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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-31 03:41:58 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-31 03:41:58 +0000 |
commit | 4107030428aa608b62524bcde7d211665ab83ca3 (patch) | |
tree | 6c56eb9759307d77fda364e9b999a7c840ee69cf | |
parent | 8b8ad4994db8d2558505f21babc17c03e4d5d244 (diff) | |
download | hercules-4107030428aa608b62524bcde7d211665ab83ca3.tar.gz hercules-4107030428aa608b62524bcde7d211665ab83ca3.tar.bz2 hercules-4107030428aa608b62524bcde7d211665ab83ca3.tar.xz hercules-4107030428aa608b62524bcde7d211665ab83ca3.zip |
- Added function pc_check_skilltree for checking if you unlocked new tree-skills when raising non-passive skills.
- Some cleaning of pc_calc_skilltree
- Fixed flee/hit calculation in status_calc_bl to account for bonuses from the base status.
- Some cleaning of status_calc_pet to use the cap_value define.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6872 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | Changelog-Trunk.txt | 4 | ||||
-rw-r--r-- | src/map/pc.c | 72 | ||||
-rw-r--r-- | src/map/status.c | 33 |
3 files changed, 72 insertions, 37 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 2606739f2..8a6e6705c 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,10 @@ 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.
2006/05/30
+ * Added function pc_check_skilltree for checking if you unlocked new
+ tree-skills when raising non-passive skills. [Skotlex]
+ * Fixed flee/hit calculation in status_calc_bl to account for bonuses from
+ the base status. [Skotlex]
* [Fixed]:
- Compatibility problems in login.c [Lance]
* Fixed pets ignoring can-act delays for skill usage. [Skotlex]
diff --git a/src/map/pc.c b/src/map/pc.c index 1e032a125..8e76d3c7e 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -923,6 +923,8 @@ int pc_calc_skilltree(struct map_session_data *sd) flag=0;
for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
int j,f=1;
+ if(sd->status.skill[id].id)
+ continue; //Skill already known.
if(!battle_config.skillfree) {
for(j=0;j<5;j++) {
if( skill_tree[c][i].need[j].id &&
@@ -937,20 +939,18 @@ int pc_calc_skilltree(struct map_session_data *sd) else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
f=0; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
}
- if(sd->status.skill[id].id==0 ){
- if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
- { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
- if (sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)
- { //Enable Spirit Skills. [Skotlex]
- sd->status.skill[id].id=id;
- sd->status.skill[id].lv=1;
- sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
- flag=1;
- }
- } else if (f){
+ if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
+ { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
+ if (sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)
+ { //Enable Spirit Skills. [Skotlex]
sd->status.skill[id].id=id;
+ sd->status.skill[id].lv=1;
+ sd->status.skill[id].flag=1; //So it is not saved, and tagged as a "bonus" skill.
flag=1;
}
+ } else if (f){
+ sd->status.skill[id].id=id;
+ flag=1;
}
}
} while(flag);
@@ -971,6 +971,54 @@ int pc_calc_skilltree(struct map_session_data *sd) return 0;
}
+//Checks if you can learn a new skill after having leveled up a skill.
+static void pc_check_skilltree(struct map_session_data *sd, int skill) {
+ int i,id=0,flag;
+ int c=0;
+
+ if(battle_config.skillfree)
+ return; //Function serves no purpose if this is set
+
+ i = pc_calc_skilltree_normalize_job(sd);
+ c = pc_mapid2jobid(i, sd->status.sex);
+ if (c == -1) { //Unable to normalize job??
+ if (battle_config.error_log)
+ ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
+ return;
+ }
+
+ do {
+ flag=0;
+ for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0;i++){
+ int j,f=1;
+
+ if(sd->status.skill[id].id) //Already learned
+ continue;
+
+ for(j=0;j<5;j++) {
+ if( skill_tree[c][i].need[j].id &&
+ pc_checkskill(sd,skill_tree[c][i].need[j].id) <
+ skill_tree[c][i].need[j].lv) {
+ f=0;
+ break;
+ }
+ }
+ if (!f)
+ continue;
+ if (sd->status.job_level < skill_tree[c][i].joblv)
+ continue;
+ else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
+ continue; // Do not unlock normal skills when Basic Skills is not maxed out (can happen because of skill reset)
+
+ if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
+ //Spirit skills cannot be learned
+ continue;
+ sd->status.skill[id].id=id;
+ flag=1;
+ }
+ } while(flag);
+}
+
// Make sure all the skills are in the correct condition
// before persisting to the backend.. [MouseJstr]
int pc_clean_skilltree(struct map_session_data *sd) {
@@ -4158,6 +4206,8 @@ int pc_skillup(struct map_session_data *sd,int skill_num) sd->status.skill_point--;
if (!skill_get_inf(skill_num)) //Only recalculate for passive skills.
status_calc_pc(sd,0);
+ else
+ pc_check_skilltree(sd, skill_num);
clif_skillup(sd,skill_num);
clif_updatestatus(sd,SP_SKILLPOINT);
clif_skillinfoblock(sd);
diff --git a/src/map/status.c b/src/map/status.c index c95524a9b..48212875d 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1211,24 +1211,11 @@ int status_calc_pet(struct pet_data *pd, int first) status->rhw.atk2 = battle_config.pet_max_atk2; status->str = cap_value(status->str,1,battle_config.pet_max_stats); - if(status->str > battle_config.pet_max_stats) - status->str = battle_config.pet_max_stats; - else if (status->str < 1) status->str = 1; - if(status->agi > battle_config.pet_max_stats) - status->agi = battle_config.pet_max_stats; - else if (status->agi < 1) status->agi = 1; - if(status->vit > battle_config.pet_max_stats) - status->vit = battle_config.pet_max_stats; - else if (status->vit < 1) status->vit = 1; - if(status->int_ > battle_config.pet_max_stats) - status->int_ = battle_config.pet_max_stats; - else if (status->int_ < 1) status->int_ = 1; - if(status->dex > battle_config.pet_max_stats) - status->dex = battle_config.pet_max_stats; - else if (status->dex < 1) status->dex = 1; - if(status->luk > battle_config.pet_max_stats) - status->luk = battle_config.pet_max_stats; - else if (status->luk < 1) status->luk = 1; + status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); + status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); + status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); + status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); + status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); status->batk = status_base_atk(&pd->bl, &pd->status); status_calc_misc(&pd->status, lv); @@ -2511,18 +2498,12 @@ void status_calc_bl(struct block_list *bl, unsigned long flag) } if(flag&SCB_HIT) { - status->hit = status_get_lv(bl) + status->dex; - temp = b_status->dex - status->dex; - if (temp) - status->hit += temp; + status->hit = b_status->hit - b_status->dex + status->dex; status->hit = status_calc_hit(bl, sc, status->hit); } if(flag&SCB_FLEE) { - status->flee = status_get_lv(bl) + status->agi; - temp = b_status->agi - status->agi; - if (temp) - status->flee += temp; + status->flee = b_status->flee - b_status->agi + status->agi; status->flee = status_calc_flee(bl, sc, status->flee); } |