Implements SC_STONEWAIT (#6794)

* Fixes #6748.
* Implements SC_STONEWAIT to be used with OPT1_STONEWAIT.
* Removes a lot of hard coded OPT1_STONE checks now that the two states are split to their own statuses.
* Fixes SC_STONE not ending when the target receives damage.
* Fixes SC_STONE getting overwritten by other statuses the have OPT1 states.
* SC_STONE should damage the target by 1% of MaxHP, not CurrentHP.
* All skills that give StoneWait aside from Stone Curse are 100ms.
* Confirmed that Sienna Execrate is 8 + 2 * SkillLv seconds of Stone.
* Moves Provoke and Mind Breaker status clearings to the status database.
* Converts EndReturn in the status database from a boolean to a list of statuses. Statuses defined in this list will be ended and then the status making the call will not take affect.
Thanks to @Singe-Horizontal, @Playtester, and @Lemongrass3110!
This commit is contained in:
Aleos 2022-04-08 13:16:18 -04:00 committed by GitHub
parent 3b47defa35
commit cee161e677
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11 changed files with 233 additions and 181 deletions

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@ -36,9 +36,9 @@
# MinDuration Minimum duration in milliseconds after status change reduction. (Default: 1)
# Fail: List of Status Changes that causes the status to fail to activate. (Optional)
# End: List of Status Changes that will end when the status activates. (Optional)
# EndReturn If the status has an End list and succeeds to remove these status changes, it won't give its effect. (Default: false)
# EndReturn: List of Status Changes that will end when the status activates and won't give its effect. (Optional)
###########################################################################
Header:
Type: STATUS_DB
Version: 1
Version: 2

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@ -796,8 +796,8 @@ Body:
Element: Earth
CastCancel: true
CastTime: 1000
Duration1: 5000
Duration2: 20000
Duration1: 20000
Duration2: 5000
Requires:
SpCost:
- Level: 1
@ -823,7 +823,7 @@ Body:
ItemCost:
- Item: Red_Gemstone
Amount: 1
Status: Stone
Status: StoneWait
- Id: 17
Name: MG_FIREBALL
Description: Fire Ball
@ -5663,8 +5663,9 @@ Body:
Hit: Single
HitCount: 1
Element: Weapon
Duration2: 20000
Status: Stone
Duration1: 20000
Duration2: 100
Status: StoneWait
- Id: 181
Name: NPC_CURSEATTACK
Description: Curse Attack
@ -15911,8 +15912,9 @@ Body:
Area: 11
- Level: 5
Area: 14
Duration2: 20000
Status: Stone
Duration1: 20000
Duration2: 100
Status: StoneWait
- Id: 667
Name: NPC_WIDECONFUSE
Description: Wide Confusion

