- NPC_POWERUP and NPC_AGIUP now cause a increase in hit/flee (respectively) of 40% per level.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6558 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,8 @@ 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.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/05/11
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2006/05/11
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* NPC_POWERUP and NPC_AGIUP now cause a increase in hit/flee (respectively)
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of 40% per level. [Skotlex]
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* Changed a bit the MAX_ZENY checks in trade.c to prevent overflows.
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* Changed a bit the MAX_ZENY checks in trade.c to prevent overflows.
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[Skotlex]
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[Skotlex]
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* Rewrote npc_selllist for a more proper-clean implementation. [Skotlex]
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* Rewrote npc_selllist for a more proper-clean implementation. [Skotlex]
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@ -289,7 +289,7 @@ int mob_once_spawn (struct map_session_data *sd, char *mapname,
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if (x <= 0 || y <= 0) {
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if (x <= 0 || y <= 0) {
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if (sd)
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if (sd)
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map_search_freecell(&sd->bl, 0, &x, &y, 1, 1, 0);
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map_search_freecell(&sd->bl, m, &x, &y, 1, 1, 0);
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else
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else
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if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1))
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if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1))
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return 0; //Not solved?
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return 0; //Not solved?
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@ -4955,15 +4955,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case NPC_POWERUP:
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case NPC_POWERUP:
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sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
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sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
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//From experience it appears powerup is more hit, not +all stats.
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//Power up is atkrate increase + hit% increase.
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sc_start(bl,SC_INCDEX,100,25*skilllv,skill_get_time(skillid, skilllv));
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// sc_start(bl,SC_INCALLSTATUS,100,skilllv*5,skill_get_time(skillid, skilllv));
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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break;
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case NPC_AGIUP:
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case NPC_AGIUP:
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clif_skill_nodamage(src,bl,skillid,skilllv,
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clif_skill_nodamage(src,bl,skillid,skilllv,
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sc_start(bl,SC_INCAGI,100,10*skilllv,skill_get_time(skillid, skilllv)));
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sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
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break;
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break;
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case NPC_INVISIBLE:
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case NPC_INVISIBLE:
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@ -206,6 +206,8 @@ void initChangeTables(void) {
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set_sc(NPC_STOP, SC_STOP, SI_BLANK);
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set_sc(NPC_STOP, SC_STOP, SI_BLANK);
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set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON);
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set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON);
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set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR);
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set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR);
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set_sc(NPC_POWERUP, SC_INCHITRATE, SI_BLANK);
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set_sc(NPC_AGIUP, SC_INCFLEERATE, SI_BLANK);
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set_sc(NPC_INVISIBLE, SC_CLOAKING, SI_CLOAKING);
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set_sc(NPC_INVISIBLE, SC_CLOAKING, SI_CLOAKING);
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set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE);
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set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE);
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set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING);
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set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING);
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