- Made the warm skills BF_WEAPON type so that they may trigger effect cards.
- Also changed their pl to -1 so they carry the elemeso they carry the element. - Warm skills now damage other players for 60sp per hit. - Warm skill damage interval decreased to 100ms instead of 1000ms. - TK_DODGE now only dodges ranged weapon attacks, while under Spurt mode it dodges everything. - Cleaned up and expanded the sc_def_rate battle config. The new battle flags are mob_sc_def_rate, pc_sc_def_rate, mob_max_sc_def, pc_max_sc_def - Modified Marionette Control so that the max bonus stats you get is capped to your server's defined max stats instead of 99. - Mobs are no longer affected by the vs_traps_bctall switch. - Added function pc_damage_sp to damage the SP of players. - Modified Warm skills so that it only hurts SP of players while attacking/knocking back mobs. - Autospell loop breaks after one skill is successful. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5288 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
e3b57bb929
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@ -4,6 +4,27 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/02/15
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* The autospell loop now cancels after one successful cast. This means if
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you have 10 autospells with 100% casting rate, only one will come off with
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each hit instead of all of them. [Skotlex]
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* Warm skill update: [Skotlex]
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- they are type BF_WEAPON, so that they may trigger effect/spell cards.
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- Changed their element to -1 to carry on weapon's element.
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- Against player it only damages 60SP per "hit"
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- Against non-players it is a knockback skill as it was before.
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- Hit frequency increased to once every 100ms.
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* TK_DODGE now only dodges ranged weapon attacks, while under Spurt mode
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it dodges everything (provide better information if this is not how it
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should behave as the current info given is conflicting itself >.<)
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[Skotlex]
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* Cleaned up and expanded the sc_def_rate battle config. The new battle
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flags are mob_sc_def_rate, pc_sc_def_rate, mob_max_sc_def, pc_max_sc_def
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[Skotlex]
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* Modified Marionette Control so that the max bonus stats you get is capped
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to your server's defined max stats instead of 99. [Skotlex]
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* Mobs are no longer affected by the vs_traps_bctall switch. [Skotlex]
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* Added function pc_damage_sp to damage the SP of players, updated code as
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necessary. [Skotlex]
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* Fixed @lvup command adding levels instead of substracting when you
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specify a negative quantity. [Skotlex]
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2006/02/14
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@ -154,5 +154,12 @@ gtb_pvp_only: no
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// Adjustment for the natural rate of resistance from status changes.
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// If 50, status defense is halved, and you need twice as much stats to block
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// poison/silence/etc (eg: 200 vit to block poison/stun)
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status_def_rate: 100
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// them (eg: 200 vit to completely block stun)
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pc_status_def_rate: 100
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mob_status_def_rate: 100
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// Maximum resistance to status changes. (10000 = 100%)
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// NOTE: This is applied after cards and equipment.
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// So inmunity cards will be capped to this value.
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pc_max_status_def: 10000
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mob_max_status_def: 10000
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@ -444,9 +444,9 @@
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425,0,6,4,2:4:1:3:8:7:6,1,7,1,no,0,0,0,weapon,0 //TK_SEVENWIND#Mild Wind#
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426,0,6,4,0,1,5,1,no,0,0,0,weapon,0 //TK_HIGHJUMP#Taekwon Jump#
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427,0,6,4,0,1,3,1,yes,0,0,0,magic,0 //SG_FEEL#Feeling the Sun, Moon and Stars#
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428,1,6,4,0,1,3,1,yes,0,0,0,magic,2 //SG_SUN_WARM#Warmth of the Sun#
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429,1,6,4,0,1,3,1,yes,0,0,0,magic,2 //SG_MOON_WARM#Warmth of the Moon#
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430,1,6,4,0,1,3,1,yes,0,0,0,magic,2 //SG_STAR_WARM#Warmth of the Star#
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428,1,6,4,-1,1,3,1,yes,0,0,0,weapon,2 //SG_SUN_WARM#Warmth of the Sun#
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429,1,6,4,-1,1,3,1,yes,0,0,0,weapon,2 //SG_MOON_WARM#Warmth of the Moon#
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430,1,6,4,-1,1,3,1,yes,0,0,0,weapon,2 //SG_STAR_WARM#Warmth of the Star#
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431,0,0,4,0,1,4,1,yes,0,0,0,magic,0 //SG_SUN_COMFORT#Comfort of the Sun#
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432,0,0,4,0,1,4,1,yes,0,0,0,magic,0 //SG_MOON_COMFORT#Comfort of the Moon#
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433,0,0,4,0,1,4,1,yes,0,0,0,magic,0 //SG_STAR_COMFORT#Comfort of the Star#
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@ -609,7 +609,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
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return 0;
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}
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if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 && (flag&BF_LONG || (sc->data[SC_SPURT].timer != -1 && flag&BF_WEAPON))
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if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
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((flag&BF_LONG && flag&BF_WEAPON) || sc->data[SC_SPURT].timer != -1)
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&& rand()%100 < 20) {
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if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
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clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
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@ -651,16 +652,16 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
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damage >>=1;
