Fixed AM_PHARMACY produce chances based on info gathered by flaviojs, aegis zone ep 11.2, of 20070629

Added missing version on my last commit on dancer.txt script (added by akrus on stable branch already)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12913 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shadow 2008-07-05 00:21:16 +00:00
parent cce663f625
commit 4e1d094db0
3 changed files with 27 additions and 20 deletions

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@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2008/07/04
* Fixed AM_PHARMACY produce chances based on info gathered by flaviojs, aegis zone ep 11.2, of 20070629 [Brain/FlavioJS]
* Rev. 12911 Homunculus will no longer auto-vaporize on master death. [L0ne_W0lf]
- Added config option to allow for this to be turned on or off.
* Added missing 'E' logs to mail system [Lupus]

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@ -4,7 +4,7 @@
//= Kalen - Original jAthena
//= Fredzilla - Converted, Lupus
//===== Current Version: =====================================
//= 3.3
//= 3.4
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================

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@ -10134,35 +10134,41 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ status->int_*5 + status->dex*10+status->luk*10;
+ (status->int_/2)*10 + status->dex*10+status->luk*10;
if(merc_is_hom_active(sd->hd)) {//Player got a homun
int skill;
if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
make_per += skill*100; //+1% bonus per level
}
switch(nameid){
case 501: // Red Potion
case 503: // Yellow Potion
case 504: // White Potion
case 605: // Anodyne
case 606: // Aloevera
make_per += 2000;
make_per += (1+rand()%100)*10 + 2000;
break;
case 505: // Blue Potion
make_per -= 500;
break;
case 545: // Condensed Red Potion
case 546: // Condensed Yellow Potion
case 547: // Condensed White Potion
make_per -= 1000;
break;
case 970: // Alcohol
make_per += 1000;
break;
case 7139: // Glistening Coat
make_per -= 1000;
case 970: // Alcohol
make_per += (1+rand()%100)*10 + 1000;
break;
case 7135: // Bottle Grenade
case 7136: // Acid Bottle
case 7137: // Plant Bottle
case 7138: // Marine Sphere Bottle
make_per += (1+rand()%100)*10;
break;
case 546: // Condensed Yellow Potion
make_per -= (1+rand()%50)*10;
break;
case 547: // Condensed White Potion
case 7139: // Glistening Coat
make_per -= (1+rand()%100)*10;
break;
//Common items, recieve no bonus or penalty, listed just because they are commonly produced
case 505: // Blue Potion
case 545: // Condensed Red Potion
case 605: // Anodyne
case 606: // Aloevera
default:
break;
}
@ -10200,7 +10206,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
}
// - Baby Class Penalty = 80% (from adult's chance) ----//
if (sd->class_&JOBL_BABY) //if it's a Baby Class
make_per = (make_per * 80) / 100; //Lupus
make_per = (make_per * 70) / 100; //Baby penalty is 30%
if(make_per < 1) make_per = 1;