- When Kaizel (or super novice rebirth skill) triggers, you get debuffed now.

- Modified the player_cloak_check_type and monster_cloak_check_type settings. 1 makes it check for walls, 2 makes cloaking NOT end on normal attacks, and 4 makes cloaking NOT end when using skills. The default setting for players is still 1, but for mobs the default has been changed to 4.
- Non-players can now use all skills while hidden.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9109 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-10-31 16:04:06 +00:00
parent 186798af26
commit 4435ff8b9c
8 changed files with 42 additions and 22 deletions

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@ -4,6 +4,14 @@ 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. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/10/31 2006/10/31
* When Kaizel (or super novice rebirth skill) triggers, you get debuffed
now. [Skotlex]
* Modified the player_cloak_check_type and monster_cloak_check_type
settings. 1 makes it check for walls, 2 makes cloaking NOT end on normal
attacks, and 4 makes cloaking NOT end when using skills. The default
setting for players is still 1, but for mobs the default has been changed
to 4. [Skotlex]
* Non-players can now use all skills while hidden. [Skotlex]
* Added a check to prevent adding negative damage to the total accumulated * Added a check to prevent adding negative damage to the total accumulated
damage in mob_damage. It could fix some exploits, even though mob_damage damage in mob_damage. It could fix some exploits, even though mob_damage
should never be invoked with negative damage anyway. [Skotlex] should never be invoked with negative damage anyway. [Skotlex]

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@ -1,5 +1,11 @@
Date Added Date Added
2006/10/31
* Modified the player_cloak_check_type and monster_cloak_check_type
settings. 1 makes it check for walls, 2 makes cloaking NOT end on normal
attacks, and 4 makes cloaking NOT end when using skills. The default
setting for players is still 1, but for mobs the default has been changed
to 4 (skill.conf). [Skotlex]
2006/10/25 2006/10/25
* Added exp-bonus settings exp_bonus_attacker and exp_bonus_max_attacker * Added exp-bonus settings exp_bonus_attacker and exp_bonus_max_attacker
(exp.conf, default to 25 and 12) [Skotlex] (exp.conf, default to 25 and 12) [Skotlex]

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@ -143,15 +143,15 @@ skill_wall_check: yes
// When cloaking, Whether the wall is checked or not. (Note 1) // When cloaking, Whether the wall is checked or not. (Note 1)
// Note: When the skill does not checks for walls, you will always be considered // Note: When the skill does not checks for walls, you will always be considered
// as if you had a wall-next to you (you always get the wall-based speed). // as if you had a wall-next to you (you always get the wall-based speed).
// When "cloaking lasts forever" is set, it means attacking or using skills // Add the settings as required, being hit always uncloaks you.
// won't uncloak you, but being hit does. //
// 0 = doesn't check for walls // 0 = doesn't check for walls
// 1 = it checks for walls // 1 = Check for walls
// 2 = it doesn't checks for walls + your cloaking lasts forever // 2 = Cloaking is not cancelled when attacking.
// 3 = it checks for walls + your cloaking lasts forever // 4 = Cloaking is not cancelled when using skills
player_cloak_check_type: 1 player_cloak_check_type: 1
monster_cloak_check_type: 0 monster_cloak_check_type: 4
// Can't place unlimited land skills at the same time (Note 4) // Can't place unlimited land skills at the same time (Note 4)
land_skill_limit: 1 land_skill_limit: 1

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@ -1594,15 +1594,15 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
{ {
int char_id = 0, flag = 0; int char_id = 0, flag = 0;
if (damage > 0) //Store total damage...
md->tdmg+=damage;
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex]) if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex])
md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp; md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp;
if (battle_config.show_mob_info&3) if (battle_config.show_mob_info&3)
clif_charnameack (0, &md->bl); clif_charnameack (0, &md->bl);
if (damage > 0) //Store total damage...
md->tdmg+=damage;
if (!src) if (!src)
return; return;

