* Added nullpo_retb

* Replaced some parts in skill.c with nullpo checks
* Updated most of 12/14's skills patch

git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@560 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
celest 2004-12-13 19:02:17 +00:00
parent c248863032
commit fa5bc90101
10 changed files with 266 additions and 207 deletions

View File

@ -1,15 +1,21 @@
Date Added
12/14
* Added nullpo_retb to nullpo.c - does a break; if null [celest]
* Replaced some parts in skill.c with nullpo checks [celest]
* Corrected some typos - penaly -> penalty [celest]
* Skill Updates [celest]
- Most of 12/14's Sakray patch
* The SKILL_MAX_DB (yes, a different #define from the one below)
was not large enough for current skills causing memory
corruptions and crashes [MouseJstr]
* Fixed how socket handles EAGIN errors (retry instead of
disconnecting) [MouseJstr]
12/13
* Skill Updates [celest]
- Added the new 'Throw Tomahawk' skill (Requires Sakexe1129 or newer)
- Added some new monster skills - but still not complete.
- Adjusted Palm Strike, Tiger Fist and Chain Crush based on 11/14's patch
- Adjusted Palm Strike, Tiger Fist and Chain Crush based on 12/14's patch
* Removed redundant 'sg_count' for map_session_data and mob_data [celest]
* Save both persons' data after trading in case a crash causes them to
rollback - fix by Freya [celest]

View File

@ -410,29 +410,29 @@ player_auto_counter_type: 0
// Monsters
monster_auto_counter_type: 0
// Type of penalty that is applied to FLEE when more than agi_penaly_count monsters are targetting player
// Type of penalty that is applied to FLEE when more than agi_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = agi_penaly_num is reduced from FLEE as a %
// 2 = agi_penaly_num is reduced from FLEE as an exact amount
agi_penaly_type: 1
// 1 = agi_penalty_num is reduced from FLEE as a %
// 2 = agi_penalty_num is reduced from FLEE as an exact amount
agi_penalty_type: 1
// Amount of enemies required to be targetting player before FLEE begins to be penalized
agi_penaly_count: 3
agi_penalty_count: 3
// Amount of FLEE penalized per each attacking monster more than agi_penaly_count
agi_penaly_num: 10
// Amount of FLEE penalized per each attacking monster more than agi_penalty_count
agi_penalty_num: 10
// Type of penalty that is applied to VIT defense when more than vit_penaly_count monsters are targetting player
// Type of penalty that is applied to VIT defense when more than vit_penalty_count monsters are targetting player
// 0 = no penalty is applied
// 1 = vit_penaly_num is reduced from FLEE as a %
// 2 = vit_penaly_num is reduced from FLEE as an exact amount
vit_penaly_type: 1
// 1 = vit_penalty_num is reduced from FLEE as a %
// 2 = vit_penalty_num is reduced from FLEE as an exact amount
vit_penalty_type: 1
// Amount of enemies required to be targetting player before VIT defense begins to be penalized
vit_penaly_count: 3
vit_penalty_count: 3
// Amount of VIT defense penalized per each attacking monster more than vit_penaly_count
vit_penaly_num: 5
// Amount of VIT defense penalized per each attacking monster more than vit_penalty_count
vit_penalty_num: 5
// When the player attacks an object, the calculation method of DEF.
// With 0 this will be ignored specification, at 1 or more def = subtraction of (DEF* value).
@ -505,7 +505,7 @@ player_land_skill_limit: yes
monster_land_skill_limit: yes
// If a party uses a skill with penalties do they apply? (Note 1)
party_skill_penaly: yes
party_skill_penalty: yes
// If monster's class is changed will it fully recover HP and SP and Ailments? (Note 1)
monster_class_change_full_recover: no
@ -572,14 +572,14 @@ gtb_pvp_only: no
// 2: Full evasion exclusion
// 3: Full evasion and evasion exclusion
// 4 or more: Except all.
agi_penaly_count_lv: 2
agi_penalty_count_lv: 2
// How to count the number of the enemies who do a vit penalty
// 1 or less: It is a count altogether.
// 2: Full evasion exclusion
// 3: Full evasion and evasion exclusion
// Four or more: Except all.
vit_penaly_count_lv: 3
vit_penalty_count_lv: 3
// Grandcross Settings (Dont mess with these)
// Even if MOB (PC) has overlapped, it HIT(s) compulsion 3. (Default no)

