* Added 'Eff_Burning' status, used in Banaspaty Card; fixed 'Eff_Fear'. (bugreport:7461, Hercules 5de6aab)

* Updates to SC_BURNING and SC_FREEZING durations. (Hercules 0395610)
* Minor fixes to Eden Quests 41-55.
* Fixed incorrect documentation for 'instance_id()'.
* Added Malaya instances to custom Warper.
* 'getmonsterinfo' no longer outputs an error when the supplied mob doesn't exist. (bugreport:7792)
* Follow-up r17410, fixed a typo in a label name.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17416 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
euphyy 2013-07-11 18:40:40 +00:00
parent 81430d2779
commit 4a8db1afe6
15 changed files with 70 additions and 56 deletions

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@ -643,7 +643,8 @@ Eff_Confusion 7
Eff_Blind 8 Eff_Blind 8
Eff_Bleeding 9 Eff_Bleeding 9
Eff_DPoison 10 Eff_DPoison 10
Eff_Fear 11 Eff_Fear 309
Eff_Burning 310
Ele_Neutral 0 Ele_Neutral 0
Ele_Water 1 Ele_Water 1

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@ -2487,7 +2487,7 @@
4515,Alnoldi_Card,Alnoldi Card,6,20,,10,,,,,,,,32,,,,,{ bonus2 bSubRace,RC_Plant,30; },{},{} 4515,Alnoldi_Card,Alnoldi Card,6,20,,10,,,,,,,,32,,,,,{ bonus2 bSubRace,RC_Plant,30; },{},{}
4516,Comodo_Card,Comodo Card,6,20,,10,,,,,,,,16,,,,,{ bonus bDef,50; bonus bFlee,-25; },{},{} 4516,Comodo_Card,Comodo Card,6,20,,10,,,,,,,,16,,,,,{ bonus bDef,50; bonus bFlee,-25; },{},{}
4517,Cendrawasih_Card,Cendrawasih Card,6,20,,10,,,,,,,,769,,,,,{ bonus bInt,2; if(BaseClass==Job_Mage){ bonus bInt,getrefine()/3; } },{},{} 4517,Cendrawasih_Card,Cendrawasih Card,6,20,,10,,,,,,,,769,,,,,{ bonus bInt,2; if(BaseClass==Job_Mage){ bonus bInt,getrefine()/3; } },{},{}
4518,Banaspaty_Card,Banaspaty Card,6,20,,10,,,,,,,,2,,,,,{},{},{} 4518,Banaspaty_Card,Banaspaty Card,6,20,,10,,,,,,,,2,,,,,{ bonus2 bAddEff,Eff_Burning,1500; },{},{}
4519,Butoijo_Card,Butoijo Card,6,20,,10,,,,,,,,2,,,,,{ bonus2 bAddRace,RC_Angel,20; },{},{} 4519,Butoijo_Card,Butoijo Card,6,20,,10,,,,,,,,2,,,,,{ bonus2 bAddRace,RC_Angel,20; },{},{}
4520,Leak_Card,Leak Card,6,20,,10,,,,,,,,4,,,,,{ bonus bStr,3; bonus2 bAddEff,Eff_Confusion,5000; bonus3 bAddEff,Eff_Confusion,5000,ATF_SKILL; },{},{} 4520,Leak_Card,Leak Card,6,20,,10,,,,,,,,4,,,,,{ bonus bStr,3; bonus2 bAddEff,Eff_Confusion,5000; bonus3 bAddEff,Eff_Confusion,5000,ATF_SKILL; },{},{}
4521,Sedora_Card,Sedora Card,6,20,,10,,,,,,,,2,,,,,{ bonus bCritAtkRate,15; },{},{} 4521,Sedora_Card,Sedora Card,6,20,,10,,,,,,,,2,,,,,{ bonus bCritAtkRate,15; },{},{}

