Fixed some skills working on undead element when they were supposed to work on undead race.

Skills Fixed: GrandCross, Dark GrandCross, Cure, Head Crush, Signum Crusis, Blessing, Demons Bane, Divine Protection.
Skills needing confirmation: Magnus Exorcismus, Evil Land, Sanctuary, Status Recovery.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12820 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shadow 2008-06-13 11:39:13 +00:00
parent a98253bcc4
commit a80253d14f
5 changed files with 24 additions and 17 deletions

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@ -4,6 +4,13 @@ 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. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2008/06/13
* Corrected dc_serviceforyou bonus values based on irowiki (better have fansite info than 100% guessed info).
* Fixed dc_humming only recieving half the bonus from dancing lessons.
* Fixed some skills working on undead element when they were supposed to work on undead race. [Brainstorm]
Skills Fixed: Cure, Signum Crusis, Blessing, Demons Bane, Divine Protection.
Skills needing confirmation: Magnus Exorcismus, Evil Land, Sanctuary, Status Recovery, GrandCross, Dark GrandCross, Head Crush
2008/06/12 2008/06/12
* Added check to prevent crashing on logmes with no player attached * Added check to prevent crashing on logmes with no player attached
(bugreport:1648) [ultramage] (bugreport:1648) [ultramage]

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@ -614,7 +614,7 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int
nullpo_retr(0, sd); nullpo_retr(0, sd);
if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
(battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) ) (status->race==RC_UNDEAD || status->race==RC_DEMON) )
damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
//damage += (skill * 3); //damage += (skill * 3);
@ -1713,7 +1713,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
vit_def = def2*(def2-15)/150; vit_def = def2*(def2-15)/150;
vit_def = def2/2 + (vit_def>0?rand()%vit_def:0); vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && if((sstatus->race==RC_UNDEAD || sstatus->race==RC_DEMON) &&
src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0) src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
} else { //Mob-Pet vit-eq } else { //Mob-Pet vit-eq

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@ -6558,7 +6558,7 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag)
status_calc_pc(sd,0); status_calc_pc(sd,0);
} }
if(sd->sc.data[SC_SIGNUMCRUCIS] && !battle_check_undead(sd->battle_status.race,sd->battle_status.def_ele)) if(sd->sc.data[SC_SIGNUMCRUCIS] && (sd->battle_status.race != RC_UNDEAD))
status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1); status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
//OnUnEquip script [Skotlex] //OnUnEquip script [Skotlex]

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@ -3903,8 +3903,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_change_end(bl, SC_SILENCE , -1 ); status_change_end(bl, SC_SILENCE , -1 );
status_change_end(bl, SC_BLIND , -1 ); status_change_end(bl, SC_BLIND , -1 );
status_change_end(bl, SC_CONFUSION, -1 ); status_change_end(bl, SC_CONFUSION, -1 );
//Confusion on undead won't trigger on undead players. //Confusion status will trigger against undead race.
if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele)) if(tstatus->race==RC_UNDEAD)
sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv)); sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_nodamage(src,bl,skillid,skilllv,1);
break; break;
@ -6297,7 +6297,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
case DC_HUMMING: case DC_HUMMING:
val1 = 2*skilllv+status->dex/10; // Hit increase val1 = 2*skilllv+status->dex/10; // Hit increase
if(sd) if(sd)
val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON); val1 += pc_checkskill(sd,DC_DANCINGLESSON);
break; break;
case BA_POEMBRAGI: case BA_POEMBRAGI:
val1 = 3*skilllv+status->dex/10; // Casting time reduction val1 = 3*skilllv+status->dex/10; // Casting time reduction
@ -6312,8 +6312,8 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
val1 = 30*skilllv+status->dex; // ASPD decrease val1 = 30*skilllv+status->dex; // ASPD decrease
val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
if(sd){ if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON); val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This is a guessed value
val2 -= pc_checkskill(sd,DC_DANCINGLESSON); val2 -= pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This is a guessed value
} }
if (val2 < 1) val2 = 1; if (val2 < 1) val2 = 1;
break; break;
@ -6328,11 +6328,11 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
} }
break; break;
case DC_SERVICEFORYOU: case DC_SERVICEFORYOU:
val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
if(sd){ if(sd){
val1 += pc_checkskill(sd,DC_DANCINGLESSON); val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
val2 += pc_checkskill(sd,DC_DANCINGLESSON); val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
} }
break; break;
case BA_ASSASSINCROSS: case BA_ASSASSINCROSS:

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@ -4672,8 +4672,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 0; //Cannot override other opt1 status changes. [Skotlex] return 0; //Cannot override other opt1 status changes. [Skotlex]
break; break;
case SC_SIGNUMCRUCIS: case SC_SIGNUMCRUCIS:
//Only affects demons and undead. //Only affects demons and undead races
if(status->race != RC_DEMON && !undead_flag) if(status->race!=RC_UNDEAD && status->race!=RC_DEMON)
return 0; return 0;
break; break;
case SC_AETERNA: case SC_AETERNA:
@ -4818,7 +4818,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 0; return 0;
switch (type) { switch (type) {
case SC_BLESSING: case SC_BLESSING:
if (!undead_flag && status->race != RC_DEMON) if (status->race!=RC_UNDEAD && status->race!=RC_DEMON)
break; break;
case SC_QUAGMIRE: case SC_QUAGMIRE:
case SC_DECREASEAGI: case SC_DECREASEAGI:
@ -4842,7 +4842,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_BLESSING: case SC_BLESSING:
//TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
//but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { if (status->race!=RC_UNDEAD && status->race!=RC_DEMON) {
if (sc->data[SC_CURSE]) if (sc->data[SC_CURSE])
status_change_end(bl,SC_CURSE,-1); status_change_end(bl,SC_CURSE,-1);
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
@ -5717,7 +5717,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val4 = -1; //Kaahi Timer. val4 = -1; //Kaahi Timer.
break; break;
case SC_BLESSING: case SC_BLESSING:
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) if (status->race!=RC_UNDEAD && status->race!=RC_DEMON)
val2 = val1; val2 = val1;
else else
val2 = 0; //0 -> Half stat. val2 = 0; //0 -> Half stat.