- Updated Poison React chance to counter and number of counters as per skill description updates.

- Fixed Sharpshooting being counted as a magic attack, and hence, using your MATK as base damage.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8019 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-08-01 01:54:20 +00:00
parent cd1b6a71e9
commit 010bec3575
4 changed files with 9 additions and 5 deletions

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@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/07/31
* Updated Poison React chance to counter and number of counters as per
skill description updates. [Skotlex]
* Fixed Sharpshooting being counted as a magic attack, and hence, using
your MATK as base damage. [Skotlex]
* Fixed NPC_STOP id value in skill_cast_db [Skotlex]
* Bladestop will no longer stop when you push either of the characters
around. [Skotlex]

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@ -325,8 +325,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
return 0;
}
//Now damage increasing effects // not sure for Throw Zeny
if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN && skill_num != NJ_ZENYNAGE){
//Now damage increasing effects
if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
damage<<=1;
status_change_end( bl,SC_AETERNA,-1 );
}

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@ -2748,7 +2748,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
//line of sight between caster and target.
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill_get_splash(skillid, skilllv),BL_CHAR,
BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
break;
case MO_INVESTIGATE:

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@ -4684,8 +4684,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2 = val1 + 2; //Chance to Poison enemies.
break;
case SC_POISONREACT:
val2=val1/2 + val1%2; // Number of counters [Celest]
val3=50 + 5*val1; //Chance to counter. [Skotlex]
val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
val3=50; // + 5*val1; //Chance to counter. [Skotlex]
break;
case SC_MAGICROD:
val2 = val1*20; //SP gained