- 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
This commit is contained in:
skotlex 2006-08-24 14:49:16 +00:00
parent 10d8fa1083
commit dbedc092e8
9 changed files with 68 additions and 14 deletions

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@ -4,6 +4,20 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/24 2006/08/24
* 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. [Skotlex]
* Should have fixed Brandish Spear not passing the flag to skill_attack,
causing it to do miserable damage. [Skotlex]
* Warp Portal will no longer be removed when caster steps through it (this
is left to the new clear_skills_on_warp setting) [Skotlex]
* 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. [Skotlex]
* Traps and Land Elemental fields are no longer automatically removed on
map change (handled now by clear_skills_on_warp) [Skotlex]
* traps_setting &2 no longer does anything (handled now by blah blah)
[Skotlex]
* Applied some change from mpeg on Ninja Skills [Toms] * Applied some change from mpeg on Ninja Skills [Toms]
* Put HVAN_Explosion based on max_hp instead of current hp [Toms] * Put HVAN_Explosion based on max_hp instead of current hp [Toms]
2006/08/23 2006/08/23

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@ -1,5 +1,11 @@
Date Added Date Added
2006/08/24
* 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 (skill.conf). [Skotlex]
* The previous setting now obsoletes traps_setting &2, which now can only
be 0/1. [Skotlex]
2006/08/21 2006/08/21
* Removed config setting "muting_players", and expanded the manner_system * Removed config setting "muting_players", and expanded the manner_system
config to specify how having negative manner (mute) affects a player (see config to specify how having negative manner (mute) affects a player (see

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@ -89,6 +89,9 @@ skill_caster_check: yes
// Should ground placed skills be removed as soon as the caster dies? [Note 4] // Should ground placed skills be removed as soon as the caster dies? [Note 4]
clear_skills_on_death: 15 clear_skills_on_death: 15
// Should ground placed skills be removed when the caster changes maps? [Note 4]
clear_skills_on_warp: 15
//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies" //Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
//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) //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)
//See db/skill_unit_db.txt for more info. //See db/skill_unit_db.txt for more info.
@ -123,8 +126,7 @@ gvg_traps_target_all: 1
// Some traps settings (add as necessary): // Some traps settings (add as necessary):
// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times. // 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.
// (Invisible traps can be revealed through Hunter's Detecting skill) // (Invisible traps can be revealed through Hunter's Detecting skill)
// 2: Traps are removed on map-change. When unset, traps last until they time-out. traps_setting: 0
traps_setting: 2
// Whether placed down skills will check walls (Note 1) // Whether placed down skills will check walls (Note 1)
// (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side) // (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 {
{ "gvg_traps_target_all", &battle_config.vs_traps_bctall }, { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
{ "traps_setting", &battle_config.traps_setting }, { "traps_setting", &battle_config.traps_setting },
{ "clear_skills_on_death", &battle_config.clear_unit_ondeath }, { "clear_skills_on_death", &battle_config.clear_unit_ondeath },
{ "clear_skills_on_warp", &battle_config.clear_unit_onwarp },
{ "random_monster_checklv", &battle_config.random_monster_checklv }, { "random_monster_checklv", &battle_config.random_monster_checklv },
{ "attribute_recover", &battle_config.attr_recover }, { "attribute_recover", &battle_config.attr_recover },
{ "flooritem_lifetime", &battle_config.flooritem_lifetime }, { "flooritem_lifetime", &battle_config.flooritem_lifetime },
@ -3851,6 +3852,7 @@ void battle_set_defaults() {
battle_config.vs_traps_bctall=BL_PC; battle_config.vs_traps_bctall=BL_PC;
battle_config.traps_setting=0; battle_config.traps_setting=0;
battle_config.clear_unit_ondeath=BL_ALL; battle_config.clear_unit_ondeath=BL_ALL;
battle_config.clear_unit_onwarp=BL_ALL;
battle_config.random_monster_checklv=1; battle_config.random_monster_checklv=1;
battle_config.attr_recover=1; battle_config.attr_recover=1;
battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000; battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;

