* Updated Bleeding effect

* Removed some unused code for Graffiti

git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@1147 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
celest 2005-02-21 08:23:38 +00:00
parent 3b4e925885
commit 1d89c23b3c
8 changed files with 65 additions and 84 deletions

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@ -1,5 +1,9 @@
Date Added
02/21
* Updated Bleeding effect [celest]
* Removed some unused code for Graffiti [celest]
02/20
* Char SQL: Rewrote/Fixed the castle save function, now the sql version saves castles! [Sirius]
* Fixed the /mm /mapmove command access bug [Sirius]

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@ -271,7 +271,7 @@ SC_Curse 133
SC_Silence 134
SC_Confusion 135
SC_Blind 136
SC_Bleeding 137
SC_Bleeding 124
SC_SpeedPot0 37
SC_SpeedPot1 38
SC_SpeedPot2 39

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@ -229,7 +229,7 @@
365,300,300,0,0 //HW_MAGICCRASHER
366,700,0,30000,0 //HW_MAGICPOWER#魔法力増幅#
367,2000:2500:3000:3500:4000,2000:3000:4000:5000:6000,0,0 //PA_PRESSURE
367,2000:2500:3000:3500:4000,2000:3000:4000:5000:6000,0,2000:3000:4000:5000:6000 //PA_PRESSURE
369,0,0,100000,0 //PA_GOSPEL#ゴスペル#
370,0,300,0,0 //CH_PALMSTRIKE
371,0,0,0,2000:4000:6000:8000:10000 //CH_TIGERFIST#伏虎拳#

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@ -2811,9 +2811,10 @@ int mob_class_change(struct mob_data *md,int *value)
*/
int mob_heal(struct mob_data *md,int heal)
{
int max_hp = status_get_max_hp(&md->bl);
int max_hp;
nullpo_retr(0, md);
max_hp = status_get_max_hp(&md->bl);
md->hp += heal;
if( max_hp < md->hp )

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@ -6538,7 +6538,8 @@ static int pc_natural_heal_sp(struct map_session_data *sd)
nullpo_retr(0, sd);
if (sd->sc_count && (sd->sc_data[SC_TRICKDEAD].timer != -1 || // Modified by RoVeRT
sd->sc_data[SC_BERSERK].timer != -1))
sd->sc_data[SC_BERSERK].timer != -1 ||
sd->sc_data[SC_BLEEDING].timer != -1))
return 0;
if (sd->no_regen & 2)

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@ -1019,7 +1019,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
{//?件が良く分からないので適?に
int race=status_get_race(bl);
if( !(battle_check_undead(race,status_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 )
status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
}
break;
case LK_JOINTBEAT: /* ジョイントビ?ト */

