- Now you can't raise levels on an acquired skill when that skill is currently an acquired skill.

- Fixed pc_damage_sp not properly substracting SP.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5537 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-03-09 19:48:50 +00:00
parent 8309da5f58
commit ffea309d01
2 changed files with 17 additions and 13 deletions

View File

@ -5,6 +5,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/03/09 2006/03/09
* Fixed pc_damage_sp not properly substracting SP. [Skotlex]
* Made Magic Crasher a BF_WEAPON attack. [Skotlex] * Made Magic Crasher a BF_WEAPON attack. [Skotlex]
* Made skill_unit_range a per-level setting. meteor and Lov now have their * Made skill_unit_range a per-level setting. meteor and Lov now have their
unit range for bosses adjusted in the skill_unit_db rather than unit range for bosses adjusted in the skill_unit_db rather than

View File

@ -4910,14 +4910,16 @@ int pc_skillup(struct map_session_data *sd,int skill_num)
{ {
nullpo_retr(0, sd); nullpo_retr(0, sd);
if( skill_num>=10000 ){ if( skill_num>=GD_SKILLBASE){
guild_skillup(sd,skill_num,0); guild_skillup(sd,skill_num,0);
return 0; return 0;
} }
if (skill_num < 0 || skill_num >= MAX_SKILL)
return 0;
if( sd->status.skill_point>0 && if(sd->status.skill_point>0 &&
sd->status.skill[skill_num].id!=0 && sd->status.skill[skill_num].id &&
//sd->status.skill[skill_num].lv < skill_get_max(skill_num) ) - celest sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) ) sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
{ {
sd->status.skill[skill_num].lv++; sd->status.skill[skill_num].lv++;
@ -5197,6 +5199,7 @@ static int pc_respawn(int tid,unsigned int tick,int id,int data)
/*========================================== /*==========================================
* Damages a player's SP, returns remaining SP. [Skotlex] * Damages a player's SP, returns remaining SP. [Skotlex]
* damage is absolute damage, rate is % damage (100 = 100%) * damage is absolute damage, rate is % damage (100 = 100%)
* if rate is positive, it is % of current sp, if negative, it is % of max
* Returns remaining SP, or -1 if the player did not have enough SP to substract from. * Returns remaining SP, or -1 if the player did not have enough SP to substract from.
*------------------------------------------ *------------------------------------------
*/ */
@ -5205,20 +5208,20 @@ int pc_damage_sp(struct map_session_data *sd, int damage, int rate)
if (!sd->status.sp) if (!sd->status.sp)
return 0; return 0;
if (rate) if (rate > 0)
damage += (rate*(sd->status.sp-damage)/sd->status.max_sp)/100; damage += (rate*sd->status.sp)/100;
else if (rate < 0)
damage -= (rate*sd->status.max_sp)/100;
if (sd->status.sp >= damage){ if (sd->status.sp >= damage){
sd->status.sp -= damage; sd->status.sp -= damage;
clif_updatestatus(sd,SP_SP); clif_updatestatus(sd,SP_SP);
return sd->status.sp; return sd->status.sp;
} }
if (sd->status.sp) {
sd->status.sp = 0; sd->status.sp = 0;
clif_updatestatus(sd,SP_SP); clif_updatestatus(sd,SP_SP);
return -1; return -1;
}
return 0;
} }
/*========================================== /*==========================================
* pcɃ<EFBFBD>?ƒWð?¦é * pcɃ<EFBFBD>?ƒWð?¦é