Bug fixes
* Fixed wrong bonus for Max HP (bugreport:8679) * HP/SP respawn (restart_hp_rate and restart_sp_rate) should be work now (bugreport:8642) * Fixed MVP drop that failed to make random order (bugreport:8665) Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
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2dece5586d
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0766c73229
@ -7468,7 +7468,7 @@ ACMD_FUNC(iteminfo)
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item_data = item_array[i];
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sprintf(atcmd_output, msg_txt(sd,1277), // Item: '%s'/'%s'[%d] (%d) Type: %s | Extra Effect: %s
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item_data->name,item_data->jname,item_data->slot,item_data->nameid,
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(item_data->type != IT_AMMO) ? itemdb_typename(item_data->type) : itemdb_typename_ammo(item_data->look),
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(item_data->type != IT_AMMO) ? itemdb_typename((enum item_types)item_data->type) : itemdb_typename_ammo((enum e_item_ammo)item_data->look),
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(item_data->script==NULL)? msg_txt(sd,1278) : msg_txt(sd,1279) // None / With script
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);
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clif_displaymessage(fd, atcmd_output);
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@ -2395,7 +2395,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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#endif
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// attempt to drop the item
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if (rnd() % 10000 >= drop_rate)
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continue;
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continue;
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if( mvp_sd && it->type == IT_PETEGG ) {
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pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
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@ -2510,30 +2510,36 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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int mdrop_id[MAX_MVP_DROP];
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int mdrop_p[MAX_MVP_DROP];
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memset(&mdrop_id,0,MAX_MVP_DROP*sizeof(int));
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memset(mdrop_id,0,MAX_MVP_DROP*sizeof(int));
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memset(mdrop_p,0,MAX_MVP_DROP*sizeof(int));
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//Make random order
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for(i = 0; i < MAX_MVP_DROP; i++) {
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while( 1 ) {
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int va = rnd()%MAX_MVP_DROP;
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if( !mdrop_id[va] || !md->db->mvpitem[i].nameid ) {
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mdrop_id[va] = md->db->mvpitem[i].nameid;
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mdrop_p[va] = md->db->mvpitem[i].p;
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uint8 va = rnd()%MAX_MVP_DROP;
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if (mdrop_id[va] == 0) {
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if (md->db->mvpitem[i].nameid > 0) {
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mdrop_id[va] = md->db->mvpitem[i].nameid;
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mdrop_p[va] = md->db->mvpitem[i].p;
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}
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else
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mdrop_id[va] = -1;
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break;
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}
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}
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}
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for(i = 0; i < MAX_MVP_DROP; i++) {
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if(mdrop_id[i] <= 0)
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continue;
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if(!itemdb_exists(mdrop_id[i]))
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if(mdrop_id[i] <= 0 || !itemdb_exists(mdrop_id[i]))
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continue;
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temp = mdrop_p[i];
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if(temp <= 0 && !battle_config.drop_rate0item)
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temp = 1;
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if(temp <= rnd()%10000+1) //if ==0, then it doesn't drop
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continue;
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if (temp != 10000) {
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if(temp <= 0 && !battle_config.drop_rate0item)
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temp = 1;
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if(rnd()%10000 >= temp) //if ==0, then it doesn't drop
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continue;
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}
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memset(&item,0,sizeof(item));
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item.nameid=mdrop_id[i];
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@ -336,8 +336,16 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
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return range;
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}
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/** Calculates heal value of skill's effect
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* @param src
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* @param target
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* @param skill_id
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* @param skill_lv
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* @param heal
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* @return modified heal value
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*/
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int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
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int skill, hp;
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int skill, hp = 0;
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struct map_session_data *sd = BL_CAST(BL_PC, src);
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struct map_session_data *tsd = BL_CAST(BL_PC, target);
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struct status_change *sc, *tsc;
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@ -11697,11 +11705,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
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val2 += pc_checkskill(sd,DC_DANCINGLESSON);
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}
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break;
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case BA_APPLEIDUN:
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val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
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if(sd)
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val1 += pc_checkskill(sd,BA_MUSICALLESSON);
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break;
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case DC_SERVICEFORYOU:
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//val1: MaxSP percent increase
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val1 = 15+skill_lv+(status->int_/10); //Bonus rate by Dancer's INT
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@ -104,7 +104,7 @@ static unsigned short status_calc_ematk(struct block_list *,struct status_change
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#endif
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static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
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static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
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static unsigned int status_calc_maxhpsp_pc(struct map_session_data *sd, uint8 flag);
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static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
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/**
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* Returns the status change associated with a skill.