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if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
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if(sd){
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if(sd && sd->status.max_sp){
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if(sd->status.sp>0){
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int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
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sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
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if( sd->status.sp < 0 ) sd->status.sp = 0;
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damage -= damage * ((per+1) * 6) / 100;
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clif_updatestatus(sd,SP_SP);
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int per = 100*sd->status.sp / sd->status.max_sp;
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per /=20; //Uses 20% SP intervals.
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//SP Cost: 1% + 0.5% per every 20% SP
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if (pc_damage_sp(sd, (10+5*per)*sd->status.max_sp/10000, 0) <= 0)
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status_change_end( bl,SC_ENERGYCOAT,-1 );
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//Reduction: 6% + 6% every 20%
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damage -= damage * 6 * (1+per) / 100;
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}
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if(sd->status.sp<=0)
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status_change_end( bl,SC_ENERGYCOAT,-1 );
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}
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else
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damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100;
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@ -3824,11 +3825,14 @@ static const struct battle_data_short {
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{ "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
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{ "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
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{ "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
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{ "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
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{ "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
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{ "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
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{ "skill_caster_check", &battle_config.skill_caster_check },
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{ "status_cast_cancel", &battle_config.sc_castcancel },
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{ "status_def_rate", &battle_config.sc_def_rate },
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{ "pc_status_def_rate", &battle_config.pc_sc_def_rate },
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{ "mob_status_def_rate", &battle_config.mob_sc_def_rate },
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{ "pc_max_status_def", &battle_config.pc_max_sc_def },
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{ "mob_max_status_def", &battle_config.mob_max_sc_def },
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};
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static const struct battle_data_int {
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@ -4218,7 +4222,10 @@ void battle_set_defaults() {
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battle_config.skill_caster_check = 1;
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battle_config.sc_castcancel = 0;
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battle_config.sc_def_rate = 100;
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battle_config.pc_sc_def_rate = 100;
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battle_config.mob_sc_def_rate = 100;
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battle_config.pc_max_sc_def = 10000;
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battle_config.mob_max_sc_def = 5000;
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}
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void battle_validate_conf() {
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@ -4407,6 +4414,10 @@ void battle_validate_conf() {
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if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
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battle_config.mobs_level_up_exp_rate = 1;
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if (battle_config.pc_max_sc_def > 10000)
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battle_config.pc_max_sc_def = 10000;
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if (battle_config.mob_max_sc_def > 10000)
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battle_config.mob_max_sc_def = 10000;
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#ifdef CELL_NOSTACK
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if (battle_config.cell_stack_limit < 1)
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battle_config.cell_stack_limit = 1;
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@ -419,7 +419,11 @@ extern struct Battle_Config {
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unsigned short cell_stack_limit; // [Skotlex]
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unsigned short skill_caster_check; // [Skotlex]
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unsigned short sc_castcancel; // [Skotlex]
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unsigned short sc_def_rate; // [Skotlex]
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unsigned short pc_sc_def_rate; // [Skotlex]
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unsigned short mob_sc_def_rate;
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unsigned short pc_max_sc_def;
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unsigned short mob_max_sc_def;
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} battle_config;
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void do_init_battle(void);
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@ -1267,7 +1267,7 @@ int charcommand_baselevel(
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level = pc_maxbaselv(pl_sd) - pl_sd->status.base_level;
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for (i = 1; i <= level; i++)
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pl_sd->status.status_point += (pl_sd->status.base_level + i + 14) / 5;
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pl_sd->status.base_level += level;
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pl_sd->status.base_level += (unsigned int)level;
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clif_updatestatus(pl_sd, SP_BASELEVEL);
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clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
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clif_updatestatus(pl_sd, SP_STATUSPOINT);
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@ -1290,7 +1290,7 @@ int charcommand_baselevel(
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pl_sd->status.status_point = 0;
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clif_updatestatus(pl_sd, SP_STATUSPOINT);
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} // to add: remove status points from stats
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pl_sd->status.base_level -= level;