View File

@ -69,7 +69,7 @@
85,15000:14500:14000:13500:13000:12500:12000:11500:11000:10500,5000,0,5500:6000:6500:7000:7500:8000:8500:9000:9500:10000 //WZ_VERMILION#ロードオブヴァーミリオン#
86,1000:2000:3000:4000:5000,0,0,0 //WZ_WATERBALL#ウォーターボール#
87,0,0,5000:10000:15000:20000:25000:30000:35000:40000:45000:50000,0 //WZ_ICEWALL#アイスウォール#
88,5000:4700:4400:4100:3800:3500:3200:2900:2700:2500,1000,0,6000:7000:8000:9000:10000:11000:12000:13000:14000:15000 //WZ_FROSTNOVA#フロストノヴァ#
88,5000:4700:4400:4100:3800:3500:3200:2900:2700:2500,1000,0,3000:3500:4000:4500:5000:5500:6000:6500:7000:7500 //WZ_FROSTNOVA#フロストノヴァ#
89,6000:7000:8000:9000:10000:11000:12000:13000:14000:15000,5000,0,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000 //WZ_STORMGUST#ストームガスト#
90,1000:2000:3000:4000:5000,700,0,0 //WZ_EARTHSPIKE#アーススパイク#
91,1000:2000:3000:4000:5000,700,0,0 //WZ_HEAVENDRIVE#ヘヴンズドライブ#
@ -141,14 +141,14 @@
220,0,0,180000,0 //RG_GRAFFITI#グラフィティ#
229,1000,0,40000:45000:50000:55000:60000,0 //AM_DEMONSTRATION#デモンストレーション#
230,1000,0,3:7:10:12:13,0 //AM_ACIDTERROR#アシッドテラー#
230,1000,0,3:7:10:12:13,60000 //AM_ACIDTERROR#アシッドテラー#
232,2000,500,40000:50000:60000:70000:80000,0 //AM_CANNIBALIZE#バイオプラント#
233,2000,500,30000,0 //AM_SPHEREMINE#スフィアーマイン#
234,2000,0,60000:120000:180000:240000:300000,0 //AM_CP_WEAPON#ケミカルウェポンチャージ#
235,2000,0,60000:120000:180000:240000:300000,0 //AM_CP_SHIELD#ケミカルシールドチャージ#
236,2000,0,60000:120000:180000:240000:300000,0 //AM_CP_ARMOR#ケミカルアーマーチャージ#
237,2000,0,60000:120000:180000:240000:300000,0 //AM_CP_HELM#ケミカルヘルムチャージ#
234,2000,0,120000:240000:360000:480000:600000,0 //AM_CP_WEAPON#ケミカルウェポンチャージ#
235,2000,0,120000:240000:360000:480000:600000,0 //AM_CP_SHIELD#ケミカルシールドチャージ#
236,2000,0,120000:240000:360000:480000:600000,0 //AM_CP_ARMOR#ケミカルアーマーチャージ#
237,2000,0,120000:240000:360000:480000:600000,0 //AM_CP_HELM#ケミカルヘルムチャージ#
249,0,0,300000,0 //CR_AUTOGUARD#オートガード#
250,0,0,0,8000:9000:10000:11000:12000 //CR_SHIELDCHARGE#シールドチャージ#
@ -175,15 +175,15 @@
277,700,0,0,0 //SA_SPELLBREAKER#スペルブレイカー#
279,3000,0,120000:150000:180000:210000:240000:270000:300000:360000:390000,0 //SA_AUTOSPELL#オートスペル#
280,3000,0,1200000,0 //SA_FLAMELAUNCHER#フレイムランチャー#
281,3000,0,1200000,0 //SA_FROSTWEAPON#フロストウェポン#
282,3000,0,1200000,0 //SA_LIGHTNINGLOADER#ライトニングローダー#
283,3000,0,1200000,0 //SA_SEISMICWEAPON#サイズミックウェポン#
280,3000,0,1200000:1200000:1200000:1200000:1800000,0 //SA_FLAMELAUNCHER#フレイムランチャー#
281,3000,0,1200000:1200000:1200000:1200000:1800000,0 //SA_FROSTWEAPON#フロストウェポン#
282,3000,0,1200000:1200000:1200000:1200000:1800000,0 //SA_LIGHTNINGLOADER#ライトニングローダー#
283,3000,0,1200000:1200000:1200000:1200000:1800000,0 //SA_SEISMICWEAPON#サイズミックウェポン#
285,5000,0,180000,180000 //SA_VOLCANO#ボルケーノ#
286,5000,0,180000,180000 //SA_DELUGE#デリュージ#
287,5000,0,180000,180000 //SA_VIOLENTGALE#バイオレントゲイル#
288,5000,0,180000,180000 //SA_LANDPROTECTOR#ランドプロテクター#
285,5000,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000 //SA_VOLCANO#ボルケーノ#
286,5000,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000 //SA_DELUGE#デリュージ#
287,5000,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000 //SA_VIOLENTGALE#バイオレントゲイル#
288,5000,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000 //SA_LANDPROTECTOR#ランドプロテクター#
289,2000,0,0,0 //SA_DISPELL#ディスペル#
304,0,0,0,5000 //BD_ADAPTATION#アドリブ#
@ -243,7 +243,7 @@
380,0,0,30000,0 //SN_SIGHT#トゥルーサイト#
381,1000,1200,0,0,0 //SN_FALCONASSAULT
382,2000,0,0,0 //SN_SHARPSHOOTING
383,2000:2400:2800:3200:3600:4000:4400:4800:5200:5600,0,65000:80000:95000:110000:125000:140000:155000:170000:185000:200000,0 //SN_WINDWALK#ウインドウォーク#
383,2000:2400:2800:3200:3600:4000:4400:4800:5200:5600,0,130000:160000:190000:220000:250000:280000:310000:340000:370000:400000,0 //SN_WINDWALK#ウインドウォーク#
384,5000:5000:6000:6000:7000:7000:8000:8000:9000:10000,0,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,5000 //WS_MELTDOWN#メルトダウン#
387,0,0,60000,0 //WS_CARTBOOST#カートブースト#

View File

@ -282,7 +282,7 @@
230,8,6,1,0,0,5,0,no,0,0,0,weapon,0 //AM_ACIDTERROR#アシッドテラ?#
231,8,6,16,0,1,5,1,yes,0,0,0,none,0 //AM_POTIONPITCHER#??ションピッ?ャ?#
//231,8,6,16,0,1,10,1,yes,0,0,0,magic,0
232,3,6,2,0,1,5,1,no,0,0,3,none,0 //AM_CANNIBALIZE#バイオプラント#
232,3,6,2,0,1,5,1,no,0,0,5,none,0 //AM_CANNIBALIZE#バイオプラント#
233,3,6,2,0,1,5,1,no,0,128,3,none,0 //AM_SPHEREMINE#スフィア??イン#
234,1,6,16,0,1,5,1,yes,0,0,0,weapon,0 //AM_CP_WEAPON#ケ?カルウェ?ン?ャ?ジ#
235,1,6,16,0,1,5,1,yes,0,0,0,weapon,0 //AM_CP_SHIELD#ケ?カルシ?ルド?ャ?ジ#

