Implementation of Status Changes in YAML (#1685)
* Removes the initialization of Status Changes via hard-code and puts it into YAML form. * From this database it is much easier to delegate icons, calc flags, opt flags, miscellaneous flags, and several other things for all stats changes. * Statuses can quickly be reloaded via atcommand reloadstatus. Thanks to @cydh, @Atemo, @Lemongrass3110, and the others who helped! Signed-off-by: Cydh Ramdh <cydh@pservero.com> Co-authored-by: atemo <capucrath@gmail.com> Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
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@@ -1529,14 +1529,15 @@ void guild_guildaura_refresh(struct map_session_data *sd, uint16 skill_id, uint1
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if( !skill_lv )
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return;
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std::shared_ptr<s_skill_unit_group> group;
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sc_type type = status_skill2sc(skill_id);
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sc_type type = skill_get_sc(skill_id);
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if (type == SC_NONE)
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return;
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status_change_end(&sd->bl, type, INVALID_TIMER);
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std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(&sd->bl,skill_id,skill_lv,sd->bl.x,sd->bl.y,0);
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if( sd->sc.data[type] && (group = skill_id2group(sd->sc.data[type]->val4)) ) {
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skill_delunitgroup(group);
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status_change_end(&sd->bl,type,INVALID_TIMER);
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}
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group = skill_unitsetting(&sd->bl,skill_id,skill_lv,sd->bl.x,sd->bl.y,0);
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if( group )
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sc_start4(NULL,&sd->bl,type,100,(battle_config.guild_aura&16)?0:skill_lv,0,0,group->group_id,600000);//duration doesn't matter these status never end with val4
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return;
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