Added new bonus as per kenpachi's request: bonus2 bUseSPrateSkill,n,x; // Reduced increases/reduced the SP consumption of skilln by x%. (supports skill names)

e.g. bonus2 bUseSPrateSkill,"AL_BLESSING",50; -> increases AL_BLESSING sp usage by 50% (e.g. if its 50 it goes to 75)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16273 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shennetsind 2012-06-12 02:09:55 +00:00
parent e2fd3350e5
commit 4ca3aa34ed
7 changed files with 88 additions and 64 deletions

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@ -580,6 +580,7 @@ bWeaponMatk 2046
bMatk 2047 bMatk 2047
bSPGainRaceAttack 2048 bSPGainRaceAttack 2048
bHPGainRaceAttack 2049 bHPGainRaceAttack 2049
bUseSPrateSkill 2050
EQI_HEAD_TOP 1 EQI_HEAD_TOP 1
EQI_ARMOR 2 EQI_ARMOR 2

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@ -392,7 +392,7 @@ enum _sp {
SP_UNSTRIPABLE_WEAPON,SP_UNSTRIPABLE_ARMOR,SP_UNSTRIPABLE_HELM,SP_UNSTRIPABLE_SHIELD, // 2034-2037 SP_UNSTRIPABLE_WEAPON,SP_UNSTRIPABLE_ARMOR,SP_UNSTRIPABLE_HELM,SP_UNSTRIPABLE_SHIELD, // 2034-2037
SP_INTRAVISION, SP_ADD_MONSTER_DROP_ITEMGROUP, SP_SP_LOSS_RATE, // 2038-2040 SP_INTRAVISION, SP_ADD_MONSTER_DROP_ITEMGROUP, SP_SP_LOSS_RATE, // 2038-2040
SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE, SP_MAGIC_SP_GAIN_VALUE, SP_MAGIC_HP_GAIN_VALUE, SP_ADD_CLASS_DROP_ITEM, //2041-2045 SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE, SP_MAGIC_SP_GAIN_VALUE, SP_MAGIC_HP_GAIN_VALUE, SP_ADD_CLASS_DROP_ITEM, //2041-2045
SP_WEAPON_MATK, SP_BASE_MATK, SP_SP_GAIN_RACE_ATTACK, SP_HP_GAIN_RACE_ATTACK //2046-2049 SP_WEAPON_MATK, SP_BASE_MATK, SP_SP_GAIN_RACE_ATTACK, SP_HP_GAIN_RACE_ATTACK, SP_SP_RATE_SKILL //2046-2050
}; };
enum _look { enum _look {

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@ -3046,6 +3046,21 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
if(sd->state.lr_flag != 2) if(sd->state.lr_flag != 2)
sd->hp_gain_race_attack[type2] = cap_value(sd->hp_gain_race_attack[type2] + val, 0, INT16_MAX); sd->hp_gain_race_attack[type2] = cap_value(sd->hp_gain_race_attack[type2] + val, 0, INT16_MAX);
break; break;
case SP_SP_RATE_SKILL: //bonus2 bUseSPrateSkill,n,x;
if(sd->state.lr_flag == 2)
break;
ARR_FIND(0, ARRAYLENGTH(sd->sprateskill), i, sd->sprateskill[i].id == 0 || sd->sprateskill[i].id == type2);
if (i == ARRAYLENGTH(sd->sprateskill)) {
ShowDebug("run_script: bonus2 bUseSPrateSkill reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->sprateskill), type2, val);
break;
}
if (sd->sprateskill[i].id == type2)
sd->sprateskill[i].val += val;
else {
sd->sprateskill[i].id = type2;
sd->sprateskill[i].val = val;
}
break;
default: default:
ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val); ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
break; break;
@ -6083,6 +6098,16 @@ int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
return bonus; return bonus;
} }
inline int pc_sp_rate_skill(struct map_session_data *sd, int skill_num) {
int i, bonus = 100;
ARR_FIND(0, ARRAYLENGTH(sd->sprateskill), i, sd->sprateskill[i].id == skill_num);
if( i < ARRAYLENGTH(sd->sprateskill) )
bonus += sd->sprateskill[i].val;
return bonus;
}
int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) { int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) {
int i, bonus = sd->bonus.add_heal_rate; int i, bonus = sd->bonus.add_heal_rate;

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@ -261,7 +261,7 @@ struct map_session_data {
struct { //skillatk raises bonus dmg% of skills, skillheal increases heal%, skillblown increases bonus blewcount for some skills. struct { //skillatk raises bonus dmg% of skills, skillheal increases heal%, skillblown increases bonus blewcount for some skills.
unsigned short id; unsigned short id;
short val; short val;
} skillatk[MAX_PC_BONUS], skillheal[5], skillheal2[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS]; } skillatk[MAX_PC_BONUS], sprateskill[MAX_PC_BONUS], skillheal[5], skillheal2[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS];
struct { struct {
short value; short value;
int rate; int rate;
@ -901,16 +901,12 @@ void pc_inventory_rental_add(struct map_session_data *sd, int seconds);
int pc_read_motd(void); // [Valaris] int pc_read_motd(void); // [Valaris]
int pc_disguise(struct map_session_data *sd, int class_); int pc_disguise(struct map_session_data *sd, int class_);
bool pc_isautolooting(struct map_session_data *sd, int nameid); bool pc_isautolooting(struct map_session_data *sd, int nameid);
/**
* Mechanic (Mado Gear)
**/
void pc_overheat(struct map_session_data *sd, int val); void pc_overheat(struct map_session_data *sd, int val);
/**
* Royal Guard
**/
int pc_banding(struct map_session_data *sd, short skill_lv); int pc_banding(struct map_session_data *sd, short skill_lv);
/**
* Item Cooldown persistency
**/
void pc_itemcd_do(struct map_session_data *sd, bool load); void pc_itemcd_do(struct map_session_data *sd, bool load);
inline int pc_sp_rate_skill(struct map_session_data *sd, int skill_num);
#endif /* _PC_H_ */ #endif /* _PC_H_ */

