- Added bonuses bSPRegenRate, bHPRegenRate. They behave like the opposite of bHPLossRate/bSPLossRate, making you gain x Hp/Sp every y ms.

- Added bonus bIgnoreMdefRate, used to ignore a % of the target's mdef when using magic attacks (bonus2 will ignore part of the mdef of all targets, bonus3 receives a race argument)
- You can now use bonus2 bCastRate to adjust the cast rate of a single skill.
- Cleaned the code for bleeding (hp-loss) and extended it to handle regen as well.
- Some small cleanups in the pc_bonus functions
- Removed bonus3 bHpLossRate since it was doing nothing and is not used.
- Corrected bGetZeny bonus to be like in Aegis. The amount received is from 1 to the given amount, you can use negative zeny values to use an amount dependant on mob's level (amount*lv).
- Updated doc/item_bonus.txt with all these changes
- Anti-Magic/Stone-Skin now increase/decrease def/mdef only and in an absolute mode (+20*lv rather than +20%*lv). Also the duration is greatly decreased (x/15) when used on players.
- Now when a player uses a strip skill without having it in the skill tree (auto-casted) the duration will be 0, the equipment will be stripped without causing the status change that blocks reequipping.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11112 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2007-09-03 20:00:33 +00:00
parent 5748269898
commit 88e0559d2c
10 changed files with 197 additions and 82 deletions

View File

@ -3,6 +3,28 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2007/09/03
* Added bonuses bSPRegenRate, bHPRegenRate. They behave like the opposite
of bHPLossRate/bSPLossRate, making you gain x Hp/Sp every y ms.
* Added bonus bIgnoreMdefRate, used to ignore a % of the target's mdef when
using magic attacks (bonus2 will ignore part of the mdef of all targets,
bonus3 receives a race argument)
* You can now use bonus2 bCastRate to adjust the cast rate of a single
skill.
* Cleaned the code for bleeding (hp-loss) and extended it to handle regen
as well.
* Some small cleanups in the pc_bonus functions.
* Removed bonus3 bHpLossRate since it was doing nothing and is not used.
* Corrected bGetZeny bonus to be like in Aegis. The amount received is from
1 to the given amount, you can use negative zeny values to use an amount
dependant on mob's level (amount*lv).
* Updated doc/item_bonus.txt with all these changes.
* Anti-Magic/Stone-Skin now increase/decrease def/mdef only and in an
absolute mode (+20*lv rather than +20%*lv). Also the duration is greatly
decreased (x/15) when used on players.
* Now when a player uses a strip skill without having it in the skill tree
(auto-casted) the duration will be 0, the equipment will be stripped
without causing the status change that blocks reequipping.
2007/09/02
* Added @whereis command (displays normal spawn maps for given mobs).
Defaults to a lv10 command. [Skotlex]

View File

@ -305,7 +305,7 @@ bIgnoreDefEle 1026
bIgnoreDefRace 1027
bAtkRate 1028
bSpeedAddRate 1029
bSPRegenRate 1030
bMagicAtkDef 1031
bMiscAtkDef 1032
bIgnoreMdefEle 1033
@ -361,6 +361,7 @@ bWeaponAtkRate 1082
bDelayrate 1083
bHPDrainRateRace 1084
bSPDrainRateRace 1085
bIgnoreMdefRate 1086
bRestartFullRecover 2000
bNoCastCancel 2001
@ -370,7 +371,6 @@ bNoWeaponDamage 2004
bNoGemStone 2005
bNoCastCancel2 2006
bNoMiscDamage 2007
bUnbreakableWeapon 2008
bUnbreakableArmor 2009
bUnbreakableHelm 2010
@ -385,7 +385,7 @@ bSkillAtk 2018
bUnstripable 2019
bAddDamageByClass 2020
bSPGainValue 2021
bHPRegenRate 2022
bHPLossRate 2023
bAddRace2 2024
bHPGainValue 2025

