Added pc_calcspeed, updated Cloaking
git-svn-id: https://svn.code.sf.net/p/rathena/svn/athena@340 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -14,6 +14,8 @@ Date Added
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since it's already fully implemented.
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- Added a bit more restrictions to Call Partner and Emergency Recall and
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updated mapflag for sec_pri.gat
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- Added pc_calcspeed and updated Cloaking so it won't need to recalculate
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the player's entire status everytime there is movement.
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11/22
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* (TXT)Stripped some code off read_gm_accounts() and made with it addGM() [MC Cameri]
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92
src/map/pc.c
92
src/map/pc.c
@ -2091,6 +2091,98 @@ int pc_calcstatus(struct map_session_data* sd,int first)
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return 0;
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}
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/*==========================================
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* For quick calculating [Celest]
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*------------------------------------------
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*/
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int pc_calcspeed (struct map_session_data *sd)
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{
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int b_speed, skill;
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struct pc_base_job s_class;
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nullpo_retr(0, sd);
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s_class = pc_calc_base_job(sd->status.class);
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b_speed = sd->speed;
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sd->speed = DEFAULT_WALK_SPEED ;
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sd->speed_rate = 100;
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sd->speed_add_rate = 100;
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if(sd->speed_add_rate != 100)
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sd->speed_rate += sd->speed_add_rate - 100;
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if(sd->aspd_add_rate != 100)
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sd->aspd_rate += sd->aspd_add_rate - 100;
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if(sd->sc_count){
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if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // ‘¬“x?‰Á
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sd->speed -= sd->speed *25/100;
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}
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if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
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sd->speed = sd->speed *125/100;
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}
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if(sd->sc_data[SC_CLOAKING].timer!=-1) {
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sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
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}
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if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
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sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
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}
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if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
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sd->speed = sd->speed*3/2;
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}
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if(sd->sc_data[SC_WINDWALK].timer!=-1) {
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sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
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}
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if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
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sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
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}
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if(sd->sc_data[SC_BERSERK].timer!=-1) {
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sd->speed -= sd->speed *25/100;
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}
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if(sd->sc_data[SC_WEDDING].timer!=-1) {
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sd->speed = 2*DEFAULT_WALK_SPEED;
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}
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if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
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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;
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}
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if(sd->sc_data[SC_STEELBODY].timer!=-1){
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sd->speed = (sd->speed * 125) / 100;
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}
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if(sd->sc_data[SC_DEFENDER].timer != -1) {
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sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
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}
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if( sd->sc_data[SC_DANCING].timer!=-1 ){
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sd->speed*=4;
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}
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if(sd->sc_data[SC_CURSE].timer!=-1)
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sd->speed += 450;
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}
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if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
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sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
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if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
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sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
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else if (pc_isriding(sd)) {
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sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
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}
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if((skill=pc_checkskill(sd,TF_MISS))>0)
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if(s_class.job==12)
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sd->speed -= sd->speed *(skill*1.5)/100;
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if(sd->speed_rate != 100)
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sd->speed = sd->speed*sd->speed_rate/100;
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if(sd->speed < 1) sd->speed = 1;
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if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
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sd->prev_speed = sd->speed;
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sd->speed = sd->speed*(175 - skill*5)/100;
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}
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if(b_speed != sd->speed)
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clif_updatestatus(sd,SP_SPEED);
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return 0;
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}
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/*==========================================
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* ? 備品による能力等のボ?ナス設定
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*------------------------------------------
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@ -77,6 +77,7 @@ int pc_dropitem(struct map_session_data*,int,int);
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int pc_checkweighticon(struct map_session_data *sd);
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int pc_calcstatus(struct map_session_data*,int);
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int pc_calcspeed(struct map_session_data*); // [Celest]
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int pc_bonus(struct map_session_data*,int,int);
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int pc_bonus2(struct map_session_data *sd,int,int,int);
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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
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}
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}
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break;
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case GD_REGENERATION:
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case GD_REGENERATION:
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{
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struct guild *g = NULL;
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if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
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@ -4430,7 +4430,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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for(i = 0; i < g->max_member; i++) {
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if ((dstsd = g->member[i].sd) != NULL && sd->bl.m == dstsd->bl.m) {
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hp = dstsd->status.max_hp*0.9;
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sp = dstsd->status.sp + hp < dstsd->status.max_sp ? hp : dstsd->status.max_sp - dstsd->status.sp;
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sp = dstsd->status.sp + hp <= dstsd->status.max_sp ? hp : dstsd->status.max_sp - dstsd->status.sp;
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clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
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battle_heal(NULL,bl,hp,sp,0);
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}
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@ -9798,19 +9798,15 @@ int skill_check_cloaking(struct block_list *bl)
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skill_status_change_end(bl, SC_CLOAKING, -1);
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*battle_get_option(bl)&=~4; /* ”O‚Ì‚½‚ß‚Ì?—<> */
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}
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else if (bl->type == BL_PC) {
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else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
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sd->sc_data[SC_CLOAKING].val3 = 130;
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//sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
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//clif_updatestatus(sd,SP_SPEED);
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pc_calcstatus (sd,0); // better way than calling this everytime?
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pc_calcspeed (sd);
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}
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}
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else {
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if (bl->type == BL_PC) {
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if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
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sd->sc_data[SC_CLOAKING].val3 = 103;
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//sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
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//clif_updatestatus(sd,SP_SPEED);
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pc_calcstatus (sd,0);
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pc_calcspeed (sd);
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}
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}
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return end;
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