- Corrected clif parse name request failing on disguised characters.

- Corrected Soul Drain draining from all non-ground-based skills including non-magic attacks.
- Corrected pc_setoption to change the option and then change class. changing option-wedding will automatically convert the view-class as well.
- Corrected the 15% drop rate increase when killing higher level mobs in pk-mode triggering for all mobs with lower level than yourself. Thanks to Vayu.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6709 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-05-23 13:51:42 +00:00
parent 81efffac73
commit e7a25fdeac
5 changed files with 49 additions and 35 deletions

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@ -4,6 +4,15 @@ 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.
2006/05/23
* Corrected clif parse name request failing on disguised characters [Skotlex]
* Corrected Soul Drain draining from all non-ground-based skills including
non-magic attacks. [Skotlex]
* Corrected pc_setoption to change the option and then change class.
changing option-wedding will automatically convert the view-class as well.
[Skotlex]
* Corrected the 15% drop rate increase when killing higher level mobs in
pk-mode triggering for all mobs with lower level than yourself. Thanks to
Vayu. [Skotlex]
* Fixed typo (this time it's not my fault) in script_reload() clearing the same
db each time o_o [Lance]
* Fixed sleep command. [Lance]

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@ -2829,11 +2829,11 @@ int clif_changelook(struct block_list *bl,int type,int val)
vd->class_ = val;
if (vd->class_ == JOB_WEDDING || vd->class_ == JOB_XMAS)
vd->weapon = vd->shield = 0;
if (
if (vd->cloth_color && (
(vd->class_ == JOB_WEDDING && battle_config.wedding_ignorepalette) ||
(vd->class_ == JOB_XMAS && battle_config.xmas_ignorepalette)
)
vd->cloth_color = 0;
))
clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
break;
case LOOK_HAIR:
vd->hair_style = val;
@ -8613,7 +8613,7 @@ void clif_parse_GetCharNameRequest(int fd, struct map_session_data *sd) {
sc = status_get_sc(bl);
if (sc && (
(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && !sd->special_state.intravision) ||
sc->option&OPTION_INVISIBLE)
(sc->option&OPTION_INVISIBLE && !disguised(bl)))
) {
//Asked name of invisible player, this shouldn't be possible!
//Possible bot? Thanks to veider and qspirit

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@ -1968,7 +1968,8 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
//Drops affected by luk as a % increase [Skotlex]
if (src && battle_config.drops_by_luk2 > 0)
drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.0);
if (sd && battle_config.pk_mode == 1 && (md->db->lv - sd->status.base_level >= 20))
if (sd && battle_config.pk_mode &&
(int)(md->db->lv - sd->status.base_level) >= 20)
drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
// if (10000 < rand()%10000+drop_rate) { //May be better if MAX_RAND is too low?

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@ -5413,50 +5413,51 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
*/
int pc_setoption(struct map_session_data *sd,int type)
{
int p_type;
nullpo_retr(0, sd);
if (type&OPTION_RIDING && !(sd->sc.option&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
p_type = sd->sc.option;
//Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
sd->sc.option=type;
clif_changeoption(&sd->bl);
if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
{ //We are going to mount. [Skotlex]
switch (sd->status.class_)
{
case JOB_KNIGHT:
clif_changelook(&sd->bl,LOOK_BASE,JOB_KNIGHT2);
break;
case JOB_CRUSADER:
clif_changelook(&sd->bl,LOOK_BASE,JOB_CRUSADER2);
break;
case JOB_LORD_KNIGHT:
clif_changelook(&sd->bl,LOOK_BASE,JOB_LORD_KNIGHT2);
break;
case JOB_PALADIN:
clif_changelook(&sd->bl,LOOK_BASE,JOB_PALADIN2);
break;
case JOB_BABY_KNIGHT:
clif_changelook(&sd->bl,LOOK_BASE,JOB_BABY_KNIGHT2);
break;
case JOB_BABY_CRUSADER:
clif_changelook(&sd->bl,LOOK_BASE,JOB_BABY_CRUSADER2);
break;
}
clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
status_set_viewdata(&sd->bl, sd->status.class_); //Adjust view class.
clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
if (sd->vd.cloth_color)
clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
clif_status_load(&sd->bl,SI_RIDING,1);
status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
}
else if (!(type&OPTION_RIDING) && sd->sc.option&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
{ //We are going to dismount.
if (sd->vd.class_ != sd->status.class_) {
clif_changelook(&sd->bl,LOOK_BASE,sd->status.class_);
status_set_viewdata(&sd->bl, sd->status.class_);
clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
}
clif_status_load(&sd->bl,SI_RIDING,0);
status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
}
if (type&OPTION_FALCON && !(sd->sc.option&OPTION_FALCON)) //Falcon ON
if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
clif_status_load(&sd->bl,SI_FALCON,1);
else if (!(type&OPTION_FALCON) && sd->sc.option&OPTION_FALCON) //Falcon OFF
else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
clif_status_load(&sd->bl,SI_FALCON,0);
sd->sc.option=type;
clif_changeoption(&sd->bl);
if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
clif_changelook(&sd->bl,LOOK_BASE,JOB_WEDDING);
else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
{
if (sd->vd.class_ != sd->status.class_) {
status_set_viewdata(&sd->bl, sd->status.class_);
clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
if(sd->status.clothes_color)
clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
}
}
status_calc_pc(sd,0);
return 0;
}

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@ -1455,7 +1455,10 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
}
if(sd && bl->type == BL_MOB && status_isdead(bl) && skill_get_inf(skillid)!=INF_GROUND_SKILL && (rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
if(sd && bl->type == BL_MOB && status_isdead(bl) &&
skillid && skill_get_type(skillid)==BF_MAGIC &&
skill_get_inf(skillid)!=INF_GROUND_SKILL &&
(rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
{ //Soul Drain should only work on targetted spells [Skotlex]
int sp;
if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]