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@ -36,37 +36,63 @@
# MinDuration Minimum duration in milliseconds after status change reduction. (Default: 1)
# Fail: List of Status Changes that causes the status to fail to activate. (Optional)
# End: List of Status Changes that will end when the status activates. (Optional)
# EndReturn If the status has an End list and succeeds to remove these status changes, it won't give its effect. (Default: false)
# EndReturn: List of Status Changes that will end when the status activates and won't give its effect. (Optional)
###########################################################################
Header:
Type: STATUS_DB
Version: 1
Version: 2
Body:
- Status: Stone
DurationLookup: NPC_PETRIFYATTACK
States:
NoMove: true
NoMoveCond: true
NoCast: true
NoAttack: true
CalcFlags:
Def_Ele: true
Def: true
Mdef: true
Opt1: Stone
Flags:
SendOption: true
BossResist: true
StopAttacking: true
StopCasting: true
RemoveOnDamaged: true
Fail:
Refresh: true
Inspiration: true
Power_Of_Gaia: true
Gvg_Stone: true
Freeze: true
Stun: true
Sleep: true
Burning: true
#Undead: true
End:
Dancing: true
Aeterna: true
EndReturn:
StoneWait: true
Stone: true
- Status: StoneWait
DurationLookup: NPC_PETRIFYATTACK
States:
NoCast: true
Opt1: StoneWait
Flags:
SendOption: true
StopAttacking: true
Fail:
Freeze: true
Stun: true
Sleep: true
Burning: true
#Undead: true
EndReturn:
StoneWait: true
Stone: true
- Status: Freeze
DurationLookup: NPC_WIDEFREEZE
States:
@ -247,6 +273,11 @@ Body:
BossResist: true
Debuff: true
NoSaveInfinite: true
End:
Freeze: true
Stone: true
Sleep: true
TrickDead: true
- Status: Endure
Icon: EFST_ENDURE
DurationLookup: SM_ENDURE
@ -505,6 +536,7 @@ Body:
Flags:
NoSave: true
Fail:
Stone: true
Freeze: true
- Status: Adrenaline
Icon: EFST_ADRENALINE
@ -1229,9 +1261,8 @@ Body:
Fail:
Quagmire: true
Dontforgetme: true
End:
EndReturn:
Decreaseagi: true
EndReturn: true
- Status: Chasewalk
Icon: EFST_CHASEWALK
DurationLookup: ST_CHASEWALK
@ -1317,6 +1348,10 @@ Body:
Flags:
NoSave: true
Debuff: true
End:
Freeze: true
Stone: true
Sleep: true
- Status: Memorize
Icon: EFST_MEMORIZE
DurationLookup: PF_MEMORIZE
@ -4179,9 +4214,8 @@ Body:
Fail:
Quagmire: true
Dontforgetme: true
End:
EndReturn:
Decreaseagi: true
EndReturn: true
- Status: Thornstrap
Icon: EFST_THORNS_TRAP
DurationLookup: GN_THORNS_TRAP
@ -5698,9 +5732,8 @@ Body:
NoBanishingBuster: true
NoClearance: true
NoForcedEnd: true
End:
EndReturn:
All_Riding: true
EndReturn: true
- Status: Teargas_Sob
Flags:
BossResist: true

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@ -780,8 +780,8 @@ Body:
Element: Earth
CastCancel: true
CastTime: 800
Duration1: 5000
Duration2: 17000
Duration1: 17000
Duration2: 5000
FixedCastTime: 200
Requires:
SpCost:
@ -808,7 +808,7 @@ Body:
ItemCost:
- Item: Red_Gemstone
Amount: 1
Status: Stone
Status: StoneWait
- Id: 17
Name: MG_FIREBALL
Description: Fire Ball
@ -5933,8 +5933,9 @@ Body:
Hit: Single
HitCount: 1
Element: Weapon
Duration2: 17000
Status: Stone
Duration1: 17000
Duration2: 100
Status: StoneWait
- Id: 181
Name: NPC_CURSEATTACK
Description: Curse Attack
@ -16310,8 +16311,9 @@ Body:
Area: 11
- Level: 5
Area: 14
Duration2: 17000
Status: Stone
Duration1: 17000
Duration2: 100
Status: StoneWait
- Id: 667
Name: NPC_WIDECONFUSE
Description: Wide Confusion
@ -19241,6 +19243,7 @@ Body:
Time: 13000
- Level: 5
Time: 15000
Duration2: 100
Requires:
SpCost:
- Level: 1
@ -19256,7 +19259,7 @@ Body:
ItemCost:
- Item: Red_Gemstone
Amount: 2
Status: Stone
Status: StoneWait
- Id: 2208
Name: WL_RADIUS
Description: Radius
@ -32010,6 +32013,7 @@ Body:
CastCancel: true
AfterCastActDelay: 1000
Duration1: 10000
Duration2: 5000
Requires:
SpCost: 30
Unit:

