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
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@ -580,6 +580,7 @@ bWeaponMatk 2046
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bMatk 2047
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bSPGainRaceAttack 2048
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bHPGainRaceAttack 2049
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bUseSPrateSkill 2050
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EQI_HEAD_TOP 1
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EQI_ARMOR 2
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@ -392,7 +392,7 @@ enum _sp {
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SP_UNSTRIPABLE_WEAPON,SP_UNSTRIPABLE_ARMOR,SP_UNSTRIPABLE_HELM,SP_UNSTRIPABLE_SHIELD, // 2034-2037
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SP_INTRAVISION, SP_ADD_MONSTER_DROP_ITEMGROUP, SP_SP_LOSS_RATE, // 2038-2040
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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
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SP_WEAPON_MATK, SP_BASE_MATK, SP_SP_GAIN_RACE_ATTACK, SP_HP_GAIN_RACE_ATTACK //2046-2049
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SP_WEAPON_MATK, SP_BASE_MATK, SP_SP_GAIN_RACE_ATTACK, SP_HP_GAIN_RACE_ATTACK, SP_SP_RATE_SKILL //2046-2050
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};
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enum _look {
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25
src/map/pc.c
25
src/map/pc.c
@ -3046,6 +3046,21 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
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if(sd->state.lr_flag != 2)
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sd->hp_gain_race_attack[type2] = cap_value(sd->hp_gain_race_attack[type2] + val, 0, INT16_MAX);
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break;
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case SP_SP_RATE_SKILL: //bonus2 bUseSPrateSkill,n,x;
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if(sd->state.lr_flag == 2)
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break;
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ARR_FIND(0, ARRAYLENGTH(sd->sprateskill), i, sd->sprateskill[i].id == 0 || sd->sprateskill[i].id == type2);
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if (i == ARRAYLENGTH(sd->sprateskill)) {
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ShowDebug("run_script: bonus2 bUseSPrateSkill reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->sprateskill), type2, val);
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break;
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}
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if (sd->sprateskill[i].id == type2)
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sd->sprateskill[i].val += val;
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else {
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sd->sprateskill[i].id = type2;
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sd->sprateskill[i].val = val;
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}
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break;
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default:
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ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
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break;
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@ -6083,6 +6098,16 @@ int pc_skillatk_bonus(struct map_session_data *sd, int skill_num)
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return bonus;
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}
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inline int pc_sp_rate_skill(struct map_session_data *sd, int skill_num) {
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int i, bonus = 100;
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ARR_FIND(0, ARRAYLENGTH(sd->sprateskill), i, sd->sprateskill[i].id == skill_num);
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if( i < ARRAYLENGTH(sd->sprateskill) )
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bonus += sd->sprateskill[i].val;
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return bonus;
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}
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int pc_skillheal_bonus(struct map_session_data *sd, int skill_num) {
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int i, bonus = sd->bonus.add_heal_rate;
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16
src/map/pc.h
16
src/map/pc.h
@ -261,7 +261,7 @@ struct map_session_data {
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struct { //skillatk raises bonus dmg% of skills, skillheal increases heal%, skillblown increases bonus blewcount for some skills.
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unsigned short id;
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short val;
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} skillatk[MAX_PC_BONUS], skillheal[5], skillheal2[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS];
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} skillatk[MAX_PC_BONUS], sprateskill[MAX_PC_BONUS], skillheal[5], skillheal2[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS];
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struct {
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short value;
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int rate;
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@ -901,16 +901,12 @@ void pc_inventory_rental_add(struct map_session_data *sd, int seconds);
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int pc_read_motd(void); // [Valaris]
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int pc_disguise(struct map_session_data *sd, int class_);
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bool pc_isautolooting(struct map_session_data *sd, int nameid);
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/**
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* Mechanic (Mado Gear)
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**/
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void pc_overheat(struct map_session_data *sd, int val);
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/**
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* Royal Guard
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**/
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int pc_banding(struct map_session_data *sd, short skill_lv);
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/**
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* Item Cooldown persistency
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**/
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void pc_itemcd_do(struct map_session_data *sd, bool load);
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inline int pc_sp_rate_skill(struct map_session_data *sd, int skill_num);
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#endif /* _PC_H_ */
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@ -7320,8 +7320,7 @@ BUILDIN_FUNC(bonus)
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return 0; // no player attached
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type = script_getnum(st,2);
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switch( type )
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{
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switch( type ) {
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case SP_AUTOSPELL:
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case SP_AUTOSPELL_WHENHIT:
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case SP_AUTOSPELL_ONSKILL:
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@ -7331,6 +7330,7 @@ BUILDIN_FUNC(bonus)
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case SP_ADD_SKILL_BLOW:
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case SP_CASTRATE:
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case SP_ADDEFF_ONSKILL:
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case SP_SP_RATE_SKILL:
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// these bonuses support skill names
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val1 = ( script_isstring(st,3) ? skill_name2id(script_getstr(st,3)) : script_getnum(st,3) );
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break;
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@ -7339,8 +7339,7 @@ BUILDIN_FUNC(bonus)
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break;
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}
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switch( script_lastdata(st)-2 )
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{
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switch( script_lastdata(st)-2 ) {
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case 1:
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pc_bonus(sd, type, val1);
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break;
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@ -12750,6 +12750,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
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if( sd->dsprate != 100 )
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req.sp = req.sp * sd->dsprate / 100;
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req.sp = cap_value(req.sp * pc_sp_rate_skill(sd,skill) / 100, 0, SHRT_MAX);
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if( sc ) {
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if( sc->data[SC__LAZINESS] )
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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)
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+ sizeof(sd->addeff2)
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+ sizeof(sd->addeff3)
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+ sizeof(sd->skillatk)
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+ sizeof(sd->sprateskill)
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+ sizeof(sd->skillheal)
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+ sizeof(sd->skillheal2)
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+ sizeof(sd->hp_loss)
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