viewing paste ra_dance_overtime | Diff

Posted on the
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56
# 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 );
Viewed 1130 times, submitted by lighta.