- Fixed Defender Raising Walk speed instead of diminishing it.
- Swaped val3/val4 of defender so that all walking penalty skills store said penalty in val3. - Added a check on status-change load to prevent loading speed-affecting status when their speed adjustment is 0 (prevents division by zero) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8061 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/08/02
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* Fixed Defender Raising Walk speed instead of diminishing it. [Skotlex]
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* Added a check on status-change load to prevent loading speed-affecting
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status when their speed adjustment is 0 (prevents division by zero)
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[Skotlex]
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* Code cleanup & optimization on guild part of char-server [Toms]
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* Fixed script code data not being free'd if a player quits in the middle
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of a script. [Skotlex]
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@@ -2759,8 +2759,6 @@ void run_script_main(struct script_state *st)
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bk_st = NULL;
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}
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}
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/*==========================================
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@@ -10028,9 +10026,7 @@ int buildin_getpetinfo(struct script_state *st)
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break;
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case 2:
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if(sd->pet.name)
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{
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push_str(st->stack,C_CONSTSTR,(unsigned char *) sd->pet.name);
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}
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else
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push_str(st->stack,C_CONSTSTR, (unsigned char *) "null");
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break;
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@@ -3458,7 +3458,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
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if(sc->data[SC_DONTFORGETME].timer!=-1)
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speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
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if(sc->data[SC_DEFENDER].timer!=-1)
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speed = speed * 100/sc->data[SC_DEFENDER].val4;
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speed = speed * 100/sc->data[SC_DEFENDER].val3;
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if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
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speed = speed * 100/75;
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if(sc->data[SC_JOINTBEAT].timer!=-1) {
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@@ -3568,7 +3568,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
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if(sc->data[SC_SKA].timer!=-1)
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aspd_rate += 250;
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if(sc->data[SC_DEFENDER].timer != -1)
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aspd_rate += sc->data[SC_DEFENDER].val3;
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aspd_rate += sc->data[SC_DEFENDER].val4;
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if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
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aspd_rate += 250;
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if(sc->data[SC_GRAVITATION].timer!=-1)
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@@ -4971,8 +4971,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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struct map_session_data *tsd;
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int i;
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val2 = 5 + 15*val1; //Damage reduction
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val3 = 250 - 50*val1; //Aspd adjustment
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val4 = 135 - 5*val1; //Speed adjustment
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val3 = 65 + 5*val1; //Speed adjustment
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val4 = 250 - 50*val1; //Aspd adjustment
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if (sd)
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for (i = 0; i < 5; i++)
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@@ -5426,6 +5426,17 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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case SC_KAAHI:
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val4 = -1;
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break;
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//In case the speed reduction comes loaded incorrectly,
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//prevent division by 0.
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case SC_DONTFORGETME:
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case SC_CLOAKING:
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case SC_LONGING:
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case SC_HIDING:
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case SC_CHASEWALK:
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case SC_DEFENDER:
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if (!val3)
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return 0;
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break;
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}
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//Those that make you stop attacking/walking....
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switch (type) {
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