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@ -36,37 +36,65 @@
# MinDuration Minimum duration in milliseconds after status change reduction. (Default: 1)
# Fail: List of Status Changes that causes the status to fail to activate. (Optional)
# End: List of Status Changes that will end when the status activates. (Optional)
# EndReturn If the status has an End list and succeeds to remove these status changes, it won't give its effect. (Default: false)
# EndReturn: List of Status Changes that will end when the status activates and won't give its effect. (Optional)
###########################################################################
Header:
Type: STATUS_DB
Version: 1
Version: 2
Body:
- Status: Stone
DurationLookup: NPC_PETRIFYATTACK
States:
NoMove: true
NoMoveCond: true
NoCast: true
NoAttack: true
CalcFlags:
Def_Ele: true
Def: true
Mdef: true
Opt1: Stone
Flags:
SendOption: true
BossResist: true
StopAttacking: true
StopCasting: true
RemoveOnDamaged: true
Fail:
Refresh: true
Inspiration: true
Power_Of_Gaia: true
Gvg_Stone: true
Whiteimprison: true
Freeze: true
Stun: true
Sleep: true
Burning: true
#Undead: true
End:
Dancing: true
Aeterna: true
EndReturn:
StoneWait: true
Stone: true
- Status: StoneWait
DurationLookup: NPC_PETRIFYATTACK
States:
NoCast: true
Opt1: StoneWait
Flags:
SendOption: true
StopAttacking: true
Fail:
Whiteimprison: true
Freeze: true
Stun: true
Sleep: true
Burning: true
#Undead: true
EndReturn:
StoneWait: true
Stone: true
- Status: Freeze
DurationLookup: NPC_WIDEFREEZE
States:
@ -253,6 +281,11 @@ Body:
BossResist: true
Debuff: true
NoSaveInfinite: true
End:
Freeze: true
Stone: true
Sleep: true
TrickDead: true
- Status: Endure
Icon: EFST_ENDURE
DurationLookup: SM_ENDURE
@ -515,6 +548,7 @@ Body:
Flags:
NoSave: true
Fail:
Stone: true
Freeze: true
- Status: Adrenaline
Icon: EFST_ADRENALINE
@ -1242,9 +1276,8 @@ Body:
NoDispell: true
Fail:
Quagmire: true
End:
EndReturn:
Decreaseagi: true
EndReturn: true
- Status: Chasewalk
Icon: EFST_CHASEWALK
DurationLookup: ST_CHASEWALK
@ -1330,6 +1363,10 @@ Body:
Flags:
NoSave: true
Debuff: true
End:
Freeze: true
Stone: true
Sleep: true
- Status: Memorize
Icon: EFST_MEMORIZE
DurationLookup: PF_MEMORIZE
@ -4323,9 +4360,8 @@ Body:
Fail:
Quagmire: true
Dontforgetme: true
End:
EndReturn:
Decreaseagi: true
EndReturn: true
- Status: Thornstrap
Icon: EFST_THORNS_TRAP
DurationLookup: GN_THORNS_TRAP
@ -5931,9 +5967,8 @@ Body:
NoBanishingBuster: true
NoClearance: true
NoForcedEnd: true
End:
EndReturn:
All_Riding: true
EndReturn: true
- Status: Teargas_Sob
Flags:
BossResist: true

View File

@ -36,12 +36,12 @@
# MinDuration Minimum duration in milliseconds after status change reduction. (Default: 1)
# Fail: List of Status Changes that causes the status to fail to activate. (Optional)
# End: List of Status Changes that will end when the status activates. (Optional)
# EndReturn If the status has an End list and succeeds to remove these status changes, it won't give its effect. (Default: false)
# EndReturn: List of Status Changes that will end when the status activates and won't give its effect. (Optional)
###########################################################################
Header:
Type: STATUS_DB
Version: 1
Version: 2
Footer:
Imports:

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@ -3,7 +3,7 @@
//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20220222
//= 20220406
//===== Description: =========================================
//= Explanation of the status.yml file and structure.
//============================================================
@ -270,7 +270,9 @@ End: List of status that will end if the status activates.
---------------------------------------
EndReturn: If the status has any 'End' and succeeds to end other status in the list, it won't give its effect.
EndReturn: List of status that will end if the status activates and it won't give its effect.
The statuses checked in this list are done at the beginning of status_change_start(). If at least 1 status from this list
is removed then it will return back and not check anything else.
---------------------------------------

