- Corrected implementation of Gangster Paradise to just prevent mobs from targetting you.
- Likely fixed Close Confine not unlocking the target when you move/are moved. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5343 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -5,6 +5,10 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/02/20
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* Corrected the implementation of Gangster's Paradise to work as it should.
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[Skotlex]
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* Fixed Close-confine not properly ending on a knockback (that includes
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backsliding) [Skotlex]
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* Changed MAX_RANDITEM from 2000 to 10000 to fit new databases [Komurka]
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* Fixed Taekwon stances not triggering. [Skotlex]
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* Added atcommand @exp [Skotlex]
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@ -490,6 +490,7 @@ int map_delblock_sub (struct block_list *bl, int flag)
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*/
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int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick) {
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int x0 = bl->x, y0 = bl->y;
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struct status_change *sc = NULL;
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int moveblock = ( x0/BLOCK_SIZE != x1/BLOCK_SIZE || y0/BLOCK_SIZE != y1/BLOCK_SIZE);
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if (!bl->prev) {
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@ -499,8 +500,16 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick) {
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return 0;
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}
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//TODO: Perhaps some outs of bounds checking should be placed here?
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if (bl->type&BL_CHAR)
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if (bl->type&BL_CHAR) {
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skill_unit_move(bl,tick,2);
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sc = status_get_sc(bl);
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if (sc && sc->count) {
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if (sc->data[SC_CLOSECONFINE].timer != -1)
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status_change_end(bl, SC_CLOSECONFINE, -1);
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if (sc->data[SC_CLOSECONFINE2].timer != -1)
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status_change_end(bl, SC_CLOSECONFINE2, -1);
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}
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}
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if (moveblock) map_delblock_sub(bl,0);
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#ifdef CELL_NOSTACK
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else map_delblcell(bl);
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@ -512,22 +521,18 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick) {
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else map_addblcell(bl);
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#endif
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if (bl->type&BL_CHAR) {
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struct status_change *sc = status_get_sc(bl);
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skill_unit_move(bl,tick,3);
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if (sc) {
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if (sc->option&OPTION_CLOAK)
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skill_check_cloaking(bl);
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if (sc->count) {
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if (sc->data[SC_DANCING].timer != -1) {
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if (sc->data[SC_DANCING].val1 == CG_MOONLIT) //Cancel Moonlight Petals if moved from casting position. [Skotlex]
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//Cancel Moonlight Petals if moved from casting position. [Skotlex]
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if (sc->data[SC_DANCING].val1 == CG_MOONLIT)
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skill_stop_dancing(bl);
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else
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skill_unit_move_unit_group((struct skill_unit_group *)sc->data[SC_DANCING].val2, bl->m, x1-x0, y1-y0);
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}
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if (sc->data[SC_CLOSECONFINE].timer != -1)
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status_change_end(bl, SC_CLOSECONFINE, -1);
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if (sc->data[SC_CLOSECONFINE2].timer != -1)
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status_change_end(bl, SC_CLOSECONFINE2, -1);
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}
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}
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}
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@ -1285,6 +1285,9 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
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switch (bl->type)
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{
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case BL_PC:
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if (((struct map_session_data*)bl)->state.gangsterparadise &&
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!(status_get_mode(&md->bl)&MD_BOSS))
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return 0; //Gangster paradise protection.
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case BL_MOB:
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if((dist=distance_bl(&md->bl, bl)) < md->db->range2
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&& (md->db->range > 6 || mob_can_reach(md,bl,dist+1, MSS_FOLLOW))
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@ -1598,8 +1601,10 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
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if (md->target_id)
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{ //Check validity of current target. [Skotlex]
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tbl = map_id2bl(md->target_id);
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if (!tbl || tbl->m != md->bl.m || !status_check_skilluse(&md->bl, tbl, 0, 0))
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{ //Unlock current target.
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if (!tbl || tbl->m != md->bl.m || !status_check_skilluse(&md->bl, tbl, 0, 0) || (
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tbl->type == BL_PC && !(mode&MD_BOSS) &&
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((struct map_session_data*)tbl)->state.gangsterparadise
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)) { //Unlock current target.
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if (md->state.state == MS_WALK && (battle_config.mob_ai&8 || !tbl)) //Inmediately stop chasing.
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mob_stop_walking(md, 2);
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mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
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@ -1616,8 +1621,12 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
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(dist = distance_bl(&md->bl, abl)) >= 32 ||
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battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
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(battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
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!mob_can_reach(md, abl, dist+2, MSS_RUSH)) //Some more cells of grace...
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{ //Can't attack back
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!mob_can_reach(md, abl, dist+2, MSS_RUSH ||
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( //Gangster Paradise check
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abl->type == BL_PC && !(mode&MD_BOSS) &&
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((struct map_session_data*)abl)->state.gangsterparadise
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)
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)) { //Can't attack back
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if (md->attacked_count++ > 3) {
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if (mobskill_use(md, tick, MSC_RUDEATTACKED) == 0 &&
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mode&MD_CANMOVE && mob_can_move(md))
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@ -457,14 +457,12 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
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struct map_session_data *sd = (struct map_session_data*) target;
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if (pc_isinvisible(sd))
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return 0;
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if ((tsc->option&hide_flag || sd->state.gangsterparadise)
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if (tsc->option&hide_flag
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&& (sd->state.perfect_hiding || !(race == 4 || race == 6 || mode&MD_DETECTOR))
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&& !(mode&MD_BOSS))
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return 0;
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}
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break;
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case BL_PET:
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return 0;
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case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
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//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
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if (mode&MD_LOOTER)
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