Added pc_calcspeed, updated Cloaking

git-svn-id: https://svn.code.sf.net/p/rathena/svn/athena@340 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
(no author) 2004-11-24 07:36:33 +00:00
parent 8c36a195bf
commit d7646f71f6
4 changed files with 101 additions and 10 deletions

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@ -14,6 +14,8 @@ Date Added
since it's already fully implemented.
- Added a bit more restrictions to Call Partner and Emergency Recall and
updated mapflag for sec_pri.gat
- Added pc_calcspeed and updated Cloaking so it won't need to recalculate
the player's entire status everytime there is movement.
11/22
* (TXT)Stripped some code off read_gm_accounts() and made with it addGM() [MC Cameri]

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@ -2091,6 +2091,98 @@ int pc_calcstatus(struct map_session_data* sd,int first)
return 0;
}
/*==========================================
* For quick calculating [Celest]
*------------------------------------------
*/
int pc_calcspeed (struct map_session_data *sd)
{
int b_speed, skill;
struct pc_base_job s_class;
nullpo_retr(0, sd);
s_class = pc_calc_base_job(sd->status.class);
b_speed = sd->speed;
sd->speed = DEFAULT_WALK_SPEED ;
sd->speed_rate = 100;
sd->speed_add_rate = 100;
if(sd->speed_add_rate != 100)
sd->speed_rate += sd->speed_add_rate - 100;
if(sd->aspd_add_rate != 100)
sd->aspd_rate += sd->aspd_add_rate - 100;
if(sd->sc_count){
if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // ¬“x?‰Á
sd->speed -= sd->speed *25/100;
}
if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
sd->speed = sd->speed *125/100;
}
if(sd->sc_data[SC_CLOAKING].timer!=-1) {
sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
}
if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
}
if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
sd->speed = sd->speed*3/2;
}
if(sd->sc_data[SC_WINDWALK].timer!=-1) {
sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
}
if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
}
if(sd->sc_data[SC_BERSERK].timer!=-1) {
sd->speed -= sd->speed *25/100;
}
if(sd->sc_data[SC_WEDDING].timer!=-1) {
sd->speed = 2*DEFAULT_WALK_SPEED;
}
if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
}
if(sd->sc_data[SC_STEELBODY].timer!=-1){
sd->speed = (sd->speed * 125) / 100;
}
if(sd->sc_data[SC_DEFENDER].timer != -1) {
sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
}
if( sd->sc_data[SC_DANCING].timer!=-1 ){
sd->speed*=4;
}
if(sd->sc_data[SC_CURSE].timer!=-1)
sd->speed += 450;
}
if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
else if (pc_isriding(sd)) {
sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
}
if((skill=pc_checkskill(sd,TF_MISS))>0)
if(s_class.job==12)
sd->speed -= sd->speed *(skill*1.5)/100;
if(sd->speed_rate != 100)
sd->speed = sd->speed*sd->speed_rate/100;
if(sd->speed < 1) sd->speed = 1;
if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
sd->prev_speed = sd->speed;
sd->speed = sd->speed*(175 - skill*5)/100;
}
if(b_speed != sd->speed)
clif_updatestatus(sd,SP_SPEED);
return 0;
}
/*==========================================
* ? ?
*------------------------------------------

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@ -77,6 +77,7 @@ int pc_dropitem(struct map_session_data*,int,int);
int pc_checkweighticon(struct map_session_data *sd);
int pc_calcstatus(struct map_session_data*,int);
int pc_calcspeed(struct map_session_data*); // [Celest]
int pc_bonus(struct map_session_data*,int,int);
int pc_bonus2(struct map_session_data *sd,int,int,int);
int pc_bonus3(struct map_session_data *sd,int,int,int,int);

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@ -4407,7 +4407,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
}
break;
case GD_REGENERATION:
case GD_REGENERATION:
{
struct guild *g = NULL;
if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
@ -4430,7 +4430,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
for(i = 0; i < g->max_member; i++) {
if ((dstsd = g->member[i].sd) != NULL && sd->bl.m == dstsd->bl.m) {
hp = dstsd->status.max_hp*0.9;
sp = dstsd->status.sp + hp < dstsd->status.max_sp ? hp : dstsd->status.max_sp - dstsd->status.sp;
sp = dstsd->status.sp + hp <= dstsd->status.max_sp ? hp : dstsd->status.max_sp - dstsd->status.sp;
clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
battle_heal(NULL,bl,hp,sp,0);
}
@ -9798,19 +9798,15 @@ int skill_check_cloaking(struct block_list *bl)
skill_status_change_end(bl, SC_CLOAKING, -1);
*battle_get_option(bl)&=~4; /* ”O̽ßÌ?—<> */
}
else if (bl->type == BL_PC) {
else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
sd->sc_data[SC_CLOAKING].val3 = 130;
//sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
//clif_updatestatus(sd,SP_SPEED);
pc_calcstatus (sd,0); // better way than calling this everytime?
pc_calcspeed (sd);
}
}
else {
if (bl->type == BL_PC) {
if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
sd->sc_data[SC_CLOAKING].val3 = 103;
//sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
//clif_updatestatus(sd,SP_SPEED);
pc_calcstatus (sd,0);
pc_calcspeed (sd);
}
}
return end;