- Fixed the item group bonus not working.
- Removed unnecessary member id from the item group structure. - Fixed songs/dances always being considered overlapped with themselves. - Added some additional song/dance overlap code that should correctly change the effect of songs/dances when they overlap. - Added a check so that the status-change packet is always send to self when the inflicted char is a player disguised. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8242 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,13 @@ 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.
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2006/08/10
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* Fixed the item group bonus not working. [Skotlex]
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* Fixed songs/dances always being considered overlapped with themselves.
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[Skotlex]
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* Added some additional song/dance overlap code that should correctly
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change the effect of songs/dances when they overlap. [Skotlex]
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* Added a check so that the status-change packet is always send to self
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when the inflicted char is a player disguised. [Skotlex]
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* Code cleanup on homunc, they stay in memory until player disconnect or
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homunc destruction [Toms]
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* Corrected Advanced Jobs HP bonus from 30% -> 25% [Skotlex]
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@ -123,7 +123,7 @@ int itemdb_group_bonus(struct map_session_data *sd, int itemid)
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if (!sd->itemgrouphealrate[i])
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continue;
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for (j=0; j < itemgroup_db[i].qty; j++) {
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if (itemgroup_db[i].id[j] == itemid)
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if (itemgroup_db[i].nameid[j] == itemid)
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{
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bonus += sd->itemgrouphealrate[i];
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continue;
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@ -82,7 +82,6 @@ struct item_data {
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struct item_group {
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int nameid[MAX_RANDITEM];
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int qty; //Counts amount of items in the group.
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int id[30]; // 120 bytes
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};
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struct item_data* itemdb_searchname(const char *name);
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102
src/map/skill.c
102
src/map/skill.c
@ -6451,7 +6451,9 @@ static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
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struct skill_unit *target = (struct skill_unit*)bl,
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*src = va_arg(ap, struct skill_unit*);
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int flag = va_arg(ap, int);
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if (!target || !target->group || !(target->group->state.song_dance&0x1))
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if (src == target)
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return 0;
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if (!target->group || !(target->group->state.song_dance&0x1))
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return 0;
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if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
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return 0;
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@ -6984,18 +6986,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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}
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type = SkillStatusChangeTable(sg->skill_id);
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skillid = sg->skill_id;
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if (sg->state.song_dance&0x1 && src->val2&UF_ENSEMBLE)
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{ //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
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//Values will be restored on proper switch case.
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src->val1 = sg->unit_id;
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if (src->val2&UF_SONG) {
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sg->unit_id = UNT_DISSONANCE;
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sg->skill_id = BA_DISSONANCE;
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} else {
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sg->unit_id = UNT_UGLYDANCE;
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sg->skill_id = DC_UGLYDANCE;
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}
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}
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if (sg->interval == -1) {
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switch (sg->unit_id) {
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@ -7196,22 +7186,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
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if (ss->id != bl->id)
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skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
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if (sg->state.song_dance&0x1 && src->val2&UF_ENSEMBLE)
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{ //Restore values.
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sg->skill_id = skillid;
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sg->unit_id = src->val1;
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src->val1 = DC_UGLYDANCE;
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}
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break;
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case UNT_DISSONANCE:
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skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
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if (sg->state.song_dance&0x1 && src->val2&UF_ENSEMBLE)
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{ //Restore values.
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sg->skill_id = skillid;
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sg->unit_id = src->val1;
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src->val1 = BA_DISSONANCE;
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}
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break;
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case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
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@ -7502,7 +7480,7 @@ int skill_unit_effect (struct block_list *bl, va_list ap)
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{
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struct skill_unit *unit;
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struct skill_unit_group *group;
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int flag,skill_id;
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int flag,unit_id,skill_id;
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unsigned int tick;
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unit=va_arg(ap,struct skill_unit*);
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@ -7524,11 +7502,36 @@ int skill_unit_effect (struct block_list *bl, va_list ap)
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skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
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return 0;
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}
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if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
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{ //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
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//Values will be restored on proper switch case.
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flag|=64; //Signal to remember to restore it.
