- NPC_POWERUP now gives +40% atk per level.
- Water elementals can be frozen again. - Fixed the sc_def equation in status_change_start - Fixed an extra semi-colon that broke win32 compiles. - Some rewriting of bounds checks in @baselvup, @joblvup and the # equivalents to prevent signed/unsigned comparisons. - Now slaves give exp/loot (exception: player slaves still stick to the old rules) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5267 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
47a3e1ca19
commit
cf059ff1a9
@ -4,6 +4,15 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
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GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
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2006/02/13
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* NPC_POWERUP now gives +40% atk per level. [Skotlex]
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* Water elementals can be frozen again. [Skotlex]
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* Fixed the sc_def equation in status_change_start. [Skotlex]
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* Fixed an extra semi-colon that broke win32 compiles. [Skotlex]
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* Some rewriting of bounds checks in @baselvup, @joblvup and the #
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equivalents to prevent signed/unsigned comparisons. [Skotlex]
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* Now slaves give exp/loot (exception: player slaves still stick to the old
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rules of no exp/loot) [Skotlex]
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2006/02/12
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* Some path cleanups meant to get the CELL_NOSTACK mod working better with
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path searching and the like. [Skotlex]
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@ -2680,7 +2680,7 @@ int atcommand_baselevelup(
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clif_displaymessage(fd, msg_table[47]); /* Base level can't go any higher. */
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return -1;
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} /* End Addition */
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if (level > pc_maxbaselv(sd) || level > (pc_maxbaselv(sd) - (int)sd->status.base_level)) // fix positiv overflow
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if (level > pc_maxbaselv(sd) || level > pc_maxbaselv(sd) - sd->status.base_level) // fix positiv overflow
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level = pc_maxbaselv(sd) - sd->status.base_level;
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for (i = 1; i <= level; i++)
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sd->status.status_point += (sd->status.base_level + i + 14) / 5;
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@ -2697,10 +2697,11 @@ int atcommand_baselevelup(
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clif_displaymessage(fd, msg_table[158]); /* Base level can't go any lower. */
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return -1;
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}
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if (level < -(int)pc_maxbaselv(sd) || level < (1 - (int)sd->status.base_level)) /* fix negativ overflow */
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level = 1 - sd->status.base_level;
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level*=-1;
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if (level >= sd->status.base_level)
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level = sd->status.base_level-1;
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if (sd->status.status_point > 0) {
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for (i = 0; i > level; i--)
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for (i = 0; i > -level; i--)
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sd->status.status_point -= (sd->status.base_level + i + 14) / 5;
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if (sd->status.status_point < 0)
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sd->status.status_point = 0;
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@ -2739,7 +2740,7 @@ int atcommand_joblevelup(
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clif_displaymessage(fd, msg_table[23]); // Job level can't go any higher.
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return -1;
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}
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if (level > pc_maxjoblv(sd) || level > (pc_maxjoblv(sd) - (int)sd->status.job_level)) // fix positiv overflow
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if (level > pc_maxjoblv(sd) || level > pc_maxjoblv(sd) - sd->status.job_level) // fix positiv overflow
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level = pc_maxjoblv(sd) - sd->status.job_level;
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sd->status.job_level += level;
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clif_updatestatus(sd, SP_JOBLEVEL);
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@ -2754,13 +2755,14 @@ int atcommand_joblevelup(
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clif_displaymessage(fd, msg_table[159]); // Job level can't go any lower.
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return -1;
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}
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if (level < -(int)pc_maxjoblv(sd) || level < (1 - (int)sd->status.job_level)) // fix negativ overflow
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level = 1 - sd->status.job_level;
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sd->status.job_level += level;
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level *=-1;
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if (level >= sd->status.job_level) // fix negativ overflow
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level = sd->status.job_level-1;
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sd->status.job_level -= level;
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clif_updatestatus(sd, SP_JOBLEVEL);
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clif_updatestatus(sd, SP_NEXTJOBEXP);
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if (sd->status.skill_point > 0) {
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sd->status.skill_point += level;
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sd->status.skill_point -= level;
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if (sd->status.skill_point < 0)
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sd->status.skill_point = 0;
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clif_updatestatus(sd, SP_SKILLPOINT);
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@ -1262,7 +1262,8 @@ int charcommand_baselevel(
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clif_displaymessage(fd, msg_table[91]); // Character's base level can't go any higher.
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return 0;
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} // End Addition
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if (level > pc_maxbaselv(pl_sd) || level > (pc_maxbaselv(pl_sd)- (int)pl_sd->status.base_level)) // fix positiv overflow
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if ((unsigned int)level > pc_maxbaselv(pl_sd) ||
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pl_sd->status.base_level > pc_maxbaselv(pl_sd) -level)
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level = pc_maxbaselv(pl_sd) - pl_sd->status.base_level;
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for (i = 1; i <= level; i++)
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pl_sd->status.status_point += (pl_sd->status.base_level + i + 14) / 5;
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@ -1279,16 +1280,17 @@ int charcommand_baselevel(
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clif_displaymessage(fd, msg_table[193]); // Character's base level can't go any lower.