View File

@ -62,8 +62,6 @@ bonus bDoubleRate,n; Double Attack probability n% (works with all weapons | on
bonus bDoubleAddRate,n; Double Attack probability + n% (works with all weapons)
bonus bPerfectHitRate,n; On-target impact attack probability n% (only the highest among all is applied)
bonus bPerfectHitAddRate,n; On-target impact attack probability + n%
bonus bGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (only the highest among all is applied)
bonus bAddGetZenyNum,n; When killing the monster with physical attack, rand () ?? of %n+1 is obtained, (n is done +)
bonus bCriticalDef,n; Critical ? and others the trap it is, probability + n%
bonus bNearAtkDef,n; Adds n% damage reduction against melee physical attacks
bonus bLongAtkDef,n; Adds n% damage reduction against ranged physical attacks
@ -77,6 +75,7 @@ bonus bIgnoreMDefRace; Disregard MDEF against enemies of race n
n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
bonus bIgnoreMDefEle; Disregard MDEF against enemies of element n
n: 0=Neutral, 1=Water, 2=Earth, 3=Fire, 4=Wind, 5=Poison, 6=Holy, 7=Dark, 8=Spirit, 9=Undead
bonus bIgnoreMdefRate,n; Disregard n% of the target's MDEF
bonus bDefRatioAtkRace,n; n race if defensive power is high the high extent big damage is given, (defense disregard) :
n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
bonus bDefRatioAtkEle,n; n attribute if defensive power is high the high extent big damage is given, (defense disregard) :
@ -101,6 +100,7 @@ bonus2 bAddEff,e,x; Adds a x/10000 chance to cause effect e to the target when
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bResEff,e,x; Adds a x/10000 tolerance to effect e (e.g. x=100 makes 1% tolerance, x=10000 makes 100% tolerance, etc)
e: Eff_Blind, Eff_Sleep, Eff_Poison, Eff_Freeze, Eff_Silence, Eff_Stan, Eff_Curse, Eff_Confusion, Eff_Stone, Eff_Bleeding
bonus2 bCastrate,n,x; Adjust casting time of skill n by x%
bonus2 bAddSize,n,x; In n size the damage addition of x%
n: 0=Small 1=Medium 2=Large
bonus2 bMagicAddSize,n,x; In n size the magic damage addition of x%
@ -123,12 +123,17 @@ bonus2 bAddDamageClass,n,x; In monster of class n the damage addition of x% (on
bonus2 bAddMagicDamageClass,n,x; In monster of class n in case of the magical damage addition and prayer of x% in n occupation the magical damage addition of x%
bonus2 bAddDefClass,n,x; In monster of class n the damage reduction of x% (only physical attack), in case of prayer in n occupation the damage reduction of x%
bonus2 bAddMDefClass,n,x; In monster of class n in case of the magical damage reduction and prayer of x% in n occupation the magical damage reduction of x%
bonus2 bIgnoreMdefRate,n,x; Disregard n% of the target's MDEF if the target belongs to race x;
bonus2 bHPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- HP -- absorption (+ n and x are carried out)
bonus2 bSPDrainRate,n,x; it obtained to the enemy -- ? ME ? JI -- n/10 % probability -- x % -- SP -- absorption (+ n and x are carried out)
bonus2 bSPVanishRate,n,x; Add the (n/10)% chance of decreasing enemy's SP (player) amount by x% when attacking
bonus2 bAddMonsterDropItem,n,x; When killing any monsters with physical attack, the probability which drops item n +x% (the item which the monster drops unrelated ones)
if 'x' is negative value, then it's a part of formula
chance = -x*(killed_mob_level/10)+1
bonus2 bGetZenyNum,n,x; When killing a monster, there is a x% chance of gaining 1~n zeny (only the highest among all is applied). If n < 0, the max zeny to gain is -n*monster level.
bonus2 bAddGetZenyNum,n,x; Same as bGetZenyNum, but the rates and zeny to gain stack.
gaining
bonus3 bAddMonsterDropItem,n,x,y; When killing monsters from race x with physical attack, the probability which drops item n +y% (the item which the monster drops unrelated ones)
0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
if 'x' is negative value, then it's a part of formula
@ -156,6 +161,7 @@ bonus bIgnoreDefMob,n; Ignore monster's DEF when attacking.
bonus bDamageWhenUnequip,n; You lose n HP when the item is unequipped
bonus2 bCriticalAddRace,n,r; Critical + n vs. enemies of race r
r: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster
bonus2 bHPRegenRate,n,x; Gain n HP every x milliseconds
bonus2 bHPLossRate,n,x; Lose n HP every x milliseconds
bonus2 bAddEffWhenHit,n,x; n% chance to cause x state to the enemy when
being hit by physical damage
@ -167,7 +173,6 @@ bonus2 bAddDamageByClass,n,x; When being hit by monster of class n increase
damage taken by x%
bonus2 bAddRace2,n,x; Increase damage by x% vs. enemies of race n
(Check db/mob_race2_db.txt)
bonus3 bHPLossRate,n,x,y; Lose n amount of hp every x amount of time
y: 0=Don't show damage 1=Show damage
bonus3 bAutoSpellWhenHit,x,y,n; n/10% chance to cast skill x of level y on
attacker (except if it is a self-skill) when being hit by a
@ -236,6 +241,7 @@ bonus2 bAddItemHealRate,n,x; Increases HP recovered by n type items by x%,
bonus bLoseSPWhenUnequip,n; Lose n SP when the item is unequipped
bonus2 bSPRegenRate,n,x; Gain n SP every x milliseconds
bonus2 bSPLossRate,n,x; Lose n SP every x milliseconds
bonus2 bExpAddRace,n,x; Increase exp gained by x% vs. enemies of race n
bonus2 bSPGainRace,n,x; When killing a monster of race n by physical

