# 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 );