View File

@ -112,7 +112,7 @@
138,0,0,20,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AS_ENCHANTPOISON#エンチャントポイズン#
139,0,0,20:25:30:35:40:45:50:55:60:45,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AS_POISONREACT#ポイズンリアクト#
140,0,0,20,0,0,0,99,none,0,716,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AS_VENOMDUST#ベナムダスト#
141,0,0,33:36:39:42:45:48:51:54:57:60,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AS_SPLASHER#ベナムスプラッシャ?#
141,0,0,12:14:16:18:20:22:24:26:28:30,0,0,0,99,none,0,716,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AS_SPLASHER#ベナムスプラッシャ?#
142,0,0,3,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#?急手?#
143,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NV_TRICKDEAD#死んだふり#
@ -167,7 +167,7 @@
261,0,0,8,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MO_CALLSPIRITS#?功#
262,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MO_ABSORBSPIRITS#?奪#
264,0,0,10,0,0,0,99,move_enable,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MO_BODYRELOCATION#?影#
264,0,0,14,0,0,0,99,move_enable,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MO_BODYRELOCATION#?影#
266,0,0,10:14:17:19:20,0,0,0,0:1:2:3:4:5:6:7:8:9:10:12:13:14:15:16:17:18:19:20:21:22,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MO_INVESTIGATE#?勁#
267,0,0,10,0,0,0,0:1:2:3:4:5:6:7:8:9:10:12:13:14:15:16:17:18:19:20:21:22,none,1:2:3:4:5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MO_FINGEROFFENSIVE#指?#
@ -192,7 +192,7 @@
286,0,0,48:46:44:42:40,0,0,0,99,none,0,715,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SA_DELUGE#デリュ?ジ#
287,0,0,48:46:44:42:40,0,0,0,99,none,0,715,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SA_VIOLENTGALE#バイオレントゲイル#
288,0,0,66:62:58:54:50,0,0,0,99,none,0,717,1,715,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SA_LANDPROTECTOR#ランドプロテクタ?#
289,0,0,1,0,0,0,99,none,0,716,1,715,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SA_DISPELL#ディスペル#
289,0,0,1,0,0,0,99,none,0,715,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SA_DISPELL#ディスペル#
290,0,0,50,0,0,0,99,none,0,715,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SA_ABRACADABRA#アブラカタブラ#
//reduced 2 to 1 Yellow gemstones, because Abrakadabra has extra hardcoded usage of 1 Yellow gemstone [Lupus]
291,0,0,1,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SA_MONOCELL#チェンジポリン#
@ -243,7 +243,7 @@
355,0,0,18:26:34:42:50,0,0,0,1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:22,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //LK_AURABLADE#オ?ラブレ?ド#
356,0,0,50,0,0,0,3,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //LK_PARRYING#パリイング#
357,0,0,14:18:22:26:30,0,0,0,4:05,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //LK_CONCENTRATION#コンセントレ?ション#
357,0,0,14:18:22:26:30,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //LK_CONCENTRATION#コンセントレ?ション#
358,0,0,15,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //LK_TENSIONRELAX#テンションリラックス#
359,0,0,100,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //LK_BERSERK#バ?サ?ク#
360,0,0,50,0,0,0,3,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //LK_FURY#フュ?リ?#
@ -255,9 +255,9 @@
367,0,0,30:35:40:45:50,0,20:25:30:35:40,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PA_PRESSURE#プレッシャ?#
368,0,9,100,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PA_SACRIFICE#サクリファイス#
369,0,0,80:80:80:80:80:100:100:100:100:100,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PA_GOSPEL#ゴスペル#
370,0,0,12:14:16:18:20,0,0,0,99,explosionspirits,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CH_PALMSTRIKE#猛虎硬派山#
371,0,0,12:14:16:18:20,0,0,0,99,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CH_TIGERFIST#伏虎拳#
372,0,0,12:14:16:18:20:22:24:26:28:30,0,0,0,99,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CH_CHAINCRUSH#連柱崩?#
370,0,0,2:4:6:8:10,0,0,0,99,explosionspirits,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CH_PALMSTRIKE#猛虎硬派山#
371,0,0,4:6:8:10:12,0,0,0,99,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CH_TIGERFIST#伏虎拳#
372,0,0,4:6:8:10:12:14:16:18:20:22,0,0,0,99,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //CH_CHAINCRUSH#連柱崩?#
373,0,0,1:2:3:4:5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_HPCONVERSION#???????#
374,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_SOULCHANGE#ソウルチェンジ#
375,0,0,80:90:100:110:120,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_SOULBURN#?ウルバ?ン#
@ -267,7 +267,7 @@
380,0,0,20:20:25:25:30:30:35:35:40:40,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SN_SIGHT#トゥル?サイト#
381,0,0,30:34:38:42:46,0,0,0,99,falcon,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SN_FALCONASSAULT#ファルコンアサルト#
382,0,0,18:21:24:27:30,0,0,0,11,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SN_SHARPSHOOTING#シャ?プシュ?ティング#
383,0,0,23:26:29:32:35:38:41:44:47:50,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SN_WINDWALK#ウインドウォ?ク#
383,0,0,46:52:58:64:70:76:82:88:94:100,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SN_WINDWALK#ウインドウォ?ク#
384,0,0,50:50:60:60:70:70:80:80:90:90,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WS_MELTDOWN#メルトダウン#
385,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WS_CREATECOIN#クリエイトコイン#
386,0,0,5,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WS_CREATENUGGET#塊製造#
@ -289,7 +289,6 @@
404,0,0,25,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_FOGWALL#フォグウォ?ル#
405,0,0,50,0,0,0,99,none,0,1025,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //PF_SPIDERWEB#スパイダ?ウェッブ#
406,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ASC_METEORASSAULT#メテオアサルト#
//407,0,0,50,0,0,0,99,none,0,937,1,952,1,939,1,7033,1,972,1,657,1,713,1,0,0,0,0,0,0 //ASC_CDP
407,0,0,50,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ASC_CDP#デッドリ?ポイズン作成#
475,0,0,40,0,0,0,99,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ST_PRESERVE##