View File

@ -2333,10 +2333,22 @@ struct Damage battle_calc_magic_attack(
}
if(!flag.imdef){
int mdef = tstatus->mdef;
int mdef2= tstatus->mdef2;
if(sd) {
i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
i+= sd->ignore_mdef[tstatus->race];
if (i)
{
if (i > 100) i = 100;
mdef -= mdef * i/100;
mdef2-= mdef2* i/100;
}
}
if(battle_config.magic_defense_type)
ad.damage = ad.damage - tstatus->mdef*battle_config.magic_defense_type - tstatus->mdef2;
ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
else
ad.damage = ad.damage * (100-tstatus->mdef)/100 - tstatus->mdef2;
ad.damage = ad.damage * (100-mdef)/100 - mdef2;
}
if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)

View File

@ -659,6 +659,7 @@ struct map_session_data {
int magic_addsize[3];
int critaddrace[RC_MAX];
int expaddrace[RC_MAX];
int ignore_mdef[RC_MAX];
int itemgrouphealrate[MAX_ITEMGROUP];
short sp_gain_race[RC_MAX];
// zeroed arrays end here.
@ -671,8 +672,14 @@ struct map_session_data {
unsigned char flag;
} addeff[MAX_PC_BONUS], addeff2[MAX_PC_BONUS];
struct { //skillatk raises bonus dmg% of skills, skillheal increases heal%, skillblown increases bonus blewcount for some skills.
short id, val;
} skillatk[MAX_PC_BONUS], skillheal[5], skillblown[MAX_PC_BONUS];
unsigned short id;
short val;
} skillatk[MAX_PC_BONUS], skillheal[5], skillblown[MAX_PC_BONUS], skillcast[MAX_PC_BONUS];
struct {
short value;
int rate;
int tick;
} hp_loss, sp_loss, hp_regen, sp_regen;
struct {
short class_, rate;
} add_def[MAX_PC_BONUS], add_mdef[MAX_PC_BONUS],
@ -704,17 +711,12 @@ struct map_session_data {
int random_attack_increase_add,random_attack_increase_per; // [Valaris]
int break_weapon_rate,break_armor_rate;
int crit_atk_rate;
int hp_loss_rate;
int sp_loss_rate;
int classchange; // [Valaris]
int speed_add_rate, aspd_add;
unsigned int setitem_hash, setitem_hash2; //Split in 2 because shift operations only work on int ranges. [Skotlex]
short splash_range, splash_add_range;
short add_steal_rate;
short hp_loss_value;
short sp_loss_value;
short hp_loss_type;
short sp_gain_value, hp_gain_value;
