# 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 );