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@ -3,7 +3,7 @@
//===== By: ================================================== //===== By: ==================================================
//= rAthena Dev Team //= rAthena Dev Team
//===== Current Version: ===================================== //===== Current Version: =====================================
//= 20121219 //= 20130711
//===== Description: ========================================= //===== Description: =========================================
//= List of script instructions used in item bonuses, //= List of script instructions used in item bonuses,
//= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments. //= mainly bonus/bonus2/bonus3/bonus4/bonus5 arguments.
@ -77,11 +77,11 @@ bonus bIgnoreMDefRace,n; Disregard MDEF against enemies of race n
bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n bonus bIgnoreMDefEle,n; Disregard MDEF against enemies of element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard) : bonus bDefRatioAtkRace,n; Does more damage depending on monster Defense against race n (defense disregard)
n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect,
5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon,
10=Boss monster, 11=Other than (normal monster) boss monster 10=Boss monster, 11=Other than (normal monster) boss monster
bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) : bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard)
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bAtkEle,n; Gives the player's attacks element n bonus bAtkEle,n; Gives the player's attacks element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
@ -101,9 +101,13 @@ bonus bIntravision,n; Always see Hiding and Cloaking players/mobs (n is meanin
bonus bHealPower,n; Increase heal amount of all heal skills by n% bonus bHealPower,n; Increase heal amount of all heal skills by n%
bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n% bonus bHealPower2,n; Increase heal amount if you are healed by any skills by n%
bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc) bonus2 bAddEff,e,x; Adds a x/100 chance to cause effect e to the target when attacking (e.g. x=100 makes 1% chance, x=10000 makes 100% chance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
Eff_DPoison, Eff_Fear, Eff_Burning
bonus2 bResEff,e,x; Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc) bonus2 bResEff,e,x; Adds a x/100 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
Eff_DPoison, Eff_Fear, Eff_Burning
bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names) bonus2 bCastrate,n,x; Adjust casting time of skill n by x% (supports skill names)
bonus2 bAddSize,n,x; +x% physical damage against size n. bonus2 bAddSize,n,x; +x% physical damage against size n.
n: 0=Small 1=Medium 2=Large n: 0=Small 1=Medium 2=Large
@ -143,7 +147,7 @@ bonus2 bAddDefClass,n,x; x% physical damage reduction against monsters of class
Against players, n is their job id. Against players, n is their job id.
bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n bonus2 bAddMDefClass,n,x; x% magical damage reduction against monsters of class n
Against players, n is their job id. Against players, n is their job id.
bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n; bonus2 bIgnoreMdefRate,n,x; Disregard x% of the target's MDEF if the target belongs to race n
bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking bonus2 bHPDrainRate,n,x; n/10 % probability to drain x% HP when attacking
bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking bonus2 bSPDrainRate,n,x; n/10 % probability to drain x% SP when attacking
bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
@ -307,7 +311,7 @@ bonus2 bSPDrainValue,n,x; When hitting a monster by physical attack, ...
x: x:
0=you gain n SP, 1=you drain n SP from target 0=you gain n SP, 1=you drain n SP from target
bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n; bonus2 bIgnoreDefRate,n,x; Disregard x% of the target's DEF if the target belongs to race n
bonus3 bAddEle,n,x,t; +x% physical damage against element n bonus3 bAddEle,n,x,t; +x% physical damage against element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
@ -372,9 +376,10 @@ bonus bLongWeaponDamageReturn,n; Reflects n% of received ranged damage back to t
bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack. bonus2 bWeaponComaEle,x,n; Adds a n/100% chance to cause Coma when attacking a monster of element x with normal attack.
x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, x: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison,
6=Holy, 7=Dark, 8=Spirit, 9=Undead 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus2 bAddEff2,x,n; Adds a n/100% chance to cause status change x on self when attacking. bonus2 bAddEff2,e,n; Adds a n/100% chance to cause status change e on self when attacking.
x: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence,
Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding Eff_Stun, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding,
Eff_DPoison, Eff_Fear, Eff_Burning
bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it. bonus bMagicDamageReturn,n; Adds a n% chance to reflect targetted magic spells back to the enemy that caused it.
bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless). bonus bPerfectHide,n; Hidden/cloaked character is no longer detected by monsters with 'detector' mode (n is meaningless).
bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless). bonus bNoKnockback,n; Character is no longer knocked back by enemy skills with such effect (n is meaningless).