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@ -5094,21 +5094,24 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1) if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1)
{ {
j = sd->sc.data[SC_KAIZEL].val1; //Kaizel Lv.
pc_setstand(sd); pc_setstand(sd);
status_change_clear(&sd->bl,0);
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1); clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
if(sd->special_state.restart_full_recover) if(sd->special_state.restart_full_recover)
status_percent_heal(&sd->bl, 100, 100); status_percent_heal(&sd->bl, 100, 100);
else else
status_percent_heal(&sd->bl, 10*sd->sc.data[SC_KAIZEL].val1, 0); status_percent_heal(&sd->bl, 10*j, 0);
clif_resurrection(&sd->bl, 1);
if(battle_config.pc_invincible_time) if(battle_config.pc_invincible_time)
pc_setinvincibletimer(sd, battle_config.pc_invincible_time); pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,10,skill_get_time2(SL_KAIZEL,sd->sc.data[SC_KAIZEL].val1)); sc_start(&sd->bl,SkillStatusChangeTable(PR_KYRIE),100,10,skill_get_time2(SL_KAIZEL,j));
status_change_end(&sd->bl,SC_KAIZEL,-1);
return 0; return 0;
} }
if (sd->state.snovice_flag == 4) if (sd->state.snovice_flag == 4)
{ {
pc_setstand(sd); pc_setstand(sd);
status_change_clear(&sd->bl,0);
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1); clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
status_percent_heal(&sd->bl, 100, 100); status_percent_heal(&sd->bl, 100, 100);
clif_resurrection(&sd->bl, 1); clif_resurrection(&sd->bl, 1);

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@ -4940,9 +4940,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break; break;
case NPC_INVISIBLE: case NPC_INVISIBLE:
//Have val4 passed as 2 is for "infinite cloak". //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
clif_skill_nodamage(src,bl,skillid,skilllv, clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,0,0,2,skill_get_time(skillid,skilllv))); sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
break; break;
case NPC_SIEGEMODE: case NPC_SIEGEMODE:

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@ -1046,7 +1046,9 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
case NJ_KIRIKAGE: case NJ_KIRIKAGE:
break; break;
default: default:
return 0; //Non players can use all skills while hidden.
if (!skill_num || src->type == BL_PC)
return 0;
} }
if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK) if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
return 0; return 0;
@ -5047,7 +5049,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
if (map_flag_gvg(bl->m)) val4 *= 5; if (map_flag_gvg(bl->m)) val4 *= 5;
break; break;
case SC_CLOAKING: case SC_CLOAKING:
if (!sd) //Monsters should be able to walk no penalties. [Skotlex] if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
val1 = 10; val1 = 10;
val2 = tick>0?tick:60000; //SP consumption rate. val2 = tick>0?tick:60000; //SP consumption rate.
val3 = 0; val3 = 0;
@ -5057,11 +5059,12 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val3+= 70+val1*3; //Speed adjustment without a wall. val3+= 70+val1*3; //Speed adjustment without a wall.
//With a wall, it is val3 +25. //With a wall, it is val3 +25.
//val4&1 signals the presence of a wall. //val4&1 signals the presence of a wall.
//val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex] //val4&2 makes cloak not end on normal attacks [Skotlex]
//val4&4 makes cloak not end on using skills
if (bl->type == BL_PC) //Standard cloaking. if (bl->type == BL_PC) //Standard cloaking.
val4 |= battle_config.pc_cloak_check_type&3; val4 |= battle_config.pc_cloak_check_type&7;
else else
val4 |= battle_config.monster_cloak_check_type&3; val4 |= battle_config.monster_cloak_check_type&7;
break; break;
case SC_SIGHT: /* ƒTƒCƒg/ƒƒAƒt */ case SC_SIGHT: /* ƒTƒCƒg/ƒƒAƒt */
case SC_RUWACH: case SC_RUWACH:

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@ -970,7 +970,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int
ud->skilllv = skill_lv; ud->skilllv = skill_lv;
if(sc && sc->data[SC_CLOAKING].timer != -1 && if(sc && sc->data[SC_CLOAKING].timer != -1 &&
!(sc->data[SC_CLOAKING].val4&2) && skill_num != AS_CLOAKING) !(sc->data[SC_CLOAKING].val4&4) && skill_num != AS_CLOAKING)
status_change_end(src,SC_CLOAKING,-1); status_change_end(src,SC_CLOAKING,-1);
if(casttime > 0) { if(casttime > 0) {
@ -1063,7 +1063,7 @@ int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int sk
ud->skilltarget = 0; ud->skilltarget = 0;
if (sc && sc->data[SC_CLOAKING].timer != -1 && if (sc && sc->data[SC_CLOAKING].timer != -1 &&
!(sc->data[SC_CLOAKING].val4&2)) !(sc->data[SC_CLOAKING].val4&4))
status_change_end(src,SC_CLOAKING,-1); status_change_end(src,SC_CLOAKING,-1);
if(casttime > 0) { if(casttime > 0) {