- 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
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@ -3,6 +3,14 @@ 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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2006/04/23
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* Idle skills won't trigger while the mob is walking (that is for the state
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"walk") [Skotlex]
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* Idle skills will now trigger each IDLE_SKILL_INTERVAL iterations (10
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currently) [Skotlex]
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* Added support for walk packet 0x22c, will be used when PACKETVER is set
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to 7 or above (packetver is still set to 6 for now) [Skotlex]
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* Normal walking will now also trigger mob skills (due to the walk skill
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condition) [Skotlex]
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* additional experience multiplicator as mapflags which is based off battle.conf
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so with battle.conf rates 200 and "mapflag <jexp/bexp> 200" it will be 4x
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on this specific map and 2x anywhere else [Jbain]
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@ -28,6 +28,7 @@
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=========================
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04/23
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* Updated mob_skill_db: all idle and walk skills had their rate up x10. [Skotlex]
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* Put in most of the Kiel Hyre monster drops, at temporary low rates. [MasterOfMuppets]
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* Updated some loot sell prices for the Kiel Hyre/Odin Temple monsters [MasterOfMuppets]
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* NPC_CHANGE<property> should be self, not target [Vicious]
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File diff suppressed because it is too large
Load Diff
@ -981,7 +981,45 @@ static int clif_set007b(struct block_list *bl, struct view_data *vd, struct unit
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lv = status_get_lv(bl);
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if(pcdb_checkid(vd->class_)) {
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#if PACKETVER > 3
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#if PACKETVER > 6
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//Packet 0x22c, still in construction. [Skotlex]
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memset(buf,0,packet_len_table[0x22c]);
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WBUFW(buf,0)=0x22c;
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WBUFL(buf,2)=bl->id;
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WBUFW(buf,6)=status_get_speed(bl);
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if (sc) {
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WBUFW(buf,8)= sc->opt1;
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WBUFW(buf,10)= sc->opt2;
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WBUFL(buf,12)= sc->option;
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WBUFL(buf,48)= sc->opt3;
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}
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WBUFW(buf,16)=vd->class_;
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WBUFW(buf,18)=vd->hair_style;
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WBUFW(buf,20)=vd->weapon;
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WBUFW(buf,22)=vd->shield;
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WBUFW(buf,24)=vd->head_bottom;
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WBUFL(buf,26)=gettick();
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WBUFW(buf,30)=vd->head_top;
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WBUFW(buf,32)=vd->head_mid;
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WBUFW(buf,34)=vd->hair_color;
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WBUFW(buf,36)=vd->cloth_color;
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WBUFW(buf,38)=sd?sd->head_dir:unit_getdir(bl);
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WBUFL(buf,40)=guild_id;
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WBUFW(buf,44)=emblem_id;
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if (sd) {
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WBUFW(buf,46)=sd->status.manner;
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WBUFB(buf,52)=sd->status.karma;
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}
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WBUFB(buf,53)=vd->sex;
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WBUFPOS2(buf,54,bl->x,bl->y,ud->to_x,ud->to_y);
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WBUFB(buf,59)=0x88; // Deals with acceleration in directions. [Valaris]
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WBUFB(buf,60)=0;
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WBUFB(buf,61)=0;
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WBUFW(buf,62)=clif_setlevel(lv);
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return packet_len_table[0x22c];
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#elif PACKETVER > 3
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memset(buf,0,packet_len_table[0x1da]);
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WBUFW(buf,0)=0x1da;
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@ -34,6 +34,7 @@
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#include "irc.h"
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#define MIN_MOBTHINKTIME 100
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#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
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#define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
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#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
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@ -983,9 +984,9 @@ int mob_randomwalk(struct mob_data *md,int tick)
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nullpo_retr(0, md);
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speed=status_get_speed(&md->bl);
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if(DIFF_TICK(md->next_walktime,tick)<0 && unit_can_move(&md->bl)){
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int i,x,y,c,d=12-md->move_fail_count;
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speed=status_get_speed(&md->bl);
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if(d<5) d=5;
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for(i=0;i<retrycount;i++){ // Search of a movable place
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int r=rand();
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@ -1247,11 +1248,13 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
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}
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}
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// When there's no target, it is idling.
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md->state.skillstate = MSS_IDLE;
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if (mobskill_use(md, tick, -1))
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return 0;
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if(md->ud.walktimer == -1) {
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// When there's no target, it is idling.
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// Is it terribly exploitable to reuse the walkcounter for idle state skills? [Skotlex]
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md->state.skillstate = MSS_IDLE;
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if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1))
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return 0;
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}
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// Nothing else to do... except random walking.
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// Slaves do not random walk! [Skotlex]
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if (can_move && !md->master_id)
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@ -2685,7 +2688,6 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
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//Execute skill
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if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND)
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{
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// <20>ê<EFBFBD>ŠŽw’è
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struct block_list *bl = NULL;
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short x = 0, y = 0;
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if (ms[i].target <= MST_AROUND) {
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@ -2735,7 +2737,6 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
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if (!flag) md->skillidx = -1; //Skill failed.
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return flag;
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} else {
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// IDŽw’è
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if (ms[i].target <= MST_MASTER) {
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struct block_list *bl;
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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)
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sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
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}
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} else if (md) {
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if (ud->target && ud->state.attack_continue) {
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if(md->min_chase > md->db->range2) md->min_chase--;
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if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
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mobskill_use(md, tick, -1))
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return 0;
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}
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if (md->min_chase > md->db->range2) md->min_chase--;
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//Walk skills are triggered regardless of target due to the idle-walk mob state.
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if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
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mobskill_use(md, tick, -1))
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return 0;
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}
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if(ud->state.change_walk_target)
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