* Rev. 14365 Updated npc_randomattack, it now does 100*skillevel percent damage.
* Added patch from Paradox to allow a skill to use a random element for damage. See skill DB for info. * Updated entry for npc_randomattack in the skill database, now uses the newly added -3 element. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14365 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,9 @@ 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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2010/07/27
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* Rev. 14365 Updated npc_randomattack, it now does 100*skillevel percent damage. [L0ne_W0lf]
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* Added patch from Paradox to allow a skill to use a random element for damage. See skill DB for info.
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2010/06/27
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2010/06/27
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* Rev. 14358 Follow up to r14357. Moved where sd is checked for existance in specialeffect2. [L0ne_W0lf]
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* Rev. 14358 Follow up to r14357. Moved where sd is checked for existance in specialeffect2. [L0ne_W0lf]
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* Rev. 14357 Updated specialeffect2 to accept player names. (follow up to r14353) [L0ne_W0lf]
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* Rev. 14357 Updated specialeffect2 to accept player names. (follow up to r14353) [L0ne_W0lf]
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@ -8,6 +8,8 @@
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1475 Equestrian's Spear: NEED INFO.
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1475 Equestrian's Spear: NEED INFO.
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13005 Angelic Wing Dagger: NEED INFO.
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13005 Angelic Wing Dagger: NEED INFO.
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=======================
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=======================
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2010/07/27
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* Rev. 14365 Updated entry for npc_randomattack in the skill database, now uses the newly added -3 element. [L0ne_W0lf]
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2010/07/16
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2010/07/16
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* Rev. 14364 Added two new item groups, and implemented the remaining in the item database. [L0ne_W0lf]
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* Rev. 14364 Added two new item groups, and implemented the remaining in the item database. [L0ne_W0lf]
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2010/07/10
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2010/07/10
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@ -4,8 +4,9 @@
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// if range is < 5, the skill is considered melee-range)
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// if range is < 5, the skill is considered melee-range)
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// 03 hit (8- repeated hitting, 6- single-hit)
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// 03 hit (8- repeated hitting, 6- single-hit)
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// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
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// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
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// 05 element (0- neutral, 1- water, 2- earth, 3- fire, 4- wind, 5- poison,
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// 05 element (0 - neutral, 1 - water, 2 - earth, 3 - fire, 4 - wind, 5 - poison,
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// 6- holy, 7- dark, 8- ghost, 9- undead, -1- use weapon element)
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// 6 - holy, 7 - dark, 8 - ghost, 9 - undead, -1 - use weapon element
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// -2 - use endowed element, -3 - use random element.)
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// 06 nk (skill damage properties):
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// 06 nk (skill damage properties):
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// 0x01 - No damage skill
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// 0x01 - No damage skill
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// 0x02 - Has splash area
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// 0x02 - Has splash area
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@ -1093,6 +1093,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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}
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}
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else if( s_ele == -2 ) //Use enchantment's element
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else if( s_ele == -2 ) //Use enchantment's element
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s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
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s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
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else if( s_ele == -3 ) //Use random element
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s_ele = s_ele_ = rand()%ELE_MAX;
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switch( skill_num )
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switch( skill_num )
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{
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{
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case GS_GROUNDDRIFT:
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case GS_GROUNDDRIFT:
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@ -1502,7 +1504,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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skillratio += 100; //Max damage for non players.
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skillratio += 100; //Max damage for non players.
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break;
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break;
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case NPC_RANDOMATTACK:
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case NPC_RANDOMATTACK:
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skillratio += rand()%150-50;
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skillratio += 100*skill_lv;
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break;
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break;
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case NPC_WATERATTACK:
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case NPC_WATERATTACK:
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case NPC_GROUNDATTACK:
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case NPC_GROUNDATTACK:
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@ -2277,6 +2279,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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s_ele = sstatus->rhw.ele;
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s_ele = sstatus->rhw.ele;
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else if (s_ele == -2) //Use status element
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else if (s_ele == -2) //Use status element
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s_ele = status_get_attack_sc_element(src,status_get_sc(src));
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s_ele = status_get_attack_sc_element(src,status_get_sc(src));
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else if( s_ele == -3 ) //Use random element
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s_ele = rand()%ELE_MAX;
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//Set miscellaneous data that needs be filled
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//Set miscellaneous data that needs be filled
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if(sd) {
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if(sd) {
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@ -2611,8 +2615,10 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
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}
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}
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s_ele = skill_get_ele(skill_num, skill_lv);
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s_ele = skill_get_ele(skill_num, skill_lv);
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if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
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if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
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s_ele = ELE_NEUTRAL;
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s_ele = ELE_NEUTRAL;
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else if (s_ele == -3) //Use random element
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s_ele = rand()%ELE_MAX;
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//Skill Range Criteria
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//Skill Range Criteria
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md.flag |= battle_range_type(src, target, skill_num, skill_lv);
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md.flag |= battle_range_type(src, target, skill_num, skill_lv);
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