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return -1;
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}
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if (level < -(int)pc_maxbaselv(pl_sd) || level < (1 - (int)pl_sd->status.base_level)) // fix negativ overflow
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level = 1 - pl_sd->status.base_level;
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level *= -1;
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if ((unsigned int)level >= pl_sd->status.base_level)
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level = pl_sd->status.base_level -1;
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if (pl_sd->status.status_point > 0) {
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for (i = 0; i > level; i--)
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pl_sd->status.status_point -= (pl_sd->status.base_level + i + 14) / 5;
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for (i = 0; i > -level; i--)
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pl_sd->status.status_point -= (pl_sd->status.base_level +i + 14) / 5;
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if (pl_sd->status.status_point < 0)
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pl_sd->status.status_point = 0;
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clif_updatestatus(pl_sd, SP_STATUSPOINT);
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} // to add: remove status points from stats
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pl_sd->status.base_level += level;
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pl_sd->status.base_level -= level;
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clif_updatestatus(pl_sd, SP_BASELEVEL);
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clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
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status_calc_pc(pl_sd, 0);
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@ -1333,7 +1335,8 @@ int charcommand_joblevel(
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clif_displaymessage(fd, msg_table[67]); // Character's job level can't go any higher.
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return -1;
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}
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if ((int)pl_sd->status.job_level + level > pc_maxjoblv(pl_sd))
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if ((unsigned int)level > pc_maxjoblv(pl_sd) ||
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pl_sd->status.job_level > pc_maxjoblv(pl_sd) -level)
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level = pc_maxjoblv(pl_sd) - pl_sd->status.job_level;
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pl_sd->status.job_level += level;
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clif_updatestatus(pl_sd, SP_JOBLEVEL);
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@ -1348,13 +1351,14 @@ int charcommand_joblevel(
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clif_displaymessage(fd, msg_table[194]); // Character's job level can't go any lower.
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return -1;
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}
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if (pl_sd->status.job_level + level < 1)
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level = 1 - pl_sd->status.job_level;
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pl_sd->status.job_level += level;
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level*=-1;
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if ((unsigned int)level >= pl_sd->status.job_level)
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level = pl_sd->status.job_level-1;
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pl_sd->status.job_level -= level;
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clif_updatestatus(pl_sd, SP_JOBLEVEL);
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clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
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if (pl_sd->status.skill_point > 0) {
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pl_sd->status.skill_point += level;
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pl_sd->status.skill_point -= level;
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if (pl_sd->status.skill_point < 0)
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pl_sd->status.skill_point = 0;
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clif_updatestatus(pl_sd, SP_SKILLPOINT);
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@ -845,15 +845,16 @@ struct mob_data {
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int id;
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int dmg;
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} dmglog[DAMAGELOG_SIZE];
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unsigned long tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex]
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short n;
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short base_class,class_,dir,mode,level;
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short base_class,class_,dir,mode;
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short m,x0,y0,xs,ys;
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short to_x,to_y;
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short target_dir;
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short speed;
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short attacked_count;
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short target_lv;
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unsigned long tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex]
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unsigned int level;
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int timer;
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int hp, max_hp;
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int target_id,attacked_id;
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@ -2208,7 +2208,6 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
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int mvp_damage,max_hp;
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unsigned int tick = gettick();
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struct map_session_data *mvp_sd = NULL, *second_sd = NULL,*third_sd = NULL;
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struct block_list *master = NULL;
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double temp;
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struct item item;
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int ret, mode;
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@ -2490,12 +2489,9 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
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per /=2.;
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else if(md->special_state.size==2)
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per *=2.;
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if(md->master_id) {
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if(((master = map_id2bl(md->master_id)) && status_get_mode(master)&MD_BOSS) || // check if its master is a boss (MVP's and minibosses)
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md->special_state.ai) { // for summoned creatures [Valaris]
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per = 0;
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}
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} else {
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if(md->master_id && md->special_state.ai) //New rule: Only player-summoned mobs do not give exp. [Skotlex]
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per = 0;
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else {
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if(battle_config.zeny_from_mobs) {
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if(md->level > 0) zeny=(int) ((md->level+rand()%md->level)*per); // zeny calculation moblv + random moblv [Valaris]
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if(md->db->mexp > 0)
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@ -2581,11 +2577,10 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
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for (i = 0; i < 10; i++) { // 8 -> 10 Lupus
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struct delay_item_drop *ditem;
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if ((master && status_get_mode(master) & MD_BOSS) || // check if its master is a boss (MVP's and minibosses)
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(md->special_state.ai &&
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(battle_config.alchemist_summon_reward == 0 || //Noone gives items
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(md->class_ != 1142 && battle_config.alchemist_summon_reward == 1) //Non Marine spheres don't drop items
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))) // Added [Valaris]
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if (md->master_id && md->special_state.ai && (
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battle_config.alchemist_summon_reward == 0 || //Noone gives items
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(md->class_ != 1142 && battle_config.alchemist_summon_reward == 1) //Non Marine spheres don't drop items
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))