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unit_id = group->unit_id;
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unit->val1 = group->skill_id;
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if (unit->val2&UF_SONG) {
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group->unit_id = UNT_DISSONANCE;
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group->skill_id = BA_DISSONANCE;
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} else {
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group->unit_id = UNT_UGLYDANCE;
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group->skill_id = DC_UGLYDANCE;
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}
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}
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if (flag&1)
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skill_unit_onplace(unit,bl,tick);
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else
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skill_unit_onout(unit,bl,tick);
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if (flag&64)
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{ //TODO: Normally, this is dangerous since the unit and group could be freed
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//inside the onout/onplace functions. Currently it is safe because we know song/dance
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//cells do not get deleted within them. [Skotlex]
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skill_id = group->skill_id;
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group->unit_id = unit_id;
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group->skill_id = unit->val1;
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}
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if (flag&4) skill_unit_onleft(skill_id, bl, tick);
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return 0;
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}
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@ -9889,8 +9892,6 @@ int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
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struct skill_unit_group *group;
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unsigned int tick;
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nullpo_retr(0, bl);
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nullpo_retr(0, ap);
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unit = va_arg(ap,struct skill_unit *);
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tick = va_arg(ap,unsigned int);
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@ -9906,7 +9907,23 @@ int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
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if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
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return 0;
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skill_unit_onplace_timer(unit,bl,tick);
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if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
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{ //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
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//Values will be restored on proper switch case.
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int id = group->unit_id;
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unit->val1 = group->skill_id;
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if (unit->val2&UF_SONG) {
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group->unit_id = UNT_DISSONANCE;
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group->skill_id = BA_DISSONANCE;
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} else {
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group->unit_id = UNT_UGLYDANCE;
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group->skill_id = DC_UGLYDANCE;
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}
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skill_unit_onplace_timer(unit,bl,tick);
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group->unit_id = id;
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group->skill_id = unit->val1;
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} else
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skill_unit_onplace_timer(unit,bl,tick);
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return 0;
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}
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@ -10024,7 +10041,7 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap)
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struct skill_unit_group *group;
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struct block_list *target;
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unsigned int tick,flag,result;
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int skill_id;
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int skill_id,unit_id;
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target=va_arg(ap,struct block_list*);
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tick = va_arg(ap,unsigned int);
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@ -10068,6 +10085,21 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap)
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return 0;
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}
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if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
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{ //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
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//Values will be restored on proper switch case.
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flag|=64; //Signal to remember to restore it.
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unit_id = group->unit_id;
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unit->val1 = group->skill_id;
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if (unit->val2&UF_SONG) {
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group->unit_id = UNT_DISSONANCE;
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group->skill_id = BA_DISSONANCE;
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} else {
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group->unit_id = UNT_UGLYDANCE;
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group->skill_id = DC_UGLYDANCE;
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}
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}
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if (flag&1)
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{
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result = skill_unit_onplace(unit,target,tick);
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@ -10085,6 +10117,16 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap)
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if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
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skill_unit_temp[skill_unit_index++] = result;
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}
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if (flag&64)
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{ //TODO: Normally, this is dangerous since the unit and group could be freed
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//inside the onout/onplace functions. Currently it is safe because we know song/dance
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//cells do not get deleted within them. [Skotlex]
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skill_id = group->skill_id;
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group->unit_id = unit_id;
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group->skill_id = unit->val1;
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}
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if (flag&4)
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skill_unit_onleft(skill_id,target,tick);
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return 1;
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@ -5578,6 +5578,9 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
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clif_status_change(bl,StatusIconChangeTable[type],1);
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else if (sd) //Send packet to self otherwise (disguised player?)
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clif_status_load(bl,StatusIconChangeTable[type],1);
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(sc->count)++;
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sc->data[type].val1 = val1;
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@ -6062,6 +6065,8 @@ int status_change_end( struct block_list* bl , int type,int tid )
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//On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
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if (vd && pcdb_checkid(vd->class_))
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clif_status_change(bl,StatusIconChangeTable[type],0);
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else if (sd)
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clif_status_load(bl,StatusIconChangeTable[type],0);
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if(opt_flag)
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clif_changeoption(bl);
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