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@ -940,7 +940,7 @@
export_constant2("VAR_SHOES",LOOK_SHOES);
/* status changes */
export_constant2("Eff_Stone",SC_STONE);
export_constant2("Eff_Stone",SC_STONEWAIT);
export_constant2("Eff_Freeze",SC_FREEZE);
export_constant2("Eff_Stun",SC_STUN);
export_constant2("Eff_Sleep",SC_SLEEP);
@ -972,6 +972,7 @@
export_constant(SC_BLIND);
export_constant(SC_BLEEDING);
export_constant(SC_DPOISON);
export_constant(SC_STONEWAIT);
export_constant(SC_PROVOKE);
export_constant(SC_ENDURE);
export_constant(SC_TWOHANDQUICKEN);

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@ -1622,7 +1622,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
break;
case NPC_PETRIFYATTACK:
sc_start4(src,bl,SC_STONE,(20*skill_lv),skill_lv,0,0,skill_get_time(skill_id,skill_lv),skill_get_time2(skill_id,skill_lv));
sc_start4(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time(skill_id,skill_lv),0,skill_get_time2(skill_id,skill_lv));
break;
case NPC_CURSEATTACK:
sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
@ -7945,15 +7945,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
unit_skillcastcancel(bl, 2);
if( tsc && tsc->count )
{
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
}
if( dstmd )
{
dstmd->state.provoke_flag = src->id;
@ -8714,22 +8705,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case MG_STONECURSE:
{
int brate = 0;
if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
if (sd)
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if(status_isimmune(bl) || !tsc)
break;
int32 brate = 0;
if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
if (tsc && tsc->data[type]) {
status_change_end(bl, type, INVALID_TIMER);
if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
skill_get_time2(skill_id,skill_lv)))
@ -9844,13 +9832,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
unit_skillcastcancel(bl,0);
if(tsc && tsc->count){
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
}
if (dstmd)
mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
}
@ -10333,8 +10314,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SC_BURNING:
sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
break;
case SC_VOICEOFSIREN:
sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
case SC_STONEWAIT:
sc_start4(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id, skill_lv), 0, skill_get_time2(skill_id,skill_lv));
break;
default:
sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
@ -10784,22 +10765,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( bl->id == skill_area_temp[1] )
break; // Already work on this target
if( tsc && tsc->data[type] )
status_change_end(bl,type,INVALID_TIMER);
else
status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
status_change_start(src,bl,type,10000,skill_lv,src->id,skill_get_time(skill_id, skill_lv),0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF);
} else {
int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
// IroWiki says Rate should be reduced by target stats, but currently unknown
if( rnd()%100 < rate ) { // Success on First Target
if( !tsc->data[type] )
rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
else {
rate = 1;
status_change_end(bl,type,INVALID_TIMER);
}
if( rate ) {
if( status_change_start(src,bl,type,10000,skill_lv,src->id,skill_get_time(skill_id, skill_lv),0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF) ) {
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = bl->id;
map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
@ -15908,7 +15879,7 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_t
case UNT_ZENKAI_LAND:
switch (rnd()%2 + 1) {
case 1:
sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
sc_start4(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv), 0, skill_get_time2(sg->skill_id, sg->skill_lv));
break;
case 2:
sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));