short sp_vanish_rate;
short sp_vanish_per;
@ -733,9 +735,6 @@ struct map_session_data {
int matk_rate;
int critical_rate,hit_rate,flee_rate,flee2_rate,def_rate,def2_rate,mdef_rate,mdef2_rate;
int hp_loss_tick;
int sp_loss_tick;
int itemid;
short itemindex; //Used item's index in sd->inventory [Skotlex]
@ -1171,7 +1170,7 @@ enum _sp {
SP_CRITICAL_DEF,SP_NEAR_ATK_DEF,SP_LONG_ATK_DEF, // 1019-1021
SP_DOUBLE_RATE, SP_DOUBLE_ADD_RATE, SP_SKILL_HEAL, SP_MATK_RATE, // 1022-1025
SP_IGNORE_DEF_ELE,SP_IGNORE_DEF_RACE, // 1026-1027
SP_ATK_RATE,SP_SPEED_ADDRATE,SP_FREE3, // 1028-1030
SP_ATK_RATE,SP_SPEED_ADDRATE,SP_SP_REGEN_RATE, // 1028-1030
SP_MAGIC_ATK_DEF,SP_MISC_ATK_DEF, // 1031-1032
SP_IGNORE_MDEF_ELE,SP_IGNORE_MDEF_RACE, // 1033-1034
SP_MAGIC_ADDELE,SP_MAGIC_ADDRACE,SP_MAGIC_ADDSIZE, // 1035-1037
@ -1187,6 +1186,7 @@ enum _sp {
SP_HP_DRAIN_VALUE,SP_SP_DRAIN_VALUE, // 1079-1080
SP_WEAPON_ATK,SP_WEAPON_ATK_RATE, // 1081-1082
SP_DELAYRATE,SP_HP_DRAIN_RATE_RACE,SP_SP_DRAIN_RATE_RACE, // 1083-1085
SP_IGNORE_MDEF_RATE, //1086
SP_RESTART_FULL_RECOVER=2000,SP_NO_CASTCANCEL,SP_NO_SIZEFIX,SP_NO_MAGIC_DAMAGE,SP_NO_WEAPON_DAMAGE,SP_NO_GEMSTONE, // 2000-2005
SP_NO_CASTCANCEL2,SP_NO_MISC_DAMAGE,SP_UNBREAKABLE_WEAPON,SP_UNBREAKABLE_ARMOR, SP_UNBREAKABLE_HELM, // 2006-2010
@ -1194,15 +1194,12 @@ enum _sp {
SP_CRIT_ATK_RATE, SP_CRITICAL_ADDRACE, SP_NO_REGEN, SP_ADDEFF_WHENHIT, SP_AUTOSPELL_WHENHIT, // 2013-2017
SP_SKILL_ATK, SP_UNSTRIPABLE, SP_ADD_DAMAGE_BY_CLASS, // 2018-2020
SP_SP_GAIN_VALUE, SP_FREE, SP_HP_LOSS_RATE, SP_ADDRACE2, SP_HP_GAIN_VALUE, // 2021-2025
SP_SP_GAIN_VALUE, SP_HP_REGEN_RATE, SP_HP_LOSS_RATE, SP_ADDRACE2, SP_HP_GAIN_VALUE, // 2021-2025
SP_SUBSIZE, SP_HP_DRAIN_VALUE_RACE, SP_ADD_ITEM_HEAL_RATE, SP_SP_DRAIN_VALUE_RACE, SP_EXP_ADDRACE, // 2026-2030
SP_SP_GAIN_RACE, SP_SUBRACE2, SP_ADDEFF_WHENHIT_SHORT, // 2031-2033
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_ADD_SKILL_BLOW, SP_SP_VANISH_RATE //2041
//Before adding another, note that these are free:
//1030 (SP_FREE3, previous AspdAddRate)
//2022 (SP_FREE, previous bDefIgnoreMob)
};
enum _look {

