GS Skill updates/fixes

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7979 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Vicious 2006-07-30 15:48:12 +00:00
parent 7d36341087
commit f0d0180409
8 changed files with 19 additions and 12 deletions

View File

@ -4,6 +4,7 @@ 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.
2006/07/30 2006/07/30
* GS skill updates/fixes [Vicious]
* Force all users offline in sql when char-server starts [Toms] * Force all users offline in sql when char-server starts [Toms]
2006/07/29 2006/07/29
* Removed ugly struct cast in login.c [Toms] * Removed ugly struct cast in login.c [Toms]

View File

@ -870,9 +870,9 @@
//-- GS_GATLINGFEVER //-- GS_GATLINGFEVER
517,0,1000,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:160000,0 517,0,1000,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:160000,0
//-- GS_DUST //-- GS_DUST
518,0,1000,0,0,0 518,1000,1000,0,0,0
//-- GS_FULLBUSTER //-- GS_FULLBUSTER
519,0,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,0 519,1000,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,0
//-- GS_SPREADATTACK //-- GS_SPREADATTACK
520,0,1000,0,0,0 520,0,1000,0,0,0
//-- GS_GROUNDDRIFT //-- GS_GROUNDDRIFT

View File

@ -18,6 +18,8 @@
410,1 //WE_CALLBABY 410,1 //WE_CALLBABY
482,1 //PF_DOUBLECASTING 482,1 //PF_DOUBLECASTING
462,1 //SL_KAIZEL 462,1 //SL_KAIZEL
512,1 //GS_TRACKING
518,1 //GS_DUST
1014,1 //PR_REDEMPTIO 1014,1 //PR_REDEMPTIO
10010,3 //GD_BATTLEORDER 10010,3 //GD_BATTLEORDER
10011,3 //GD_REGENERATION 10011,3 //GD_REGENERATION

View File

@ -534,13 +534,13 @@
510,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //GS_SNAKEEYE#Snake Eye# 510,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //GS_SNAKEEYE#Snake Eye#
511,-3,8,0,0,0,0,10,2,no,0,0,0,weapon,0 //GS_CHAINACTION#Chain Action# 511,-3,8,0,0,0,0,10,2,no,0,0,0,weapon,0 //GS_CHAINACTION#Chain Action#
512,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_TRACKING#Tracking# 512,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_TRACKING#Tracking#
513,-3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm# 513,7,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_DISARM#Disarm#
514,3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_PIERCINGSHOT#Piercing Shot# 514,3,6,1,0,0,0,5,1,no,0,0,0,weapon,0 //GS_PIERCINGSHOT#Piercing Shot#
515,3,8,1,0,0,0,10,5,no,0,0,0,weapon,0 //GS_RAPIDSHOWER#Rapid Shower# 515,3,8,1,0,0,0,10,5,no,0,0,0,weapon,0 //GS_RAPIDSHOWER#Rapid Shower#
516,-5,8,4,0,2,2,10,1,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado# 516,0,8,4,0,2,2,10,1,no,0,0,0,weapon,0 //GS_DESPERADO#Desperado#
517,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //GS_GATLINGFEVER#Gatling Fever# 517,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //GS_GATLINGFEVER#Gatling Fever#
518,-3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_DUST#Dust# 518,3,6,1,0,0,0,10,1,no,0,0,0,weapon,5 //GS_DUST#Dust#
519,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_FULLBUSTER#Full Buster# 519,3,6,1,0,0,0,10,1,yes,0,0,0,weapon,0 //GS_FULLBUSTER#Full Buster#
520,3,6,1,0,2,1:1:1:2:2:2:3:3:3:4,10,1,no,0,0,0,weapon,0 //GS_SPREADATTACK#Spread Attack# 520,3,6,1,0,2,1:1:1:2:2:2:3:3:3:4,10,1,no,0,0,0,weapon,0 //GS_SPREADATTACK#Spread Attack#
521,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_GROUNDDRIFT#Ground Drift# 521,3,6,1,0,0,0,10,1,no,0,0,0,weapon,0 //GS_GROUNDDRIFT#Ground Drift#
522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0 //NJ_TOBIDOUGU#NJ_TOBIDOUGU# 522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0 //NJ_TOBIDOUGU#NJ_TOBIDOUGU#