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@ -105,6 +105,7 @@ extern struct Battle_Config {
unsigned short vs_traps_bctall; unsigned short vs_traps_bctall;
unsigned short traps_setting; unsigned short traps_setting;
unsigned short clear_unit_ondeath; //[Skotlex] unsigned short clear_unit_ondeath; //[Skotlex]
unsigned short clear_unit_onwarp; //[Skotlex]
unsigned short random_monster_checklv; unsigned short random_monster_checklv;
unsigned short attr_recover; unsigned short attr_recover;
unsigned short flooritem_lifetime; 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
{ //Misc map-changing settings { //Misc map-changing settings
party_send_dot_remove(sd); //minimap dot fix [Kevin] party_send_dot_remove(sd); //minimap dot fix [Kevin]
guild_send_dot_remove(sd); guild_send_dot_remove(sd);
skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
if (sd->regen.state.gc) if (sd->regen.state.gc)
sd->regen.state.gc = 0; sd->regen.state.gc = 0;
if (sd->sc.count) if (sd->sc.count)
@ -3290,6 +3289,8 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
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); 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);
} }
} }
if (battle_config.clear_unit_onwarp&BL_PC)
skill_clear_unitgroup(&sd->bl);
} }
if(m<0){ 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
case ASC_METEORASSAULT: case ASC_METEORASSAULT:
case GS_DESPERADO: case GS_DESPERADO:
case GS_SPREADATTACK: case GS_SPREADATTACK:
case KN_BRANDISHSPEAR:
if (flag&1) if (flag&1)
{ //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
if (skill_area_temp[1] != bl->id) if (skill_area_temp[1] != bl->id)
skill_attack(skill_get_type(skillid), src, src, bl, skill_attack(skill_get_type(skillid), src, src, bl,
skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION); skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION);
else if (skillid == KN_BRANDISHSPEAR)
skill_attack(skill_get_type(skillid), src, src, bl,
skillid, skilllv, tick, skill_area_temp[0]);
break; break;
} }
if ( skillid == NJ_BAKUENRYU ) if ( skillid == NJ_BAKUENRYU )
@ -2926,6 +2922,16 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
} }
break; break;
case KN_BRANDISHSPEAR:
//Coded apart for it needs the flag passed to the damage calculation.
if (skill_area_temp[1] != bl->id)
skill_attack(skill_get_type(skillid), src, src, bl,
skillid, skilllv, tick, flag|SD_ANIMATION);
else
skill_attack(skill_get_type(skillid), src, src, bl,
skillid, skilllv, tick, flag);
break;
case KN_BOWLINGBASH: case KN_BOWLINGBASH:
if(flag&1){ if(flag&1){
if(bl->id==skill_area_temp[1]) if(bl->id==skill_area_temp[1])
@ -6838,7 +6844,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
if((!sd->chatID || battle_config.chat_warpportal) if((!sd->chatID || battle_config.chat_warpportal)
&& sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) { && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) { if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
if (--sg->val1<=0 || sg->src_id == bl->id) if (--sg->val1<=0)
skill_delunitgroup(NULL, sg); skill_delunitgroup(NULL, sg);
} }
} }

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@ -812,16 +812,34 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe
unsigned int hp =0, sp = 0; unsigned int hp =0, sp = 0;
status = status_get_status_data(target); status = status_get_status_data(target);
if (hp_rate > 0) //Change the equation when the values are high enough to discard the
hp = (hp_rate*status->hp)/100; //imprecision in exchange of overflow protection [Skotlex]
//Also add 100% checks since those are the most used cases where we don't
//want aproximation errors.
if (hp_rate > 99)
hp = status->hp;
else if (hp_rate > 0)
hp = status->hp>10000?
hp_rate*(status->hp/100):
(hp_rate*status->hp)/100;
else if (hp_rate < -99)
hp = status->max_hp;
else if (hp_rate < 0) else if (hp_rate < 0)
hp = (-hp_rate)*status->max_hp/100; hp = status->max_hp>10000?
(-hp_rate)*(status->max_hp/100):
(-hp_rate*status->max_hp)/100;
if (hp_rate && !hp) if (hp_rate && !hp)
hp = 1; hp = 1;
if (sp_rate > 0) //Should be safe to not do overflow protection here, noone should have
//millions upon millions of SP
if (sp_rate > 99)
sp = status->sp;
else if (sp_rate > 0)
sp = (sp_rate*status->sp)/100; sp = (sp_rate*status->sp)/100;
else if (sp_rate < -99)
sp = status->max_sp;
else if (sp_rate < 0) else if (sp_rate < 0)
sp = (-sp_rate)*status->max_sp/100; sp = (-sp_rate)*status->max_sp/100;
if (sp_rate && !sp) if (sp_rate && !sp)

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@ -534,13 +534,17 @@ int unit_warp(struct block_list *bl,int m,short x,short y,int type)
return 2; return 2;
} }
} }
if (bl->type == BL_PC) //Use pc_setpos if (bl->type == BL_PC) //Use pc_setpos
return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type); return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
if (!unit_remove_map(bl, type)) if (!unit_remove_map(bl, type))
return 3; return 3;
if (bl->m != m && battle_config.clear_unit_onwarp &&
battle_config.clear_unit_onwarp&bl->type)
skill_clear_unitgroup(bl);
bl->x=ud->to_x=x; bl->x=ud->to_x=x;
bl->y=ud->to_y=y; bl->y=ud->to_y=y;
bl->m=m; bl->m=m;