- Adjusted Glittering's success rate to 20+10*lv%
- Corrected isequipped() so that cards will not be tagged as "used up" unless all the specified items were found. - Fixed a confusion in skill_attack using the src instead of dsrc for some calls, which was causing some problems with the KAITE check from AoE spells. - Fixed ASC_BREAKER's misc damage part not having the ignore-element flag set. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8406 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,14 @@ 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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2006/08/21
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* Adjusted Glittering's success rate to 20+10*lv% [Skotlex]
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* Corrected isequipped() so that cards will not be tagged as "used up"
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unless all the specified items were found. [Skotlex]
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* Fixed a confusion in skill_attack using the src instead of dsrc for some
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calls, which was causing some problems with the KAITE check from AoE
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spells. [Skotlex]
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* Fixed ASC_BREAKER's misc damage part not having the ignore-element flag
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set. [Skotlex]
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* Moved homunc battle conf from misc.conf to homunc.conf [Toms]
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* Some cleaning in skill.c in regard to homun skills. [Skotlex]
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* Madness Canceller now stacks with other aspd bonuses, just like Berserk
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@ -2519,13 +2519,14 @@ struct Damage battle_calc_misc_attack(
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case PA_PRESSURE:
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case GS_FLING:
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case NJ_ZENYNAGE:
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flag.elefix = flag.cardfix = 0;
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flag.cardfix = 0;
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case ASC_BREAKER:
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flag.elefix = 0;
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case HT_BLITZBEAT:
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case TF_THROWSTONE:
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case SN_FALCONASSAULT:
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case PA_GOSPEL:
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case CR_ACIDDEMONSTRATION:
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case ASC_BREAKER:
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md.flag = (md.flag&~BF_RANGEMASK)|BF_LONG;
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break;
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case HVAN_EXPLOSION:
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@ -10796,6 +10796,8 @@ int buildin_isequipped(struct script_state *st)
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int i, j, k, id = 1;
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int index, flag;
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int ret = -1;
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//Original hash to reverse it when full check fails.
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unsigned int setitem_hash = 0, setitem_hash2 = 0;
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sd = script_rid2sd(st);
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@ -10804,6 +10806,8 @@ int buildin_isequipped(struct script_state *st)
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return 0;
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}
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setitem_hash = sd->setitem_hash;
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setitem_hash2 = sd->setitem_hash2;
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for (i=0; id!=0; i++)
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{
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FETCH (i+2, id) else id = 0;
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@ -10860,7 +10864,11 @@ int buildin_isequipped(struct script_state *st)
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ret &= flag;
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if (!ret) break;
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}
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if (!ret)
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{ //When check fails, restore original hash values. [Skotlex]
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sd->setitem_hash = setitem_hash;
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sd->setitem_hash2 = setitem_hash2;
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}
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push_val(st->stack,C_INT,ret);
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return 0;
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}
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@ -1818,14 +1818,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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return 0;
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} else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
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//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
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if (!status_check_skilluse(dsrc, bl, skillid, 2))
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if (!status_check_skilluse(src, bl, skillid, 2))
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return 0;
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}
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BL_CAST(BL_PC, dsrc, sd);
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BL_CAST(BL_PC, src, sd);
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BL_CAST(BL_PC, bl, tsd);
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sstatus = status_get_status_data(dsrc);
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sstatus = status_get_status_data(src);
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tstatus = status_get_status_data(bl);
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// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
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if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
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@ -5510,7 +5510,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case GS_GLITTERING:
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if(sd) {
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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if(rand()%100 < (10+10*skilllv))
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if(rand()%100 < (20+10*skilllv))
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pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
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else if(sd->spiritball > 0)
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pc_delspiritball(sd,1,0);
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