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pl_sd->status.base_level -= (unsigned int)level;
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clif_updatestatus(pl_sd, SP_BASELEVEL);
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clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
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status_calc_pc(pl_sd, 0);
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@ -1338,7 +1338,7 @@ int charcommand_joblevel(
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if ((unsigned int)level > pc_maxjoblv(pl_sd) ||
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pl_sd->status.job_level > pc_maxjoblv(pl_sd) -level)
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level = pc_maxjoblv(pl_sd) - pl_sd->status.job_level;
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pl_sd->status.job_level += level;
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pl_sd->status.job_level += (unsigned int)level;
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clif_updatestatus(pl_sd, SP_JOBLEVEL);
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clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
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pl_sd->status.skill_point += level;
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@ -1354,7 +1354,7 @@ int charcommand_joblevel(
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level*=-1;
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if ((unsigned int)level >= pl_sd->status.job_level)
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level = pl_sd->status.job_level-1;
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pl_sd->status.job_level -= level;
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pl_sd->status.job_level -= (unsigned int)level;
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clif_updatestatus(pl_sd, SP_JOBLEVEL);
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clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
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if (pl_sd->status.skill_point < level)
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40
src/map/pc.c
40
src/map/pc.c
@ -5272,6 +5272,33 @@ static int pc_respawn(int tid,unsigned int tick,int id,int data)
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}
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return 0;
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}
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/*==========================================
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* Damages a player's SP, returns remaining SP. [Skotlex]
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* damage is absolute damage, rate is % damage (100 = 100%)
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* Returns remaining SP, or -1 if the player did not have enough SP to substract from.
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*------------------------------------------
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*/
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int pc_damage_sp(struct map_session_data *sd, int damage, int rate)
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{
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if (!sd->status.sp)
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return 0;
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if (rate)
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damage += (rate*(sd->status.sp-damage)/sd->status.max_sp)/100;
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if (sd->status.sp >= damage){
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sd->status.sp -= damage;
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clif_updatestatus(sd,SP_SP);
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return sd->status.sp;
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}
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if (sd->status.sp) {
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sd->status.sp = 0;
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clif_updatestatus(sd,SP_SP);
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return -1;
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}
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return 0;
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}
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/*==========================================
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* pcにダメ?ジを?える
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*------------------------------------------
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@ -5918,14 +5945,11 @@ int pc_heal(struct map_session_data *sd,int hp,int sp)
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nullpo_retr(0, sd);
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if(pc_checkoverhp(sd)) {
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if(hp > 0)
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hp = 0;
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}
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if(pc_checkoversp(sd)) {
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if(sp > 0)
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sp = 0;
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}
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if(hp > 0 && pc_checkoverhp(sd))
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hp = 0;
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if(sp > 0 && pc_checkoversp(sd))
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sp = 0;
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if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) //バ?サ?ク中は回復させないらしい
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return 0;
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@ -138,6 +138,7 @@ int pc_unequipitem(struct map_session_data*,int,int);
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int pc_checkitem(struct map_session_data*);
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int pc_useitem(struct map_session_data*,int);
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int pc_damage_sp(struct map_session_data *, int, int);
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int pc_damage(struct block_list *,struct map_session_data*,int);
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int pc_heal(struct map_session_data *,int,int);
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int pc_itemheal(struct map_session_data *sd,int hp,int sp);
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128
src/map/skill.c
128
src/map/skill.c
@ -970,11 +970,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
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break;
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case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
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if(dstsd){
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dstsd->status.sp -= dstsd->status.sp*(15*skilllv+5)/100;
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clif_updatestatus(dstsd,SP_SP);
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}
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case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
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if(dstsd)
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pc_damage_sp(dstsd, 0, 15*skilllv+5);
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break;
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case HT_SANDMAN: /* サンドマン */