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@ -7204,11 +7204,11 @@ that fails, the command returns an empty string instead.
--------------------------------------- ---------------------------------------
*instance_id({<type>}); *instance_id();
Returns the unique instance id depending on <type>: Returns the unique instance id of the attached script. If the script is not
0: Instance ID of the attached script (default). attached to an instance, the instance of the currently attached player's party is
1: Instance ID of the currently attached player's party. used. If that fails, the function will return 0.
--------------------------------------- ---------------------------------------
@ -7712,9 +7712,10 @@ current invoking character.
*mercenary_create <class>,<contract time>; *mercenary_create <class>,<contract time>;
This command summons a mercenary of given class, for given amount of This command summons a mercenary for a given time (in milliseconds). For a
time in milliseconds. Typically used in item scripts of mercenary list of all available classes, see 'db/mercenary_db'.
scrolls.
This command is typically used in item scripts of mercenary scrolls.
--------------------------------------- ---------------------------------------
@ -7977,15 +7978,14 @@ The command returns 1 upon success, and these values upon failure:
*party_changeleader(<party id>,<character id>); *party_changeleader(<party id>,<character id>);
Transfers leadership of a party to the specified character. The original Transfers leadership of a party to the specified character.
party leader doesn't need be online.
The command returns 1 upon success, and these values upon failure: The command returns 1 upon success, and these values upon failure:
0: Unknown error. 0: Unknown error.
-1: Party not found. -1: Party not found.
-2: Player not found. -2: Player not found.
-3: Player is not in the party. -3: Player is not in the party.
-4: Player is already party leader -4: Player is already party leader.
--------------------------------------- ---------------------------------------

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@ -413,19 +413,26 @@ G6: Go("schg_dun01",200,124);
Instances: Instances:
// -------------------------------------------------- // --------------------------------------------------
menu "Endless Tower",I1, "Hazy Forest",I2, "Malangdo Culvert",I3, menu "Bakonawa Lake",I1, "Bangungot Hospital 2F",I2, "Buwaya Cave",I3,
"Nidhoggur's Nest",I4, "Octopus Cave",I5, "Orc's Memory",I6, "Sealed Shrine",I7; "Endless Tower",I4, "Hazy Forest",I5, "Malangdo Culvert",I6,
"Nidhoggur's Nest",I7, "Octopus Cave",I8, "Orc's Memory",I9, "Sealed Shrine",I10;
I1: Go("e_tower",72,112); I1: Restrict("RE");
Go("ma_scene01",172,175);
I2: Restrict("RE"); I2: Restrict("RE");
Go("bif_fild01",161,334); Go("ma_dun01",151,8);
I3: Restrict("RE"); I3: Restrict("RE");
Go("mal_in01",164,21); Go("ma_fild02",316,317);
I4: Go("nyd_dun02",95,193); I4: Go("e_tower",72,112);
I5: Restrict("RE"); I5: Restrict("RE");
Go("bif_fild01",161,334);
I6: Restrict("RE");
Go("mal_in01",164,21);
I7: Go("nyd_dun02",95,193);
I8: Restrict("RE");
Go("mal_dun01",152,230); Go("mal_dun01",152,230);
I6: Go("gef_fild10",240,198); I9: Go("gef_fild10",240,198);
I7: Go("monk_test",306,143); I10: Go("monk_test",306,143);
// -------------------------------------------------- // --------------------------------------------------
Special: Special:

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@ -951,7 +951,7 @@ prt_are_in,25,188,3 script Staff#50-2 67,{
close2; close2;
} }
specialeffect2 EF_EXIT; specialeffect2 EF_EXIT;
donpcevent "cast#50::OnNormal1"; donpcevent "cast#50::OnNomal1";
warp "arena_room",100,75; warp "arena_room",100,75;
donpcevent "#arn_timer_50::OnStop"; donpcevent "#arn_timer_50::OnStop";
donpcevent "alloff#50::OnEnable"; donpcevent "alloff#50::OnEnable";
@ -1002,7 +1002,7 @@ prt_are_in,25,188,3 script Staff#50-2 67,{
close2; close2;
} }
specialeffect2 EF_HIT5; specialeffect2 EF_HIT5;
donpcevent "cast#50::OnNormal2"; donpcevent "cast#50::OnNomal2";
warp "arena_room",100,75; warp "arena_room",100,75;
donpcevent "#arn_timer_50::OnStop"; donpcevent "#arn_timer_50::OnStop";
donpcevent "alloff#50::OnEnable"; donpcevent "alloff#50::OnEnable";
@ -1057,10 +1057,10 @@ OnTimeOver1:
OnTimeOver2: OnTimeOver2:
mapannounce "force_1-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00; mapannounce "force_1-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
end; end;
OnNormal1: OnNomal1:
mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00; mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00;
end; end;
OnNormal2: OnNomal2:
mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00; mapannounce "force_1-1","Arena will be reactivated.",0,0xFFCE00;
end; end;
} }

