- Reduced the Success Chance of GS_FLING to 10+10*lv% (Playtester told me that Vicious told him the chance was much lower like that)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8379 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,8 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO 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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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/08/20
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2006/08/20
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* Reduced the Success Chance of GS_FLING to 10+10*lv% (Playtester told me
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that Vicious told him the chance was much lower like that) [Skotlex]
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* Fixed some Homunc issues with HR servers (capping some values) [Toms]
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* Fixed some Homunc issues with HR servers (capping some values) [Toms]
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* Added @hominfo command to obtain real values (not capped ones) [Toms]
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* Added @hominfo command to obtain real values (not capped ones) [Toms]
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2006/08/19
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2006/08/19
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@ -3465,7 +3465,7 @@ int pc_memo(struct map_session_data *sd, int i) {
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int pc_checkskill(struct map_session_data *sd,int skill_id)
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int pc_checkskill(struct map_session_data *sd,int skill_id)
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{
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{
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if(sd == NULL) return 0;
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if(sd == NULL) return 0;
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if( skill_id>=10000 ){
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if( skill_id>=GD_SKILLBASE){
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struct guild *g;
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struct guild *g;
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if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
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if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
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return guild_checkskill(g,skill_id);
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return guild_checkskill(g,skill_id);
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@ -5434,12 +5434,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
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g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
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if (!g)
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if (!g)
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break;
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break;
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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for(i = 0; i < g->max_member; i++, j++) {
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for(i = 0; i < g->max_member; i++, j++) {
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if (j>8) j=0;
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if (j>8) j=0;
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if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
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if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
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if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
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if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
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continue;
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continue;
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
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if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
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dx[j] = dy[j] = 0;
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dx[j] = dy[j] = 0;
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pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
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pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
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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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case GS_GLITTERING:
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if(sd) {
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if(sd) {
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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if(rand()%100 < (50+10*skilllv))
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if(rand()%100 < (10+10*skilllv))
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pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
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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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else if(sd->spiritball > 0)
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pc_delspiritball(sd,1,0);
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pc_delspiritball(sd,1,0);
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