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Swapped the weapon type IDs of Shotgun and Gatling Gun weapons to match aegis.
Added Mace Mastery bonus to 2handed maces, and made them unbreakable.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12779 54d463be-8e91-2dee-dedb-b68131a5f0ec

ultramage 17 years ago
parent
commit
4517a5c8e2
9 changed files with 25 additions and 21 deletions
  1. 1 0
      Changelog-Trunk.txt
  2. 1 0
      db/Changelog.txt
  3. 10 10
      db/item_db.txt
  4. 1 1
      db/job_db1.txt
  5. 2 1
      src/map/battle.c
  6. 4 4
      src/map/pc.c
  7. 3 3
      src/map/pc.h
  8. 1 0
      src/map/skill.c
  9. 2 2
      src/map/status.c

+ 1 - 0
Changelog-Trunk.txt

@@ -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.
 
 
 2008/06/07
 2008/06/07
+	* Swapped the W_SHOTGUN and W_GATLING weapon type IDs [ultramage]
 	* Fixed GD_EMERGENCYCALL not working inside gvg castles when WoE is off, bugreport:1637 fix by Meyraw [Brainstorm]
 	* Fixed GD_EMERGENCYCALL not working inside gvg castles when WoE is off, bugreport:1637 fix by Meyraw [Brainstorm]
 	* Kaite should not work against high-level mobs (bugreport:1623)
 	* Kaite should not work against high-level mobs (bugreport:1623)
 	* Fixed 'soundeffectall' not reading its params correctly [ultramage]
 	* Fixed 'soundeffectall' not reading its params correctly [ultramage]

+ 1 - 0
db/Changelog.txt

@@ -44,6 +44,7 @@
 
 
 =======================
 =======================
 2008/06/07
 2008/06/07
+	* Swapped the Shotgun and Gatling gun columns in job_db1.txt [ultramage]
 	* Fixed 4210,Wander_Man_Card and 2515,Wing_Of_Eagle Walk Speed bonus bugreport:1326
 	* Fixed 4210,Wander_Man_Card and 2515,Wing_Of_Eagle Walk Speed bonus bugreport:1326
 	* Fixed 2656,Hyper_Changer (Armor Charm) not giving +1 DEF.
 	* Fixed 2656,Hyper_Changer (Armor Charm) not giving +1 DEF.
 	* Fixed 5125,Kiss_Of_Angel sp regen bonus (3->5%).
 	* Fixed 5125,Kiss_Of_Angel sp regen bonus (3->5%).