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@ -949,7 +949,7 @@ prt_are_in,25,135,3 script Staff#60-2 67,{
close2; close2;
} }
specialeffect2 EF_EXIT; specialeffect2 EF_EXIT;
donpcevent "cast#60::OnNormal1"; donpcevent "cast#60::OnNomal1";
warp "arena_room",100,75; warp "arena_room",100,75;
donpcevent "#arn_timer_60::OnStop"; donpcevent "#arn_timer_60::OnStop";
donpcevent "alloff#60::OnEnable"; donpcevent "alloff#60::OnEnable";
@ -1000,7 +1000,7 @@ prt_are_in,25,135,3 script Staff#60-2 67,{
close2; close2;
} }
specialeffect2 EF_HIT5; specialeffect2 EF_HIT5;
donpcevent "cast#60::OnNormal2"; donpcevent "cast#60::OnNomal2";
warp "arena_room",100,75; warp "arena_room",100,75;
donpcevent "#arn_timer_60::OnStop"; donpcevent "#arn_timer_60::OnStop";
donpcevent "alloff#60::OnEnable"; donpcevent "alloff#60::OnEnable";
@ -1054,11 +1054,11 @@ OnTimeOver1:
mapannounce "force_2-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00; mapannounce "force_2-1","Arena will be reactivated due to an error occurred during battle.",0,0xFFCE00;
end; end;
OnNormal1: OnNomal1:
mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00; mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
end; end;
OnNormal2: OnNomal2:
mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00; mapannounce "force_2-1","Arena will be reactivated.",0,0xFFCE00;
end; end;

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@ -929,7 +929,7 @@ prt_are_in,25,84,3 script Staff#70-2 67,{
close2; close2;
} }
specialeffect2 EF_EXIT; specialeffect2 EF_EXIT;
donpcevent "cast#70::OnNormal1"; donpcevent "cast#70::OnNomal1";
warp "arena_room",100,75; warp "arena_room",100,75;
donpcevent "#arn_timer_70::OnStop"; donpcevent "#arn_timer_70::OnStop";
donpcevent "alloff#70::OnEnable"; donpcevent "alloff#70::OnEnable";
@ -980,7 +980,7 @@ prt_are_in,25,84,3 script Staff#70-2 67,{
close2; close2;
} }
specialeffect2 EF_HIT5; specialeffect2 EF_HIT5;
donpcevent "cast#70::OnNormal2"; donpcevent "cast#70::OnNomal2";
warp "arena_room",100,75; warp "arena_room",100,75;
donpcevent "#arn_timer_70::OnStop"; donpcevent "#arn_timer_70::OnStop";
donpcevent "alloff#70::OnEnable"; donpcevent "alloff#70::OnEnable";
@ -1035,10 +1035,10 @@ OnTimeOver1:
OnTimeOver2: OnTimeOver2:
mapannounce "force_3-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00; mapannounce "force_3-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
end; end;
OnNormal1: OnNomal1:
mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00; mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00;
end; end;
OnNormal2: OnNomal2:
mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00; mapannounce "force_3-1","Arena will be reactivated.",0,0xFFCE00;
end; end;
} }

