diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index dd723bf306..a9e82477b2 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. 2006/05/04 + * Some clean-ups in the mob_ai [Skotlex] * Improved atcommand autoloot, now displays droprate in percents and notices player if autoloot is already on or off. Also simplified the code [Harbin, Kain], commited by erKURITA diff --git a/src/map/mob.c b/src/map/mob.c index 9f52cbf7bc..46129cd358 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -792,7 +792,7 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) switch (bl->type) { case BL_PC: - if (((struct map_session_data*)bl)->state.gangsterparadise && + if (((TBL_PC*)bl)->state.gangsterparadise && !(status_get_mode(&md->bl)&MD_BOSS)) return 0; //Gangster paradise protection. case BL_MOB: @@ -1038,7 +1038,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) int dist; int mode; int search_size; - int view_range, can_move, can_walk; + int view_range, can_move; md = (struct mob_data*)bl; tick = va_arg(ap, unsigned int); @@ -1068,8 +1068,6 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) can_move = (mode&MD_CANMOVE)&&unit_can_move(&md->bl); //Since can_move is false when you are casting or the damage-delay kicks in, some special considerations - //must be taken to avoid unlocking the target or triggering rude-attacked skills in said cases. [Skotlex] - can_walk = DIFF_TICK(tick, md->ud.canmove_tick) > 0; if (md->target_id) { //Check validity of current target. [Skotlex] @@ -1079,7 +1077,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) (md->ud.walktimer != -1 && !check_distance_bl(&md->bl, tbl, md->min_chase)) || ( tbl->type == BL_PC && !(mode&MD_BOSS) && - ((struct map_session_data*)tbl)->state.gangsterparadise + ((TBL_PC*)tbl)->state.gangsterparadise )) { //Unlock current target. if (battle_config.mob_ai&8) //Inmediately stop chasing. mob_stop_walking(md,1); @@ -1184,6 +1182,10 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) mob_unlocktarget(md,tick); return 0; } + + if (!can_move) //Stuck. Wait before walking. + return 0; + md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH; if (md->ud.walktimer != -1 && md->ud.target == tbl->id && ( @@ -1222,7 +1224,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) mob_unlocktarget(md,tick); return 0; } - if (!can_move) // 動けない状態にある + if (!can_move) //Stuck. Wait before walking. return 0; md->state.skillstate = MSS_LOOT; // ルート時スキル使用 if (!unit_walktobl(&md->bl, tbl, 0, 1)) diff --git a/src/map/skill.c b/src/map/skill.c index edf39a2c9a..ac9dbcea78 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -4340,12 +4340,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10); } clif_skill_nodamage(src,bl,skillid,skilllv,1); - if(dstmd){ - dstmd->attacked_id=0; - dstmd->target_id=0; - dstmd->state.skillstate=MSS_IDLE; - dstmd->next_walktime=tick+rand()%3000+3000; - } + if(dstmd) + mob_unlocktarget(dstmd,tick); break; case WZ_ESTIMATION: /* モンスタ??報 */ diff --git a/src/map/unit.c b/src/map/unit.c index 227e2bd43d..d7613cc022 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -562,7 +562,6 @@ int unit_stop_walking(struct block_list *bl,int type) unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos); } -// if(md) { md->state.skillstate = MSS_IDLE; } if(type&0x01) clif_fixpos(bl);