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@ -1025,10 +1023,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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break;
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case PA_PRESSURE: /* プレッシャ? */
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if (dstsd) {
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dstsd->status.sp -= dstsd->status.sp * (15 + 5 * skilllv) / 100;
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clif_updatestatus(dstsd,SP_SP);
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}
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if (dstsd)
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pc_damage_sp(dstsd, 0, 15 +5*skilllv);
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break;
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case RG_RAID: /* サプライズアタック */
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@ -1054,29 +1050,16 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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case DC_UGLYDANCE:
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if (dstsd) {
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int skill, sp = 5+5*skilllv;
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if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
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sp += 5+skill;
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dstsd->status.sp -= sp;
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if(dstsd->status.sp<0)
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dstsd->status.sp=0;
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clif_updatestatus(dstsd,SP_SP);
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int skill, sp = 5+5*skilllv;
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if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
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sp += 5+skill;
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pc_damage_sp(dstsd, sp, 0);
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}
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break;
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case SL_STUN:
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if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
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status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
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break;
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case SG_SUN_WARM:
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case SG_MOON_WARM:
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case SG_STAR_WARM:
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if (dstsd) {
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dstsd->status.sp -= 5;
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if(dstsd->status.sp < 0)
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dstsd->status.sp = 0;
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clif_updatestatus(dstsd,SP_SP);
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}
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break;
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/* MOBの追加?果付きスキル */
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case NPC_PETRIFYATTACK:
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@ -1245,46 +1228,56 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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//Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
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//Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
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if(sd && !status_isdead(bl) && src != bl &&
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(!skillid || skillid == KN_AUTOCOUNTER || skillid == CR_REFLECTSHIELD || skill_get_nk(skillid)!=NK_NO_DAMAGE))
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{
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struct block_list *tbl;
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int i, auto_skillid, auto_skilllv, rate;
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for (i = 0; i < MAX_PC_BONUS; i++) {
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if (sd->autospell[i].id == 0)
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if(sd && !status_isdead(bl) && src != bl) {
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switch (skillid) {
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case KN_AUTOCOUNTER:
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case CR_REFLECTSHIELD:
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case SG_SUN_WARM:
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case SG_MOON_WARM:
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case SG_STAR_WARM:
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rate = 1;
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break;
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default:
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rate = (!skillid || skill_get_nk(skillid)!=NK_NO_DAMAGE);
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}
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if (rate) {
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struct block_list *tbl;
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int i;
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for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
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auto_skillid = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
|
||||
skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
|
||||
//Prevents skill from retriggering themselves. [Skotlex]
|
||||
if (skill == skillid)
|
||||
continue;
|
||||
|
||||
if (auto_skillid == skillid) //Prevents skill from retriggering themselves. [Skotlex]
|
||||
continue;
|
||||
//skill2 reused to store skilllv.
|
||||
skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
|
||||
rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
|
||||
|
||||
auto_skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
|
||||
rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
|
||||
|
||||
if (rand()%1000 > rate)
|
||||
continue;
|
||||
if (sd->autospell[i].id < 0)
|
||||
tbl = src;
|
||||
else
|
||||
tbl = bl;
|
||||
|
||||
if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, auto_skillid, auto_skilllv)))
|
||||
continue; //Autoskills DO check for target-src range. [Skotlex]
|
||||
|
||||
if (skill_get_inf(auto_skillid) & INF_GROUND_SKILL)
|
||||
skill_castend_pos2(src, tbl->x, tbl->y, auto_skillid, auto_skilllv, tick, 0);
|
||||
else {
|
||||
switch (skill_get_nk(auto_skillid)) {
|
||||
case NK_NO_DAMAGE:
|
||||
skill_castend_nodamage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
|
||||
break;
|
||||
case NK_SPLASH_DAMAGE:
|
||||
default:
|
||||
skill_castend_damage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
|
||||
break;
|
||||
if (rand()%1000 > rate)
|
||||
continue;
|
||||
if (sd->autospell[i].id < 0)
|
||||
tbl = src;
|
||||
else
|
||||
tbl = bl;
|
||||
|
||||
if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
|
||||
continue; //Autoskills DO check for target-src range. [Skotlex]
|
||||
|
||||
if (skill_get_inf(skill) & INF_GROUND_SKILL)
|
||||
skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
|
||||
else {
|
||||
switch (skill_get_nk(skill)) {
|
||||
case NK_NO_DAMAGE:
|
||||
skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
|
||||
break;
|
||||
case NK_SPLASH_DAMAGE:
|
||||
default:
|
||||
skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
break; //Only one auto skill comes off at a time.