View File

@ -87,6 +87,8 @@
#define nullpo_retr(ret, t) \
if (nullpo_chk(NLP_MARK, (void *)(t))) {return(ret);}
#define nullpo_retb(t) \
if (nullpo_chk(NLP_MARK, (void *)(t))) {break;}
// 可変引数マクロに関する条件コンパイル
#if __STDC_VERSION__ >= 199901L
@ -100,6 +102,9 @@
#define nullpo_retr_f(ret, t, fmt, ...) \
if (nullpo_chk_f(NLP_MARK, (void *)(t), (fmt), __VA_ARGS__)) {return(ret);}
#define nullpo_retb_f(t, fmt, ...) \
if (nullpo_chk_f(NLP_MARK, (void *)(t), (fmt), __VA_ARGS__)) {break;}
#elif __GNUC__ >= 2
/* GCC用 */
#define nullpo_ret_f(t, fmt, args...) \
@ -111,6 +116,9 @@
#define nullpo_retr_f(ret, t, fmt, args...) \
if (nullpo_chk_f(NLP_MARK, (void *)(t), (fmt), ## args)) {return(ret);}
#define nullpo_retb_f(t, fmt, args...) \
if (nullpo_chk_f(NLP_MARK, (void *)(t), (fmt), ## args)) {break;}
#else
/* その他の場合・・・ orz */
@ -127,6 +135,7 @@
#define nullpo_ret(t) if((t)){;}
#define nullpo_retv(t) if((t)){;}
#define nullpo_retr(ret, t) if((t)){;}
#define nullpo_retb(t) if((t)){;}
// 可変引数マクロに関する条件コンパイル
#if __STDC_VERSION__ >= 199901L
@ -134,12 +143,14 @@
#define nullpo_ret_f(t, fmt, ...) if((t)){;}
#define nullpo_retv_f(t, fmt, ...) if((t)){;}
#define nullpo_retr_f(ret, t, fmt, ...) if((t)){;}
#define nullpo_retb_f(t, fmt, ...) if((t)){;}
#elif __GNUC__ >= 2
/* GCC用 */
#define nullpo_ret_f(t, fmt, args...) if((t)){;}
#define nullpo_retv_f(t, fmt, args...) if((t)){;}
#define nullpo_retr_f(ret, t, fmt, args...) if((t)){;}
#define nullpo_retb_f(t, fmt, args...) if((t)){;}
#else
/* その他の場合・・・ orz */