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@ -241,7 +241,7 @@ int SkillStatusChangeTable[]={ /* status.h
SC_MOONLIT,
SC_MARIONETTE,
-1,
SC_HEADCRUSH,
SC_BLEEDING,
SC_JOINTBEAT,
/* 400 */
-1,-1,
@ -3072,14 +3072,10 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
return 0;
if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
if(type == SC_GRAFFITI){ //異常中にもう一度?態異常になった時に解除してから再度かかる
status_change_end(bl,type,-1);
} else {
(*sc_count)--;
delete_timer(sc_data[type].timer, status_change_timer);
sc_data[type].timer = -1;
}
}
switch(type){ /* 異常の種類ごとの?理 */
case SC_PROVOKE: /* プロボック */
@ -3648,7 +3644,7 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
case SC_AURABLADE: /* オ?ラブレ?ド */
case SC_PARRYING: /* パリイング */
// case SC_ASSUMPTIO: /* */
case SC_HEADCRUSH: /* ヘッドクラッシュ */
// case SC_HEADCRUSH: /* 僿僢僪僋儔僢僔儏 */
// case SC_JOINTBEAT: /* ジョイントビ?ト */
// case SC_MARIONETTE: /* マリオネットコントロ?ル */
@ -3764,14 +3760,6 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
val2 = 3; //3回詠唱を1/3にする
break;
case SC_GRAFFITI: /* グラフィティ */
{
struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
if(sg)
val4 = (int)sg;
}
break;
case SC_SPLASHER: /* ベナムスプラッシャ? */
break;
@ -3783,6 +3771,18 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
case SC_PRESERVE:
break;
case SC_BLEEDING:
{
// every 1 vit deducts 1 second
val3 = tick - status_get_vit(bl) * 1000;
// minimum 50 seconds
if (val3 < 50000)
val3 = 50000;
val4 = 10000;
tick = 1000;
}
break;
case SC_SLOWDOWN:
case SC_SPEEDUP0:
calc_flag = 1;
@ -4073,13 +4073,6 @@ int status_change_end( struct block_list* bl , int type,int tid )
}
calc_flag = 1;
break;
case SC_GRAFFITI:
{
struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id
if(sg)
skill_delunitgroup(sg);
}
break;
case SC_NOCHAT: //チャット禁止?態
{
struct map_session_data *sd=NULL;
@ -4470,9 +4463,9 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
if( (--sc_data[type].val3) > 0) {
int hp = status_get_max_hp(bl);
if(status_get_hp(bl) > hp>>2) {
if(bl->type == BL_PC) {
if(sd) {
hp = 3 + hp*3/200;
pc_heal((struct map_session_data *)bl,-hp,0);
pc_heal(sd,-hp,0);
}
else if(bl->type == BL_MOB) {
struct mob_data *md;
@ -4526,22 +4519,28 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
}
break;
case SC_HEADCRUSH: // temporary damage [celest]
// case SC_BLEEDING:
if((--sc_data[type].val3) > 0) {
int hp = status_get_max_hp(bl);
case SC_BLEEDING: // [celest]
// i hope i haven't interpreted it wrong.. which i might ^^;
// Source:
// - 10酴<30><E985B4><EFBFBD>HP<48>术岽
// - 躞<><E8BA9E><EFBFBD><EFBFBD><EFBFBD>?<3F>旃匝<E69783><E58C9D><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?妄<><EFBFBD><E5B392><EFBFBD>
if((sc_data[type].val3 -= 1000) > 0) {
if((sc_data[type].val4 -= 1000) > 0) {
int hp = rand()%300+400;
if(sd) {
hp = 3 + hp*3/200;
pc_heal(sd,-hp,0);
sd->canmove_tick = tick+1000;
}
else if(bl->type == BL_MOB) {
struct mob_data *md;
nullpo_retr(0, md=(struct mob_data *)bl);
/*if((md=((struct mob_data *)bl)) == NULL)
break;*/
hp = 3 + hp/200;
md->hp -= hp;
}
}
if (sd) {
sd->canact_tick = tick+1000;
}
sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
}
break;

