* 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
This commit is contained in:
L0ne_W0lf 2010-07-28 01:12:28 +00:00
parent 906c37ad64
commit 651dc32ac0
4 changed files with 16 additions and 4 deletions

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@ -3,6 +3,9 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2010/07/27
* Rev. 14365 Updated npc_randomattack, it now does 100*skillevel percent damage. [L0ne_W0lf]
* Added patch from Paradox to allow a skill to use a random element for damage. See skill DB for info.
2010/06/27
* Rev. 14358 Follow up to r14357. Moved where sd is checked for existance in specialeffect2. [L0ne_W0lf]
* Rev. 14357 Updated specialeffect2 to accept player names. (follow up to r14353) [L0ne_W0lf]

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@ -8,6 +8,8 @@
1475 Equestrian's Spear: NEED INFO.
13005 Angelic Wing Dagger: NEED INFO.
=======================
2010/07/27
* Rev. 14365 Updated entry for npc_randomattack in the skill database, now uses the newly added -3 element. [L0ne_W0lf]
2010/07/16
* Rev. 14364 Added two new item groups, and implemented the remaining in the item database. [L0ne_W0lf]
2010/07/10

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@ -4,8 +4,9 @@
// if range is < 5, the skill is considered melee-range)
// 03 hit (8- repeated hitting, 6- single-hit)
// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
// 05 element (0- neutral, 1- water, 2- earth, 3- fire, 4- wind, 5- poison,
// 6- holy, 7- dark, 8- ghost, 9- undead, -1- use weapon element)
// 05 element (0 - neutral, 1 - water, 2 - earth, 3 - fire, 4 - wind, 5 - poison,
// 6 - holy, 7 - dark, 8 - ghost, 9 - undead, -1 - use weapon element
// -2 - use endowed element, -3 - use random element.)
// 06 nk (skill damage properties):
// 0x01 - No damage skill
// 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
}
else if( s_ele == -2 ) //Use enchantment's element
s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
else if( s_ele == -3 ) //Use random element
s_ele = s_ele_ = rand()%ELE_MAX;
switch( skill_num )
{
case GS_GROUNDDRIFT:
@ -1502,7 +1504,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
skillratio += 100; //Max damage for non players.
break;
case NPC_RANDOMATTACK:
skillratio += rand()%150-50;
skillratio += 100*skill_lv;
break;
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
@ -2277,6 +2279,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src,status_get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rand()%ELE_MAX;
//Set miscellaneous data that needs be filled
if(sd) {
@ -2611,8 +2615,10 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
}
s_ele = skill_get_ele(skill_num, skill_lv);
if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
s_ele = ELE_NEUTRAL;
else if (s_ele == -3) //Use random element
s_ele = rand()%ELE_MAX;
//Skill Range Criteria
md.flag |= battle_range_type(src, target, skill_num, skill_lv);