- Renamed skill_clear_element_field to skill_clear_group, it accepts a flag to determine what to erase. &1 for elemental fields, &2 for traps. Also rewrote how it works to prevent missing elements (since each time an element is erased, the array contents shift)
- Added battle config traps_setting to determine how traps should behave. With &1 traps are invisible if you didn't see them get set up. With &2 traps will be removed after changing maps. The default is 2. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6285 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,10 @@ 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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2006/04/25
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* Added battle config traps_setting to determine how traps should behave.
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With &1 traps are invisible if you didn't see them get set up. With &2
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traps will be removed after changing maps. The default is 2.
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(battle/skill.conf) [Skotlex]
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* Cleaned up a bit the implementation of SC_MAXIMIZEPOWER, SC_CHASEWALK and
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SC_CLOAKING to prevent infinite looping timers. [Skotlex]
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* Fixed NPC_SUICIDE dropping items. [Skotlex]
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@ -113,6 +113,12 @@ skill_nofootset: 1
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// Default on official servers: yes for player-traps
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gvg_traps_target_all: 1
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// Some traps settings (add as necessary):
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// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.
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// (Invisible traps can be revealed through Hunter's Detecting skill)
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// 2: Traps are removed on map-change. When unset, traps last until they time-out.
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traps_setting: 2
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// Whether placed down skills will check walls (Note 1)
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// (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side)
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skill_wall_check: yes
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@ -3599,6 +3599,7 @@ static const struct battle_data_short {
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{ "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
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{ "defunit_not_enemy", &battle_config.defnotenemy },
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{ "gvg_traps_target_all", &battle_config.vs_traps_bctall },
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{ "traps_setting", &battle_config.traps_setting },
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{ "clear_skills_on_death", &battle_config.clear_unit_ondeath },
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{ "random_monster_checklv", &battle_config.random_monster_checklv },
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{ "attribute_recover", &battle_config.attr_recover },
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@ -3974,6 +3975,7 @@ void battle_set_defaults() {
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battle_config.pc_damage_delay_rate=100;
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battle_config.defnotenemy=0;
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battle_config.vs_traps_bctall=BL_PC;
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battle_config.traps_setting=0;
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battle_config.clear_unit_ondeath=BL_ALL;
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battle_config.random_monster_checklv=1;
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battle_config.attr_recover=1;
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@ -109,6 +109,7 @@ extern struct Battle_Config {
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unsigned short pc_damage_delay_rate;
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unsigned short defnotenemy;
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unsigned short vs_traps_bctall;
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unsigned short traps_setting;
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unsigned short clear_unit_ondeath; //[Skotlex]
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unsigned short random_monster_checklv;
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unsigned short attr_recover;
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@ -3887,7 +3887,10 @@ int clif_getareachar_skillunit(struct map_session_data *sd,struct skill_unit *un
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WFIFOW(fd,10)=unit->bl.x;
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WFIFOW(fd,12)=unit->bl.y;
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//Use invisible unit id for traps.
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WFIFOB(fd,14)=(skill_get_inf2(unit->group->skill_id)&INF2_TRAP?UNT_ATTACK_SKILLS:unit->group->unit_id);
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if (battle_config.traps_setting&1 && skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
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WFIFOB(fd,14)=UNT_ATTACK_SKILLS;
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else
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WFIFOB(fd,14)=unit->group->unit_id;
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WFIFOB(fd,15)=0;
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WFIFOSET(fd,packet_len_table[0x11f]);
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@ -3055,7 +3055,7 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
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{ //Misc map-changing settings
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party_send_dot_remove(sd); //minimap dot fix [Kevin]
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guild_send_dot_remove(sd);
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skill_clear_element_field(&sd->bl);
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skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
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if (sd->sc.count)
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{ //Cancel some map related stuff.
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if (sd->sc.data[SC_WARM].timer != -1)
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@ -6402,7 +6402,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
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if (limit < 0) //This can happen...
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limit = skill_get_time(skillid,skilllv);
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}
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skill_clear_element_field(src);
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skill_clear_group(src,1);
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}
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break;
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}
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@ -8915,27 +8915,39 @@ int skill_attack_area(struct block_list *bl,va_list ap)
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*
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*------------------------------------------
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*/
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int skill_clear_element_field(struct block_list *bl)
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int skill_clear_group(struct block_list *bl, int flag)
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{
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struct unit_data *ud = unit_bl2ud(bl);
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int i;
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struct skill_unit_group *group[MAX_SKILLUNITGROUP];
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int i, count=0;
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nullpo_retr(0, bl);
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if (!ud) return 0;
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for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
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//All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
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for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
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{
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switch (ud->skillunit[i]->skill_id) {
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case SA_DELUGE:
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case SA_VOLCANO:
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case SA_VIOLENTGALE:
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case SA_LANDPROTECTOR:
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case NJ_SUITON:
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skill_delunitgroup(bl, ud->skillunit[i]);
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if (flag&1)
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group[count++]= ud->skillunit[i];
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break;
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default:
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if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
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group[count++]= ud->skillunit[i];
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break;
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}
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}
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return 1;
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}
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}
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for (i=0;i<count;i++);
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skill_delunitgroup(bl, group[i]);
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return count;
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}
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/*==========================================
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* Returns the first element field found [Skotlex]
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*------------------------------------------
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@ -189,7 +189,7 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src,
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int count,int skillid,int skilllv,int unit_id, int limit, int interval);
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int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group);
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int skill_clear_unitgroup(struct block_list *src);
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int skill_clear_element_field(struct block_list *bl);
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int skill_clear_group(struct block_list *bl, int flag);
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int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
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int damage,unsigned int tick);
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