- Idle skills won't trigger while the mob is walking.

- Idle skills will now trigger each IDLE_SKILL_INTERVAL iterations (10 currently)
- Added support for walk packet 0x22c (disabled currently as it's non-walk packet equivalent is yet missing), it will be used when PACKETVER is set to 7 or above.
- Normal walking will now also trigger mob skills (due to the walk skill condition)
- Updated mob_skill_db: all idle and walk skills had their rate go up x10.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6245 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-04-24 02:45:17 +00:00
parent a5d33a3007
commit cb00c164f7
6 changed files with 405 additions and 358 deletions

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@ -3,6 +3,14 @@ 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.
2006/04/23
* Idle skills won't trigger while the mob is walking (that is for the state
"walk") [Skotlex]
* Idle skills will now trigger each IDLE_SKILL_INTERVAL iterations (10
currently) [Skotlex]
* Added support for walk packet 0x22c, will be used when PACKETVER is set
to 7 or above (packetver is still set to 6 for now) [Skotlex]
* Normal walking will now also trigger mob skills (due to the walk skill
condition) [Skotlex]
* additional experience multiplicator as mapflags which is based off battle.conf
so with battle.conf rates 200 and "mapflag <jexp/bexp> 200" it will be 4x
on this specific map and 2x anywhere else [Jbain]

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@ -28,6 +28,7 @@
=========================
04/23
* Updated mob_skill_db: all idle and walk skills had their rate up x10. [Skotlex]
* Put in most of the Kiel Hyre monster drops, at temporary low rates. [MasterOfMuppets]
* Updated some loot sell prices for the Kiel Hyre/Odin Temple monsters [MasterOfMuppets]
* NPC_CHANGE<property> should be self, not target [Vicious]

File diff suppressed because it is too large Load Diff

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@ -981,7 +981,45 @@ static int clif_set007b(struct block_list *bl, struct view_data *vd, struct unit
lv = status_get_lv(bl);
if(pcdb_checkid(vd->class_)) {
#if PACKETVER > 3
#if PACKETVER > 6
//Packet 0x22c, still in construction. [Skotlex]
memset(buf,0,packet_len_table[0x22c]);
WBUFW(buf,0)=0x22c;
WBUFL(buf,2)=bl->id;
WBUFW(buf,6)=status_get_speed(bl);
if (sc) {
WBUFW(buf,8)= sc->opt1;
WBUFW(buf,10)= sc->opt2;
WBUFL(buf,12)= sc->option;
WBUFL(buf,48)= sc->opt3;
}
WBUFW(buf,16)=vd->class_;
WBUFW(buf,18)=vd->hair_style;
WBUFW(buf,20)=vd->weapon;
WBUFW(buf,22)=vd->shield;
WBUFW(buf,24)=vd->head_bottom;
WBUFL(buf,26)=gettick();
WBUFW(buf,30)=vd->head_top;
WBUFW(buf,32)=vd->head_mid;
WBUFW(buf,34)=vd->hair_color;
WBUFW(buf,36)=vd->cloth_color;
WBUFW(buf,38)=sd?sd->head_dir:unit_getdir(bl);
WBUFL(buf,40)=guild_id;
WBUFW(buf,44)=emblem_id;
if (sd) {
WBUFW(buf,46)=sd->status.manner;
WBUFB(buf,52)=sd->status.karma;
}
WBUFB(buf,53)=vd->sex;
WBUFPOS2(buf,54,bl->x,bl->y,ud->to_x,ud->to_y);
WBUFB(buf,59)=0x88; // Deals with acceleration in directions. [Valaris]
WBUFB(buf,60)=0;
WBUFB(buf,61)=0;
WBUFW(buf,62)=clif_setlevel(lv);
return packet_len_table[0x22c];
#elif PACKETVER > 3
memset(buf,0,packet_len_table[0x1da]);
WBUFW(buf,0)=0x1da;

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@ -34,6 +34,7 @@
#include "irc.h"
#define MIN_MOBTHINKTIME 100
#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
#define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
@ -983,9 +984,9 @@ int mob_randomwalk(struct mob_data *md,int tick)
nullpo_retr(0, md);
speed=status_get_speed(&md->bl);
if(DIFF_TICK(md->next_walktime,tick)<0 && unit_can_move(&md->bl)){
int i,x,y,c,d=12-md->move_fail_count;
speed=status_get_speed(&md->bl);
if(d<5) d=5;
for(i=0;i<retrycount;i++){ // Search of a movable place
int r=rand();
@ -1247,11 +1248,13 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
}
}
// When there's no target, it is idling.
md->state.skillstate = MSS_IDLE;
if (mobskill_use(md, tick, -1))
return 0;
if(md->ud.walktimer == -1) {
// When there's no target, it is idling.
// Is it terribly exploitable to reuse the walkcounter for idle state skills? [Skotlex]
md->state.skillstate = MSS_IDLE;
if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1))
return 0;
}
// Nothing else to do... except random walking.
// Slaves do not random walk! [Skotlex]
if (can_move && !md->master_id)
@ -2685,7 +2688,6 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
//Execute skill
if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND)
{
// <20>ê<EFBFBD>ŠŽwè
struct block_list *bl = NULL;
short x = 0, y = 0;
if (ms[i].target <= MST_AROUND) {
@ -2735,7 +2737,6 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
if (!flag) md->skillidx = -1; //Skill failed.
return flag;
} else {
// IDŽwè
if (ms[i].target <= MST_MASTER) {
struct block_list *bl;
switch (ms[i].target) {

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@ -190,12 +190,11 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
}
} else if (md) {
if (ud->target && ud->state.attack_continue) {
if(md->min_chase > md->db->range2) md->min_chase--;
if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
mobskill_use(md, tick, -1))
return 0;
}
if (md->min_chase > md->db->range2) md->min_chase--;
//Walk skills are triggered regardless of target due to the idle-walk mob state.
if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
mobskill_use(md, tick, -1))
return 0;
}
if(ud->state.change_walk_target)