View File

@ -638,7 +638,7 @@ int battle_get_atk2(struct block_list *bl)
if(sc_data[SC_DRUMBATTLE].timer!=-1)
atk2 += sc_data[SC_DRUMBATTLE].val2;
if(sc_data[SC_NIBELUNGEN].timer!=-1 && (battle_get_element(bl)/10) >= 8 )
atk2 += sc_data[SC_NIBELUNGEN].val2;
atk2 += sc_data[SC_NIBELUNGEN].val3;
if(sc_data[SC_STRIPWEAPON].timer!=-1)
atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100;
if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
@ -921,11 +921,12 @@ int battle_get_speed(struct block_list *bl)
if(sc_data[SC_STEELBODY].timer!=-1)
speed = speed*125/100;
//ディフェンダー時は加算
if(sc_data[SC_DEFENDER].timer!=-1)
speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;
// removed as of 12/14's patch [celest]
/*if(sc_data[SC_DEFENDER].timer!=-1)
speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/
//踊り状態は4倍遅い
if(sc_data[SC_DANCING].timer!=-1 )
speed*=4;
speed *= 6;
//呪い時は450加算
if(sc_data[SC_CURSE].timer!=-1)
speed = speed + 450;
@ -967,7 +968,7 @@ int battle_get_adelay(struct block_list *bl)
if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
//使用者とパーティメンバーで格差が出る設定でなければ3割減算
if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly)
if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
aspd_rate -= 30;
//そうでなければ2.5割減算
else
@ -1020,7 +1021,7 @@ int battle_get_amotion(struct block_list *bl)
aspd_rate -= 30;
if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly)
if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
aspd_rate -= 30;
else
aspd_rate -= 25;
@ -1579,10 +1580,18 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(rand()%100 < sc_data[SC_AUTOGUARD].val2) {
damage = 0;
clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc_data[SC_AUTOGUARD].val1,1);
// different delay depending on skill level [celest]
int delay;
if (sc_data[SC_AUTOGUARD].val1 <= 5)
delay = 300;
else if (sc_data[SC_AUTOGUARD].val1 > 5 && sc_data[SC_AUTOGUARD].val1 <= 9)
delay = 200;
else
delay = 100;
if(sd)
sd->canmove_tick = gettick() + 300;
sd->canmove_tick = gettick() + delay;
else if(md)
md->canmove_tick = gettick() + 300;
md->canmove_tick = gettick() + delay;
}
}
// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
@ -1838,14 +1847,14 @@ static struct Damage battle_calc_pet_weapon_attack(
// 回避率計算、回避判定は後で
flee = battle_get_flee(target);
if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0)
target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv);
if(battle_config.agi_penaly_type > 0) {
if(target_count >= battle_config.agi_penaly_count) {
if(battle_config.agi_penaly_type == 1)
flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100;
else if(battle_config.agi_penaly_type == 2)
flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num;
if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0)
target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
if(battle_config.agi_penalty_type > 0) {
if(target_count >= battle_config.agi_penalty_count) {
if(battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else if(battle_config.agi_penalty_type == 2)
flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
}
@ -2065,11 +2074,11 @@ static struct Damage battle_calc_pet_weapon_attack(
damage = damage*(240+ 60*skill_lv)/100;
break;
case DC_THROWARROW: // 矢撃ち
damage = damage*(100+ 50 * skill_lv)/100;
damage = damage*(60+ 40 * skill_lv)/100;
flag=(flag&~BF_RANGEMASK)|BF_LONG;
break;
case BA_MUSICALSTRIKE: // ミュージカルストライク
damage = damage*(100+ 50 * skill_lv)/100;
damage = damage*(60+ 40 * skill_lv)/100;
flag=(flag&~BF_RANGEMASK)|BF_LONG;
break;
case CH_TIGERFIST: // 伏虎拳
@ -2117,18 +2126,18 @@ static struct Damage battle_calc_pet_weapon_attack(
// ディバインプロテクション(ここでいいのかな?)
if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000 ) { //DEF, VIT無視
int t_def;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv);
if(battle_config.vit_penaly_type > 0) {
if(target_count >= battle_config.vit_penaly_count) {
if(battle_config.vit_penaly_type == 1) {
def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
if(battle_config.vit_penalty_type > 0) {
if(target_count >= battle_config.vit_penalty_count) {
if(battle_config.vit_penalty_type == 1) {
def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
}
else if(battle_config.vit_penaly_type == 2) {
def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
else if(battle_config.vit_penalty_type == 2) {
def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
}
if(def1 < 0) def1 = 0;
if(def2 < 1) def2 = 1;
@ -2298,14 +2307,14 @@ static struct Damage battle_calc_mob_weapon_attack(
// 回避率計算、回避判定は後で
flee = battle_get_flee(target);
if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0)
target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv);
if(battle_config.agi_penaly_type > 0) {
if(target_count >= battle_config.agi_penaly_count) {
if(battle_config.agi_penaly_type == 1)
flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100;
else if(battle_config.agi_penaly_type == 2)
flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num;
if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0)
target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
if(battle_config.agi_penalty_type > 0) {
if(target_count >= battle_config.agi_penalty_count) {
if(battle_config.agi_penalty_type == 1)
flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else if(battle_config.agi_penalty_type == 2)
flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1;
}
}
@ -2556,11 +2565,11 @@ static struct Damage battle_calc_mob_weapon_attack(
div_=4;
break;
case BA_MUSICALSTRIKE: // ミュージカルストライク
damage = damage*(100+ 50 * skill_lv)/100;
damage = damage*(60+ 40 * skill_lv)/100;
flag=(flag&~BF_RANGEMASK)|BF_LONG;
break;
case DC_THROWARROW: // 矢撃ち
damage = damage*(100+ 50 * skill_lv)/100;
damage = damage*(60+ 40 * skill_lv)/100;
flag=(flag&~BF_RANGEMASK)|BF_LONG;
break;
case MO_COMBOFINISH: // 猛龍拳
@ -2611,18 +2620,18 @@ static struct Damage battle_calc_mob_weapon_attack(
// ディバインプロテクション(ここでいいのかな?)
if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視
int t_def;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv);
if(battle_config.vit_penaly_type > 0) {
if(target_count >= battle_config.vit_penaly_count) {
if(battle_config.vit_penaly_type == 1) {
def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
if(battle_config.vit_penalty_type > 0) {
if(target_count >= battle_config.vit_penalty_count) {
if(battle_config.vit_penalty_type == 1) {
def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
}
else if(battle_config.vit_penaly_type == 2) {
def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
else if(battle_config.vit_penalty_type == 2) {
def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
}
if(def1 < 0) def1 = 0;