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@ -1000,10 +1000,8 @@ int status_damage(struct block_list *src,struct block_list *target,int64 dhp, in
for (const auto &it : status_db) {
sc_type type = static_cast<sc_type>(it.first);
if (it.second->flag[SCF_REMOVEONDAMAGED]) {
if (type != SC_STONE || (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE))
status_change_end(target, type, INVALID_TIMER);
}
if (sc->data[type] && it.second->flag[SCF_REMOVEONDAMAGED])
status_change_end(target, type, INVALID_TIMER);
}
if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
/** [Skotlex]
@ -1616,7 +1614,7 @@ bool status_check_skilluse(struct block_list *src, struct block_list *target, ui
if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU || skill_id == NPC_STORMGUST2)
&& tsc->data[SC_FREEZE])
return false;
if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE]))
return false;
if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
return false;
@ -4797,7 +4795,6 @@ void status_calc_state( struct block_list *bl, struct status_change *sc, std::bi
(sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
))
|| (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
|| (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
)
sc->cant.move += (start ? 1 : ((sc->cant.move) ? -1 : 0));
}
@ -6949,7 +6946,7 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc,
def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1;
if(sc->data[SC_STONEHARDSKIN])
def += sc->data[SC_STONEHARDSKIN]->val1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
if(sc->data[SC_STONE])
def >>=1;
if(sc->data[SC_FREEZE])
def >>=1;
@ -7113,7 +7110,7 @@ static defType status_calc_mdef(struct block_list *bl, struct status_change *sc,
mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
if(sc->data[SC_STONEHARDSKIN])
mdef += sc->data[SC_STONEHARDSKIN]->val1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
if(sc->data[SC_STONE])
mdef += 25 * mdef / 100;
if(sc->data[SC_FREEZE])
mdef += 25 * mdef / 100;
@ -7943,7 +7940,7 @@ static unsigned char status_calc_element(struct block_list *bl, struct status_ch
if(sc->data[SC_FREEZE] || sc->data[SC_CRYSTAL_ARMOR_OPTION])
return ELE_WATER;
if((sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_STRONG_PROTECTION_OPTION])
if(sc->data[SC_STONE] || sc->data[SC_STRONG_PROTECTION_OPTION])
return ELE_EARTH;
if(sc->data[SC_FLAMEARMOR_OPTION])
return ELE_FIRE;
@ -7977,7 +7974,7 @@ static unsigned char status_calc_element_lv(struct block_list *bl, struct status
if(sc->data[SC_FREEZE])
return 1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
if(sc->data[SC_STONE])
return 1;
if(sc->data[SC_BENEDICTIO])
return 1;
@ -8730,7 +8727,7 @@ t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_
sc = NULL;
#ifdef RENEWAL
uint16 levelAdv = (pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2) / 5) * 100;
uint16 levelAdv = (static_cast<uint16>(pow(max(0, status_get_lv(src) - status_get_lv(bl)), 2)) / 5) * 100;
#endif
switch (type) {
@ -9241,6 +9238,24 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID) && scdb->flag[SCF_MVPRESIST])
return 0;
// End the SCs from the list and immediately return
// If anything in this list is removed, the rest is ignored.
if (!scdb->endreturn.empty()) {
bool isRemoved = false;
for (const auto &it : scdb->endreturn) {
sc_type rem_sc = it;
if (sc->data[rem_sc]) {
status_change_end(bl, rem_sc, INVALID_TIMER);
isRemoved = true;
}
}
if (isRemoved) // Something was removed, don't give the status
return 1; // Return 1 so that sc_start can be checked as success
}
// Check failing SCs from list
if (!scdb->fail.empty()) {
for (const auto &it : scdb->fail) {
@ -9288,10 +9303,6 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
return 0;
break;
case SC_AETERNA:
if( sc->data[SC_STONE] && sc->opt1 == OPT1_STONE )
return 0;
break;
case SC_KYRIE:
case SC_TUNAPARTY:
if (bl->type == BL_MOB)
@ -9611,14 +9622,45 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
}
// Before overlapping fail, one must check for status cured.
std::vector<sc_type> endlist;
if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
endlist = status_db.getEnd(SC__BLOODYLUST);
else
endlist = scdb->end;
// End the SCs from the list
if (!endlist.empty()) {
for (const auto &it : endlist) {
sc_type rem_sc = it;
if (sc->data[rem_sc]) {
switch (rem_sc) {
case SC_BERSERK:
case SC_SATURDAYNIGHTFEVER:
sc->data[rem_sc]->val2 = 0; // Mark to not lose hp
default:
status_change_end(bl, rem_sc, INVALID_TIMER);
break;
}
}
}
}
// List of hardcoded status cured.
switch (type) {
case SC_STONE:
if (sc->data[SC_DANCING]) {
unit_stop_walking(bl, 1);
status_change_end(bl, SC_DANCING, INVALID_TIMER);
}
break;
case SC_BLESSING:
// !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
// !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
status_change_end(bl, SC_CURSE, INVALID_TIMER);
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
if (sc->data[SC_CURSE]) {
status_change_end(bl, SC_CURSE, INVALID_TIMER);
return 1; // End Curse and do not give stat boost
@ -9659,36 +9701,6 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
break;
}
std::vector<sc_type> list;
if (type == SC_BERSERK && val3 == SC__BLOODYLUST) //There is some reasons that using SC_BERSERK first before SC__BLOODYLUST itself on Akinari's fix
list = status_db.getEnd(SC__BLOODYLUST);
else
list = scdb->end;
// End the SCs from the list
if (!list.empty()) {