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@ -901,7 +901,7 @@ prt_are_in,77,187,3 script Staff#80-2 67,{
close2; close2;
} }
specialeffect2 EF_EXIT; specialeffect2 EF_EXIT;
donpcevent "cast#80::OnNormal1"; donpcevent "cast#80::OnNomal1";
warp "arena_room",100,75; warp "arena_room",100,75;
donpcevent "#arn_timer_80::OnStop"; donpcevent "#arn_timer_80::OnStop";
donpcevent "alloff#80::OnEnable"; donpcevent "alloff#80::OnEnable";
@ -952,7 +952,7 @@ prt_are_in,77,187,3 script Staff#80-2 67,{
close2; close2;
} }
specialeffect2 EF_HIT5; specialeffect2 EF_HIT5;
donpcevent "cast#80::OnNormal2"; donpcevent "cast#80::OnNomal2";
warp "arena_room",100,75; warp "arena_room",100,75;
donpcevent "#arn_timer_80::OnStop"; donpcevent "#arn_timer_80::OnStop";
donpcevent "alloff#80::OnEnable"; donpcevent "alloff#80::OnEnable";
@ -1007,10 +1007,10 @@ OnTimeOver1:
OnTimeOver2: OnTimeOver2:
mapannounce "force_4-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00; mapannounce "force_4-1","Arena will be activated due to an error occurred in the waiting room.",0,0xFFCE00;
end; end;
OnNormal1: OnNomal1:
mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00; mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00;
end; end;
OnNormal2: OnNomal2:
mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00; mapannounce "force_4-1","Arena will be reactivated.",0,0xFFCE00;
end; end;
} }

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@ -26,7 +26,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 857,{
} }
if (checkquest(12088) == -1) { if (checkquest(12088) == -1) {
if (BaseLevel < 41 || BaseLevel > 55) { if (BaseLevel < 41 || BaseLevel > 55) {
mes "[41 ~ 55 Lv. Mission Board]"; mes "Mission bulletin board for Lv41~55 adventurers.";
close; close;
} }
mes "[Mission Board]"; mes "[Mission Board]";
@ -50,7 +50,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 857,{
case 11: callsub L_Quest,12082,"Don't ask why, but please hunt 30 Shellfish. It is a secret mission!"; case 11: callsub L_Quest,12082,"Don't ask why, but please hunt 30 Shellfish. It is a secret mission!";
case 12: callsub L_Quest,12083,"Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so."; case 12: callsub L_Quest,12083,"Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so.";
case 13: callsub L_Quest,12084,"The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!"; case 13: callsub L_Quest,12084,"The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!";
case 14: callsub L_Quest,12085,"You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; case 14: callsub L_Quest,12085,"Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton.";
case 15: callsub L_Quest,12086,"Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc."; case 15: callsub L_Quest,12086,"Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc.";
case 16: callsub L_Quest,12087,"Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!"; case 16: callsub L_Quest,12087,"Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!";
} }

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@ -2518,7 +2518,7 @@ REPLACE INTO `item_db_re` VALUES (4514,'Pom_Spider_Card','Pom Spider Card',6,20,
REPLACE INTO `item_db_re` VALUES (4515,'Alnoldi_Card','Alnoldi Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,32,NULL,NULL,NULL,NULL,'bonus2 bSubRace,RC_Plant,30;',NULL,NULL); REPLACE INTO `item_db_re` VALUES (4515,'Alnoldi_Card','Alnoldi Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,32,NULL,NULL,NULL,NULL,'bonus2 bSubRace,RC_Plant,30;',NULL,NULL);
REPLACE INTO `item_db_re` VALUES (4516,'Comodo_Card','Comodo Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,16,NULL,NULL,NULL,NULL,'bonus bDef,50; bonus bFlee,-25;',NULL,NULL); REPLACE INTO `item_db_re` VALUES (4516,'Comodo_Card','Comodo Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,16,NULL,NULL,NULL,NULL,'bonus bDef,50; bonus bFlee,-25;',NULL,NULL);
REPLACE INTO `item_db_re` VALUES (4517,'Cendrawasih_Card','Cendrawasih Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,769,NULL,NULL,NULL,NULL,'bonus bInt,2; if(BaseClass==Job_Mage){ bonus bInt,getrefine()/3; }',NULL,NULL); REPLACE INTO `item_db_re` VALUES (4517,'Cendrawasih_Card','Cendrawasih Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,769,NULL,NULL,NULL,NULL,'bonus bInt,2; if(BaseClass==Job_Mage){ bonus bInt,getrefine()/3; }',NULL,NULL);
REPLACE INTO `item_db_re` VALUES (4518,'Banaspaty_Card','Banaspaty Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,2,NULL,NULL,NULL,NULL,NULL,NULL,NULL); REPLACE INTO `item_db_re` VALUES (4518,'Banaspaty_Card','Banaspaty Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,2,NULL,NULL,NULL,NULL,'bonus2 bAddEff,Eff_Burning,1500;',NULL,NULL);
REPLACE INTO `item_db_re` VALUES (4519,'Butoijo_Card','Butoijo Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,2,NULL,NULL,NULL,NULL,'bonus2 bAddRace,RC_Angel,20;',NULL,NULL); REPLACE INTO `item_db_re` VALUES (4519,'Butoijo_Card','Butoijo Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,2,NULL,NULL,NULL,NULL,'bonus2 bAddRace,RC_Angel,20;',NULL,NULL);
REPLACE INTO `item_db_re` VALUES (4520,'Leak_Card','Leak Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,4,NULL,NULL,NULL,NULL,'bonus bStr,3; bonus2 bAddEff,Eff_Confusion,5000; bonus3 bAddEff,Eff_Confusion,5000,ATF_SKILL;',NULL,NULL); REPLACE INTO `item_db_re` VALUES (4520,'Leak_Card','Leak Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,4,NULL,NULL,NULL,NULL,'bonus bStr,3; bonus2 bAddEff,Eff_Confusion,5000; bonus3 bAddEff,Eff_Confusion,5000,ATF_SKILL;',NULL,NULL);
REPLACE INTO `item_db_re` VALUES (4521,'Sedora_Card','Sedora Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,2,NULL,NULL,NULL,NULL,'bonus bCritAtkRate,15;',NULL,NULL); REPLACE INTO `item_db_re` VALUES (4521,'Sedora_Card','Sedora Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,2,NULL,NULL,NULL,NULL,'bonus bCritAtkRate,15;',NULL,NULL);