if(def2 < 1) def2 = 1;
@ -2856,14 +2865,14 @@ static struct Damage battle_calc_pc_weapon_attack(
// 回避率計算、回避判定は後で
flee = battle_get_flee(target);
if(battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGI、VITペナルティ設定が有効
target_count += battle_counttargeted(target,src,battle_config.agi_penaly_count_lv); //対象の数を算出
if(battle_config.agi_penaly_type > 0) {
if(target_count >= battle_config.agi_penaly_count) { //ペナルティ設定より対象が多い
if(battle_config.agi_penaly_type == 1) //回避率がagi_penaly_num%ずつ減少
flee = (flee * (100 - (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num))/100;
else if(battle_config.agi_penaly_type == 2) //回避率がagi_penaly_num分減少
flee -= (target_count - (battle_config.agi_penaly_count - 1))*battle_config.agi_penaly_num;
if(battle_config.agi_penalty_type > 0 || battle_config.vit_penalty_type > 0) //AGI、VITペナルティ設定が有効
target_count += battle_counttargeted(target,src,battle_config.agi_penalty_count_lv); //対象の数を算出
if(battle_config.agi_penalty_type > 0) {
if(target_count >= battle_config.agi_penalty_count) { //ペナルティ設定より対象が多い
if(battle_config.agi_penalty_type == 1) //回避率がagi_penalty_num%ずつ減少
flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
else if(battle_config.agi_penalty_type == 2) //回避率がagi_penalty_num分減少
flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
if(flee < 1) flee = 1; //回避率は最低でも1
}
}
@ -3365,8 +3374,8 @@ static struct Damage battle_calc_pc_weapon_attack(
damage += arr;
damage2 += arr;
}
damage = damage*(100+ 50 * skill_lv)/100;
damage2 = damage2*(100+ 50 * skill_lv)/100;
damage = damage*(60+ 40 * skill_lv)/100;
damage2 = damage2*(60+ 40 * skill_lv)/100;
if(sd->arrow_ele > 0) {
s_ele = sd->arrow_ele;
s_ele_ = sd->arrow_ele;
@ -3508,18 +3517,18 @@ static struct Damage battle_calc_pc_weapon_attack(
// ディバインプロテクション(ここでいいのかな?)
if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視
int t_def;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penaly_count_lv);
if(battle_config.vit_penaly_type > 0) {
if(target_count >= battle_config.vit_penaly_count) {
if(battle_config.vit_penaly_type == 1) {
def1 = (def1 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num))/100;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
if(battle_config.vit_penalty_type > 0) {
if(target_count >= battle_config.vit_penalty_count) {
if(battle_config.vit_penalty_type == 1) {
def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
t_vit = (t_vit * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
}
else if(battle_config.vit_penaly_type == 2) {
def1 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
def2 -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
t_vit -= (target_count - (battle_config.vit_penaly_count - 1))*battle_config.vit_penaly_num;
else if(battle_config.vit_penalty_type == 2) {
def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
t_vit -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
}
if(def1 < 0) def1 = 0;
if(def2 < 1) def2 = 1;
@ -5131,14 +5140,14 @@ static const struct {
{ "undead_detect_type", &battle_config.undead_detect_type },
{ "player_auto_counter_type", &battle_config.pc_auto_counter_type },
{ "monster_auto_counter_type", &battle_config.monster_auto_counter_type},
{ "agi_penaly_type", &battle_config.agi_penaly_type },
{ "agi_penaly_count", &battle_config.agi_penaly_count },
{ "agi_penaly_num", &battle_config.agi_penaly_num },
{ "agi_penaly_count_lv", &battle_config.agi_penaly_count_lv },
{ "vit_penaly_type", &battle_config.vit_penaly_type },
{ "vit_penaly_count", &battle_config.vit_penaly_count },
{ "vit_penaly_num", &battle_config.vit_penaly_num },
{ "vit_penaly_count_lv", &battle_config.vit_penaly_count_lv },
{ "agi_penalty_type", &battle_config.agi_penalty_type },
{ "agi_penalty_count", &battle_config.agi_penalty_count },
{ "agi_penalty_num", &battle_config.agi_penalty_num },
{ "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
{ "vit_penalty_type", &battle_config.vit_penalty_type },
{ "vit_penalty_count", &battle_config.vit_penalty_count },
{ "vit_penalty_num", &battle_config.vit_penalty_num },
{ "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
{ "player_defense_type", &battle_config.player_defense_type },
{ "monster_defense_type", &battle_config.monster_defense_type },
{ "pet_defense_type", &battle_config.pet_defense_type },
@ -5159,7 +5168,7 @@ static const struct {
{ "monster_attack_direction_change", &battle_config.monster_attack_direction_change },
{ "player_land_skill_limit", &battle_config.pc_land_skill_limit },
{ "monster_land_skill_limit", &battle_config.monster_land_skill_limit},
{ "party_skill_penaly", &battle_config.party_skill_penaly },
{ "party_skill_penalty", &battle_config.party_skill_penalty },
{ "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
{ "produce_item_name_input", &battle_config.produce_item_name_input },
{ "produce_potion_name_input", &battle_config.produce_potion_name_input},
@ -5365,14 +5374,14 @@ void battle_set_defaults() {
battle_config.undead_detect_type = 0;
battle_config.pc_auto_counter_type = 1;
battle_config.monster_auto_counter_type = 1;
battle_config.agi_penaly_type = 0;
battle_config.agi_penaly_count = 3;
battle_config.agi_penaly_num = 0;
battle_config.agi_penaly_count_lv = ATK_FLEE;
battle_config.vit_penaly_type = 0;
battle_config.vit_penaly_count = 3;
battle_config.vit_penaly_num = 0;
battle_config.vit_penaly_count_lv = ATK_DEF;
battle_config.agi_penalty_type = 0;
battle_config.agi_penalty_count = 3;
battle_config.agi_penalty_num = 0;
battle_config.agi_penalty_count_lv = ATK_FLEE;
battle_config.vit_penalty_type = 0;
battle_config.vit_penalty_count = 3;
battle_config.vit_penalty_num = 0;
battle_config.vit_penalty_count_lv = ATK_DEF;
battle_config.player_defense_type = 0;
battle_config.monster_defense_type = 0;
battle_config.pet_defense_type = 0;
@ -5394,7 +5403,7 @@ void battle_set_defaults() {
battle_config.pc_undead_nofreeze = 0;
battle_config.pc_land_skill_limit = 1;
battle_config.monster_land_skill_limit = 1;
battle_config.party_skill_penaly = 1;
battle_config.party_skill_penalty = 1;
battle_config.monster_class_change_full_recover = 0;
battle_config.produce_item_name_input = 1;
battle_config.produce_potion_name_input = 1;
@ -5534,10 +5543,10 @@ void battle_validate_conf() {
battle_config.max_cart_weight = 100;
battle_config.max_cart_weight *= 10;
if(battle_config.agi_penaly_count < 2)
battle_config.agi_penaly_count = 2;
if(battle_config.vit_penaly_count < 2)
battle_config.vit_penaly_count = 2;
if(battle_config.agi_penalty_count < 2)
battle_config.agi_penalty_count = 2;
if(battle_config.vit_penalty_count < 2)
battle_config.vit_penalty_count = 2;
if(battle_config.guild_exp_limit > 99)
battle_config.guild_exp_limit = 99;