+ 10 - 10
db/item_db.txt

@@ -3664,12 +3664,12 @@
 13151,The_Cyclone,Cyclone,4,17500,,700,120,,9,1,0x01000000,7,2,34,2,24,1,18,{ bonus bHit,10; bonus bCritical,10; },{},{}
 13151,The_Cyclone,Cyclone,4,17500,,700,120,,9,1,0x01000000,7,2,34,2,24,1,18,{ bonus bHit,10; bonus bCritical,10; },{},{}
 13152,The_Cyclone_,Cyclone,4,17500,,700,120,,9,2,0x01000000,7,2,34,2,24,1,18,{ bonus bHit,10; bonus bCritical,10; },{},{}
 13152,The_Cyclone_,Cyclone,4,17500,,700,120,,9,2,0x01000000,7,2,34,2,24,1,18,{ bonus bHit,10; bonus bCritical,10; },{},{}
 13153,Dusk,Dusk,4,23500,,750,150,,9,1,0x01000000,7,2,34,2,56,1,18,{ bonus bHit,10; bonus bCritical,10; },{},{}
 13153,Dusk,Dusk,4,23500,,750,150,,9,1,0x01000000,7,2,34,2,56,1,18,{ bonus bHit,10; bonus bCritical,10; },{},{}
-13154,Rolling_Stone,Rolling Stone,4,12000,,900,135,,9,1,0x01000000,7,2,34,1,14,1,19,{ bonus bSplashRange,1; },{},{}
-13155,Black_Rose,Black Rose,4,32000,,900,180,,9,1,0x01000000,7,2,34,2,35,1,19,{ bonus bSplashRange,1; },{},{}
-13156,Gate_Keeper,Gate Keeper,4,56000,,1000,210,,9,0,0x01000000,7,2,34,2,24,1,19,{ bonus bSplashRange,1; bonus3 bAutoSpell,520,6,50; },{},{}
+13154,Rolling_Stone,Rolling Stone,4,12000,,900,135,,9,1,0x01000000,7,2,34,1,14,1,20,{ bonus bSplashRange,1; },{},{}
+13155,Black_Rose,Black Rose,4,32000,,900,180,,9,1,0x01000000,7,2,34,2,35,1,20,{ bonus bSplashRange,1; },{},{}
+13156,Gate_Keeper,Gate Keeper,4,56000,,1000,210,,9,0,0x01000000,7,2,34,2,24,1,20,{ bonus bSplashRange,1; bonus3 bAutoSpell,520,6,50; },{},{}
 13157,Drifter,Drifter,4,80000,,2300,50,,9,1,0x01000000,7,2,34,2,55,1,20,{},{},{}
 13157,Drifter,Drifter,4,80000,,2300,50,,9,1,0x01000000,7,2,34,2,55,1,20,{},{},{}
-13158,Butcher,Butcher,4,130000,,2500,75,,9,0,0x01000000,7,2,34,3,68,1,20,{ bonus2 bCriticalAddRace,RC_Brute,10; },{},{}
-13159,Butcher_,Butcher,4,130000,,2500,75,,9,1,0x01000000,7,2,34,3,68,1,20,{ bonus2 bCriticalAddRace,RC_Brute,10; },{},{}
+13158,Butcher,Butcher,4,130000,,2500,75,,9,0,0x01000000,7,2,34,3,68,1,19,{ bonus2 bCriticalAddRace,RC_Brute,10; },{},{}
+13159,Butcher_,Butcher,4,130000,,2500,75,,9,1,0x01000000,7,2,34,3,68,1,19,{ bonus2 bCriticalAddRace,RC_Brute,10; },{},{}
 13160,Destroyer,Destroyer,4,110000,,1200,220,,9,0,0x01000000,7,2,34,2,52,1,21,{ bonus bBreakArmorRate,200; },{},{}
 13160,Destroyer,Destroyer,4,110000,,1200,220,,9,0,0x01000000,7,2,34,2,52,1,21,{ bonus bBreakArmorRate,200; },{},{}
 13161,Destroyer_,Destroyer,4,110000,,1200,220,,9,1,0x01000000,7,2,34,2,52,1,21,{ bonus bBreakArmorRate,200; },{},{}
 13161,Destroyer_,Destroyer,4,110000,,1200,220,,9,1,0x01000000,7,2,34,2,52,1,21,{ bonus bBreakArmorRate,200; },{},{}
 13162,Inferno,Inferno,4,230000,,1250,280,,9,1,0x01000000,7,2,34,2,65,1,21,{},{},{}
 13162,Inferno,Inferno,4,230000,,1250,280,,9,1,0x01000000,7,2,34,2,65,1,21,{},{},{}
@@ -3677,13 +3677,13 @@
 13164,Long_Barrel_,Long Barrel,4,40000,,1000,150,,9,1,0x01000000,7,2,34,3,70,1,18,{ bonus bHit,10; bonus bCritical,30; bonus bAspdRate,-3; bonus3 bAutoSpell,512,5,20; },{},{}
 13164,Long_Barrel_,Long Barrel,4,40000,,1000,150,,9,1,0x01000000,7,2,34,3,70,1,18,{ bonus bHit,10; bonus bCritical,30; bonus bAspdRate,-3; bonus3 bAutoSpell,512,5,20; },{},{}
 13165,Jungle_Carbine,Jungle Carbine,4,56000,,700,170,,9,0,0x01000000,7,2,34,3,70,1,18,{ bonus bHit,10; bonus bCritical,14; bonus bAspdRate,10; bonus bHit,-readparam(bDex)/3; },{},{}
 13165,Jungle_Carbine,Jungle Carbine,4,56000,,700,170,,9,0,0x01000000,7,2,34,3,70,1,18,{ bonus bHit,10; bonus bCritical,14; bonus bAspdRate,10; bonus bHit,-readparam(bDex)/3; },{},{}
 13166,Jungle_Carbine_,Jungle Carbine,4,56000,,700,170,,9,1,0x01000000,7,2,34,3,70,1,18,{ bonus bHit,10; bonus bCritical,14; bonus bAspdRate,10; bonus bHit,-readparam(bDex)/3; },{},{}
