- Changed Greed Scroll's type to 11 (all itemskill items should use this)
- Ignore %MDef bonuses now only reduce target's base MDEF, not MDEF2. - Updated the 'skills that cause no damage are blocked now if the skill element is blocked by the target' to only apply if the skill has a status change associated (fixes Resurrection/Heal being blocked). - Reverted the opt_flag2 change in status_change_start (clif_changeoption2) since it never served its purpose. - Added a warning to prevent loading mobs with IDs that belong to the clone range. - Changed MAX_MOB_DB to 3000, updated the definitions of the clone range defines so they are updated automatically with the change of MAX_MOB_DB. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11287 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,12 @@ 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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2007/09/24
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* Ignore %MDef bonuses now only reduce target's base MDEF, not MDEF2.
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* Updated the 'skills that cause no damage are blocked now if the skill
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element is blocked by the target' to only apply if the skill has a status
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change associated (fixes Resurrection/Heal being blocked).
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* Added a warning to prevent loading mobs with IDs that belong to the clone
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range. [Skotlex]
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* Limited manual detection of data truncation to string/enum/blob columns.
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* Renamed conf-tmpl to conf. [FlavioJS]
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2007/09/23
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@ -28,6 +28,8 @@
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=======================
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09/24
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* Changed Greed Scroll's type to 11 (all itemskill items should use this)
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[Skotlex]
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* Fixed Lever Action Rifle thanks to Cort [Playtester]
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09/23
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* Fixed some "official bugs" [Playtester]
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@ -3769,7 +3769,7 @@
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14526,Oriental_Pastry,Oriental Pastry,0,,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_MATKPOTION,180000,10; },{},{}
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14527,Dungeon_Teleport_Scroll,Dungeon Teleport Scroll,2,,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc "F_CashDungeon"; },{},{}
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14528,PVP_Mobile_Scroll,PVP Mobile Scroll,2,,10,10,,,,,0xFFFFFFFF,7,2,,,,,,{},{},{}
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14529,Greed_Scroll,Greed Scroll,2,,10,10,,,,,0xFFFFFFFF,7,2,,,,,,{ itemskill 1013,1; },{},{}
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14529,Greed_Scroll,Greed Scroll,11,,10,10,,,,,0xFFFFFFFF,7,2,,,,,,{ itemskill 1013,1; },{},{}
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14530,Evasion_Scroll,Evasion Scroll,2,,10,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_INCFLEE,1800000,30; },{},{}
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14531,Concentration_Power_Scroll,Concentration Power Scroll,2,,10,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_INCHIT,1800000,30; },{},{}
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//14532,±âÃÊ_Field_Manual,±âÃÊ_Field_Manual,2,,10,10,,,,,0xFFFFFFFF,7,2,,,,,,{},{},{}
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@ -2340,7 +2340,7 @@ struct Damage battle_calc_magic_attack(
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{
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if (i > 100) i = 100;
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mdef -= mdef * i/100;
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mdef2-= mdef2* i/100;
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//mdef2-= mdef2* i/100;
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}
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}
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if(battle_config.magic_defense_type)
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@ -3239,6 +3239,11 @@ static bool mob_parse_dbrow(char** str)
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return false;
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}
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if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END) {
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ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player clones. Please increase MAX_MOB_DB (%d)\n", MAX_MOB_DB);
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return false;
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}
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if (mob_db_data[class_] == NULL)
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mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
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@ -13,7 +13,8 @@
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// Change this to increase the table size in your mob_db to accomodate a larger mob database.
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// Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes.
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#define MAX_MOB_DB 10000
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// Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000
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#define MAX_MOB_DB 3000
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//The number of drops all mobs have and the max drop-slot that the steal skill will attempt to steal from.
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#define MAX_MOB_DROP 10
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@ -28,8 +29,8 @@
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#define MOB_SLAVEDISTANCE 2
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// These define the range of available IDs for clones. [Valaris]
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#define MOB_CLONE_START 9001
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#define MOB_CLONE_END 10000
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#define MOB_CLONE_START (MAX_MOB_DB-999)
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#define MOB_CLONE_END MAX_MOB_DB
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// Scripted Mob AI Constants
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#define CALLBACK_NPCCLICK 0x100
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@ -215,7 +215,7 @@ int pet_sc_check(struct map_session_data *sd, int type)
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if( pd == NULL
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|| (battle_config.pet_equip_required && pd->pet.equip == 0)
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|| pd->recovery == NULL
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|| pd->recovery == NULL
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|| pd->recovery->timer != -1
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|| pd->recovery->type != type )
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return 1;
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@ -3417,7 +3417,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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struct status_change *tsc;
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struct mob_data *md = NULL;
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struct mob_data *dstmd = NULL;
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int i,type=-1;
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int i,type;
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if(skillid > 0 && skilllv <= 0) return 0; // celest
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@ -3445,16 +3445,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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return 1;
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if(status_isdead(src))
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return 1;
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if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
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return 1;
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tstatus = status_get_status_data(bl);
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sstatus = status_get_status_data(src);
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if(src!=bl && (i = skill_get_pl(skillid, skilllv)) > ELE_NEUTRAL &&
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battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
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return 1; //Skills with an element should be blocked if the target element absorbs it.