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break; // End
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//mapflag: noloot check [Lorky]
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if (map[md->bl.m].flag.nomobloot) break;;
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21
src/map/pc.c
21
src/map/pc.c
@ -5778,13 +5778,13 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
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switch(type){
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case SP_BASELEVEL:
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if (val > pc_maxbaselv(sd)) //Capping to max
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if ((unsigned int)val > pc_maxbaselv(sd)) //Capping to max
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val = pc_maxbaselv(sd);
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if (val > sd->status.base_level) {
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for (i = 1; i <= (val - (int)sd->status.base_level); i++)
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if ((unsigned int)val > sd->status.base_level) {
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for (i = 1; i <= ((unsigned int)val - sd->status.base_level); i++)
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sd->status.status_point += (sd->status.base_level + i + 14) / 5 ;
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}
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sd->status.base_level = val;
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sd->status.base_level = (unsigned int)val;
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sd->status.base_exp = 0;
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clif_updatestatus(sd, SP_BASELEVEL);
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clif_updatestatus(sd, SP_NEXTBASEEXP);
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@ -5794,13 +5794,13 @@ int pc_setparam(struct map_session_data *sd,int type,int val)
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pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
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break;
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case SP_JOBLEVEL:
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if (val >= (int)sd->status.job_level) {
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if (val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
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sd->status.skill_point += (val-sd->status.job_level);
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if ((unsigned int)val >= sd->status.job_level) {
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if ((unsigned int)val > pc_maxjoblv(sd)) val = pc_maxjoblv(sd);
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sd->status.skill_point += ((unsigned int)val-sd->status.job_level);
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clif_updatestatus(sd, SP_SKILLPOINT);
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clif_misceffect(&sd->bl, 1);
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}
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sd->status.job_level = val;
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sd->status.job_level = (unsigned int)val;
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sd->status.job_exp = 0;
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clif_updatestatus(sd, SP_JOBLEVEL);
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clif_updatestatus(sd, SP_NEXTJOBEXP);
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@ -8055,7 +8055,7 @@ int pc_split_atoui(char *str,unsigned int *val, char sep, int max)
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{
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static int warning=0;
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int i,j;
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float f;
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double f;
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for (i=0; i<max; i++) {
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if (!str) break;
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f = atof(str);
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@ -8110,7 +8110,8 @@ int pc_readdb(void)
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}
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while(fgets(line, sizeof(line)-1, fp)){
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int jobs[MAX_PC_CLASS], job_count, job;
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int type, max;
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int type;
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unsigned int max;
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char *split[3];
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if(line[0]=='/' && line[1]=='/')
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continue;
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@ -2306,7 +2306,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
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int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag)
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{
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int i, max;
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unsigned short *count=NULL;;
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unsigned short *count=NULL;
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struct skill_timerskill *sts = NULL;
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nullpo_retr(1, src);
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switch (src->type) {
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@ -5062,7 +5062,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case NPC_POWERUP:
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// +20% attack per skill level? It's a guess... [Skotlex]
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status_change_start(bl,SC_INCATKRATE,100,20*skilllv,0,0,0,skilllv * 60000,0);
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status_change_start(bl,SC_INCATKRATE,100,40*skilllv,0,0,0,skilllv * 60000,0);
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// another random guess xP
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clif_skill_nodamage(src,bl,skillid,skilllv,
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status_change_start(bl,SC_INCALLSTATUS,100,
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@ -3597,13 +3597,9 @@ int status_get_sc_def(struct block_list *bl, int type)
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}
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sc_def*=100; //Send it on the interval 0->10000
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if(bl->type == BL_MOB) {
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struct mob_data *md = (struct mob_data *)bl;
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if (md->class_ == MOBID_EMPERIUM)
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return 0;
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if (sc_def > 5000)
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sc_def = 5000;
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}
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if(bl->type == BL_MOB && sc_def > 5000)
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sc_def = 5000; //Are mobs really capped to 50% defense?
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sd = bl->type==BL_PC?(struct map_session_data*)bl:NULL;
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if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX &&
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@ -3724,12 +3720,12 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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//Check rate
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if (!(flag&(4|1))) {
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rate*=100; //Pass to 10000 = 100%
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if (flag&8) {
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race = status_get_sc_def(bl, type);
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if (race)
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rate -= rate*race/100;
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} else
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rate*=100; //Pass to 10000 = 100%
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rate -= rate*race/10000;
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}
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if (!(rand()%10000 < rate))
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return 0;
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}
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@ -3742,8 +3738,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
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//Check for inmunities / sc fails
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switch (type) {
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case SC_FREEZE:
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if (elem == 1 && !(flag&1))
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return 0; //Can't freeze water elementals.
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case SC_STONE:
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//Undead are inmune to Freeze/Stone
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if (undead_flag && !(flag&1))
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