- pc_resetskill flag can now be &2, it only returns the total amount of skill points spent, it doesn't does a reset.

- added script command skillpointcount. Returns total amount of skill points a char has (the value returned is the same that SkillPoint would have after invoking a skill reset)
- Modified Defender. Speed reduction is 35-5*lv%, damage reduction on devoted chars is 5+5*lv%. These values are custom, but should be closer to "reality" than what we have.
- When you have the wrong ammo type equipped, the equip arrows first message will be sent, as suggested by Haplo


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6384 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-04-29 20:51:07 +00:00
parent 8043799642
commit f0fc466d8b
5 changed files with 44 additions and 17 deletions

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@ -4,6 +4,14 @@ 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.
2006/04/29 2006/04/29
* added script command skillpointcount. Returns total amount of skill
points a char has (the value returned is the same that SkillPoint would
have after invoking a skill reset) [Skotlex]
* Modified Defender. Speed reduction is 35-5*lv%, damage reduction on
devoted chars is 5+5*lv%. These values are custom, but should be closer to
"reality" than what we had. [Skotlex]
* When you have the wrong ammo type equipped, the equip arrows first
message will be sent, as suggested by Haplo [Skotlex]
* Changed checks of item's identify field from 0/1 to 0/non-zero [Skotlex] * Changed checks of item's identify field from 0/1 to 0/non-zero [Skotlex]
* Corrected TK_JUMPKICK to place the caster on the tile next to the target * Corrected TK_JUMPKICK to place the caster on the tile next to the target
rather than on top of it. [Skotlex] rather than on top of it. [Skotlex]

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@ -4370,7 +4370,8 @@ int pc_resetstate(struct map_session_data* sd)
/*========================================== /*==========================================
* /resetskill * /resetskill
* if flag is 1, perform block resync and status_calc call. * if flag&1, perform block resync and status_calc call.
* if flag&2, just count total amount of skill points used by player, do not really reset.
*------------------------------------------ *------------------------------------------
*/ */
int pc_resetskill(struct map_session_data* sd, int flag) int pc_resetskill(struct map_session_data* sd, int flag)
@ -4391,10 +4392,12 @@ int pc_resetskill(struct map_session_data* sd, int flag)
skill_point += skill; skill_point += skill;
else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) else if (sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13)
skill_point += (sd->status.skill[i].flag - 2); skill_point += (sd->status.skill[i].flag - 2);
if (!(flag&2)) {
sd->status.skill[i].lv = 0; sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0; sd->status.skill[i].flag = 0;
} }
else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL)) }
else if (battle_config.quest_skill_reset && (inf2&INF2_QUEST_SKILL) && !(flag&2))
{ {
sd->status.skill[i].lv = 0; sd->status.skill[i].lv = 0;
sd->status.skill[i].flag = 0; sd->status.skill[i].flag = 0;
@ -4404,18 +4407,19 @@ int pc_resetskill(struct map_session_data* sd, int flag)
} }
} }
if (!(flag&2)) {
if (sd->status.skill_point > USHRT_MAX - skill_point) if (sd->status.skill_point > USHRT_MAX - skill_point)
sd->status.skill_point = USHRT_MAX; sd->status.skill_point = USHRT_MAX;
else else
sd->status.skill_point += skill_point; sd->status.skill_point += skill_point;
if (flag) { if (flag&1) {
clif_updatestatus(sd,SP_SKILLPOINT); clif_updatestatus(sd,SP_SKILLPOINT);
clif_skillinfoblock(sd); clif_skillinfoblock(sd);
status_calc_pc(sd,0); status_calc_pc(sd,0);
} }
}
return 0; return skill_point;
} }
/*========================================== /*==========================================

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@ -271,6 +271,7 @@ int buildin_birthpet(struct script_state *st);
int buildin_resetlvl(struct script_state *st); int buildin_resetlvl(struct script_state *st);
int buildin_resetstatus(struct script_state *st); int buildin_resetstatus(struct script_state *st);
int buildin_resetskill(struct script_state *st); int buildin_resetskill(struct script_state *st);
int buildin_skillpointcount(struct script_state *st);
int buildin_changebase(struct script_state *st); int buildin_changebase(struct script_state *st);
int buildin_changesex(struct script_state *st); int buildin_changesex(struct script_state *st);
int buildin_waitingroom(struct script_state *st); int buildin_waitingroom(struct script_state *st);
@ -594,6 +595,7 @@ struct {
{buildin_resetlvl,"resetlvl","i"}, {buildin_resetlvl,"resetlvl","i"},
{buildin_resetstatus,"resetstatus",""}, {buildin_resetstatus,"resetstatus",""},
{buildin_resetskill,"resetskill",""}, {buildin_resetskill,"resetskill",""},
{buildin_skillpointcount,"skillpointcount",""},
{buildin_changebase,"changebase","i"}, {buildin_changebase,"changebase","i"},
{buildin_changesex,"changesex",""}, {buildin_changesex,"changesex",""},
{buildin_waitingroom,"waitingroom","si*"}, {buildin_waitingroom,"waitingroom","si*"},
@ -6321,6 +6323,18 @@ int buildin_resetskill(struct script_state *st)
return 0; return 0;
} }
/*==========================================
* Counts total amount of skill points.
*------------------------------------------
*/
int buildin_skillpointcount(struct script_state *st)
{
struct map_session_data *sd;
sd=script_rid2sd(st);
push_val(st->stack,C_INT,sd->status.skill_point + pc_resetskill(sd,2));
return 0;
}
/*========================================== /*==========================================
* *
*------------------------------------------ *------------------------------------------

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@ -8096,7 +8096,8 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
if (!(ammo&1<<sd->inventory_data[i]->look)) if (!(ammo&1<<sd->inventory_data[i]->look))
{ //Ammo type check. Send the "wrong weapon type" message { //Ammo type check. Send the "wrong weapon type" message
//which is the closest we have to wrong ammo type. [Skotlex] //which is the closest we have to wrong ammo type. [Skotlex]
clif_skill_fail(sd,skill,6,0); clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
//clif_skill_fail(sd,skill,6,0);
return 0; return 0;
} }
} }

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@ -2160,7 +2160,7 @@ int status_calc_speed(struct block_list *bl, int speed)
if(sc->data[SC_DONTFORGETME].timer!=-1) if(sc->data[SC_DONTFORGETME].timer!=-1)
speed += speed * sc->data[SC_DONTFORGETME].val3/100; speed += speed * sc->data[SC_DONTFORGETME].val3/100;
if(sc->data[SC_DEFENDER].timer!=-1) if(sc->data[SC_DEFENDER].timer!=-1)
speed += speed * (55-5*sc->data[SC_DEFENDER].val1)/100; speed += speed * (35-5*sc->data[SC_DEFENDER].val1)/100;
if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
speed += speed * 25/100; speed += speed * 25/100;
if(sc->data[SC_JOINTBEAT].timer!=-1) { if(sc->data[SC_JOINTBEAT].timer!=-1) {
@ -4229,7 +4229,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
for (i = 0; i < 5; i++) for (i = 0; i < 5; i++)
{ //See if there are devoted characters, and pass the status to them. [Skotlex] { //See if there are devoted characters, and pass the status to them. [Skotlex]
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i]))) if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,val2,0,0,tick,1); status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,0,0,tick,1);
} }
} }
break; break;