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -6434,8 +6427,10 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
|
||||
val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
|
||||
if (map_flag_gvg(src->m))
|
||||
limit *= 4; // longer trap times in WOE [celest]
|
||||
if (battle_config.vs_traps_bctall && map_flag_vs(src->m))
|
||||
target = BCT_ALL; //Change target to all [Skotlex]
|
||||
if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
|
||||
&& src->type != BL_MOB)
|
||||
//Change target to all with the exception of mob traps [Skotlex]
|
||||
target = BCT_ALL;
|
||||
break;
|
||||
|
||||
case SA_LANDPROTECTOR: /* グランドク<E38389>?ス */
|
||||
@ -7510,12 +7505,7 @@ static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int
|
||||
for (i = 0; i < c; i++)
|
||||
{
|
||||
if ((tsd = map_id2sd(p_sd[i])) != NULL)
|
||||
{
|
||||
tsd->status.sp -= 10;
|
||||
if (tsd->status.sp < 0)
|
||||
tsd->status.sp = 0;
|
||||
clif_updatestatus(tsd,SP_SP);
|
||||
}
|
||||
pc_damage_sp(tsd, 10, 0);
|
||||
}
|
||||
return c;
|
||||
case CG_MOONLIT:
|
||||
|
152
src/map/status.c
152
src/map/status.c
@ -1009,12 +1009,25 @@ int status_calc_pc(struct map_session_data* sd,int first)
|
||||
else if(sd->sc.data[SC_MARIONETTE2].timer!=-1){
|
||||
struct map_session_data *psd = map_id2sd(sd->sc.data[SC_MARIONETTE2].val3);
|
||||
if (psd) { // if partner is found
|
||||
sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
|
||||
sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
|
||||
sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
|
||||
sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
|
||||
sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
|
||||
sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
|
||||
bl = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
|
||||
if (sd->status.str < bl)
|
||||
sd->paramb[0] += sd->status.str+psd->status.str/2 > bl ?
|
||||
bl-sd->status.str : psd->status.str/2;
|
||||
if (sd->status.agi < bl)
|
||||
sd->paramb[1] += sd->status.agi+psd->status.agi/2 > bl ?
|
||||
bl-sd->status.agi : psd->status.agi/2;
|
||||
if (sd->status.vit < bl)
|
||||
sd->paramb[2] += sd->status.vit+psd->status.vit/2 > bl ?
|
||||
bl-sd->status.vit : psd->status.vit/2;
|
||||
if (sd->status.int_ < bl)
|
||||
sd->paramb[3] += sd->status.int_+psd->status.int_/2 > bl ?
|
||||
bl-sd->status.int_ : psd->status.int_/2;
|
||||
if (sd->status.dex < bl)
|
||||
sd->paramb[4] += sd->status.dex+psd->status.dex/2 > bl ?
|
||||
bl-sd->status.dex : psd->status.dex/2;
|
||||
if (sd->status.luk < bl)
|
||||
sd->paramb[5] += sd->status.luk+psd->status.luk/2 > bl ?
