- Fixed a memory overwrite crash on pc_readdb, thanks to foobar.

- Fixed only the first TK stance triggering when you have multiple of them active.
- Default of skill_attack_enable changed to yes.
- Fixed a compiler error in some ninja skill that only triggers on windows or c++ compilers.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5557 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-03-10 13:35:11 +00:00
parent bd6c2ee92a
commit 01cf48cd39
5 changed files with 21 additions and 13 deletions

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@ -4,6 +4,12 @@ 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. EVERYTHING ELSE
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/03/10
* Fixed a memory overwrite crash on pc_readdb, thanks to foobar for the
fix. [Skotlex]
* Fixed only the first TK stance triggering when you have multiple of them
active. [Skotlex]
* Default of skill_attack_enable changed to yes. [Skotlex]
2006/03/09
* Fixed the dancer/bard soul-linked skills toggling on/off with each call
to pc_calc_status. [Skotlex]

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@ -45,7 +45,7 @@ min_skill_delay_limit: 100
castrate_dex_scale: 150
// Will normal attacks be able to ignore the delay after skills? (Note 1)
skill_delay_attack_enable: no
skill_delay_attack_enable: yes
// Range added to player skills after their cast time finishes.
// Decides how far away the target can walk away after the skill began casting before the skill fails.

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@ -8026,7 +8026,7 @@ int pc_readdb(void)
int jobs[MAX_PC_CLASS], job_count, job;
int type;
unsigned int max;
char *split[3];
char *split[4];
if(line[0]=='/' && line[1]=='/')
continue;
if (pc_split_str(line,split,4) < 4)

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@ -921,18 +921,21 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
clif_skill_fail(sd,skillid,0,0);
}
// Chance to trigger Taekwon kicks [Dralnu]
if(sd->sc.count) {
if(sd->sc.data[SC_READYSTORM].timer != -1)
if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
if(sd->sc.data[SC_READYSTORM].timer != -1 &&
sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
else if(sd->sc.data[SC_READYDOWN].timer != -1)
(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
; //Stance triggered
else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
else if(sd->sc.data[SC_READYTURN].timer != -1 && sd->sc.data[SC_COMBO].timer == -1)
(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
; //Stance triggered
else if(sd->sc.data[SC_READYTURN].timer != -1 &&
sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
else if(sd->sc.data[SC_READYCOUNTER].timer != -1 && sd->sc.data[SC_COMBO].timer == -1) //additional chance from SG_FRIEND [Komurka]
{
(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
; //Stance triggered
else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
{ //additional chance from SG_FRIEND [Komurka]
rate = 20;
if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;

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@ -1721,8 +1721,7 @@ int status_calc_agi(struct block_list *bl, int agi)
agi -= 2 + sc->data[SC_DECREASEAGI].val1;
if(sc->data[SC_QUAGMIRE].timer!=-1)
agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
int class = status_get_class(bl);
if(sc->data[SC_SUITON].timer!=-1 || class != JOB_NINJA)
if(sc->data[SC_SUITON].timer!=-1 || status_get_class(bl) != JOB_NINJA)
agi -= (((sc->data[SC_SUITON].val1 - 1) / 3) + 1) * 3;
}