 13166,Jungle_Carbine_,Jungle Carbine,4,56000,,700,170,,9,1,0x01000000,7,2,34,3,70,1,18,{ bonus bHit,10; bonus bCritical,14; bonus bAspdRate,10; bonus bHit,-readparam(bDex)/3; },{},{}
-13167,Gate_KeeperDD,Gate Keeper-DD,4,,10,1300,200,,9,0,0x01000000,7,2,34,3,70,1,19,{ bonus bSplashRange,1; bonus3 bAutoSpell,520,6,50; bonus bDef,getrefine(); bonus bDex,1; },{},{}
-13168,Thunder_P,Thunder-P,4,76000,,700,80,,9,1,0x01000000,7,2,34,3,70,1,19,{ bonus bSplashRange,1; bonus bHit,-5; bonus bAspdRate,20; },{},{}
-13169,Thunder_P_,Thunder-P,4,76000,,700,80,,9,2,0x01000000,7,2,34,3,70,1,19,{ bonus bSplashRange,1; bonus bHit,-5; bonus bAspdRate,20; },{},{}
+13167,Gate_KeeperDD,Gate Keeper-DD,4,,10,1300,200,,9,0,0x01000000,7,2,34,3,70,1,20,{ bonus bSplashRange,1; bonus3 bAutoSpell,520,6,50; bonus bDef,getrefine(); bonus bDex,1; },{},{}
+13168,Thunder_P,Thunder-P,4,76000,,700,80,,9,1,0x01000000,7,2,34,3,70,1,20,{ bonus bSplashRange,1; bonus bHit,-5; bonus bAspdRate,20; },{},{}
+13169,Thunder_P_,Thunder-P,4,76000,,700,80,,9,2,0x01000000,7,2,34,3,70,1,20,{ bonus bSplashRange,1; bonus bHit,-5; bonus bAspdRate,20; },{},{}
 13170,Lever_Action_Rifle,Lever Action Rifle,4,,10,770,138,,9,2,0x01000000,7,2,34,3,70,1,18,{ bonus bHit,20; bonus bCritical,50; bonus bAspdRate,-5; },{},{}
 13170,Lever_Action_Rifle,Lever Action Rifle,4,,10,770,138,,9,2,0x01000000,7,2,34,3,70,1,18,{ bonus bHit,20; bonus bCritical,50; bonus bAspdRate,-5; },{},{}
 13171,Soldier_Rifle,Soldier Rifle,4,,0,0,80,,9,0,0x01000000,7,2,34,3,80,1,18,{ bonus bDex,2; bonus bHit,10; bonus bCritical,10; bonus2 bAddRace,RC_DemiHuman,75; bonus2 bCastRate,512,25; bonus bUnbreakableWeapon,0; },{},{}
 13171,Soldier_Rifle,Soldier Rifle,4,,0,0,80,,9,0,0x01000000,7,2,34,3,80,1,18,{ bonus bDex,2; bonus bHit,10; bonus bCritical,10; bonus2 bAddRace,RC_DemiHuman,75; bonus2 bCastRate,512,25; bonus bUnbreakableWeapon,0; },{},{}
-13172,Soldier_Gatling_Gun,Soldier Gatling Gun,4,,0,0,80,,9,0,0x01000000,7,2,34,3,80,1,20,{ bonus bDex,2; bonus2 bAddRace,RC_DemiHuman,35; bonusautoscript "{ sc_start SC_INCBASEATK,6000,80; heal -720,0; }",10,BF_WEAPON; bonus bUnbreakableWeapon,0; },{},{}
-13173,Soldier_Shotgun,Soldier Shotgun,4,,0,0,100,,9,0,0x01000000,7,2,34,3,80,1,19,{ bonus bDex,2; bonus bSplashRange,1; bonus2 bAddRace,RC_DemiHuman,55; bonusautoscript "{ sc_start SC_INCBASEATK,6000,100; heal -600,0; }",10,BF_WEAPON; bonus bUnbreakableWeapon,0; },{},{}
+13172,Soldier_Gatling_Gun,Soldier Gatling Gun,4,,0,0,80,,9,0,0x01000000,7,2,34,3,80,1,19,{ bonus bDex,2; bonus2 bAddRace,RC_DemiHuman,35; bonusautoscript "{ sc_start SC_INCBASEATK,6000,80; heal -720,0; }",10,BF_WEAPON; bonus bUnbreakableWeapon,0; },{},{}
+13173,Soldier_Shotgun,Soldier Shotgun,4,,0,0,100,,9,0,0x01000000,7,2,34,3,80,1,20,{ bonus bDex,2; bonus bSplashRange,1; bonus2 bAddRace,RC_DemiHuman,55; bonusautoscript "{ sc_start SC_INCBASEATK,6000,100; heal -600,0; }",10,BF_WEAPON; bonus bUnbreakableWeapon,0; },{},{}
 13174,Soldier_Grenade_Launcher,Soldier Frenade Launcher,4,,0,0,300,,9,0,0x01000000,7,2,34,3,80,1,21,{ bonus bDex,2; bonus2 bAddRace,RC_DemiHuman,35; bonusautoscript "{ sc_start SC_INCBASEATK,6000,300; heal -720,0; }",10,BF_WEAPON; bonus bUnbreakableWeapon,0; },{},{}
 13174,Soldier_Grenade_Launcher,Soldier Frenade Launcher,4,,0,0,300,,9,0,0x01000000,7,2,34,3,80,1,21,{ bonus bDex,2; bonus2 bAddRace,RC_DemiHuman,35; bonusautoscript "{ sc_start SC_INCBASEATK,6000,300; heal -720,0; }",10,BF_WEAPON; bonus bUnbreakableWeapon,0; },{},{}
 // Bullets
 // Bullets
 13200,Bullet,Bullet,10,1,,2,10,,,,0x01000000,7,2,32768,,1,,3,{},{},{}
 13200,Bullet,Bullet,10,1,,2,10,,,,0x01000000,7,2,32768,,1,,3,{},{},{}

