viewing paste ra_dance_overtime | Diff

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# This patch file was generated by NetBeans IDE
# Following Index: paths are relative to: /home/lighta/Documents/Myscript/RO/Servs/ramerge/src/map
# This patch can be applied using context Tools: Patch action on respective folder.
# It uses platform neutral UTF-8 encoding and \n newlines.
# Above lines and this line are ignored by the patching process.
Index: pc.c
--- pc.c Base (BASE)
+++ pc.c Locally Modified (Based On LOCAL)
Index: skill.c
--- skill.c Base (BASE)
+++ skill.c Locally Modified (Based On LOCAL)
@@ -10951,7 +10951,7 @@
 
                if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
                        continue; // don't place skill units on walls (except for songs/dances/encores)
-               if( battle_config.skill_wall_check && skill_get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
+               if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
                        continue; // no path between cell and center of casting.
 
                switch( skill_id )
@@ -11014,7 +11014,7 @@
                                val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
                        break;
                }
-               if (skill_get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
+               if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
                        val2 |= UF_RANGEDSINGLEUNIT; // center.
 
                if( range <= 0 )
@@ -11216,12 +11216,12 @@
 
                        if (!sc) return 0;
                        if (!sce)
-                               sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
+                               sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,skill_get_time2(sg->skill_id,sg->skill_lv));
                        else if (sce->val4 == 1) {
                                //Readjust timers since the effect will not last long.
                                sce->val4 = 0;
                                delete_timer(sce->timer, status_change_timer);
-                               sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
+                               sce->timer = add_timer(tick+skill_get_time2(sg->skill_id,sg->skill_lv), status_change_timer, bl->id, type);
                        }
                        break;
 
Index: status.c
--- status.c Base (BASE)
+++ status.c Locally Modified (Based On LOCAL)
@@ -338,7 +338,7 @@
        add_sc( BA_FROSTJOKER        , SC_FREEZE          );
        set_sc( BA_WHISTLE           , SC_WHISTLE         , SI_BLANK           , SCB_FLEE|SCB_FLEE2 );
        set_sc( BA_ASSASSINCROSS     , SC_ASSNCROS        , SI_BLANK           , SCB_ASPD );
-       add_sc( BA_POEMBRAGI         , SC_POEMBRAGI       );
+       set_sc( BA_POEMBRAGI         , SC_POEMBRAGI       , SI_FIREWEAPON, SCB_NONE);
        set_sc( BA_APPLEIDUN         , SC_APPLEIDUN       , SI_BLANK           , SCB_MAXHP );
        add_sc( DC_SCREAM            , SC_STUN            );
        set_sc( DC_HUMMING           , SC_HUMMING         , SI_BLANK           , SCB_HIT );
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