Hercules Elf Bot - Jun 5, 2012 0:00
Originally posted by [b]jTynne[/b]
Per official description, supposed to give Level 1 Double Attack, but currently uses doubleattack bonus:
REPLACE INTO `item_db` VALUES (4117,'Side_Winder_Card','Sidewinder Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,2,NULL,NULL,NULL,NULL,'[color=#0000cd]bonus bDoubleRate,5;[/color]',NULL,NULL);
Fix:
REPLACE INTO `item_db` VALUES (4117,'Side_Winder_Card','Sidewinder Card',6,20,NULL,10,NULL,NULL,NULL,NULL,NULL,NULL,NULL,2,NULL,NULL,NULL,NULL,'[color=#ff0000]skill \"TF_DOUBLE\", 1;[/color]',NULL,NULL);
Hercules Elf Bot - Jun 5, 2012 0:25
Originally posted by [b]ForteXX[/b]
It gives level 1 Double Attack to all weapon types, which just having the skill doesnt do, so it had to be faked to make it work with all items.
Though... it apparently is supposed to give a higher level of you have it, so perhaps it should be something like bonus bDoubleRate,5+5*getskilllv(\"TF_DOUBLE\)-1; <-- messy -.-
Thats going by iROwiki's Double Attack page, note at the bottom. 'All items that give double attack will work with all weapons, and will use a higher level, if that level is learned.'
This post has been edited by
ForteXX
on Jun 5, 2012 0:30
Hercules Elf Bot - Jun 9, 2012 20:19
Originally posted by [b]Kenpachi[/b]
Fixed in [rev=16249].
Hercules Elf Bot - Jun 10, 2012 0:25
Originally posted by [b]Daegaladh[/b]
This is wrong. It's true it should give TF_DOUBLE skill, but the bDoubleRate bonus should be left there too, because it makes the effect works on the rest of weapon types.
Hercules Elf Bot - Jun 10, 2012 0:39
Originally posted by [b]Kenpachi[/b]
If it's true that TF_DOUBLE in rAthena doesn't work with all weapon types then I should move this bug to the Skill section...
This post has been edited by
Kenpachi
on Jun 10, 2012 0:39
Hercules Elf Bot - Jun 10, 2012 0:50
Originally posted by [b]Daegaladh[/b]
But TF_DOUBLE only should work on all weapons [b]when you have one of those items[/b]. For the normal Thief skill only works with daggers.
The way to do it is making a new bonus to add on those items for making the skill works on all weapons, but... wait! that's what bDoubleRate actually does! XD
Hercules Elf Bot - Jun 10, 2012 1:14
Originally posted by [b]frenzmu06[/b]
how about make bDoubleRate add a faked out TF_DOUBLE on skill tab (just show a skill icon but not necessary work)
Hercules Elf Bot - Jun 10, 2012 1:18
Originally posted by [b]Daegaladh[/b]
bDoubleRate actually overwrites the effect of TF_DOUBLE. But yes, a possible better solution is making bDoubleRate to add TF_DOUBLE skill to the skill list. Or simply use the two bonuses together as I said.
Hercules Elf Bot - Jun 10, 2012 1:29
Originally posted by [b]Kenpachi[/b]
The official script gives the skill - nothing more regarding that effect.
So either the skill works with all weapon types (which is obviously wrong) or an item which grants that skill has the same effect as having the skill when being Thief.
In my opinion it's correct now.
Hercules Elf Bot - Jun 10, 2012 1:46
Originally posted by [b]Daegaladh[/b]
Nope, I tested it some time ago on kRO, the skill only works with daggers, and items with TF_DOUBLE works on all weapons.
Hercules Elf Bot - Jun 10, 2012 12:59
Originally posted by [b]Kenpachi[/b]
Okay. I trust you, Daegaladh.

I that case we should create a new skill that does the same as TF_DOUBLE but for all ewapon types.
Should be the easiest way to have a clean solution. (All effects with skill icon.)
Hercules Elf Bot - Jun 10, 2012 16:23
Originally posted by [b]malufett[/b]
yes I also confirmed that in kRO....
hmm...what if we still use the bonus script then add the skill TF_DOUBLE... at least less coding...
and as the code says no matter what you have the skill TF_DOUBLE you can still use double attack in any weapon if you use the script bonus...
we will just add it in the documentation or if you wish to change its name to be appropriate that it will applicable in enabling double attack in any weapon...
[CODE] if( sd && !skill_num ) { //Check for double attack.
if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
|| ( sd->double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed
{ //Success chance is not added, the higher one is used [Skotlex]
if( rnd()%100 < ( 5*skill_lv > sd->double_rate ? 5*skill_lv : sd->double_rate ) )
{
wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
wd.type = 0x08;
}
}[/CODE]
Hercules Elf Bot - Jun 10, 2012 16:42
Originally posted by [b]Kenpachi[/b]
Okay. That's a solution I can live with. I thought that it would stack the effect of DoubleRate if the item grants the skill and the status change.
I'll change this soon.
Hercules Elf Bot - Jun 10, 2012 21:00
Originally posted by [b]Kenpachi[/b]
Fixed in [rev=16266].