|
||||
bl-sd->status.luk : psd->status.luk/2;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -3286,46 +3299,48 @@ int status_get_sc_def(struct block_list *bl, int type)
|
||||
|
||||
switch (type)
|
||||
{
|
||||
//Note that stats that are *100/3 were simplified to *33
|
||||
case SP_MDEF1: // mdef
|
||||
case SC_STONE:
|
||||
case SC_FREEZE:
|
||||
case SC_DECREASEAGI:
|
||||
sc_def = 3 + status_get_mdef(bl) + status_get_luk(bl)/3;
|
||||
case SC_COMA:
|
||||
sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl);
|
||||
break;
|
||||
case SP_MDEF2: // int
|
||||
case SC_SLEEP:
|
||||
case SC_CONFUSION:
|
||||
sc_def = 3 + status_get_int(bl) + status_get_luk(bl)/3;
|
||||
sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl);
|
||||
break;
|
||||
case SP_DEF1: // def
|
||||
sc_def = 3 + status_get_def(bl) + status_get_luk(bl)/3;
|
||||
sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl);
|
||||
break;
|
||||
case SP_DEF2: // vit
|
||||
case SC_STUN:
|
||||
case SC_POISON:
|
||||
case SC_SILENCE:
|
||||
case SC_STOP:
|
||||
sc_def = 3 + status_get_vit(bl) + status_get_luk(bl)/3;
|
||||
sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
|
||||
break;
|
||||
case SP_LUK: // luck
|
||||
sc_def = 3 + status_get_luk(bl);
|
||||
sc_def = 300 +100*status_get_luk(bl);
|
||||
break;
|
||||
case SC_BLIND:
|
||||
sc_def = 3 + status_get_int(bl) + status_get_vit(bl)/3;
|
||||
sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl);
|
||||
break;
|
||||
case SC_CURSE:
|
||||
sc_def = 3 + status_get_luk(bl) + status_get_vit(bl)/3;
|
||||
break;
|
||||
case SC_COMA:
|
||||
sc_def = 3 + status_get_mdef(bl);
|
||||
sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl);
|
||||
break;
|
||||
default:
|
||||
return 0; //Effect that cannot be reduced? Likely a buff.
|
||||
}
|
||||
|
||||
sc_def*=100; //Send it on the interval 0->10000
|
||||
if (battle_config.sc_def_rate != 100)
|
||||
sc_def = sc_def*battle_config.sc_def_rate/100;
|
||||
if (bl->type == BL_PC) {
|
||||
if (battle_config.pc_sc_def_rate != 100)
|
||||
sc_def = sc_def*battle_config.pc_sc_def_rate/100;
|
||||
} else
|
||||
if (battle_config.mob_sc_def_rate != 100)
|
||||
sc_def = sc_def*battle_config.mob_sc_def_rate/100;
|
||||
|
||||
sc = status_get_sc(bl);
|
||||
if (sc && sc->count)
|
||||
@ -3336,15 +3351,18 @@ int status_get_sc_def(struct block_list *bl, int type)
|
||||
sc_def += 100*sc->data[SC_SIEGFRIED].val2; //Status resistance.
|
||||
}
|
||||
|
||||
if(bl->type == BL_MOB && sc_def > 5000)
|
||||
sc_def = 5000; //Are mobs really capped to 50% defense?
|
||||
|
||||
sd = bl->type==BL_PC?(struct map_session_data*)bl:NULL;
|
||||
|
||||
if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX &&
|
||||
sd->reseff[type-SC_COMMON_MIN] > 0)
|
||||
sc_def += sd->reseff[type-SC_COMMON_MIN];
|
||||
|
||||
if(bl->type == BL_PC) {
|
||||
if (sc_def > battle_config.pc_max_sc_def)
|
||||
sc_def = battle_config.pc_max_sc_def;
|
||||
} else if (sc_def > battle_config.mob_max_sc_def)
|
||||
sc_def = battle_config.mob_max_sc_def;
|
||||
|
||||
return sc_def;
|
||||
}
|
||||
|
||||
@ -3352,6 +3370,9 @@ int status_get_sc_def(struct block_list *bl, int type)
|
||||
int status_get_sc_tick(struct block_list *bl, int type, int tick)
|
||||
{
|
||||
struct map_session_data *sd;
|
||||
int rate=0, min=0;
|
||||
//If rate is positive, it is a % reduction (10000 -> 100%)
|
||||
//if it is negative, it is an absolute reduction in ms.