View File

@ -2033,9 +2033,13 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
}
}
// process script-granted zeny bonus (get_zeny_num per level +/-10%) [Skotlex]
// process script-granted zeny bonus (get_zeny_num) [Skotlex]
if(sd->get_zeny_num && rand()%100 < sd->get_zeny_rate)
pc_getzeny(sd,md->level*sd->get_zeny_num*(90+rand()%21)/100);
{
i = sd->get_zeny_num > 0?sd->get_zeny_num:-md->level*sd->get_zeny_num;
if (!i) i = 1;
pc_getzeny(sd, 1+rand()%i);
}
}
// process items looted by the mob

View File

@ -1632,6 +1632,12 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
if(sd->state.lr_flag != 2)
sd->misc_def_rate += val;
break;
case SP_IGNORE_MDEF_RATE:
if(sd->state.lr_flag != 2) {
sd->ignore_mdef[RC_NONBOSS] += val;
sd->ignore_mdef[RC_BOSS] += val;
}
break;
case SP_IGNORE_MDEF_ELE:
if(val >= ELE_MAX) {
if(battle_config.error_log)
@ -2203,7 +2209,7 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
break;
}
if(sd->state.lr_flag != 2)
pc_bonus_addeff(sd->addeff2, MAX_PC_BONUS, type2, val, 0,
pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), type2, val, 0,
ATF_SHORT|ATF_TARGET);
break;
case SP_SKILL_ATK:
@ -2239,21 +2245,39 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
}
break;
case SP_ADD_SKILL_BLOW:
for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != type2; i++);
if (i == MAX_PC_BONUS)
if(sd->state.lr_flag == 2)
break;
for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id && sd->skillblown[i].id != type2; i++);
if (i == ARRAYLENGTH(sd->skillblown))
{ //Better mention this so the array length can be updated. [Skotlex]
ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", MAX_PC_BONUS, type2, val);
ShowDebug("run_script: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val);
break;
}
if(sd->state.lr_flag != 2) {
if (sd->skillblown[i].id == type2)
sd->skillblown[i].val += val;
else {
sd->skillblown[i].id = type2;
sd->skillblown[i].val = val;
}
if(sd->skillblown[i].id == type2)
sd->skillblown[i].val += val;
else {
sd->skillblown[i].id = type2;
sd->skillblown[i].val = val;
}
break;
case SP_CASTRATE:
if(sd->state.lr_flag == 2)
break;
for (i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id && sd->skillblown[i].id != type2; i++);
if (i == ARRAYLENGTH(sd->skillcast))
{ //Better mention this so the array length can be updated. [Skotlex]
ShowDebug("run_script: bonus2 bCastRate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcast), type2, val);
break;
}
if(sd->skillcast[i].id == type2)
sd->skillcast[i].val += val;
else {
sd->skillcast[i].id = type2;
sd->skillcast[i].val = val;
}
break;
case SP_ADD_DAMAGE_BY_CLASS:
if(sd->state.lr_flag != 2) {
for(i=0;i<sd->add_dmg_count;i++) {
@ -2271,8 +2295,14 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
break;
case SP_HP_LOSS_RATE:
if(sd->state.lr_flag != 2) {
sd->hp_loss_value = type2;
sd->hp_loss_rate = val;
sd->hp_loss.value = type2;
sd->hp_loss.rate = val;
}
break;
case SP_HP_REGEN_RATE:
if(sd->state.lr_flag != 2) {
sd->hp_regen.value = type2;
sd->hp_regen.rate = val;
}
break;
case SP_ADDRACE2:
@ -2325,8 +2355,14 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
break;
case SP_SP_LOSS_RATE:
if(sd->state.lr_flag != 2) {
sd->sp_loss_value = type2;
sd->sp_loss_rate = val;
sd->sp_loss.value = type2;
sd->sp_loss.rate = val;
}
break;
case SP_SP_REGEN_RATE:
if(sd->state.lr_flag != 2) {
sd->sp_regen.value = type2;
sd->sp_regen.rate = val;
}
break;
case SP_HP_DRAIN_VALUE_RACE:
@ -2345,6 +2381,10 @@ int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
sd->left_weapon.sp_drain[type2].value += val;
}
break;
case SP_IGNORE_MDEF_RATE:
if(sd->state.lr_flag != 2)
sd->ignore_mdef[type2] += val;
break;
default:
if(battle_config.error_log)
@ -2371,13 +2411,6 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
if(sd->state.lr_flag != 2)
pc_bonus_autospell(sd->autospell2, MAX_PC_BONUS, skill_get_inf(type2)&INF_SELF_SKILL?-type2:type2, type3, val, 0, current_equip_card_id);
break;
case SP_HP_LOSS_RATE:
if(sd->state.lr_flag != 2) {
sd->hp_loss_value = type2;
sd->hp_loss_rate = type3;
sd->hp_loss_type = val;
}
break;
case SP_SP_DRAIN_RATE:
if(!sd->state.lr_flag) {
sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
@ -4919,7 +4952,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
if (sd->menuskill_id)
sd->menuskill_id = sd->menuskill_val = 0;
//Reset ticks.
sd->hp_loss_tick = sd->sp_loss_tick = 0;
sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;
pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
@ -6828,25 +6861,19 @@ void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
{
int hp = 0, sp = 0;
if (sd->hp_loss_value > 0) {
sd->hp_loss_tick += diff_tick;
if (sd->hp_loss_tick >= sd->hp_loss_rate) {
do {
hp += sd->hp_loss_value;
sd->hp_loss_tick -= sd->hp_loss_rate;
} while (sd->hp_loss_tick >= sd->hp_loss_rate);
sd->hp_loss_tick = 0;
if (sd->hp_loss.value) {
sd->hp_loss.tick += diff_tick;
while (sd->hp_loss.tick >= sd->hp_loss.rate) {
hp += sd->hp_loss.value;
sd->hp_loss.tick -= sd->hp_loss.rate;
}
}
if (sd->sp_loss_value > 0) {
sd->sp_loss_tick += diff_tick;
if (sd->sp_loss_tick >= sd->sp_loss_rate) {
do {
sp += sd->sp_loss_value;
sd->sp_loss_tick -= sd->sp_loss_rate;
} while (sd->sp_loss_tick >= sd->sp_loss_rate);
sd->sp_loss_tick = 0;
if (sd->sp_loss.value) {
sd->sp_loss.tick += diff_tick;
while (sd->sp_loss.tick >= sd->sp_loss.rate) {
sp += sd->sp_loss.value;
sd->sp_loss.tick -= sd->sp_loss.rate;
}
}
@ -6856,6 +6883,35 @@ void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
return;
}
//Character regen. Flag is used to know which types of regen can take place.
//&1: HP regen
//&2: SP regen
void pc_regen (struct map_session_data *sd, unsigned int diff_tick, int flag)
{
int hp = 0, sp = 0;
if (sd->hp_regen.value && flag&1) {
sd->hp_regen.tick += diff_tick;
while (sd->hp_regen.tick >= sd->hp_regen.rate) {
hp += sd->hp_regen.value;
sd->hp_regen.tick -= sd->hp_regen.rate;
}
}
if (sd->sp_regen.value && flag&2) {
sd->sp_regen.tick += diff_tick;
while (sd->sp_regen.tick >= sd->sp_regen.rate) {
sp += sd->sp_regen.value;
sd->sp_regen.tick -= sd->sp_regen.rate;
}
}
if (hp > 0 || sp > 0)
status_heal(&sd->bl, hp, sp, 2);
return;
}
/*==========================================
* <EFBFBD>Z?<EFBFBD>u<EFBFBD>|<EFBFBD>C<EFBFBD><EFBFBD>gĚŰ
*------------------------------------------*/