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@ -37,6 +37,8 @@ enum { // struct map_session_data
SC_TRICKDEAD = 29,
SC_LOUD = 30,
SC_ENERGYCOAT = 31,
SC_BROKNARMOR = 32,
SC_BROKNWEAPON = 33,
SC_HALLUCINATION = 34,
SC_WEIGHT50 = 35,
SC_WEIGHT90 = 36,
@ -44,7 +46,9 @@ enum { // struct map_session_data
SC_SPEEDPOTION1 = 38,
SC_SPEEDPOTION2 = 39,
SC_SPEEDPOTION3 = 40,
//-- 40-50
SC_SPEEDUP0 = 41, // for skill speedup
SC_SPEEDUP1 = 42, // for skill speedup
//-- 43-50
SC_STRIPWEAPON = 50,
SC_STRIPSHIELD = 51,
SC_STRIPARMOR = 52,
@ -78,7 +82,7 @@ enum { // struct map_session_data
SC_ASSUMPTIO = 110, /* アシャンプティオ */
//-- 111, 112
SC_MAGICPOWER = 113, /* 魔法力?幅 */
//-- 114
SC_EDP = 114, /* エフェクトが判明したら移動 */
SC_TRUESIGHT = 115, /* トゥル?サイト */
SC_WINDWALK = 116, /* ウインドウォ?ク */
SC_MELTDOWN = 117, /* メルトダウン */
@ -86,8 +90,9 @@ enum { // struct map_session_data
//-- 119
SC_REJECTSWORD = 120, /* リジェクトソ?ド */
SC_MARIONETTE = 121, /* マリオネットコントロ?ル */
//-- 122, 123
SC_HEADCRUSH = 124, /* ヘッドクラッシュ */
SC_MARIONETTE2 = 122, // Marionette target
//-- 123
SC_BLEEDING = 124, /* ヘッドクラッシュ */
SC_JOINTBEAT = 125, /* ジョイントビ?ト */
//-- 126, 127
@ -103,7 +108,7 @@ enum { // struct map_session_data
SC_CONFUSION = 135,
SC_BLIND = 136,
SC_DIVINA = SC_SILENCE,
//-- 137-139
SC_SAFETYWALL = 140,
SC_PNEUMA = 141,
SC_WATERBALL = 142,
@ -111,7 +116,7 @@ enum { // struct map_session_data
SC_DANCING = 144,
SC_KEEPING = 145,
SC_BARRIER = 146,
//-- 147,148
SC_MAGICROD = 149,
SC_SIGHT = 150,
SC_RUWACH = 151,
@ -122,8 +127,7 @@ enum { // struct map_session_data
SC_BLADESTOP_WAIT = 156,
SC_BLADESTOP = 157,
SC_EXTREMITYFIST = 158,
SC_GRAFFITI = 159,
//-- 159
SC_LULLABY =160,
SC_RICHMANKIM =161,
SC_ETERNALCHAOS =162,
@ -143,7 +147,6 @@ enum { // struct map_session_data
SC_FORTUNE =176,
SC_SERVICE4U =177,
SC_SPIDERWEB =180, /* スパイダ?ウェッブ */
// SC_EDP // moved
SC_SACRIFICE =184, /* サクリファイス */
SC_WEDDING =187, //結婚用(結婚衣裳になって?くのが?いとか)
SC_NOCHAT =188, //赤エモ?態
@ -153,16 +156,11 @@ enum { // struct map_session_data
SC_DPOISON =198, /* 猛毒 */
// Used by English Team
SC_BROKNARMOR =32,
SC_BROKNWEAPON =33,
SC_SPEEDUP0 =41, // for skill speedup
SC_SPEEDUP1 =42, // for skill speedup
SC_SLOWDOWN =45, // for skill slowdown
SC_AUTOBERSERK =46,
SC_SIGHTTRASHER =73,
SC_BASILICA =102, // temporarily use this before an actual id is found [celest]
SC_EDP =114, /* エフェクトが判明したら移動 */
SC_MARIONETTE2 =122, // Marionette target
SC_ENSEMBLE =159,
SC_FOGWALL =178,
SC_GOSPEL =179,
@ -177,28 +175,6 @@ enum { // struct map_session_data
SC_ADAPTATION =194,
SC_CHASEWALK =195,
SC_REGENERATION =196,
// [Celest]
SC_BLEEDING = 124, // Temporarily same id as headcrush
// -- testing various SC effects
// SC_AURABLADE =81,
// SC_CONCENTRATION =83,
// SC_TENSIONRELAX =84,
// SC_BERSERK =85,
// SC_CALLSPIRITS =100,
// SC_PARRYING =100,
// SC_FREECAST =101,
// SC_ABSORBSPIRIT =102,
// SC_ASSUMPTIO =114,
// SC_SHARPSHOOT =127,
// SC_GANGSTER =184,
// SC_CANNIBALIZE =186,
// SC_SPHEREMINE =187,
// SC_METEOSTORM =189,
// SC_CASTCANCEL =190,
// SC_SPIDERWEB =191,
};
extern int SkillStatusChangeTable[];