- Corrected GS_DISARM, it is now a normal attack, which, when it connects, has a chance to do strip weapon ar a 3*lv% rate (modified by dex)

- Fixed GS_PIERCINGSHOT, it should ignore defense
- Corrected Gatling Fever costing SP when trying to turn it off. Also, speed increases bonuses won't take effect while it's active.
- Updated the main makefile with a new OPT line. It is commented by default since it only works with GCC 4.X, when unset, it will hide away a huge amount of warnings that have to do with stuff that is not gonna be corrected in eA anyway.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9287 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-11-21 20:54:22 +00:00
parent 4f9e65d7ee
commit e47c69b87b
6 changed files with 57 additions and 23 deletions

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@ -4,6 +4,15 @@ 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.
2006/11/21
* Corrected GS_DISARM, it is now a normal attack, which, when it connects,
has a chance to do strip weapon at a 3*lv% rate (modified by dex) [Skotlex]
* Fixed GS_PIERCINGSHOT, it should ignore defense [Skotlex]
* Corrected Gatling Fever costing SP when trying to turn it off. Also,
speed increases bonuses won't take effect while it's active. [Skotlex]
* Updated the main makefile with a new OPT line. It is commented by default
since it only works with GCC 4.X, when unset, it will hide away a huge
amount of warnings that have to do with stuff that is not gonna be
corrected in eA anyway. [Skotlex]
* Corrected TripleAction's damage. It should do 150%*3 instead of 100*3%
damage. [Skotlex]
* Updated GS_CRACKER's stun chance using Doddler's info as reference.

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@ -23,6 +23,8 @@ OPT += -ffast-math
# OPT += -fstack-protector
# OPT += -fomit-frame-pointer
OPT += -Wall -Wno-sign-compare
# Uncomment this one if you are using GCC 4.X
# OPT += -Wno-unused-parameter -Wno-pointer-sign
# OPT += -DMAPREGSQL
# OPT += -DCHRIF_OLDINFO
# OPT += -DPCRE_SUPPORT

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@ -537,7 +537,7 @@
510,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //GS_SNAKEEYE#Snake Eye#
511,-9,8,0,-1,0,0,10,2,no,0,0,0,weapon,0 //GS_CHAINACTION#Chain Action#
512,-9,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //GS_TRACKING#Tracking#
513,-9,6,1,-1,1,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm#
513,-9,6,1,-1,0,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm#
514,-9,6,1,-1,0,0,5,1,no,0,0,0,weapon,0 //GS_PIERCINGSHOT#Piercing Shot#
515,-9,8,1,-1,0,0,10,5,no,0,0,0,weapon,0 //GS_RAPIDSHOWER#Rapid Shower#
516,0,8,4,-1,2,3,10,1,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado#

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@ -1557,6 +1557,7 @@ static struct Damage battle_calc_weapon_attack(
break;
case GS_PIERCINGSHOT:
skillratio += 20*skill_lv;
flag.idef = flag.idef2 = 1;
break;
case GS_RAPIDSHOWER:
skillratio += 10*skill_lv;

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@ -1351,6 +1351,27 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case GS_FLING:
sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
break;
case GS_DISARM:
rate = 3*skilllv;
if (sstatus->dex > tstatus->dex)
rate += (sstatus->dex - tstatus->dex)/5;
if (rand()%100 >= rate)
break;
if (dstsd) {
if (dstsd->equip_index[EQI_HAND_R]<0 ||
!dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]] ||
!(dstsd->unstripable_equip&EQP_WEAPON) ||
(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
) //Fail
break;
pc_unequipitem(dstsd,dstsd->equip_index[EQI_HAND_R],3);
} else if (tstatus->mode&MD_BOSS ||
(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
break;
sc_start(bl,SC_STRIPWEAPON,100,skilllv,skill_get_time(skillid,skilllv));
break;
}
if(sd && attack_type&BF_WEAPON &&
@ -2730,6 +2751,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case GS_PIERCINGSHOT:
case GS_RAPIDSHOWER:
case GS_DUST:
case GS_DISARM: // Added disarm. [Reddozen]
case GS_FULLBUSTER:
case NJ_SYURIKEN:
case NJ_KUNAI:
@ -4409,14 +4431,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case RG_STRIPARMOR:
case RG_STRIPHELM:
case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
case GS_DISARM: // Added disarm. [Reddozen]
{
int strip_fix, equip = 0;
int sclist[4] = {0,0,0,0};
switch (skillid) {
case RG_STRIPWEAPON:
case GS_DISARM:
equip = EQP_WEAPON;
break;
case RG_STRIPSHIELD:
@ -8018,6 +8038,7 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
case PA_GOSPEL:
case CR_SHRINK:
case TK_RUN:
case GS_GATLINGFEVER:
if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
return 1; //Allow turning off.
break;

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@ -3635,26 +3635,27 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
if(sc->data[SC_WEDDING].timer!=-1)
speed += 300;
//% increases (they don't stack, with the exception of Speedup1? @.@)
if(sc->data[SC_SPEEDUP1].timer!=-1)
speed -= speed * 50/100;
if(sc->data[SC_RUN].timer!=-1)
speed -= speed * 50/100;
else if(sc->data[SC_SPEEDUP0].timer!=-1)
speed -= speed * 25/100;
else if(sc->data[SC_INCREASEAGI].timer!=-1)
speed -= speed * 25/100;
else if(sc->data[SC_FUSION].timer != -1)
speed -= speed * 25/100;
else if(sc->data[SC_CARTBOOST].timer!=-1)
speed -= speed * 20/100;
else if(sc->data[SC_BERSERK].timer!=-1)
speed -= speed * 20/100;
else if(sc->data[SC_AVOID].timer!=-1)
speed -= speed * sc->data[SC_AVOID].val2/100;
else if(sc->data[SC_WINDWALK].timer!=-1)
speed -= speed * sc->data[SC_WINDWALK].val3/100;
if(sc->data[SC_GATLINGFEVER].timer==-1)
{ //% increases (they don't stack, with the exception of Speedup1? @.@)
if(sc->data[SC_SPEEDUP1].timer!=-1)
speed -= speed * 50/100;
if(sc->data[SC_RUN].timer!=-1)
speed -= speed * 50/100;
else if(sc->data[SC_SPEEDUP0].timer!=-1)
speed -= speed * 25/100;
else if(sc->data[SC_INCREASEAGI].timer!=-1)
speed -= speed * 25/100;
else if(sc->data[SC_FUSION].timer != -1)
speed -= speed * 25/100;
else if(sc->data[SC_CARTBOOST].timer!=-1)
speed -= speed * 20/100;
else if(sc->data[SC_BERSERK].timer!=-1)
speed -= speed * 20/100;
else if(sc->data[SC_AVOID].timer!=-1)
speed -= speed * sc->data[SC_AVOID].val2/100;
else if(sc->data[SC_WINDWALK].timer!=-1)
speed -= speed * sc->data[SC_WINDWALK].val3/100;
}
//% reductions (they stack)
if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;