View File

@ -264,6 +264,7 @@ struct map_session_data *pc_get_mother(struct map_session_data *sd);
struct map_session_data *pc_get_child(struct map_session_data *sd);
void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick);
void pc_regen (struct map_session_data *sd, unsigned int diff_tick, int flag);
int pc_set_gm_level(int account_id, int level);
void pc_setstand(struct map_session_data *sd);

View File

@ -4604,8 +4604,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
break;
}
//Note that autospells don't use a duration
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
skill_strip_equip(bl, type, i, skilllv, skill_get_time(skillid,skilllv)))
skill_strip_equip(bl, type, i, skilllv,
sd&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
&& sd)
clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
break;
@ -8789,10 +8791,20 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
}
// calculate cast time reduced by item/card bonuses
if (!(skill_get_castnodex(skill_id, skill_lv)&4))
if (sd && sd->castrate != 100)
if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
{
int i;
if (sd->castrate != 100)
time = time * sd->castrate / 100;
for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
{
if (sd->skillcast[i].id == skill_id)
{
time+= time * sd->skillcast[i].val / 100;
break;
}
}
}
// config cast time multiplier
if (battle_config.cast_rate != 100)
time = time * battle_config.cast_rate / 100;

View File

@ -384,7 +384,7 @@ void initChangeTables(void)
add_sc(NPC_MAGICMIRROR, SC_MAGICMIRROR);
set_sc(NPC_SLOWCAST, SC_SLOWCAST, SI_SLOWCAST, SCB_NONE);
set_sc(NPC_CRITICALWOUND, SC_CRITICALWOUND, SI_CRITICALWOUND, SCB_NONE);
set_sc(NPC_STONESKIN, SC_ARMORCHANGE, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_DEF2|SCB_MDEF2);
set_sc(NPC_STONESKIN, SC_ARMORCHANGE, SI_BLANK, SCB_DEF|SCB_MDEF);
add_sc(NPC_ANTIMAGIC, SC_ARMORCHANGE);
add_sc(NPC_WIDECURSE, SC_CURSE);
add_sc(NPC_WIDESTUN, SC_STUN);
@ -1657,6 +1657,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
+ sizeof(sd->magic_addsize)
+ sizeof(sd->critaddrace)
+ sizeof(sd->expaddrace)
+ sizeof(sd->ignore_mdef)
+ sizeof(sd->itemgrouphealrate)
+ sizeof(sd->sp_gain_race)
);
@ -1697,6 +1698,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
+ sizeof(sd->skillatk)
+ sizeof(sd->skillheal)
+ sizeof(sd->skillblown)
+ sizeof(sd->skillcast)
+ sizeof(sd->add_def)
+ sizeof(sd->add_mdef)
+ sizeof(sd->add_dmg)
@ -1734,8 +1736,6 @@ int status_calc_pc(struct map_session_data* sd,int first)
+ sizeof(sd->break_weapon_rate)
+ sizeof(sd->break_armor_rate)
+ sizeof(sd->crit_atk_rate)
+ sizeof(sd->hp_loss_rate)
+ sizeof(sd->sp_loss_rate)
+ sizeof(sd->classchange)
+ sizeof(sd->speed_add_rate)
+ sizeof(sd->aspd_add)
@ -1745,9 +1745,6 @@ int status_calc_pc(struct map_session_data* sd,int first)
+ sizeof(sd->splash_range)
+ sizeof(sd->splash_add_range)
+ sizeof(sd->add_steal_rate)
+ sizeof(sd->hp_loss_value)
+ sizeof(sd->sp_loss_value)
+ sizeof(sd->hp_loss_type)
+ sizeof(sd->hp_gain_value)