+ 1 - 1
db/job_db1.txt

@@ -1,7 +1,7 @@
 // Job-specific Values Database
 // Job-specific Values Database
 //
 //
 // Structure of Database:
 // Structure of Database:
-// JobID,Weight,HPFactor,HPMultiplicator,SPFactor,BareFist,Dagger,1HSword,2HSword,1HSpear,2HSpear,1HAxe,2HAxe,1HMace,2HMace(unused),Rod,Bow,Knuckle,Instrument,Whip,Book,Katar,Revolver,Rifle,Shotgun,Gatling Gun,Grenade Launcher,Fuuma Shuriken
+// JobID,Weight,HPFactor,HPMultiplicator,SPFactor,Unarmed,Dagger,1HSword,2HSword,1HSpear,2HSpear,1HAxe,2HAxe,1HMace,2HMace(unused),Rod,Bow,Knuckle,Instrument,Whip,Book,Katar,Revolver,Rifle,Shotgun,Gatling Gun,Grenade Launcher,Fuuma Shuriken
 //
 //
 // Novice
 // Novice
 0,	20000,0    ,500  ,100  ,500  ,650  ,700  ,2000 ,2000 ,2000 ,800  ,2000 ,700  ,700  ,650  ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
 0,	20000,0    ,500  ,100  ,500  ,650  ,700  ,2000 ,2000 ,2000 ,800  ,2000 ,700  ,700  ,650  ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000

+ 2 - 1
src/map/battle.c

@@ -654,6 +654,7 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int
 				damage += (skill * 3);
 				damage += (skill * 3);
 			break;
 			break;
 		case W_MACE:
 		case W_MACE:
+		case W_2HMACE:
 			if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
 			if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
 				damage += (skill * 3);
 				damage += (skill * 3);
 			break;
 			break;
@@ -1237,8 +1238,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
 				switch(sd->status.weapon) {
 				switch(sd->status.weapon) {
 					case W_BOW:
 					case W_BOW:
 					case W_REVOLVER:
 					case W_REVOLVER:
-					case W_SHOTGUN:
 					case W_GATLING:
 					case W_GATLING:
+					case W_SHOTGUN:
 					case W_GRENADE:
 					case W_GRENADE:
 						break;
 						break;
 					default:
 					default:

