- Commiting a bunch of cleanups piled up from the past few weeks/months/years.

- Updated unitwarp so that an id of "0" causes the script's rid to be warped.
- Updated the Brasilis ontouchNPC warp command to use unitwarp instead.
- Signum Crucis's duration is now specified in the skill_cast_db file
- Updated @warp/@jump commands so that when an invalid tile is specified, a nearby cell is chosen (rather than using a map-wide random value)
- The if(req.weapon) code was broken, since req.weapon is never "0" for a skill. Updated the code so that the requirement of '99' (any weapon) is stored as 0, in order to make the checks effective.
- Cleaned up the code for script command warpparty
- Fixed the define itemdb_canrefine()
- Cleaned up some the status_damage() function
- Fixed map_random_dir(), which at times would pick cells that didn't preserve the required distance.
- Some aesthetic code cleanups.
- Fixed some possible crashes for skills where the code assumes the caster is a player.
- Fixed a bunch of idiotic code-snippets that should have embarrassed whoever was responsible for them.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14929 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Skotlex 2011-08-10 15:52:59 +00:00
parent ebfc42b8d5
commit b7ad7aa055
14 changed files with 116 additions and 112 deletions

View File

@ -1,5 +1,8 @@
Date Added
2011/08/10
* Updated unitwarp so that an id of "0" causes the script's rid to be warped. This allows OnTouchNPC scripts to warp the monster. [Skotlex]
* Updated @warp/@jump commands so that when an invalid tile is specified, a nearby cell is chosen.
2011/08/06
* Added missing fields to guild belong info packet 0x16c (ZC_UPDATE_GDID). [Ai4rei]
2011/07/31

View File

@ -88,7 +88,7 @@
//-- AL_HOLYWATER
31,1000,500,0,0,0
//-- AL_CRUCIS
32,500,2000,0,0,0
32,500,2000,0,60000,0
//-- AL ANGELUS
33,500,3500,0,30000:60000:90000:120000:150000:180000:210000:240000:270000:300000,0
//-- AL_BLESSING

View File

@ -181,6 +181,8 @@
//= Documented special map names recognized by 'warpguild'. [Ai4rei]
//= 3.45.20110709
//= Added 'getmercinfo' command. [Ai4rei]
//= 3.46.20110810
//= Added information on OnTouchNPC and 'unitwarp' special case [Skotlex]
//=========================================================
This document is a reference manual for all the scripting commands and functions
@ -423,7 +425,8 @@ spanning triggerX cells in every direction across X and triggerY in every
direction across Y. Walking into that area will trigger the NPC. If no
'OnTouch:' special label is present in the NPC code, the execution will start
from the beginning of the script, otherwise, it will start from the 'OnTouch:'
label.
label. Monsters can also trigger the NPC, though the label 'OnTouchNPC:' is
used in this case.
The code part is the script code that will execute whenever the NPC is
triggered. It may contain commands and function calls, descriptions of which
@ -5241,6 +5244,10 @@ Example(s):
Okay, these commands should be fairly self explaining.
For the emotions, you can look in db/const.txt for prefixes with e_
PS: unitwarp supports a <GID> of zero, which causes the executor of the script to be affected. This can be used with OnTouchNPC to warp monsters:
OnTouchNPC:
unitwarp 0,"this",-1,-1;
---------------------------------------

View File

@ -1,5 +1,7 @@
Date Added
======
2011/08/10
* Updated the quests_brasilis ontouchNPC warp command to use unitwarp instead. [Skotlex]
2011/08/09
* Rev. 14928 Implemented the rest of Brasilis, and updated existing Brasilis NPCs. [L0ne_W0lf]
2011/07/16

View File

@ -2669,7 +2669,7 @@ bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
end;
OnTouchNPC:
warp "bra_dun02",67,215;
unitwarp 0,"this",67,215;
end;
}

View File

@ -416,7 +416,7 @@ ACMD_FUNC(mapmove)
{
char map_name[MAP_NAME_LENGTH_EXT];
unsigned short mapindex;
int x = 0, y = 0;
short x = 0, y = 0;
int m = -1;
nullpo_retr(-1, sd);
@ -424,8 +424,8 @@ ACMD_FUNC(mapmove)
memset(map_name, '\0', sizeof(map_name));
if (!message || !*message ||
(sscanf(message, "%15s %d %d", map_name, &x, &y) < 3 &&
sscanf(message, "%15[^,],%d,%d", map_name, &x, &y) < 1)) {
(sscanf(message, "%15s %hd %hd", map_name, &x, &y) < 3 &&
sscanf(message, "%15[^,],%hd,%hd", map_name, &x, &y) < 1)) {
clif_displaymessage(fd, "Please, enter a map (usage: @warp/@rura/@mapmove <mapname> <x> <y>).");
return -1;
@ -443,7 +443,8 @@ ACMD_FUNC(mapmove)
if ((x || y) && map_getcell(m, x, y, CELL_CHKNOPASS))
{ //This is to prevent the pc_setpos call from printing an error.
clif_displaymessage(fd, msg_txt(2));
x = y = 0; //Invalid cell, use random spot.
if (!map_search_freecell(NULL, m, &x, &y, 10, 10, 1))
x = y = 0; //Invalid cell, use random spot.
}
if (map[m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd)) {
clif_displaymessage(fd, msg_txt(247));
@ -548,13 +549,13 @@ ACMD_FUNC(jumpto)
*------------------------------------------*/
ACMD_FUNC(jump)
{
int x = 0, y = 0;
short x = 0, y = 0;
nullpo_retr(-1, sd);
memset(atcmd_output, '\0', sizeof(atcmd_output));
sscanf(message, "%d %d", &x, &y);
sscanf(message, "%hd %hd", &x, &y);
if (map[sd->bl.m].flag.noteleport && battle_config.any_warp_GM_min_level > pc_isGM(sd)) {
clif_displaymessage(fd, msg_txt(248)); // You are not authorized to warp from your current map.
@ -570,7 +571,8 @@ ACMD_FUNC(jump)
if ((x || y) && map_getcell(sd->bl.m, x, y, CELL_CHKNOPASS))
{ //This is to prevent the pc_setpos call from printing an error.
clif_displaymessage(fd, msg_txt(2));
x = y = 0; //Invalid cell, use random spot.
if (!map_search_freecell(NULL, sd->bl.m, &x, &y, 10, 10, 1))
x = y = 0; //Invalid cell, use random spot.
}
pc_setpos(sd, sd->mapindex, x, y, CLR_TELEPORT);

View File

@ -114,7 +114,7 @@ int itemdb_searchrandomid(int flags);
#define itemdb_value_buy(n) itemdb_search(n)->value_buy
#define itemdb_value_sell(n) itemdb_search(n)->value_sell
#define itemdb_canrefine(n) itemdb_search(n)->flag.no_refine
#define itemdb_canrefine(n) (!itemdb_search(n)->flag.no_refine)
//Item trade restrictions [Skotlex]
int itemdb_isdropable_sub(struct item_data *, int, int);
int itemdb_cantrade_sub(struct item_data*, int, int);

View File

@ -2305,7 +2305,7 @@ int map_random_dir(struct block_list *bl, short *x, short *y)
if (dist < 1) dist =1;
do {
j = rand()%8; //Pick a random direction
j = 1 + 2*(rand()%4); //Pick a random diagonal direction
segment = 1+(rand()%dist); //Pick a random interval from the whole vector in that direction
xi = bl->x + segment*dirx[j];
segment = (short)sqrt((float)(dist2 - segment*segment)); //The complement of the previously picked segment

View File

@ -7168,7 +7168,7 @@ int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
pos = pc_equippoint(sd,n); //With a few exceptions, item should go in all specified slots.
if(battle_config.battle_log)
ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id->equip,req_pos);
ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id?id->equip:0,req_pos);
if(!pc_isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris]
clif_equipitemack(sd,n,0,0); // fail
return 0;

View File

@ -10,7 +10,6 @@
#include "buyingstore.h" // struct s_buyingstore
#include "itemdb.h" // MAX_ITEMGROUP
#include "map.h" // RC_MAX
#include "pc.h" // struct map_session_data
#include "script.h" // struct script_reg, struct script_regstr
#include "searchstore.h" // struct s_search_store_info
#include "status.h" // OPTION_*, struct weapon_atk

View File

@ -4559,7 +4559,7 @@ BUILDIN_FUNC(warpparty)
struct party_data* p;
int type;
int mapindex;
int i, j;
int i;
const char* str = script_getstr(st,2);
int x = script_getnum(st,3);
@ -4579,9 +4579,27 @@ BUILDIN_FUNC(warpparty)
: ( strcmp(str,"Leader")==0 ) ? 3
: 4;
if( type == 2 && ( sd = script_rid2sd(st) ) == NULL )
{// "SavePoint" uses save point of the currently attached player
return 0;
switch (type)
{
case 3:
for(i = 0; i < MAX_PARTY && !p->party.member[i].leader; i++);
if (i == MAX_PARTY || !p->data[i].sd) //Leader not found / not online
return 0;
pl_sd = p->data[i].sd;
mapindex = pl_sd->mapindex;
x = pl_sd->bl.x;
y = pl_sd->bl.y;
break;
case 4:
mapindex = mapindex_name2id(str);
break;
case 2:
//"SavePoint" uses save point of the currently attached player
if (( sd = script_rid2sd(st) ) == NULL )
return 0;
default:
mapindex = 0;
break;
}
for (i = 0; i < MAX_PARTY; i++)
@ -4610,25 +4628,9 @@ BUILDIN_FUNC(warpparty)
pc_setpos(pl_sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
break;
case 3: // Leader
for(j = 0; j < MAX_PARTY && !p->party.member[j].leader; j++);
if (j == MAX_PARTY || !p->data[j].sd) //Leader not found / not online
return 0;
mapindex = p->data[j].sd->mapindex;
x = p->data[j].sd->bl.x;
y = p->data[j].sd->bl.y;
for (j = 0; j < MAX_PARTY; j++)
{
pl_sd = p->data[j].sd;
if (!pl_sd)
continue;
if(map[pl_sd->bl.m].flag.noreturn || map[pl_sd->bl.m].flag.nowarp)
continue;
pc_setpos(pl_sd,mapindex,x,y,CLR_TELEPORT);
}
break;
case 4: // m,x,y
if(!map[pl_sd->bl.m].flag.noreturn && !map[pl_sd->bl.m].flag.nowarp)
pc_setpos(pl_sd,mapindex_name2id(str),x,y,CLR_TELEPORT);
pc_setpos(pl_sd,mapindex,x,y,CLR_TELEPORT);
break;
}
}
@ -6574,6 +6576,9 @@ BUILDIN_FUNC(strnpcinfo)
case 3: // unique name
name = aStrdup(nd->exname);
break;
case 4: // map name
name = aStrdup(map[nd->bl.m].name);
break;
}
if(name)
@ -13452,8 +13457,11 @@ BUILDIN_FUNC(unitwarp)
map = map_mapname2mapid(script_getstr(st, 3));
x = (short)script_getnum(st,4);
y = (short)script_getnum(st,5);
bl = map_id2bl(unit_id);
if (!unit_id) //Warp the script's runner
bl = map_id2bl(st->rid);
else
bl = map_id2bl(unit_id);
if( map >= 0 && bl != NULL )
script_pushint(st, unit_warp(bl,map,x,y,CLR_OUTSIGHT));
else

View File

@ -268,8 +268,8 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
{
int skill, hp;
struct map_session_data *sd = map_id2sd(src->id);
struct map_session_data *tsd = map_id2sd(target->id);
struct map_session_data *sd = BL_CAST(BL_PC, src);
struct map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_change* sc;
switch( skill_id )
@ -1008,8 +1008,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
tbl = (sd->autospell[i].id < 0) ? src : bl;
if( !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
continue; // If autospell_check_range is yes, fail the autocast.
if( battle_config.autospell_check_range &&
!battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
continue;
if (skill == AS_SONICBLOW)
pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
@ -1113,7 +1114,8 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s
continue;
tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
if( !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
if( battle_config.autospell_check_range &&
!battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
continue;
sd->state.autocast = 1;
@ -1640,13 +1642,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Spirit of Wizard blocks Kaite's reflection
if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
{ //Consume one Fragment per hit of the casted skill. Val3 is the skill id and val4 is the ID of the damage src.
//This should account for ground spells (and single target spells will be completed on castend_id) [Skotlex]
type = pc_search_inventory (tsd, 7321);
if (type >= 0)
pc_delitem(tsd, type, 1, 0, 1);
{ //Consume one Fragment per hit of the casted skill? [Skotlex]
type = tsd?pc_search_inventory (tsd, 7321):0;
if (type >= 0) {
if ( tsd ) pc_delitem(tsd, type, 1, 0, 1);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_MISS;
sc->data[SC_SPIRIT]->val3 = skillid;
@ -3266,7 +3265,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
{
int per = 0, sper = 0;
if (status_get_sc(bl)->data[SC_HELLPOWER])
if (tsc && tsc->data[SC_HELLPOWER])
break;
if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
@ -3310,7 +3309,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case AL_CRUCIS:
if (flag&1)
sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
else {
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
@ -3395,7 +3394,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
heal = status_percent_heal(bl, 100, 0);
clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
if( skillid == NPC_ALLHEAL && dstmd )
if( dstmd )
{ // Reset Damage Logs
memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
dstmd->tdmg = 0;
@ -3857,7 +3856,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
mer->devotion_flag = 1; // Mercenary Devoting Owner
clif_skill_nodamage(src, bl, skillid, skilllv,
sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
clif_devotion(src, NULL);
}
break;
@ -6194,7 +6193,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case SA_VIOLENTGALE:
{ //Does not consumes if the skill is already active. [Skotlex]
struct skill_unit_group *sg;
if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
{
if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
{
@ -8200,7 +8199,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
require = skill_get_requirement(sd,skill,lv);
//Can only update state when weapon/arrow info is checked.
if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
sd->state.arrow_atk = require.ammo?1:0;
// perform skill-specific checks (and actions)
switch( skill )
@ -8834,9 +8833,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
req.weapon = skill_db[j].weapon;
req.ammo = skill_db[j].ammo;
req.ammo_qty = skill_db[j].ammo_qty[lv-1];
if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
if (req.ammo_qty)
req.ammo = skill_db[j].ammo;
if (!req.ammo && skill && skill_isammotype(sd, skill))
{ //Assume this skill is using the weapon, therefore it requires arrows.
req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
req.ammo_qty = 1;
@ -11650,9 +11651,9 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
for( j = 0; j < 32; j++ )
{
int l = atoi(p);
if( l == 99 ) // magic value?
if( l == 99 ) // Any weapon
{
skill_db[i].weapon = 0xffffffff;
skill_db[i].weapon = 0;
break;
}
else
@ -11668,12 +11669,12 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
for( j = 0; j < 32; j++ )
{
int l = atoi(p);
if( l == 99 ) // magic value?
if( l == 99 ) // Any ammo type
{
skill_db[i].ammo = 0xffffffff;
skill_db[i].ammo = 0xFFFFFFFF;
break;
}
else if( l ) // 0 not allowed?
else if( l ) // 0 stands for no requirement
skill_db[i].ammo |= 1<<l;
p = strchr(p,':');
if( !p )

View File

@ -656,7 +656,7 @@ int status_charge(struct block_list* bl, int hp, int sp)
//If flag&1, damage is passive and does not triggers cancelling status changes.
//If flag&2, fail if target does not has enough to substract.
//If flag&4, if killed, mob must not give exp/loot.
//If flag&8, sp loss on dead target.
//flag will be set to &8 when damaging sp of a dead character
int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
{
struct status_data *status;
@ -666,18 +666,15 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
sp = 0; //Not a valid SP target.
if (hp < 0) { //Assume absorbed damage.
status_heal(target, cap_value(-hp, INT_MIN, INT_MAX), 0, 1);
status_heal(target, -hp, 0, 1);
hp = 0;
}
if (sp < 0) {
status_heal(target, 0, cap_value(-sp, INT_MIN, INT_MAX), 1);
status_heal(target, 0, -sp, 1);
sp = 0;
}
if (!hp && !sp)
return 0;
if (target->type == BL_SKILL)
return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
@ -685,6 +682,19 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
if( status == &dummy_status )
return 0;
if ((unsigned int)hp >= status->hp) {
if (flag&2) return 0;
hp = status->hp;
}
if ((unsigned int)sp > status->sp) {
if (flag&2) return 0;
sp = status->sp;
}
if (!hp && !sp)
return 0;
if( !status->hp )
flag |= 8;
@ -694,10 +704,10 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
sc = status_get_sc(target);
if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
hp = 1;
if( hp && !(flag&(1|8)) ) {
if( hp && !(flag&1) ) {
if( sc ) {
struct status_change_entry *sce;
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
@ -731,16 +741,6 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
unit_skillcastcancel(target, 2);
}
if ((unsigned int)hp >= status->hp) {
if (flag&2) return 0;
hp = status->hp;
}
if ((unsigned int)sp > status->sp) {
if (flag&2) return 0;
sp = status->sp;
}
status->hp-= hp;
status->sp-= sp;
@ -761,7 +761,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
}
if( status->hp || flag&8 )
if( status->hp || (flag&8) )
{ //Still lives or has been dead before this damage.
if (walkdelay)
unit_set_walkdelay(target, gettick(), walkdelay, 0);
@ -805,11 +805,11 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
}
}
if( !(flag&8) && sc && sc->data[SC_KAIZEL] )
if( sc && sc->data[SC_KAIZEL] )
{ //flag&8 = disable Kaizel
int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
//Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover == 1 )
if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
status_revive(target, 100, 100);
else
status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
@ -869,7 +869,7 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag)
sc = NULL;
if (hp < 0) {
status_damage(NULL, bl, cap_value(-hp, INT_MIN, INT_MAX), 0, 0, 1);
status_damage(NULL, bl, -hp, 0, 0, 1);
hp = 0;
}
@ -882,7 +882,7 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag)
}
if(sp < 0) {
status_damage(NULL, bl, 0, cap_value(-sp, INT_MIN, INT_MAX), 0, 1);
status_damage(NULL, bl, 0, -sp, 0, 1);
sp = 0;
}
@ -1510,24 +1510,14 @@ int status_calc_mob_(struct mob_data* md, bool first)
gc=guild_mapname2gc(map[md->bl.m].name);
if (!gc)
ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
else {
if(gc->castle_id > 23) {
if(md->class_ == MOBID_EMPERIUM) {
status->max_hp += 1000 * gc->defense;
status->max_sp += 200 * gc->defense;
status->hp = status->max_hp;
status->sp = status->max_sp;
status->def += (gc->defense+2)/3;
status->mdef += (gc->defense+2)/3;
}
}else{
status->max_hp += 1000 * gc->defense;
status->max_sp += 200 * gc->defense;
status->hp = status->max_hp;
status->sp = status->max_sp;
status->def += (gc->defense+2)/3;
status->mdef += (gc->defense+2)/3;
}
else
if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
status->max_hp += 1000 * gc->defense;
status->max_sp += 200 * gc->defense;
status->hp = status->max_hp;
status->sp = status->max_sp;
status->def += (gc->defense+2)/3;
status->mdef += (gc->defense+2)/3;
}
if(md->class_ != MOBID_EMPERIUM) {
status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
@ -2693,7 +2683,7 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
if (
sc->data[SC_DANCING]
|| (
(((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
(bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
(sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
)
|| sc->data[SC_MAXIMIZEPOWER]
@ -7250,15 +7240,6 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
case SC_DEVOTION:
//FIXME: use normal status duration instead of a looping timer
if( (sce->val4 -= 1000) > 0 )
{
sc_timer_next(1000+tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_BERSERK:
// 5% every 10 seconds [DracoRPG]
if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )

View File

@ -8,6 +8,7 @@ struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct mercenary_data;
struct status_change;
//Use this to refer the max refinery level [Skotlex]