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@ -7320,63 +7320,62 @@ BUILDIN_FUNC(bonus)
return 0; // no player attached return 0; // no player attached
type = script_getnum(st,2); type = script_getnum(st,2);
switch( type ) switch( type ) {
{ case SP_AUTOSPELL:
case SP_AUTOSPELL: case SP_AUTOSPELL_WHENHIT:
case SP_AUTOSPELL_WHENHIT: case SP_AUTOSPELL_ONSKILL:
case SP_AUTOSPELL_ONSKILL: case SP_SKILL_ATK:
case SP_SKILL_ATK: case SP_SKILL_HEAL:
case SP_SKILL_HEAL: case SP_SKILL_HEAL2:
case SP_SKILL_HEAL2: case SP_ADD_SKILL_BLOW:
case SP_ADD_SKILL_BLOW: case SP_CASTRATE:
case SP_CASTRATE: case SP_ADDEFF_ONSKILL:
case SP_ADDEFF_ONSKILL: case SP_SP_RATE_SKILL:
// these bonuses support skill names // these bonuses support skill names
val1 = ( script_isstring(st,3) ? skill_name2id(script_getstr(st,3)) : script_getnum(st,3) ); val1 = ( script_isstring(st,3) ? skill_name2id(script_getstr(st,3)) : script_getnum(st,3) );
break; break;
default: default:
val1 = script_getnum(st,3); val1 = script_getnum(st,3);
break; break;
} }
switch( script_lastdata(st)-2 ) switch( script_lastdata(st)-2 ) {
{ case 1:
case 1: pc_bonus(sd, type, val1);
pc_bonus(sd, type, val1); break;
break; case 2:
case 2:
val2 = script_getnum(st,4);
pc_bonus2(sd, type, val1, val2);
break;
case 3:
val2 = script_getnum(st,4);
val3 = script_getnum(st,5);
pc_bonus3(sd, type, val1, val2, val3);
break;
case 4:
if( type == SP_AUTOSPELL_ONSKILL && script_isstring(st,4) )
val2 = skill_name2id(script_getstr(st,4)); // 2nd value can be skill name
else
val2 = script_getnum(st,4); val2 = script_getnum(st,4);
pc_bonus2(sd, type, val1, val2);
val3 = script_getnum(st,5); break;
val4 = script_getnum(st,6); case 3:
pc_bonus4(sd, type, val1, val2, val3, val4);
break;
case 5:
if( type == SP_AUTOSPELL_ONSKILL && script_isstring(st,4) )
val2 = skill_name2id(script_getstr(st,4)); // 2nd value can be skill name
else
val2 = script_getnum(st,4); val2 = script_getnum(st,4);
val3 = script_getnum(st,5);
pc_bonus3(sd, type, val1, val2, val3);
break;
case 4:
if( type == SP_AUTOSPELL_ONSKILL && script_isstring(st,4) )
val2 = skill_name2id(script_getstr(st,4)); // 2nd value can be skill name
else
val2 = script_getnum(st,4);
val3 = script_getnum(st,5); val3 = script_getnum(st,5);
val4 = script_getnum(st,6); val4 = script_getnum(st,6);
val5 = script_getnum(st,7); pc_bonus4(sd, type, val1, val2, val3, val4);
pc_bonus5(sd, type, val1, val2, val3, val4, val5); break;
break; case 5:
default: if( type == SP_AUTOSPELL_ONSKILL && script_isstring(st,4) )
ShowDebug("buildin_bonus: unexpected number of arguments (%d)\n", (script_lastdata(st) - 1)); val2 = skill_name2id(script_getstr(st,4)); // 2nd value can be skill name
break; else
val2 = script_getnum(st,4);
val3 = script_getnum(st,5);
val4 = script_getnum(st,6);
val5 = script_getnum(st,7);
pc_bonus5(sd, type, val1, val2, val3, val4, val5);
break;
default:
ShowDebug("buildin_bonus: unexpected number of arguments (%d)\n", (script_lastdata(st) - 1));
break;
} }
return 0; return 0;

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@ -12747,9 +12747,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
req.sp += (status->sp * sp_rate)/100; req.sp += (status->sp * sp_rate)/100;
else else
req.sp += (status->max_sp * (-sp_rate))/100; req.sp += (status->max_sp * (-sp_rate))/100;
if( sd->dsprate!=100 ) if( sd->dsprate != 100 )
req.sp = req.sp * sd->dsprate / 100; req.sp = req.sp * sd->dsprate / 100;
req.sp = cap_value(req.sp * pc_sp_rate_skill(sd,skill) / 100, 0, SHRT_MAX);
if( sc ) { if( sc ) {
if( sc->data[SC__LAZINESS] ) if( sc->data[SC__LAZINESS] )
req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;

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@ -2337,6 +2337,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
+ sizeof(sd->addeff2) + sizeof(sd->addeff2)
+ sizeof(sd->addeff3) + sizeof(sd->addeff3)
+ sizeof(sd->skillatk) + sizeof(sd->skillatk)
+ sizeof(sd->sprateskill)
+ sizeof(sd->skillheal) + sizeof(sd->skillheal)
+ sizeof(sd->skillheal2) + sizeof(sd->skillheal2)
+ sizeof(sd->hp_loss) + sizeof(sd->hp_loss)