|
||||
sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
|
||||
switch (type) {
|
||||
case SC_DECREASEAGI: /* 速度減少 */
|
||||
@ -3366,55 +3387,68 @@ int status_get_sc_tick(struct block_list *bl, int type, int tick)
|
||||
tick += tick / 10;
|
||||
break;
|
||||
case SC_STONE: /* 石化 */
|
||||
tick = tick-status_get_mdef(bl)*200;
|
||||
rate = -200*status_get_mdef(bl);
|
||||
break;
|
||||
case SC_FREEZE: /* 凍結 */
|
||||
tick -= tick*status_get_mdef(bl)/100;
|
||||
rate = 100*status_get_mdef(bl);
|
||||
break;
|
||||
case SC_STUN: /* スタン(val2にミリ秒セット) */
|
||||
tick -= tick*status_get_sc_def_vit(bl)/10000;
|
||||
rate = status_get_sc_def_vit(bl);
|
||||
break;
|
||||
case SC_DPOISON: /* 猛毒 */
|
||||
case SC_POISON: /* 毒 */
|
||||
tick -= tick*(status_get_vit(bl) + status_get_luk(bl)/5)/100;
|
||||
rate = 100*status_get_vit(bl) + 20*status_get_luk(bl);
|
||||
break;
|
||||
case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
|
||||
case SC_CONFUSION:
|
||||
case SC_CURSE:
|
||||
tick -= tick * status_get_vit(bl)/100;
|
||||
rate = 100*status_get_vit(bl);
|
||||
break;
|
||||
case SC_BLIND: /* 暗? */
|
||||
if(tick < 1000)
|
||||
tick = 30000;
|
||||
tick -= tick*(status_get_lv(bl)/10 + status_get_int(bl)/15)/100;
|
||||
if (tick < 5000) //Minimum 5 secs?
|
||||
tick = 5000;
|
||||
rate = 10*status_get_lv(bl) + 7*status_get_int(bl);
|
||||
min = 5000; //Minimum 5 secs?
|
||||
break;
|
||||
case SC_BLEEDING:
|
||||
tick -= tick*(status_get_lv(bl)/5 +status_get_vit(bl))/100;
|
||||
if(tick < 10000) //Minimum bleed time is 10 secs or this sc does nothing! [Skotlex]
|
||||
tick = 10000;
|
||||
rate = 20*status_get_lv(bl) +100*status_get_vit(bl);
|
||||
min = 10000; //Need a min of 10 secs for it to hurt at least once.
|
||||
break;
|
||||
case SC_SWOO:
|
||||
if (status_get_mode(bl)&MD_BOSS)
|
||||
tick /= 5; //Reduce skill's duration. But for how long?
|
||||
tick /= 5; //TODO: Reduce skill's duration. But for how long?
|
||||
break;
|
||||
case SC_ANKLE:
|
||||
tick -= status_get_agi(bl)*100;
|
||||
if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
|
||||
tick /= 5;
|
||||
rate = -100*status_get_agi(bl);
|
||||
// Minimum trap time of 3+0.03*skilllv seconds [celest]
|
||||
// Changed to 3 secs and moved from skill.c [Skotlex]
|
||||
if (tick < 3000)
|
||||
tick = 3000;
|
||||
min = 3000;
|
||||
break;
|
||||
case SC_STOP:
|
||||
// Unsure of this... but I get a feeling that agi reduces this
|
||||
// (it was on Tiger Fist Code, but at -1 ms per 10 agi....
|
||||
tick -= 100*status_get_agi(bl);
|
||||
rate = -100*status_get_agi(bl);
|
||||
break;
|
||||
}
|
||||
return tick;
|
||||
if (rate) {
|
||||
if (bl->type == BL_PC) {
|
||||
if (battle_config.pc_sc_def_rate != 100)
|
||||
rate = rate*battle_config.pc_sc_def_rate/100;
|
||||
if (battle_config.pc_max_sc_def != 10000)
|
||||
min = tick*(10000-battle_config.pc_max_sc_def)/10000;
|
||||
} else {
|
||||
if (battle_config.mob_sc_def_rate != 100)
|
||||
rate = rate*battle_config.mob_sc_def_rate/100;
|
||||
if (battle_config.mob_max_sc_def != 10000)
|
||||
min = tick*(10000-battle_config.mob_max_sc_def)/10000;
|
||||
}
|
||||
|
||||
if (rate >0)
|
||||
tick -= tick*rate/10000;
|
||||
else
|
||||
tick -= rate;
|
||||
}
|
||||
return tick<min?min:tick;
|
||||
}
|
||||
/*==========================================
|
||||
* Starts a status change.