bool isRemoving = false;
for (const auto &it : list) {
sc_type rem_sc = it;
if (sc->data[rem_sc]) {
switch (rem_sc) {
case SC_BERSERK:
case SC_SATURDAYNIGHTFEVER:
sc->data[rem_sc]->val2 = 0; // Mark to not lose hp
default:
status_change_end(bl, rem_sc, INVALID_TIMER);
isRemoving = true;
break;
}
}
}
if (isRemoving && scdb->end_return)
return 0;
}
// Check for overlapping fails
if( (sce = sc->data[type]) ) {
if (scdb->flag[SCF_OVERLAPFAIL])
@ -10098,11 +10110,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
}
break;
case SC_STONE:
val3 = max(val3, 100); // Incubation time
val4 = max(tick-val3, 100); // Petrify time
tick = val3;
calc_flag.reset(); // Actual status changes take effect on petrified state.
case SC_STONEWAIT:
val3 -= tick; // Petrify time - Incubation time
break;
case SC_DPOISON:
@ -10114,6 +10123,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
status_zap(bl, diff, 0);
}
// Fall through
case SC_STONE:
case SC_POISON:
case SC_BLEEDING:
case SC_BURNING:
@ -11887,7 +11897,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
break;
default:
if (calc_flag.none() && scdb->skill_id == 0 && scdb->icon == EFST_BLANK && scdb->opt1 == OPT1_NONE && scdb->opt2 == OPT2_NONE && scdb->state.none() && scdb->flag.none() && scdb->end.empty() && scdb->fail.empty()) {
if (calc_flag.none() && scdb->skill_id == 0 && scdb->icon == EFST_BLANK && scdb->opt1 == OPT1_NONE && scdb->opt2 == OPT2_NONE && scdb->state.none() && scdb->flag.none() && scdb->end.empty() && scdb->endreturn.empty() && scdb->fail.empty()) {
// Status change with no calc, no icon, and no skill associated...?
ShowWarning("status_change_start: Status %s (%d) is bare. Add the NoWarning flag to suppress this message.\n", script_get_constant_str("SC_", type), type);
return 0;
@ -11909,9 +11919,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
clif_changelook(bl,LOOK_BODY2,0);
break;
case SC_STONE:
if (val3 > 0)
break; //Incubation time still active
//Fall through
case SC_STONEWAIT:
case SC_POISON:
case SC_DPOISON:
case SC_BLEEDING:
@ -12030,12 +12038,6 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
uint16 disable_opt_flag = false;
switch(type) {
case SC_STONE:
if (val3 > 0)
sc->opt1 = OPT1_STONEWAIT;
else
sc->opt1 = OPT1_STONE;
break;
case SC_DANCING:
if ((val1&0xFFFF) != CG_MOONLIT)
sc->opt3 |= OPT3_MOONLIT;
@ -12129,8 +12131,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
}
// Non-zero
// Calc state for SC_STONE when OPT1_STONE in the timer
if (sc_isnew && scdb->state.any() && type != SC_STONE)
if (sc_isnew && scdb->state.any())
status_calc_state(bl, sc, scdb->state, true);
if (sd) {
@ -12385,6 +12386,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
// delays status change ending so that a skill that sets opt1 fails to
// trigger when it also removed one
case SC_STONE:
case SC_STONEWAIT:
sce->val4 = -1; // Petrify time
case SC_FREEZE:
case SC_STUN:
@ -12952,9 +12954,6 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
bool disable_opt_flag = false;
switch (type) {
case SC_STONE:
sc->opt1 = OPT1_NONE;
break;
case SC_DANCING:
if ((sce->val1&0xFFFF) == CG_MOONLIT)
sc->opt3 &= ~OPT3_MOONLIT;
@ -13031,6 +13030,10 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
if(opt_flag[SCF_ONTOUCH] && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
// Needed to be here to make sure OPT1_STONEWAIT has been cleared from the target
if (type == SC_STONEWAIT && sce->val4 > -1)
sc_start2(bl, bl, SC_STONE, 100, sce->val1, sce->val2, sce->val3);
ers_free(sc_data_ers, sce);
return 1;
}
@ -13140,28 +13143,8 @@ TIMER_FUNC(status_change_timer){
break;
case SC_STONE:
if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
sce->val3 = 0; //Incubation time used up
unit_stop_attack(bl);
if (sc->data[SC_DANCING]) {
unit_stop_walking(bl, 1);
status_change_end(bl, SC_DANCING, INVALID_TIMER);
}
status_change_end(bl, SC_AETERNA, INVALID_TIMER);
sc->opt1 = OPT1_STONE;
std::shared_ptr<s_status_change_db> scdb = status_db.find(type);
status_calc_state(bl,sc,scdb->state,1);
clif_changeoption(bl);
sc_timer_next(min(sce->val4, interval) + tick);
sce->val4 -= interval; //Remaining time
status_calc_bl_(bl, scdb->calc_flag);
return 0;
}
if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
status_percent_damage(NULL, bl, 1, 0, false);
}
if (sce->val4 >= 0 && status->hp > status->max_hp / 4)
status_percent_damage(nullptr, bl, -1, 0, false);
break;
case SC_POISON:
@ -15080,15 +15063,35 @@ uint64 StatusDatabase::parseBodyNode(const ryml::NodeRef& node) {
}
if (this->nodeExists(node, "EndReturn")) {
bool end;
const ryml::NodeRef &endNode = node["EndReturn"];
if (!this->asBool(node, "EndReturn", end))
return 0;
for (const auto &it : endNode) {
std::string end;
c4::from_chars(it.key(), &end);
status->end_return = end;
} else {
if (!exists)
status->end_return = false;
std::string end_constant = "SC_" + end;
int64 constant;
if (!script_get_constant(end_constant.c_str(), &constant)) {
this->invalidWarning(endNode, "EndReturn status %s is invalid.\n", end.c_str());
return 0;
}
if (!this->validateStatus(static_cast<sc_type>(constant))) {
this->invalidWarning(endNode, "EndReturn status %s is out of bounds.\n", end.c_str());
return 0;
}
bool active;
if (!this->asBool(endNode, end, active))
return 0;
if (active)
status->endreturn.push_back(static_cast<sc_type>(constant));
else
util::vector_erase_if_exists(status->endreturn, static_cast<sc_type>(constant));
}
}
if (!exists) {