+ sizeof(sd->sp_gain_value)
+ sizeof(sd->sp_vanish_rate)
@ -3556,7 +3553,7 @@ static signed char status_calc_def(struct block_list *bl, struct status_change *
if(sc->data[SC_STEELBODY].timer!=-1)
return 90;
if(sc->data[SC_ARMORCHANGE].timer!=-1)
def += def * sc->data[SC_ARMORCHANGE].val2/100;
def += sc->data[SC_ARMORCHANGE].val2;
if(sc->data[SC_DRUMBATTLE].timer!=-1)
def += sc->data[SC_DRUMBATTLE].val3;
if(sc->data[SC_DEFENCE].timer != -1) //[orn]
@ -3592,8 +3589,6 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change
return 0;
if(sc->data[SC_ETERNALCHAOS].timer!=-1)
return 0;
if(sc->data[SC_ARMORCHANGE].timer!=-1)
def2 += def2 * sc->data[SC_ARMORCHANGE].val2/100;
if(sc->data[SC_SUN_COMFORT].timer!=-1)
def2 += sc->data[SC_SUN_COMFORT].val2;
if(sc->data[SC_ANGELUS].timer!=-1)
@ -3633,7 +3628,7 @@ static signed char status_calc_mdef(struct block_list *bl, struct status_change
if(sc->data[SC_SKA].timer != -1) // [marquis007]
return 90;
if(sc->data[SC_ARMORCHANGE].timer!=-1)
mdef += mdef * sc->data[SC_ARMORCHANGE].val3/100;
mdef += sc->data[SC_ARMORCHANGE].val3;
if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
mdef += 25*mdef/100;
if(sc->data[SC_FREEZE].timer!=-1)
@ -3651,8 +3646,6 @@ static signed short status_calc_mdef2(struct block_list *bl, struct status_chang
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
if(sc->data[SC_ARMORCHANGE].timer!=-1)
mdef2 += mdef2 * sc->data[SC_ARMORCHANGE].val3/100;
if(sc->data[SC_MINDBREAKER].timer!=-1)
mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
@ -4466,6 +4459,10 @@ int status_get_sc_def(struct block_list *bl, int type, int rate, int tick, int f
tick /= 5;
sc_def = status->agi;
break;
case SC_ARMORCHANGE:
if (sd) //Duration greatly reduced for players.
tick /= 15;
//No defense against it.
default:
//Effect that cannot be reduced? Likely a buff.
if (!(rand()%10000 < rate))
@ -4711,6 +4708,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
}
if (!opt_flag) return 0;
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_STRIPSHIELD:
if (sd) {
@ -4723,6 +4721,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_STRIPARMOR:
if (sd) {
@ -4734,6 +4733,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
case SC_STRIPHELM:
if (sd) {
@ -4745,6 +4745,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
}
@ -7132,8 +7133,8 @@ static int status_natural_heal(DBKey key,void * data,va_list ap)
))
flag=0;
if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
pc_bleeding(sd, natural_heal_diff_tick);
if (sd && (sd->hp_loss.value || sd->sp_loss.value))
pc_bleeding(sd, natural_heal_diff_tick);
if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
(vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
@ -7236,6 +7237,10 @@ static int status_natural_heal(DBKey key,void * data,va_list ap)
}
}
//Bonus skill-like regen
if (sd && (sd->hp_regen.value || sd->sp_regen.value))
pc_regen(sd, natural_heal_diff_tick, (flag&RGN_SHP?1:0)|(flag&RGN_SSP?2:0));
if (!regen->sregen)
return flag;