- 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
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@ -4,6 +4,12 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/03/10
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* Fixed a memory overwrite crash on pc_readdb, thanks to foobar for the
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fix. [Skotlex]
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* Fixed only the first TK stance triggering when you have multiple of them
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active. [Skotlex]
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* Default of skill_attack_enable changed to yes. [Skotlex]
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2006/03/09
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* Fixed the dancer/bard soul-linked skills toggling on/off with each call
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to pc_calc_status. [Skotlex]
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@ -45,7 +45,7 @@ min_skill_delay_limit: 100
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castrate_dex_scale: 150
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// Will normal attacks be able to ignore the delay after skills? (Note 1)
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skill_delay_attack_enable: no
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skill_delay_attack_enable: yes
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// Range added to player skills after their cast time finishes.
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// 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)
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int jobs[MAX_PC_CLASS], job_count, job;
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int type;
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unsigned int max;
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char *split[3];
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char *split[4];
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if(line[0]=='/' && line[1]=='/')
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continue;
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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
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clif_skill_fail(sd,skillid,0,0);
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}
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// Chance to trigger Taekwon kicks [Dralnu]
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if(sd->sc.count) {
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if(sd->sc.data[SC_READYSTORM].timer != -1)
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if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
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if(sd->sc.data[SC_READYSTORM].timer != -1 &&
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sc_start4(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
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(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
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else if(sd->sc.data[SC_READYDOWN].timer != -1)
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(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
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; //Stance triggered
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else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
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sc_start4(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
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(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
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else if(sd->sc.data[SC_READYTURN].timer != -1 && sd->sc.data[SC_COMBO].timer == -1)
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(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
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; //Stance triggered
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else if(sd->sc.data[SC_READYTURN].timer != -1 &&
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sc_start4(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
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(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src)));
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else if(sd->sc.data[SC_READYCOUNTER].timer != -1 && sd->sc.data[SC_COMBO].timer == -1) //additional chance from SG_FRIEND [Komurka]
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{
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(2000 - 4 * status_get_agi(src) - 2 * status_get_dex(src))))
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; //Stance triggered
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else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
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{ //additional chance from SG_FRIEND [Komurka]
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rate = 20;
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if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
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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)
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agi -= 2 + sc->data[SC_DECREASEAGI].val1;
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if(sc->data[SC_QUAGMIRE].timer!=-1)
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agi -= sc->data[SC_QUAGMIRE].val1*(bl->type==BL_PC?5:10);
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int class = status_get_class(bl);
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if(sc->data[SC_SUITON].timer!=-1 || class != JOB_NINJA)
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if(sc->data[SC_SUITON].timer!=-1 || status_get_class(bl) != JOB_NINJA)
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agi -= (((sc->data[SC_SUITON].val1 - 1) / 3) + 1) * 3;
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}
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