View File

@ -150,7 +150,7 @@ enum sc_type : int16 {
//First we enumerate common status ailments which are often used around.
SC_STONE = 0,
SC_COMMON_MIN = 0, // begin
SC_COMMON_MIN = SC_STONE, // begin
SC_FREEZE,
SC_STUN,
SC_SLEEP,
@ -161,7 +161,8 @@ enum sc_type : int16 {
SC_BLIND,
SC_BLEEDING,
SC_DPOISON, //10
SC_COMMON_MAX = 10, // end
SC_STONEWAIT,
SC_COMMON_MAX = SC_STONEWAIT, // end
//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
SC_PROVOKE = 20,
@ -2870,14 +2871,14 @@ struct s_status_change_db {
uint16 skill_id; ///< Associated skill for (addeff) duration lookups
std::vector<sc_type> end; ///< List of SC that will be ended when this SC is activated
std::vector<sc_type> fail; ///< List of SC that causing this SC cannot be activated
bool end_return; ///< After SC ends the SC from end list, it does nothing
std::vector<sc_type> endreturn; ///< List of SC that will be ended when this SC is activated and then immediately return
t_tick min_duration; ///< Minimum duration effect (after all status reduction)
uint16 min_rate; ///< Minimum rate to be applied (after all status reduction)
};
class StatusDatabase : public TypesafeCachedYamlDatabase<uint16, s_status_change_db> {
public:
StatusDatabase() : TypesafeCachedYamlDatabase("STATUS_DB", 1) {
StatusDatabase() : TypesafeCachedYamlDatabase("STATUS_DB", 2) {
// All except BASE and extra flags.
SCB_BATTLE.set();
SCB_BATTLE.reset(SCB_BASE);