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@ -2660,13 +2660,13 @@ static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
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/**
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* Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
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* The calculation needs base_level, battle_status (vit or int), additive modifier, and multiplicative modifier
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* @param sd: Player
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* @param flag: 0=Calculates MaxHP, 1=Calculates MaxSP
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* @return max_hp: value
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* The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
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* @param sd Player
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* @param stat Vit/Int of player as param modifier
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* @param isHP true - calculates Max HP, false - calculated Max SP
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* @return max The max value of HP or SP
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**/
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static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, uint8 flag)
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{
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static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
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double max = 0;
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uint16 idx, level, job_id;
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@ -2676,13 +2676,13 @@ static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, uint8 fl
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idx = pc_class2idx(job_id);
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level = max(sd->status.base_level,1);
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if (flag == 0) { //Calculates MaxHP
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max = job_info[idx].base_hp[level-1] * (1 + (max(sd->battle_status.vit,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
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if (isHP) { //Calculates MaxHP
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max = job_info[idx].base_hp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
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max += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
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max = max * (1 + status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
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}
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else if (flag == 1) { //Calculates MaxSP
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max = job_info[idx].base_sp[level-1] * (1 + (max(sd->battle_status.int_,1) * 0.01));
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else { //Calculates MaxSP
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max = job_info[idx].base_sp[level-1] * (1 + (max(stat,1) * 0.01));
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max += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
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max = max * (1 + status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
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max = (max * ((sd->class_&JOBL_UPPER)?1.25:1)) + 0.5; //Don't have round()
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@ -3176,7 +3176,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
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#endif
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// ----- HP MAX CALCULATION -----
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sd->status.max_hp = status_calc_maxhpsp_pc(sd,0);
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status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
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if(battle_config.hp_rate != 100)
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status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
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@ -3187,7 +3187,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
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status->max_hp = 1;
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// ----- SP MAX CALCULATION -----
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sd->status.max_sp = status_calc_maxhpsp_pc(sd,1);
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status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
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if(battle_config.sp_rate != 100)
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status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
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@ -3925,8 +3925,6 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
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} else
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regen->flag&=~sce->val4; // Remove regen as specified by val4
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}
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if (sc->data[SC_APPLEIDUN])
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regen->rate.hp += sc->data[SC_APPLEIDUN]->val3;
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if (sc->data[SC_EPICLESIS]) {
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regen->rate.hp += sc->data[SC_EPICLESIS]->val3;
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regen->rate.sp += sc->data[SC_EPICLESIS]->val4;
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@ -4283,7 +4281,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
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if(flag&SCB_MAXHP) {
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if( bl->type&BL_PC ) {
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status->max_hp = status_calc_maxhpsp_pc(sd,0);
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status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
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if( status->max_hp > (unsigned int)battle_config.max_hp )
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status->max_hp = (unsigned int)battle_config.max_hp;
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@ -4298,7 +4296,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
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if(flag&SCB_MAXSP) {
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if( bl->type&BL_PC ) {
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status->max_sp = status_calc_maxhpsp_pc(sd,1);
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status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
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if( status->max_sp > (unsigned int)battle_config.max_sp )
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status->max_sp = (unsigned int)battle_config.max_sp;
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@ -9534,15 +9532,10 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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val1 = 1002; // Default poring
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break;
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case SC_APPLEIDUN:
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{
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uint8 i;
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val2 = 5 + (2 * (val1-1)); //HP Rate
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val3 = 30 + (5 * val1); //HP Recovery rate
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if (sd && (i = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
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val2 += i;
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val3 += (5 * i);
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}
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} break;
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val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
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if (sd)
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val2 += pc_checkskill(sd,BA_MUSICALLESSON);
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break;
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case SC_EPICLESIS:
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val2 = 5 * val1; //HP rate bonus
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switch (val1) { //! FIXME, looks so weird!
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