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@ -15120,7 +15120,7 @@ BUILDIN_FUNC(getmonsterinfo)
mob_id = script_getnum(st,2); mob_id = script_getnum(st,2);
if (!mobdb_checkid(mob_id)) { if (!mobdb_checkid(mob_id)) {
ShowError("buildin_getmonsterinfo: Wrong Monster ID: %i\n", mob_id); //ShowError("buildin_getmonsterinfo: Wrong Monster ID: %i\n", mob_id);
if ( !script_getnum(st,3) ) //requested a string if ( !script_getnum(st,3) ) //requested a string
script_pushconststr(st,"null"); script_pushconststr(st,"null");
else else

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@ -796,10 +796,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
skill = skill_get_time2(status_sc2skill(type),7); skill = skill_get_time2(status_sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET) if (sd->addeff[i].flag&ATF_TARGET)
status_change_start(src,bl,type,rate,7,0,0,0,skill,0); status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
if (sd->addeff[i].flag&ATF_SELF) if (sd->addeff[i].flag&ATF_SELF)
status_change_start(src,src,type,rate,7,0,0,0,skill,0); status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
} }
} }

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@ -6417,8 +6417,7 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
tick_def2 = (status->vit + status->luk)*50; tick_def2 = (status->vit + status->luk)*50;
break; break;
case SC_BURNING: case SC_BURNING:
// From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583 tick_def2 = 75*status->luk + 125*status->agi;
tick_def2 = 50*status->luk + 60*status->int_ + 170*status->vit;
break; break;
case SC_FREEZING: case SC_FREEZING:
tick_def2 = (status->vit + status->dex)*50; tick_def2 = (status->vit + status->dex)*50;
@ -6541,8 +6540,10 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
tick = max(tick, 5000); //Minimum duration 5s tick = max(tick, 5000); //Minimum duration 5s
break; break;
case SC_BURNING: case SC_BURNING:
tick = max(tick, 5000); //Minimum duration 5s
break;
case SC_FREEZING: case SC_FREEZING:
tick = max(tick, 10000); //Minimum duration 10s tick = max(tick, 6000); //Minimum duration 6s
break; break;
default: default:
//Skills need to trigger even if the duration is reduced below 1ms //Skills need to trigger even if the duration is reduced below 1ms

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@ -492,7 +492,7 @@ typedef enum sc_type {
/** /**
* Genetic * Genetic
**/ **/
SC_GN_CARTBOOST,//427 SC_GN_CARTBOOST,//421
SC_THORNSTRAP, SC_THORNSTRAP,
SC_BLOODSUCKER, SC_BLOODSUCKER,
SC_SMOKEPOWDER, SC_SMOKEPOWDER,