|
||||
@ -4089,8 +4123,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
|
||||
case SC_WARM: //SG skills [Komurka]
|
||||
if (!(flag&4)) {
|
||||
val2 = tick/1000;
|
||||
tick = 1000;
|
||||
val2 = tick/100;
|
||||
tick = 100;
|
||||
}
|
||||
break;
|
||||
|
||||
@ -5099,9 +5133,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
|
||||
if(sd){
|
||||
int sp = 10+sc->data[SC_CHASEWALK].val1*2;
|
||||
if (map_flag_gvg(sd->bl.m)) sp *= 5;
|
||||
if (sd->status.sp > sp){
|
||||
sd->status.sp -= sp; // update sp cost [Celest]
|
||||
clif_updatestatus(sd,SP_SP);
|
||||
if (pc_damage_sp(sd, sp, 0) > 0) {
|
||||
if ((++sc->data[SC_CHASEWALK].val4) == 1) {
|
||||
status_change_start(bl, SC_INCSTR,10000,
|
||||
1<<(sc->data[SC_CHASEWALK].val1-1), 0, 0, 0,
|
||||
@ -5163,7 +5195,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
|
||||
map_foreachinarea( status_change_timer_sub,
|
||||
bl->m, bl->x-sc->data[type].val4, bl->y-sc->data[type].val4, bl->x+sc->data[type].val4,bl->y+sc->data[type].val4,BL_CHAR,
|
||||
bl,sc,type,tick);
|
||||
sc->data[type].timer=add_timer(tick+1000, status_change_timer,bl->id, data);
|
||||
sc->data[type].timer=add_timer(tick+100, status_change_timer,bl->id, data);
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
@ -5339,11 +5371,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
|
||||
if (s && ((sc->data[type].val3 % s) == 0)) {
|
||||
if (sc->data[SC_LONGING].timer != -1)
|
||||
sp = s;
|
||||
if (sp > sd->status.sp)
|
||||
sp = sd->status.sp;
|
||||
sd->status.sp -= sp;
|
||||
clif_updatestatus(sd,SP_SP);
|
||||
if (sd->status.sp <= 0)
|
||||
if (pc_damage_sp(sd, sp, 0) <= 0)
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -5521,18 +5549,18 @@ int status_change_timer_sub(struct block_list *bl, va_list ap )
|
||||
}
|
||||
break;
|
||||
case SC_WARM: //SG skills [Komurka]
|
||||
if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
|
||||
if(sd){
|
||||
if(sd->status.sp<2) {
|
||||
if(sc && sc->data[type].val2 &&
|
||||
battle_check_target( src,bl, BCT_ENEMY ) > 0)
|
||||
{
|
||||
if(tsd)
|
||||
//Only damage SP [Skotlex]
|
||||
// case SG_SUN_WARM:
|
||||
pc_damage_sp(tsd, 60, 0);
|
||||
else { //Otherwise, Knockback attack.
|
||||
if(sd && pc_damage_sp(sd, 2, 0) <= 0)
|
||||
sd->sc.data[type].val2 = 0; //Makes it end on the next tick.
|
||||
break;
|
||||
}
|
||||
sd->status.sp -= 2;
|
||||
clif_updatestatus(sd,SP_SP);
|
||||
skill_attack(BF_WEAPON,src,src,bl,sc->data[type].val3,sc->data[type].val1,tick,0);
|
||||
}
|
||||
skill_attack(BF_WEAPON,src,src,bl,
|
||||
sc?sc->data[type].val3:SG_SUN_WARM,sc?sc->data[type].val1:1,
|
||||
tick,0);
|
||||
}
|
||||
break;
|
||||
case SC_CLOSECONFINE:
|
||||
|
Loading…
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Reference in New Issue
Block a user