- Adjusted Battle_check_target so that alchemist summoned mobs are targetted by everyone as long as 1. The top-level master is a player and 2. the actual attacker is not a mob-type.
- Added config force_random_spawn which overrides the spawn-files defined coordinates to make all mobs always spawn randomly on the map. - SC_SPEEDUP0 is no longer dispellable by SA_DISPEL git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8159 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -2,6 +2,14 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/08/07
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* Adjusted Battle_check_target so that alchemist summoned mobs are
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targetted by everyone as long as 1. The top-level master is a player and 2.
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the actual attacker is not a mob-type. [Skotlex]
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* Added config force_random_spawn which overrides the spawn-files defined
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coordinates to make all mobs always spawn randomly on the map. [Skotlex]
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* SC_SPEEDUP0 is no longer dispellable by SA_DISPEL [Skotlex]
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2006/08/06
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* Updated item_db.sql & mob_db.sql to latest. [Toms]
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* Little fixes on homunc (hp/sp are now saved and init stats changed) [Toms]
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@ -116,6 +116,11 @@ boss_spawn_delay: 100
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// 5 seconds.
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no_spawn_on_player: 0
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// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)
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// If set to yes, all monsters will have a random respawn spot across the whole
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// map regardless of what the mob-spawn file says.
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force_random_spawn: no
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// Do summon slaves inherit the passive/aggressive traits of their master? (Note 1)
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slaves_inherit_mode: yes
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@ -1763,7 +1763,6 @@ static struct Damage battle_calc_weapon_attack(
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wd.damage = battle_addmastery(sd,target,wd.damage,0);
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if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
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if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] || (sc && sc->data[SC_MIRACLE].timer!=-1)))
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{
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skillratio = (sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk)/(skill<4?12-3*skill:1);
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@ -3173,8 +3172,9 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
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return -1; //Cannot be targeted yet.
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break;
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case BL_MOB:
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if (((TBL_MOB*)target)->special_state.ai > 1)
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{ //Alchemist summoned mobs are sort of universal enemies.
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if (((TBL_MOB*)target)->special_state.ai > 1 &&
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s_bl->type == BL_PC && src->type != BL_MOB)
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{ //Alchemist summoned mobs are always targettable by players
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state |= BCT_ENEMY;
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strip_enemy = 0;
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}
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@ -3509,6 +3509,8 @@ static const struct battle_data_short {
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{ "mob_count_rate", &battle_config.mob_count_rate },
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{ "mob_spawn_delay", &battle_config.mob_spawn_delay },
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{ "no_spawn_on_player", &battle_config.no_spawn_on_player },
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{ "force_random_spawn", &battle_config.force_random_spawn },
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{ "plant_spawn_delay", &battle_config.plant_spawn_delay },
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{ "boss_spawn_delay", &battle_config.boss_spawn_delay },
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{ "slaves_inherit_mode", &battle_config.slaves_inherit_mode },
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@ -3914,6 +3916,7 @@ void battle_set_defaults() {
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battle_config.mob_count_rate=100;
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battle_config.mob_spawn_delay=100;
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battle_config.no_spawn_on_player=0;
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battle_config.force_random_spawn=0;
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battle_config.plant_spawn_delay=100;
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battle_config.boss_spawn_delay=100;
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battle_config.slaves_inherit_mode=1;
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@ -157,6 +157,7 @@ extern struct Battle_Config {
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unsigned short mob_skill_delay; //[Skotlex]
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unsigned short mob_count_rate;
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unsigned short no_spawn_on_player; //[Skotlex]
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unsigned short force_random_spawn; //[Skotlex]
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unsigned short mob_spawn_delay, plant_spawn_delay, boss_spawn_delay; // [Skotlex]
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unsigned short slaves_inherit_mode;
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unsigned short slaves_inherit_speed;
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@ -2217,6 +2217,11 @@ int npc_parse_mob (char *w1, char *w2, char *w3, char *w4)
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mob.num = 1;
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}
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if (battle_config.force_random_spawn)
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{ //Force a random spawn anywhere on the map.
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mob.x = mob.y = mob.xs = mob.ys = 0;
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}
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//Apply the spawn delay fix [Skotlex]
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mode = mob_db(class_)->status.mode;
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if (mode & MD_BOSS) { //Bosses
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@ -4438,14 +4438,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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int strip_fix, equip = 0;
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int sclist[4] = {0,0,0,0};
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if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
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equip |= EQP_WEAPON;
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if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
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equip |= EQP_SHIELD;
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if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
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equip |= EQP_ARMOR;
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if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
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equip |= EQP_HELM;
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switch (skillid) {
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case RG_STRIPWEAPON:
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case GS_DISARM:
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equip = EQP_WEAPON;
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break;
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case RG_STRIPSHIELD:
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equip = EQP_SHIELD;
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break;
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case RG_STRIPARMOR:
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equip = EQP_ARMOR;
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break;
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case RG_STRIPHELM:
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equip = EQP_HELM;
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break;
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case ST_FULLSTRIP:
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equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
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break;
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}
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strip_fix = sstatus->dex - tstatus->dex;
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if(strip_fix < 0)
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@ -4462,7 +4472,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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continue;
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switch (i) {
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case EQI_HAND_L: //Shield / left-hand weapon
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if(dstsd->inventory_data[dstsd->equip_index[EQI_HAND_L]]->type == IT_ARMOR)
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if(dstsd->inventory_data[dstsd->equip_index[i]]->type == IT_ARMOR)
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{ //Shield
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if (equip&EQP_SHIELD &&
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!(dstsd->unstripable_equip&EQP_SHIELD) &&
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@ -4475,7 +4485,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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}
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//Continue to weapon
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case EQI_HAND_R:
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if (equip &EQP_WEAPON &&
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if (equip&EQP_WEAPON &&
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!(dstsd->unstripable_equip&EQP_WEAPON) &&
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!(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
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) {
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@ -4663,7 +4673,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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|| i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
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|| i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
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|| i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
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|| i==SC_SAFETYWALL || i==SC_SMA
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|| i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
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)
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continue;
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if(i==SC_BERSERK) tsc->data[i].val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
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