View File

@ -229,12 +229,12 @@ extern struct Battle_Config {
int undead_detect_type;
int pc_auto_counter_type;
int monster_auto_counter_type;
int agi_penaly_type;
int agi_penaly_count;
int agi_penaly_num;
int vit_penaly_type;
int vit_penaly_count;
int vit_penaly_num;
int agi_penalty_type;
int agi_penalty_count;
int agi_penalty_num;
int vit_penalty_type;
int vit_penalty_count;
int vit_penalty_num;
int player_defense_type;
int monster_defense_type;
int pet_defense_type;
@ -256,7 +256,7 @@ extern struct Battle_Config {
int pc_undead_nofreeze;
int pc_land_skill_limit;
int monster_land_skill_limit;
int party_skill_penaly;
int party_skill_penalty;
int monster_class_change_full_recover;
int produce_item_name_input;
int produce_potion_name_input;
@ -297,8 +297,8 @@ extern struct Battle_Config {
int pk_mode;
int show_mob_hp; // end additions [Valaris]
int agi_penaly_count_lv;
int vit_penaly_count_lv;
int agi_penalty_count_lv;
int vit_penalty_count_lv;
int gx_allhit;
int gx_cardfix;

View File

@ -1458,7 +1458,7 @@ int pc_calcstatus(struct map_session_data* sd,int first)
}
if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 ) // skill can be used with an item now, thanks to orn [Valaris]
sd->max_weight += skill*1000;
sd->max_weight += skill*2000;
if( (skill=pc_checkskill(sd,AC_OWL))>0 ) // ふくろうの目
sd->paramb[4] += skill;
@ -1467,6 +1467,9 @@ int pc_calcstatus(struct map_session_data* sd,int first)
sd->paramb[0] ++;
sd->base_atk += 4;
}
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels
sd->paramb[3] += (skill+1)*0.5;
}
// New guild skills - Celest
if (sd->status.guild_id > 0) {
@ -1656,7 +1659,7 @@ int pc_calcstatus(struct map_session_data* sd,int first)
//攻?速度?加
if( (skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目
if((skill=pc_checkskill(sd,AC_VULTURE))>0){ // ワシの目
sd->hit += skill;
if(sd->status.weapon == 11)
sd->attackrange += skill;
@ -1671,27 +1674,17 @@ int pc_calcstatus(struct map_session_data* sd,int first)
else if (pc_isriding(sd)) { // ペコペコ?りによる速度?加
sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
sd->max_weight += 10000;
}
if(sd->sc_count){
if(sd->sc_data[SC_WINDWALK].timer!=-1) //ウィンドウォ?ク時はLv*2%減算
sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト
sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い
sd->speed -= sd->speed *25/100;
if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い
sd->speed = 2*DEFAULT_WALK_SPEED;
}
}
if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス
sd->status.max_hp += skill*200;
sd->subele[6] += skill*5;
}
if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0)
{
if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
sd->subele[0] += skill;
sd->subele[3] += skill*5;
}
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 )
aspd_rate -= skill*0.5;
bl=sd->status.base_level;
@ -1831,16 +1824,17 @@ int pc_calcstatus(struct map_session_data* sd,int first)
}
if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) { // ニ?ベルングの指輪
index = sd->equip_index[9];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
/*if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
index = sd->equip_index[9];*/
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
sd->watk += sd->sc_data[SC_NIBELUNGEN].val2;
sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3;
index = sd->equip_index[8];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val2;
sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3;
}
if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){ // ボルケ?
@ -1876,7 +1870,7 @@ int pc_calcstatus(struct map_session_data* sd,int first)
aspd_rate -= 30;
if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) { // アドレナリンラッシュ
if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly)
if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
aspd_rate -= 30;
else
aspd_rate -= 25;
@ -1896,6 +1890,14 @@ int pc_calcstatus(struct map_session_data* sd,int first)
sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1) // ? 速ポ?ション
aspd_rate -= sd->sc_data[i].val2;
if(sd->sc_data[SC_WINDWALK].timer!=-1) //ウィンドウォ?ク時はLv*2%減算
sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
if(sd->sc_data[SC_CARTBOOST].timer!=-1) // カ?トブ?スト
sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
if(sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中はIAと同じぐらい速い
sd->speed -= sd->speed *25/100;
if(sd->sc_data[SC_WEDDING].timer!=-1) //結婚中は?くのが?い
sd->speed = 2*DEFAULT_WALK_SPEED;
// HIT/FLEE?化系
if(sd->sc_data[SC_WHISTLE].timer!=-1){ // 口笛
@ -1980,13 +1982,15 @@ int pc_calcstatus(struct map_session_data* sd,int first)
}
if(sd->sc_data[SC_DEFENDER].timer != -1) {
sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
// removed as of 12/14's patch [celest]
//sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
}
if(sd->sc_data[SC_ENCPOISON].timer != -1)
sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;
if( sd->sc_data[SC_DANCING].timer!=-1 ){ // 演奏/ダンス使用中
sd->speed*=4;
sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
//sd->speed*=4;
sd->nhealsp = 0;
sd->nshealsp = 0;
sd->nsshealsp = 0;
@ -2175,10 +2179,11 @@ int pc_calcspeed (struct map_session_data *sd)
sd->speed = (sd->speed * 125) / 100;
}
if(sd->sc_data[SC_DEFENDER].timer != -1) {
sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
// removed as of 12/14's patch [celest]
//sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
}
if( sd->sc_data[SC_DANCING].timer!=-1 ){
sd->speed*=4;
sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
}
if(sd->sc_data[SC_CURSE].timer!=-1)
sd->speed += 450;

