magic,0 //SA_SPELLBREAKER#Spell Break#
278,0,0,0,0,0,0,10,0,no,0,0,0,magic,0 //SA_FREECAST#Free Cast#
279,0,6,4,0,1,0,10,1,yes,0,0,0,magic,0 //SA_AUTOSPELL#Hindsight#
280,9,6,16,0,1,0,5,1,yes,0,0xC00,0,magic,0 //SA_FLAMELAUNCHER#Endow Blaze#
281,9,6,16,0,1,0,5,1,yes,0,0xC00,0,magic,0 //SA_FROSTWEAPON#Endow Tsunami#
282,9,6,16,0,1,0,5,1,yes,0,0xC00,0,magic,0 //SA_LIGHTNINGLOADER#Endow Tornado#
283,9,6,16,0,1,0,5,1,yes,0,0xC00,0,magic,0 //SA_SEISMICWEAPON#Endow Quake#
280,9,6,16,3,1,0,5,1,yes,0,0xC00,0,magic,0 //SA_FLAMELAUNCHER#Endow Blaze#
281,9,6,16,1,1,0,5,1,yes,0,0xC00,0,magic,0 //SA_FROSTWEAPON#Endow Tsunami#
282,9,6,16,4,1,0,5,1,yes,0,0xC00,0,magic,0 //SA_LIGHTNINGLOADER#Endow Tornado#
283,9,6,16,2,1,0,5,1,yes,0,0xC00,0,magic,0 //SA_SEISMICWEAPON#Endow Quake#
284,0,0,0,0,0,0,5,0,no,0,0,0,weapon,0 //SA_DRAGONOLOGY#Dragonology#
285,2,6,2,0,1,0,5,1,yes,0,0,0,magic,0 //SA_VOLCANO#Volcano#
286,2,6,2,0,1,0,5,1,yes,0,0,0,magic,0 //SA_DELUGE#Deluge#
287,2,6,2,0,1,0,5,1,yes,0,0,0,magic,0 //SA_VIOLENTGALE#Whirlwind#
285,2,6,2,3,1,0,5,1,yes,0,0,0,magic,0 //SA_VOLCANO#Volcano#
286,2,6,2,1,1,0,5,1,yes,0,0,0,magic,0 //SA_DELUGE#Deluge#
287,2,6,2,4,1,0,5,1,yes,0,0,0,magic,0 //SA_VIOLENTGALE#Whirlwind#
288,3,6,2,0,1,0,5,1,yes,0,0,0,magic,0 //SA_LANDPROTECTOR#Magnetic Earth#
289,9,6,1,0,1,0,5,1,yes,0,0x1E00,0,magic,0 //SA_DISPELL#Dispel#
290,0,6,4,0,1,0,10,1,yes,0,0,0,magic,0 //SA_ABRACADABRA#Hocus-pocus#
@ -356,7 +356,7 @@
322,0,6,4,0,1,0,10,1,no,0,0x20,0,misc,0 //BA_APPLEIDUN#Song of Lutie#
323,0,0,0,0,0,0,10,0,no,0,0,0,weapon,0 //DC_DANCINGLESSON#Dance Lessons#
324,9,6,1,-1,0,0,5,1,no,0,0,0,weapon,0 //DC_THROWARROW#Slinging Arrow#
325,0,8,4,0,1,0,5,1,no,0,0x2032,0,misc,0 //DC_UGLYDANCE#Hip Shaker#
325,0,8,4,0,1,0,5,1,no,0,0x20,0,misc,0 //DC_UGLYDANCE#Hip Shaker#
326,0,6,4,0,3,-1,5,1,no,0,0,0,misc,0 //DC_SCREAM#Dazzler#
327,0,6,4,0,1,0,10,1,no,0,0x20,0,misc,0 //DC_HUMMING#Focus Ballet#
328,0,6,4,0,1,0,10,1,no,0,0x20,0,misc,0 //DC_DONTFORGETME#Slow Grace#

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@ -8212,7 +8212,7 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
//Homunc mimic their master's speed on each map change. [Skotlex]
if (battle_config.hom_setting&0x8)
status_calc_bl(&sd->hd->bl, SCB_SPEED);
if (!battle_config.hom_setting&0x2)
if (!(battle_config.hom_setting&0x2))
skill_unit_move(&sd->hd->bl,gettick(),1);
}

View File

@ -613,7 +613,7 @@ int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_t
if (battle_config.disp_zeny)
sd->state.showzeny = 1;
if (!battle_config.display_skill_fail&2)
if (!(battle_config.display_skill_fail&2))
sd->state.showdelay = 1;
// Request all registries.

View File

@ -979,7 +979,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
{ //Stuned/Frozen/etc
if (flag != 1) //Can't cast, casted stuff can't damage.
return 0;
if (!skill_get_inf(skill_num)&INF_GROUND_SKILL)
if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
return 0; //Targetted spells can't come off.
}
@ -1530,7 +1530,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
int i,index;
int skill,refinedef=0;
if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
if(sd->state.connect_new && !(first&1)) //Shouldn't invoke yet until player is done loading.
return -1;
if (++calculating > 10) //Too many recursive calls!
@ -2921,7 +2921,7 @@ void status_calc_bl(struct block_list *bl, unsigned long flag)
return;
}
if((!bl->type&(BL_REGEN)) && (!sc || !sc->count)) { //No difference.
if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
status_cpy(status, b_status);
return;
}

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@ -292,7 +292,7 @@ int unit_walktoxy( struct block_list *bl, int x, int y, int flag) {
return 1;
}
if(!(flag&2) && (!status_get_mode(bl)&MD_CANMOVE || !unit_can_move(bl)))
if(!(flag&2) && (!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl)))
return 0;
ud->state.walk_easy = flag&1;