- Added setting clear_skills_on_warp to specify when a character's land-based skills are deleted when the caster changes maps. Defaults to all types.
- Should have fixed Brandish Spear not passing the flag to skill_attack, causing it to do miserable damage. - Warp Portal will no longer be removed when caster steps through it (this is left to the new clear_skills_on_warp setting) - Cleaned up status_percent_change to switch equations when the target has high hp to prevent overflows, also it will directly take hp/maxhp when a rate of 100 or higher is passed to prevent calculations. - Traps and Land Elemental fields are no longer automatically removed on map change (handled now by clear_skills_on_warp) - traps_setting &2 no longer does anything (handled now by blah blah) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8469 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,20 @@ 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.
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2006/08/24
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* Added setting clear_skills_on_warp to specify when a character's
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land-based skills are deleted when the caster changes maps. Defaults to all
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types. [Skotlex]
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* Should have fixed Brandish Spear not passing the flag to skill_attack,
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causing it to do miserable damage. [Skotlex]
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* Warp Portal will no longer be removed when caster steps through it (this
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is left to the new clear_skills_on_warp setting) [Skotlex]
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* Cleaned up status_percent_change to switch equations when the target has
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high hp to prevent overflows, also it will directly take hp/maxhp when a
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rate of 100 or higher is passed to prevent calculations. [Skotlex]
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* Traps and Land Elemental fields are no longer automatically removed on
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map change (handled now by clear_skills_on_warp) [Skotlex]
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* traps_setting &2 no longer does anything (handled now by blah blah)
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[Skotlex]
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* Applied some change from mpeg on Ninja Skills [Toms]
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* Put HVAN_Explosion based on max_hp instead of current hp [Toms]
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2006/08/23
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@ -1,5 +1,11 @@
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Date Added
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2006/08/24
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* Added setting clear_skills_on_warp to specify when a character's
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land-based skills are deleted when the caster changes maps. Defaults to all
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types (skill.conf). [Skotlex]
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* The previous setting now obsoletes traps_setting &2, which now can only
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be 0/1. [Skotlex]
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2006/08/21
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* Removed config setting "muting_players", and expanded the manner_system
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config to specify how having negative manner (mute) affects a player (see
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@ -89,6 +89,9 @@ skill_caster_check: yes
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// Should ground placed skills be removed as soon as the caster dies? [Note 4]
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clear_skills_on_death: 15
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// Should ground placed skills be removed when the caster changes maps? [Note 4]
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clear_skills_on_warp: 15
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//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
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//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)
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//See db/skill_unit_db.txt for more info.
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@ -123,8 +126,7 @@ 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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traps_setting: 0
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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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@ -3455,6 +3455,7 @@ static const struct battle_data_short {
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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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{ "clear_skills_on_warp", &battle_config.clear_unit_onwarp },
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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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{ "flooritem_lifetime", &battle_config.flooritem_lifetime },
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@ -3851,6 +3852,7 @@ void battle_set_defaults() {
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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.clear_unit_onwarp=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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battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
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@ -105,6 +105,7 @@ extern struct Battle_Config {
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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 clear_unit_onwarp; //[Skotlex]
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unsigned short random_monster_checklv;
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unsigned short attr_recover;
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unsigned short flooritem_lifetime;
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@ -3272,7 +3272,6 @@ 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_group(&sd->bl, 1|(battle_config.traps_setting&2));
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if (sd->regen.state.gc)
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sd->regen.state.gc = 0;
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if (sd->sc.count)
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@ -3290,6 +3289,8 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
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sd->sc.data[SC_KNOWLEDGE].timer = add_timer(gettick() + skill_get_time(SG_KNOWLEDGE, sd->sc.data[SC_KNOWLEDGE].val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
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}
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}
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if (battle_config.clear_unit_onwarp&BL_PC)
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skill_clear_unitgroup(&sd->bl);
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}
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if(m<0){
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@ -2887,15 +2887,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case ASC_METEORASSAULT:
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case GS_DESPERADO:
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case GS_SPREADATTACK:
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case KN_BRANDISHSPEAR:
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if (flag&1)
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{ //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
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if (skill_area_temp[1] != bl->id)
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skill_attack(skill_get_type(skillid), src, src, bl,
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skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION);
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else if (skillid == KN_BRANDISHSPEAR)
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skill_attack(skill_get_type(skillid), src, src, bl,
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skillid, skilllv, tick, skill_area_temp[0]);
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break;
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}
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if ( skillid == NJ_BAKUENRYU )
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@ -2926,6 +2922,16 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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}
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break;
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case KN_BRANDISHSPEAR:
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//Coded apart for it needs the flag passed to the damage calculation.
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if (skill_area_temp[1] != bl->id)
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skill_attack(skill_get_type(skillid), src, src, bl,
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skillid, skilllv, tick, flag|SD_ANIMATION);
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else
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skill_attack(skill_get_type(skillid), src, src, bl,
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skillid, skilllv, tick, flag);
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break;
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case KN_BOWLINGBASH:
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if(flag&1){
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if(bl->id==skill_area_temp[1])
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@ -6838,7 +6844,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
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if((!sd->chatID || battle_config.chat_warpportal)
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&& sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
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if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
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if (--sg->val1<=0 || sg->src_id == bl->id)
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if (--sg->val1<=0)
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skill_delunitgroup(NULL, sg);
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}
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}
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@ -812,16 +812,34 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe
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unsigned int hp =0, sp = 0;
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status = status_get_status_data(target);
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if (hp_rate > 0)
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hp = (hp_rate*status->hp)/100;
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//Change the equation when the values are high enough to discard the
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//imprecision in exchange of overflow protection [Skotlex]
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//Also add 100% checks since those are the most used cases where we don't
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//want aproximation errors.
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if (hp_rate > 99)
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hp = status->hp;
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else if (hp_rate > 0)
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hp = status->hp>10000?
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hp_rate*(status->hp/100):
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(hp_rate*status->hp)/100;
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else if (hp_rate < -99)
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hp = status->max_hp;
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else if (hp_rate < 0)
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hp = (-hp_rate)*status->max_hp/100;
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hp = status->max_hp>10000?
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(-hp_rate)*(status->max_hp/100):
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(-hp_rate*status->max_hp)/100;
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if (hp_rate && !hp)
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hp = 1;
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if (sp_rate > 0)
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//Should be safe to not do overflow protection here, noone should have
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//millions upon millions of SP
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if (sp_rate > 99)
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sp = status->sp;
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else if (sp_rate > 0)
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sp = (sp_rate*status->sp)/100;
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else if (sp_rate < -99)
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sp = status->max_sp;
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else if (sp_rate < 0)
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sp = (-sp_rate)*status->max_sp/100;
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if (sp_rate && !sp)
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return 2;
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}
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}
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if (bl->type == BL_PC) //Use pc_setpos
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return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
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if (!unit_remove_map(bl, type))
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return 3;
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if (bl->m != m && battle_config.clear_unit_onwarp &&
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battle_config.clear_unit_onwarp&bl->type)
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skill_clear_unitgroup(bl);
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bl->x=ud->to_x=x;
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bl->y=ud->to_y=y;
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bl->m=m;
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