+ 4 - 4
src/map/pc.c

@@ -688,8 +688,8 @@ int pc_isequip(struct map_session_data *sd,int n)
 					case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
 					case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
 					case W_1HSWORD: //All 1H swords
 					case W_1HSWORD: //All 1H swords
 					case W_1HAXE: //All 1H Axes
 					case W_1HAXE: //All 1H Axes
-					case W_MACE: //All Maces
-					case W_STAFF: //All Staffs
+					case W_MACE: //All 1H Maces
+					case W_STAFF: //All 1H Staves
 						return 1;
 						return 1;
 				}
 				}
 		}
 		}
@@ -1576,8 +1576,8 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
 				case W_BOW:
 				case W_BOW:
 				case W_REVOLVER:
 				case W_REVOLVER:
 				case W_RIFLE:
 				case W_RIFLE:
-				case W_SHOTGUN:
 				case W_GATLING:
 				case W_GATLING:
+				case W_SHOTGUN:
 				case W_GRENADE:
 				case W_GRENADE:
 					//Become weapon element.
 					//Become weapon element.
 					status->rhw.ele=val;
 					status->rhw.ele=val;
@@ -1640,8 +1640,8 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
 				case W_BOW:
 				case W_BOW:
 				case W_REVOLVER:
 				case W_REVOLVER:
 				case W_RIFLE:
 				case W_RIFLE:
-				case W_SHOTGUN:
 				case W_GATLING:
 				case W_GATLING:
+				case W_SHOTGUN:
 				case W_GRENADE:
 				case W_GRENADE:
 					status->rhw.range += val;
 					status->rhw.range += val;
 			}
 			}

+ 3 - 3
src/map/pc.h

@@ -378,7 +378,7 @@ enum weapon_type {
 	W_1HAXE,	//6
 	W_1HAXE,	//6
 	W_2HAXE,	//7
 	W_2HAXE,	//7
 	W_MACE,	//8
 	W_MACE,	//8
-	W_2HMACE,	//9, unused?
+	W_2HMACE,	//9 (unused)
 	W_STAFF,	//10
 	W_STAFF,	//10
 	W_BOW,	//11
 	W_BOW,	//11
 	W_KNUCKLE,	//12	
 	W_KNUCKLE,	//12	
@@ -388,8 +388,8 @@ enum weapon_type {
 	W_KATAR,	//16
 	W_KATAR,	//16
 	W_REVOLVER,	//17
 	W_REVOLVER,	//17
 	W_RIFLE,	//18
 	W_RIFLE,	//18
-	W_SHOTGUN,	//19
-	W_GATLING,	//20
+	W_GATLING,	//19
+	W_SHOTGUN,	//20
 	W_GRENADE,	//21
 	W_GRENADE,	//21
 	W_HUUMA,	//22
 	W_HUUMA,	//22
 	MAX_WEAPON_TYPE,
 	MAX_WEAPON_TYPE,

+ 1 - 0
src/map/skill.c

@@ -1131,6 +1131,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
 				case W_1HAXE:
 				case W_1HAXE:
 				case W_2HAXE:
 				case W_2HAXE:
 				case W_MACE: // Axes and Maces can't be broken [DracoRPG]
 				case W_MACE: // Axes and Maces can't be broken [DracoRPG]
+				case W_2HMACE:
 				case W_STAFF:
 				case W_STAFF:
 				case W_BOOK: //Rods and Books can't be broken [Skotlex]
 				case W_BOOK: //Rods and Books can't be broken [Skotlex]
 				case W_HUUMA:
 				case W_HUUMA:

+ 2 - 2
src/map/status.c

@@ -1236,8 +1236,8 @@ static unsigned short status_base_atk(struct block_list *bl, struct status_data
 		case W_WHIP:
 		case W_WHIP:
 		case W_REVOLVER:
 		case W_REVOLVER:
 		case W_RIFLE:
 		case W_RIFLE:
-		case W_SHOTGUN:
 		case W_GATLING:
 		case W_GATLING:
+		case W_SHOTGUN:
 		case W_GRENADE:
 		case W_GRENADE:
 			flag = 1;
 			flag = 1;
 	}
 	}
@@ -3852,8 +3852,8 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
 				case W_BOW:
 				case W_BOW:
 				case W_REVOLVER:
 				case W_REVOLVER:
 				case W_RIFLE:
 				case W_RIFLE:
-				case W_SHOTGUN:
 				case W_GATLING:
 				case W_GATLING:
+				case W_SHOTGUN:
 				case W_GRENADE:
 				case W_GRENADE:
 					break;
 					break;
 				default:
 				default: