Fixed max skill levels, pc_calc_base_job, baby jobs.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/athena@190 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -12,6 +12,9 @@ Date Added
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-Skill estimation will show monsters current level (instead of reading from db).
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-Will display level 99 aura if and when a monster hits level 99.
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-They will not go higher than level 99.
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* Fixed maximum skill levels not following skill tree [celest]
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* Updated HP/SP for baby classes [celest]
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* Corrected pc_calc_base_job [celest]
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11/14
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* Made the Advance jobchangers to kRO standars with the following;
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18
Dev/TODO.txt
18
Dev/TODO.txt
@ -674,11 +674,21 @@ Notes: 1. Skills
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* This means, when you adopt a child character, DO IT CAREFULLY. For the entire history of your character, you can only, and I mean ONLY get one child character.
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- The Child Adoption system now changes as following, so please make note of this:
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* The adopted child cannot raise any stat to beyond 80.
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* The adopted child will have 70% of MaxHP and MaxSP of normal characters.
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* The adopted child cannot marry.
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* The adopted child cannot raise any stat to beyond 80. - Done [Celest]
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* The adopted child will have 70% of MaxHP and MaxSP of normal characters. - Done [Celest]
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* The adopted child cannot marry. - Done [Celest]
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* "Mom, Dad, I love you" skill will only last 2 minutes instead of 5.
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* The parents must be both LV 70 or above in order to adopt.
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* The parents must be both LV 70 or above in order to share EXP as family.
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* "Mom, Dad, I love you" skill will now take 10% of MaxSP instead of taking 1 SP.
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- The wedding skills will now depend on percentage of MaxHP/MaxSP.
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- The wedding skills will now depend on percentage of MaxHP/MaxSP.
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********
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58.
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Description: Super novices max job level is now 99
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Status: Pending
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Assignee: NONE
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Notes: http://forums.emperium.org/viewtopic.php?t=44856
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@ -63,8 +63,8 @@ Assigned: N/A
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Progess: 0%
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Problem: The skill tree's max skill lvl is not read/used.
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Assigned: N/A
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Progess: 0%
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Assigned: Celest
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Progess: ~100% (Notes: Maybe there's a less messy way? xP)
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Problem: Char server and Map server crash when you recall some one.
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Assigned: N/A
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@ -4738,6 +4738,7 @@ int atcommand_character_joblevel(
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if (pl_s_class.job == 0)
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max_level -= 40;
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if ((pl_s_class.job == 23) || (pl_s_class.upper == 1 && pl_s_class.type == 2)) //スパノビと転生職はJobレベルの最高が70
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// To-do: super novices has max level 99 - celest
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max_level += 20;
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if (level > 0) {
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@ -4164,7 +4164,8 @@ int clif_skillinfo(struct map_session_data *sd,int skillid,int type,int range)
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WFIFOW(fd,12)= range;
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memset(WFIFOP(fd,14),0,24);
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if(!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn == 1 || (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill) )
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WFIFOB(fd,38)= (sd->status.skill[skillid].lv < skill_get_max(id) && sd->status.skill[skillid].flag ==0 )? 1:0;
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//WFIFOB(fd,38)= (sd->status.skill[skillid].lv < skill_get_max(id) && sd->status.skill[skillid].flag ==0 )? 1:0;
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WFIFOB(fd,38)= (sd->status.skill[skillid].lv < skill_tree_get_max(id, sd->status.class) && sd->status.skill[skillid].flag ==0 )? 1:0;
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else
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WFIFOB(fd,38) = 0;
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WFIFOSET(fd,packet_len_table[0x147]);
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@ -4198,7 +4199,8 @@ int clif_skillinfoblock(struct map_session_data *sd)
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WFIFOW(fd,len+10)= range;
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memset(WFIFOP(fd,len+12),0,24);
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if(!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn == 1 || (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill) )
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WFIFOB(fd,len+36)= (sd->status.skill[i].lv < skill_get_max(id) && sd->status.skill[i].flag ==0 )? 1:0;
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//WFIFOB(fd,len+36)= (sd->status.skill[i].lv < skill_get_max(id) && sd->status.skill[i].flag ==0 )? 1:0;
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WFIFOB(fd,len+36)= (sd->status.skill[i].lv < skill_tree_get_max(id, sd->status.class) && sd->status.skill[i].flag ==0 )? 1:0;
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else
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WFIFOB(fd,len+36) = 0;
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len+=37;
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@ -4230,7 +4232,8 @@ int clif_skillup(struct map_session_data *sd,int skill_num)
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if(range < 0)
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range = battle_get_range(&sd->bl) - (range + 1);
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WFIFOW(fd,8) = range;
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WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_get_max(sd->status.skill[skill_num].id)) ? 1 : 0;
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//WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_get_max(sd->status.skill[skill_num].id)) ? 1 : 0;
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WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_tree_get_max(sd->status.skill[skill_num].id, sd->status.class)) ? 1 : 0;
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WFIFOSET(fd,packet_len_table[0x10e]);
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return 0;
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123
src/map/pc.c
123
src/map/pc.c
@ -53,13 +53,14 @@ static int aspd_base[MAX_PC_CLASS][20];
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static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
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static int exp_table[14][MAX_LEVEL];
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static char statp[255][7];
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static struct {
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/*static struct {
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int id;
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int max;
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struct {
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short id,lv;
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} need[6];
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} skill_tree[3][MAX_PC_CLASS][100];
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} skill_tree[3][MAX_PC_CLASS][100];*/ // moved to pc.h
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static int atkmods[3][20]; // 武器ATKサイズ修正(size_fix.txt)
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static int refinebonus[5][3]; // 精錬ボーナステーブル(refine_db.txt)
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@ -903,13 +904,16 @@ int pc_calc_skilltree(struct map_session_data *sd)
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s_class = pc_calc_base_job(sd->status.class);
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c = s_class.job;
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s = (s_class.upper==1) ? 1 : 0 ; //転生以外は通常のスキル?
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//s = (s_class.upper==1) ? 1 : 0 ; //転生以外は通常のスキル?
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s = s_class.upper;
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if((battle_config.skillup_limit) && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023) || (c >= 4023 && c < 4045))) {
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//if((battle_config.skillup_limit) && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023) || (c >= 4023 && c < 4045))) {
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if (battle_config.skillup_limit && c >= 0 && c < 23) {
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int skill_point = pc_calc_skillpoint(sd);
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if(skill_point < 9)
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c = 0;
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else if((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007 && c < 4023) || (c > 4029 && c < 4045))) {
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//else if((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007 && c < 4023) || (c > 4029 && c < 4045))) {
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else if ((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && (c > 6 && c < 23)) {
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switch(c) {
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case 7:
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case 14:
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@ -936,7 +940,7 @@ int pc_calc_skilltree(struct map_session_data *sd)
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case 17:
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c = 6;
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break;
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case 4008:
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/*case 4008:
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case 4015:
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c = 4002;
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break;
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@ -985,8 +989,7 @@ int pc_calc_skilltree(struct map_session_data *sd)
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case 4035:
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case 4043:
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c = 4029;
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break;
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break;*/
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}
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}
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}
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@ -1052,7 +1055,7 @@ int pc_checkweighticon(struct map_session_data *sd)
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flag=1;
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if(sd->weight*10 >= sd->max_weight*9)
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flag=2;
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if(flag==1){
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if(sd->sc_data[SC_WEIGHT50].timer==-1)
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skill_status_change_start(&sd->bl,SC_WEIGHT50,0,0,0,0,0,0);
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@ -1600,8 +1603,11 @@ int pc_calcstatus(struct map_session_data* sd,int first)
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bl=sd->status.base_level;
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sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
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if (s_class.upper==1) // [MouseJstr]
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sd->status.max_hp = sd->status.max_hp * 130/100;
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if (s_class.upper==1) // [MouseJstr]
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sd->status.max_hp = sd->status.max_hp * 130/100;
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else if (s_class.upper==2)
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sd->status.max_hp = sd->status.max_hp * 70/100;
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if(sd->hprate!=100)
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sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
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@ -1623,8 +1629,10 @@ int pc_calcstatus(struct map_session_data* sd,int first)
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// 最大SP計算
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sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
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if (s_class.upper==1) // [MouseJstr]
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sd->status.max_sp = sd->status.max_sp * 130/100;
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if (s_class.upper==1) // [MouseJstr]
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sd->status.max_sp = sd->status.max_sp * 130/100;
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else if (s_class.upper==2)
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sd->status.max_sp = sd->status.max_sp * 70/100;
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if(sd->sprate!=100)
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sd->status.max_sp = sd->status.max_sp*sd->sprate/100;
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@ -4006,14 +4014,18 @@ struct pc_base_job pc_calc_base_job(int b_class)
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{
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struct pc_base_job bj;
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//転生や養子の場合の元の職業を算出する
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if(b_class < MAX_PC_CLASS){ //通常
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//if(b_class < MAX_PC_CLASS){ //通常
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if(b_class < 4001){
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bj.job = b_class;
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bj.upper = 0;
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}else if(b_class >= 4001 && b_class < 4023){ //転生職
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// Athena almost never uses this... well, used this. :3
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bj.job = b_class - 4001;
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bj.upper = 1;
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}else if(b_class == 23 + 4023 -1){ //養子スパノビ
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bj.job = b_class - (4023 - 1);
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//}else if(b_class == 23 + 4023 -1){ //養子スパノビ
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}else if(b_class == 4045){ // super baby
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//bj.job = b_class - (4023 - 1);
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bj.job = 23;
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bj.upper = 2;
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}else{ //養子スパノビ以外の養子
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bj.job = b_class - 4023;
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@ -4035,6 +4047,30 @@ struct pc_base_job pc_calc_base_job(int b_class)
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return bj;
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}
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/*==========================================
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* For quick calculating [Celest]
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*------------------------------------------
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*/
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int pc_calc_base_job2 (int b_class)
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{
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if(b_class < 4001)
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return b_class;
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else if(b_class >= 4001 && b_class < 4023)
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return b_class - 4001;
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else if(b_class == 4045)
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return 23;
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return b_class - 4023;
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}
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int pc_calc_upper(int b_class)
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{
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if(b_class < 4001)
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return 0;
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else if(b_class >= 4001 && b_class < 4023)
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return 1;
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return 2;
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}
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/*==========================================
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* PCの攻撃 (timer関数)
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*------------------------------------------
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@ -4510,9 +4546,11 @@ int pc_need_status_point(struct map_session_data *sd,int type)
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int pc_statusup(struct map_session_data *sd,int type)
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{
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int need,val = 0;
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nullpo_retr(0, sd);
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int max = (pc_calc_upper(sd->status.class)==2) ? 80 : battle_config.max_parameter;
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need=pc_need_status_point(sd,type);
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if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
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clif_statusupack(sd,type,0,0);
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@ -4520,42 +4558,42 @@ int pc_statusup(struct map_session_data *sd,int type)
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}
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switch(type){
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case SP_STR:
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if(sd->status.str >= battle_config.max_parameter) {
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if(sd->status.str >= max) {
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clif_statusupack(sd,type,0,0);
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return 1;
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}
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val= ++sd->status.str;
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break;
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case SP_AGI:
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if(sd->status.agi >= battle_config.max_parameter) {
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if(sd->status.agi >= max) {
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clif_statusupack(sd,type,0,0);
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return 1;
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}
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val= ++sd->status.agi;
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break;
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case SP_VIT:
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if(sd->status.vit >= battle_config.max_parameter) {
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if(sd->status.vit >= max) {
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clif_statusupack(sd,type,0,0);
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return 1;
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}
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val= ++sd->status.vit;
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break;
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case SP_INT:
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if(sd->status.int_ >= battle_config.max_parameter) {
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if(sd->status.int_ >= max) {
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clif_statusupack(sd,type,0,0);
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return 1;
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}
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val= ++sd->status.int_;
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break;
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case SP_DEX:
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if(sd->status.dex >= battle_config.max_parameter) {
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if(sd->status.dex >= max) {
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clif_statusupack(sd,type,0,0);
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return 1;
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}
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val= ++sd->status.dex;
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break;
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case SP_LUK:
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if(sd->status.luk >= battle_config.max_parameter) {
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if(sd->status.luk >= max) {
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clif_statusupack(sd,type,0,0);
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return 1;
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}
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@ -4665,7 +4703,8 @@ int pc_skillup(struct map_session_data *sd,int skill_num)
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if( sd->status.skill_point>0 &&
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sd->status.skill[skill_num].id!=0 &&
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sd->status.skill[skill_num].lv < skill_get_max(skill_num) )
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//sd->status.skill[skill_num].lv < skill_get_max(skill_num) ) - celest
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sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class) )
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{
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sd->status.skill[skill_num].lv++;
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sd->status.skill_point--;
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@ -4717,7 +4756,8 @@ int pc_allskillup(struct map_session_data *sd)
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else {
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for(i=0;(id=skill_tree[s][c][i].id)>0;i++){
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if(sd->status.skill[id].id==0 && (!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn) )
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sd->status.skill[id].lv=skill_get_max(id);
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// sd->status.skill[id].lv=skill_get_max(id);
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sd->status.skill[id].lv=skill_tree_get_max(id, sd->status.class); // celest
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}
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}
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pc_calcstatus(sd,0);
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@ -6562,7 +6602,7 @@ int pc_ismarried(struct map_session_data *sd)
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*/
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int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
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{
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if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0)
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if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0 || pc_calc_upper(sd->status.class)==2)
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return -1;
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sd->status.partner_id=dstsd->status.char_id;
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dstsd->status.partner_id=sd->status.char_id;
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@ -7168,7 +7208,8 @@ void pc_setstand(struct map_session_data *sd){
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*/
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int pc_readdb(void)
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{
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int i,j,k;
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int i,j,k,u;
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struct pc_base_job s_class;
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FILE *fp;
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char line[1024],*p;
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@ -7300,6 +7341,7 @@ int pc_readdb(void)
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printf("can't read db/skill_tree.txt\n");
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return 1;
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}
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while(fgets(line, sizeof(line)-1, fp)){
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char *split[50];
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if(line[0]=='/' && line[1]=='/')
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@ -7311,17 +7353,24 @@ int pc_readdb(void)
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}
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if(j<13)
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continue;
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i=atoi(split[0]);
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for(j=0;skill_tree[0][i][j].id;j++);
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skill_tree[0][i][j].id=atoi(split[1]);
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skill_tree[0][i][j].max=atoi(split[2]);
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skill_tree[2][i][j].id=atoi(split[1]); //養子職は良く分からないので暫定
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skill_tree[2][i][j].max=atoi(split[2]); //養子職は良く分からないので暫定
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//i=atoi(split[0]);
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s_class = pc_calc_base_job(atoi(split[0]));
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i = s_class.job;
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u = s_class.upper;
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//printf ("i = %d, u = %d\n",i,u);
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for(j=0;skill_tree[u][i][j].id;j++);
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skill_tree[u][i][j].id=atoi(split[1]);
|
||||
skill_tree[u][i][j].max=atoi(split[2]);
|
||||
|
||||
//not required - Celest
|
||||
//skill_tree[2][i][j].id=atoi(split[1]); //養子職は良く分からないので暫定
|
||||
//skill_tree[2][i][j].max=atoi(split[2]); //養子職は良く分からないので暫定
|
||||
|
||||
for(k=0;k<5;k++){
|
||||
skill_tree[0][i][j].need[k].id=atoi(split[k*2+3]);
|
||||
skill_tree[0][i][j].need[k].lv=atoi(split[k*2+4]);
|
||||
skill_tree[2][i][j].need[k].id=atoi(split[k*2+3]); //養子職は良く分からないので暫定
|
||||
skill_tree[2][i][j].need[k].lv=atoi(split[k*2+4]); //養子職は良く分からないので暫定
|
||||
skill_tree[u][i][j].need[k].id=atoi(split[k*2+3]);
|
||||
skill_tree[u][i][j].need[k].lv=atoi(split[k*2+4]);
|
||||
//skill_tree[2][i][j].need[k].id=atoi(split[k*2+3]); //養子職は良く分からないので暫定
|
||||
//skill_tree[2][i][j].need[k].lv=atoi(split[k*2+4]); //養子職は良く分からないので暫定
|
||||
}
|
||||
}
|
||||
fclose(fp);
|
||||
|
10
src/map/pc.h
10
src/map/pc.h
@ -165,6 +165,16 @@ struct pc_base_job{
|
||||
};
|
||||
|
||||
struct pc_base_job pc_calc_base_job(int b_class);//転生や養子職の元の職業を返す
|
||||
int pc_calc_base_job2(int b_class); // Celest
|
||||
int pc_calc_upper(int b_class);
|
||||
|
||||
struct {
|
||||
int id;
|
||||
int max;
|
||||
struct {
|
||||
short id,lv;
|
||||
} need[6];
|
||||
} skill_tree[3][MAX_PC_CLASS][100]; // Celest
|
||||
|
||||
int pc_read_gm_account(int fd);
|
||||
int pc_setinvincibletimer(struct map_session_data *sd,int);
|
||||
|
@ -736,7 +736,7 @@ int skill_get_hit( int id ){ return skill_db[id].hit; }
|
||||
int skill_get_inf( int id ){ return skill_db[id].inf; }
|
||||
int skill_get_pl( int id ){ return skill_db[id].pl; }
|
||||
int skill_get_nk( int id ){ return skill_db[id].nk; }
|
||||
int skill_get_max( int id ){ return skill_db[id].max; }
|
||||
int skill_get_max( int id ){ return skill_db[id].max; }
|
||||
int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; }
|
||||
int skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; }
|
||||
int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; }
|
||||
@ -754,6 +754,11 @@ int skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].ble
|
||||
int skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; }
|
||||
int skill_get_castnodex( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1]; }
|
||||
|
||||
int skill_tree_get_max(int id, int b_class){
|
||||
struct pc_base_job s_class = pc_calc_base_job(b_class);
|
||||
return skill_tree[s_class.upper][s_class.job][id].max;
|
||||
}
|
||||
|
||||
/* プロトタイプ */
|
||||
struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag);
|
||||
int skill_check_condition( struct map_session_data *sd,int type);
|
||||
@ -2711,8 +2716,8 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
|
||||
heal=0; /* ?金蟲カ?ド(ヒ?ル量0) */
|
||||
if (sd){
|
||||
s_class = pc_calc_base_job(sd->status.class);
|
||||
if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
|
||||
heal += heal*(skill*2/100);
|
||||
if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
|
||||
heal += heal*(skill*2/100);
|
||||
if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も?象もPC、?象が自分のパ?トナ?、自分がスパノビ、自分が♀なら
|
||||
heal = heal*2; //スパノビの嫁が旦那にヒ?ルすると2倍になる
|
||||
}
|
||||
|
@ -84,6 +84,7 @@ int skill_get_unit_id(int id,int flag);
|
||||
int skill_get_inf2( int id );
|
||||
int skill_get_maxcount( int id );
|
||||
int skill_get_blewcount( int id ,int lv );
|
||||
int skill_tree_get_max( int id, int b_class ); // Celest
|
||||
|
||||
// スキルの使用
|
||||
int skill_use_id( struct map_session_data *sd, int target_id,
|
||||
|
Loading…
x
Reference in New Issue
Block a user