View File

@ -1195,6 +1195,11 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
}
break;
case AM_ACIDTERROR:
if( rand()%100 < (skilllv*3)*sc_def_vit/100 )
skill_status_change_start(bl,SC_BLEEDING,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
case CR_SHIELDCHARGE: /* シ?ルドチャ?ジ */
if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 )
skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
@ -2391,8 +2396,10 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
case AM_ACIDTERROR: /* アシッドテラ? */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking)
if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) {
pc_breakarmor((struct map_session_data *)bl);
clif_emotion(bl, 23);
}
break;
case MO_FINGEROFFENSIVE: /* 指? */
{
@ -3170,7 +3177,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
break;
}
}
if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) {
if(rand()%100 > (60+skilllv*10) && (skilllv != 5)) {
clif_skill_fail(sd,skillid,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
if(bl->type==BL_PC && battle_config.equipment_breaking) {
@ -5041,15 +5048,19 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
pc_movepos(sd,x,y);
}else if( src->type==BL_MOB )
mob_warp((struct mob_data *)src,-1,x,y,0);
skill_status_change_start(src,SC_BLOCKSKILL,skilllv,0,MO_EXTREMITYFIST,0,2000,0 );
break;
case AM_CANNIBALIZE: // バイオプラント
if(sd){
int mx,my,id=0;
int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
struct mob_data *md;
mx = x;// + (rand()%10 - 5);
my = y;// + (rand()%10 - 5);
id=mob_once_spawn(sd,"this",mx,my,"--ja--",1118,1,"");
id=mob_once_spawn(sd,"this",mx,my,"--ja--", summons[skilllv] ,1,"");
if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
md->master_id=sd->bl.id;
md->hp=2210+skilllv*200;
@ -5069,7 +5080,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,"");
if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
md->master_id=sd->bl.id;
md->hp=1000+skilllv*200;
md->hp=2000+skilllv*400;
md->state.special_mob_ai=2;
md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0);
}
@ -5272,7 +5283,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
case PR_SANCTUARY: /* サンクチュアリ */
count=21;
limit=skill_get_time(skillid,skilllv);
val1=skilllv+3;
val1=(skilllv+3)*2;
val2=(skilllv>6)?777:skilllv*100;
target=BCT_ALL;
range=1;
@ -5390,7 +5401,8 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
case SA_DELUGE: /* デリュ?ジ */
case SA_VIOLENTGALE: /* バイオレントゲイル */
limit=skill_get_time(skillid,skilllv);
count=skilllv<=2?25:(skilllv<=4?49:81);
//count=skilllv<=2?25:(skilllv<=4?49:81);
count=49;
target=BCT_ALL;
break;
@ -5408,7 +5420,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
count=81;
limit=skill_get_time(skillid,skilllv);
range=5;
target=BCT_ALL;
target=(skillid==BD_ETERNALCHAOS ? BCT_ENEMY : BCT_ALL);
break;
case BD_RICHMANKIM:
case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
@ -5897,8 +5909,11 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1);
battle_heal(NULL,bl,heal,0,0);
}
else
else {
// reduce healing count if this was meant for damaging [celest]
sg->val1 /= 2;
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
}
}
break;
@ -7032,6 +7047,10 @@ int skill_check_condition(struct map_session_data *sd,int type)
}
else sd->spiritball_old = lv;
break;
case MO_BODYRELOCATION:
if (sd->sc_count && sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1)
spiritball = 0;
break;
case MO_CHAINCOMBO: //連打掌
if(sd->sc_data[SC_BLADESTOP].timer==-1){
if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
@ -7094,8 +7113,9 @@ int skill_check_condition(struct map_session_data *sd,int type)
case AM_SPHEREMINE: /* スフィア?マイン */
if(type&1){
int c=0;
int maxcount=skill_get_maxcount(skill);
int mob_class=(skill==AM_CANNIBALIZE)?1118:1142;
int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
int mob_class = (skill==AM_CANNIBALIZE)? summons[lv] :1142;
if(battle_config.pc_land_skill_limit && maxcount>0) {
map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c );
if(c >= maxcount){
@ -7657,15 +7677,16 @@ int skill_use_id( struct map_session_data *sd, int target_id,
return 0;
}
break;
case AS_SPLASHER: /* ベナムスプラッシャ? */
{
// removed on 12/14's patch [celest]
//case AS_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ? */
/* {
struct status_change *t_sc_data = battle_get_sc_data(bl);
if(t_sc_data && t_sc_data[SC_POISON].timer==-1){
clif_skill_fail(sd,skill_num,0,10);
return 0;
}
}
break;
break;*/
case PF_MEMORIZE: /* メモライズ */
casttime = 12000;
break;
@ -8860,12 +8881,11 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
struct status_change *sc_data;
//short *sc_count; //使ってない?
if( (bl=map_id2bl(id)) == NULL )
return 0; //該?IDがすでに消滅しているというのはいかにもありそうなのでスル?してみる
nullpo_retr(0, bl=map_id2bl(id));
nullpo_retr(0, sc_data=battle_get_sc_data(bl));
if(bl->type==BL_PC)
sd=(struct map_session_data *)bl;
nullpo_retr(0, sd=(struct map_session_data *)bl);
//sc_count=battle_get_sc_count(bl); //使ってない?
@ -8975,8 +8995,8 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
case SC_WATERBALL: /* ウォ?タ?ボ?ル */
{
struct block_list *target=map_id2bl(sc_data[type].val2);
if(target==NULL || target->prev==NULL)
break;
nullpo_retb(target);
nullpo_retb(target->prev);
skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
if((--sc_data[type].val3)>0) {
sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data );
@ -9003,12 +9023,14 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
struct skill_unit *unit=
(struct skill_unit *)sc_data[type].val4;
struct block_list *src;
if(!unit || !unit->group)
/*if(!unit || !unit->group)
break;
src=map_id2bl(unit->group->src_id);
if(!src)
break;
break;*/
nullpo_retb(unit);
nullpo_retb(unit->group);
nullpo_retr(0, src=map_id2bl(unit->group->src_id));
skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
skill_status_change_timer, bl->id, data );
@ -9020,7 +9042,9 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
if( (--sc_data[type].val2)>0){
struct skill_unit *unit=
(struct skill_unit *)sc_data[type].val4;
if(!unit || !unit->group || unit->group->src_id==bl->id)
nullpo_retb(unit);
nullpo_retb(unit->group);
if(unit->group->src_id == bl->id)
break;
skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
if (unit->group != 0)
@ -9048,8 +9072,8 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) {
hp = hp/100;
if(hp < 1) hp = 1;
if(bl->type == BL_PC)
pc_heal((struct map_session_data *)bl,-hp,0);
if(sd)
pc_heal(sd,-hp,0);
else if(bl->type == BL_MOB){
struct mob_data *md;
if((md=((struct mob_data *)bl)) == NULL)
@ -9072,8 +9096,9 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
}
else if(bl->type == BL_MOB) {
struct mob_data *md;
if((md=((struct mob_data *)bl)) == NULL)
break;
nullpo_retr(0, md=(struct mob_data *)bl);
/*if((md=((struct mob_data *)bl)) == NULL)
break;*/
hp = 3 + hp/200;
md->hp -= hp;
}
@ -9088,13 +9113,14 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
int hp = battle_get_max_hp(bl);
if (battle_get_hp(bl) > hp>>2) {
if(bl->type == BL_PC) {
if(sd) {
hp = 3 + hp/50;
pc_heal((struct map_session_data *)bl, -hp, 0);
pc_heal(sd, -hp, 0);
} else if (bl->type == BL_MOB) {
struct mob_data *md;
if ((md=((struct mob_data *)bl)) == NULL)
break;
nullpo_retr(0, md=(struct mob_data *)bl);
/*if ((md=((struct mob_data *)bl)) == NULL)
break;*/
hp = 3 + hp/100;
md->hp -= hp;
}
@ -9124,14 +9150,15 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
// case SC_BLEEDING:
if((--sc_data[type].val3) > 0) {
int hp = battle_get_max_hp(bl);
if(bl->type == BL_PC) {
if(sd) {
hp = 3 + hp*3/200;
pc_heal((struct map_session_data *)bl,-hp,0);
pc_heal(sd,-hp,0);
}
else if(bl->type == BL_MOB) {
struct mob_data *md;
if((md=((struct mob_data *)bl)) == NULL)
break;
nullpo_retr(0, md=(struct mob_data *)bl);
/*if((md=((struct mob_data *)bl)) == NULL)
break;*/
hp = 3 + hp/200;
md->hp -= hp;
}
@ -9517,11 +9544,13 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
calc_flag = 1;
break;
case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */
if(battle_config.party_skill_penaly && !val2) tick /= 5;
// Lasting time penalties have been removed on sakray as of 12/14 [celest]
//if(battle_config.party_skill_penalty && !val2) tick /= 5;
break;
case SC_OVERTHRUST: /* オ?バ?スラスト */
*opt3 |= 2;
if(battle_config.party_skill_penaly && !val2) tick /= 10;
// Lasting time penalties have been removed on sakray as of 12/14 [celest]
//if(battle_config.party_skill_penalty && !val2) tick /= 10;
break;
case SC_MAXIMIZEPOWER: /* マキシマイズパワ?(SPが1減る時間,val2にも) */
if(bl->type == BL_PC)
@ -9682,7 +9711,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
break;
case SC_NIBELUNGEN: /* ニ?ベルングの指輪 */
calc_flag = 1;
val2 = (val1+2)*50;
//val2 = (val1+2)*50;
val3 = (val1+2)*25;
break;
case SC_ROKISWEIL: /* ロキの叫び */
@ -9691,7 +9720,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
break;
case SC_SIEGFRIED: /* 不死身のジ?クフリ?ド */
calc_flag = 1;
val2 = 40 + val1*5;
val2 = 55 + val1*5;
val3 = val1*10;
break;
case SC_DISSONANCE: /* 不協和音 */