View File

@ -394,10 +394,10 @@
498,0,0,200,0,0,0,99,0,0,none,0,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3## 498,0,0,200,0,0,0,99,0,0,none,0,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3##
499,0,0,8,0,0,0,11,1,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HT_POWER## 499,0,0,8,0,0,0,11,1,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HT_POWER##
//temp plugs //temp plugs
500,0,0,10,0,0,1,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING 500,0,0,2,0,0,1,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING
501,0,0,10,0,0,0,17:18:19:20:21,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FLING 501,0,0,10,0,0,0,17:18:19:20:21,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FLING
502,0,0,10,0,0,0,17:18:19:20:21,3:4:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRIPLEACTION 502,0,0,10,0,0,0,17:18:19:20:21,3:4:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_TRIPLEACTION
503,0,0,10,0,0,0,17:18:19:20:21,3:4:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_BULLSEYE 503,0,0,30,0,0,0,17:18:19:20:21,3:4:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_BULLSEYE
504,0,0,10,0,0,0,17:18:19:20:21,0,0,none,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MADNESSCANCEL 504,0,0,10,0,0,0,17:18:19:20:21,0,0,none,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_MADNESSCANCEL
505,0,0,15,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_ADJUSTMENT 505,0,0,15,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_ADJUSTMENT
506,0,0,10,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_INCREASING 506,0,0,10,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_INCREASING
@ -410,7 +410,7 @@
516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,3,10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO 516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,3,10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO
517,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,20,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GATLINGFEVER 517,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,20,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GATLINGFEVER
518,0,0,3:6:9:12:15:18:21:24:27:30,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DUST 518,0,0,3:6:9:12:15:18:21:24:27:30,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DUST
519,0,0,20:25:30:35:40:45:50:55:60:65,0,0,0,19,4,1:2:3:4:5:6:7:8:9:10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FULLBUSTER 519,0,0,20:25:30:35:40:45:50:55:60:65,0,0,0,19,4,2:2:4:4:6:6:8:8:10:10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FULLBUSTER
520,0,0,15:20:25:30:35:40:45:50:55:60,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_SPREADATTACK 520,0,0,15:20:25:30:35:40:45:50:55:60,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_SPREADATTACK
521,0,0,4:8:12:16:20:24:28:32:36:40,0,0,0,21,5,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GROUNDDRIFT 521,0,0,4:8:12:16:20:24:28:32:36:40,0,0,0,21,5,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GROUNDDRIFT
523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN 523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN

View File

@ -350,6 +350,10 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage=damage*(100-sc->data[SC_DEFENDER].val2)/100; damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
if(sc->data[SC_ADJUSTMENT].timer != -1 &&
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage=damage*80/100;
if(sc->data[SC_FOGWALL].timer != -1) { if(sc->data[SC_FOGWALL].timer != -1) {
if(flag&BF_SKILL) //25% reduction if(flag&BF_SKILL) //25% reduction
damage -= 25*damage/100; damage -= 25*damage/100;

View File

@ -1358,7 +1358,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
break; break;
case GS_FULLBUSTER: case GS_FULLBUSTER:
sc_start(bl,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1)); sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,1));
break; break;
case NJ_HYOUSYOURAKU: case NJ_HYOUSYOURAKU:
sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));

View File

@ -1992,7 +1992,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
status->aspd_rate -= 30*skill; status->aspd_rate -= 30*skill;
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
status->aspd_rate -= 5*skill; status->aspd_rate -= (int)((skill+1)/2) * 10;
if(pc_isriding(sd)) if(pc_isriding(sd))
status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY); status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
@ -3242,7 +3242,7 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change
if(sc->data[SC_BLIND].timer != -1) if(sc->data[SC_BLIND].timer != -1)
hit -= hit * 25/100; hit -= hit * 25/100;
if(sc->data[SC_ADJUSTMENT].timer!=-1) if(sc->data[SC_ADJUSTMENT].timer!=-1)
hit += 30; hit -= 30;
if(sc->data[SC_INCREASING].timer!=-1) if(sc->data[SC_INCREASING].timer!=-1)
hit += 20; // RockmanEXE; changed based on updated [Reddozen] hit += 20; // RockmanEXE; changed based on updated [Reddozen]