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//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
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switch (skillid) {
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case HLIF_HEAL: //[orn]
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@ -3483,11 +3480,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
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}
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if (skillid > 0)
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type = SkillStatusChangeTable(skillid);
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type = SkillStatusChangeTable(skillid);
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tsc = status_get_sc(bl);
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if (src!=bl && type > -1 &&
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(i = skill_get_pl(skillid, skilllv)) > ELE_NEUTRAL &&
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battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
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return 1; //Skills that cause an status should be blocked if the target element blocks its element.
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map_freeblock_lock();
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switch(skillid)
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{
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@ -5900,18 +5900,18 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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case SC_SPEARQUICKEN:
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case SC_CONCENTRATION:
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sc->opt3 |= 0x1;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_MAXOVERTHRUST:
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case SC_OVERTHRUST:
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case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
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sc->opt3 |= 0x2;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_ENERGYCOAT:
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case SC_SKE:
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sc->opt3 |= 0x4;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_INCATKRATE:
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//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
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@ -5921,39 +5921,39 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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}
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case SC_EXPLOSIONSPIRITS:
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sc->opt3 |= 0x8;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_STEELBODY:
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case SC_SKA:
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sc->opt3 |= 0x10;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_BLADESTOP:
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sc->opt3 |= 0x20;
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opt_flag = 2;
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opt_flag = 0;
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break;
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//0x40 missing?
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case SC_BERSERK:
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sc->opt3 |= 0x80;
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opt_flag = 2;
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opt_flag = 0;
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break;
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//0x100, 0x200 missing?
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case SC_MARIONETTE:
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case SC_MARIONETTE2:
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sc->opt3 |= 0x400;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_ASSUMPTIO:
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sc->opt3 |= 0x800;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_WARM: //SG skills [Komurka]
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sc->opt3 |= 0x1000;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_KAITE:
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sc->opt3 |= 0x2000;
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opt_flag = 2;
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opt_flag = 0;
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break;
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//OPTION
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case SC_HIDING:
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@ -5989,12 +5989,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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//On Aegis, when turning on a status change, first goes the option packet,
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// then the sc packet.
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if(opt_flag) {
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if (opt_flag == 2)
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clif_changeoption2(bl);
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else
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clif_changeoption(bl);
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}
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if(opt_flag)
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clif_changeoption(bl);
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if (calc_flag&SCB_DYE)
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{ //Reset DYE color
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@ -6412,15 +6408,15 @@ int status_change_end( struct block_list* bl , int type,int tid )
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case SC_HIDING:
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sc->option &= ~OPTION_HIDE;
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opt_flag|= 8|4; //Check for warp trigger + AoE trigger
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opt_flag|= 2|4; //Check for warp trigger + AoE trigger
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break;
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case SC_CLOAKING:
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sc->option &= ~OPTION_CLOAK;
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opt_flag|= 8;
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opt_flag|= 2;
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break;
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case SC_CHASEWALK:
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sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
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opt_flag|= 8;
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opt_flag|= 2;
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break;
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case SC_SIGHT:
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sc->option &= ~OPTION_SIGHT;
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@ -6446,55 +6442,55 @@ int status_change_end( struct block_list* bl , int type,int tid )
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case SC_SPEARQUICKEN:
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case SC_CONCENTRATION:
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sc->opt3 &= ~0x1;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_OVERTHRUST:
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case SC_MAXOVERTHRUST:
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case SC_SWOO:
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sc->opt3 &= ~0x2;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_ENERGYCOAT:
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case SC_SKE:
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sc->opt3 &= ~0x4;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_INCATKRATE: //Simulated Explosion spirits effect.
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if (bl->type != BL_MOB)
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break;
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case SC_EXPLOSIONSPIRITS:
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sc->opt3 &= ~0x8;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_STEELBODY:
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case SC_SKA:
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sc->opt3 &= ~0x10;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_BLADESTOP:
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sc->opt3 &= ~0x20;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_BERSERK:
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sc->opt3 &= ~0x80;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_MARIONETTE:
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case SC_MARIONETTE2:
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sc->opt3 &= ~0x400;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_ASSUMPTIO:
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sc->opt3 &= ~0x800;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_WARM: //SG skills [Komurka]
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sc->opt3 &= ~0x1000;
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opt_flag = 2;
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opt_flag = 0;
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break;
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case SC_KAITE:
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sc->opt3 &= ~0x2000;
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opt_flag = 2;
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opt_flag = 0;
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break;
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default:
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opt_flag = 0;
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@ -6513,12 +6509,8 @@ int status_change_end( struct block_list* bl , int type,int tid )
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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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if (opt_flag & 2)
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clif_changeoption2(bl);
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else
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clif_changeoption(bl);
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}
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if(opt_flag)
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clif_changeoption(bl);
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if (calc_flag)
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status_calc_bl(bl,calc_flag);
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@ -6526,7 +6518,7 @@ int status_change_end( struct block_list* bl , int type,int tid )
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if(opt_flag&4) //Out of hiding, invoke on place.
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skill_unit_move(bl,gettick(),1);
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if(opt_flag&8 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
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if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
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npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
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return 1;
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