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author | zephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-03-20 20:56:55 +0000 |
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committer | zephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-03-20 20:56:55 +0000 |
commit | b720934d03f18b4858029a38faf142cf656774cc (patch) | |
tree | 0ef63a2572ba329984a0d040e1d699ad0f04361e | |
parent | 270ea9d6ada343b9d05e4c5d6d2616759efb02f9 (diff) | |
download | hercules-b720934d03f18b4858029a38faf142cf656774cc.tar.gz hercules-b720934d03f18b4858029a38faf142cf656774cc.tar.bz2 hercules-b720934d03f18b4858029a38faf142cf656774cc.tar.xz hercules-b720934d03f18b4858029a38faf142cf656774cc.zip |
- Added SC_ARMOR_RESIST, used by Undead Scroll, gives you resistance against elements and it's can be used with Resist Potions.
- SC_ARMOR_RESIST and SC_BENEDICTIO ends if you change your armor. Tested on iRO.
- If you call SC_ELEMENTALCHANGE with val3 = 1 it will use the level in val 1, and not a random value.
* Barricades:
- Fixed a bug when @reloadscript. Barricades should be destroyed too.
- Unbreakable barricades are only wall type (not shootable) According to Doddler info.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12407 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | src/map/map.h | 1 | ||||
-rw-r--r-- | src/map/mob.c | 34 | ||||
-rw-r--r-- | src/map/mob.h | 1 | ||||
-rw-r--r-- | src/map/npc.c | 4 | ||||
-rw-r--r-- | src/map/pc.c | 8 | ||||
-rw-r--r-- | src/map/status.c | 47 | ||||
-rw-r--r-- | src/map/status.h | 1 |
7 files changed, 73 insertions, 23 deletions
diff --git a/src/map/map.h b/src/map/map.h index 611e55d6e..c0e0b8d7a 100644 --- a/src/map/map.h +++ b/src/map/map.h @@ -1164,6 +1164,7 @@ struct mapcell struct barricade_data { char npc_event[50]; short m, x, y, count, amount, dir; + bool killable; }; struct map_data { diff --git a/src/map/mob.c b/src/map/mob.c index 36efd6614..87b4377ef 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -525,6 +525,7 @@ short mob_barricade_build(short m, short x, short y, short count, short dir, boo barricade->m = m; safestrncpy(barricade->npc_event, event, sizeof(barricade->npc_event)); barricade->amount = 0; + barricade->killable = killable; ShowInfo("New Barricade: %s.\n", barricade->npc_event); @@ -544,8 +545,8 @@ short mob_barricade_build(short m, short x, short y, short count, short dir, boo md->barricade = barricade; } - map_setgatcell(m, x1, y1, 5); - clif_changemapcell(0, m, x1, y1, 5, ALL_SAMEMAP); + map_setgatcell(m, x1, y1, (killable ? 5 : 1)); + clif_changemapcell(0, m, x1, y1, (killable ? 5 : 1), ALL_SAMEMAP); } barricade->count = i; @@ -557,7 +558,7 @@ short mob_barricade_build(short m, short x, short y, short count, short dir, boo } void mob_barricade_get(struct map_session_data *sd) -{ +{ // Update Barricade cell in client - Required only on changemap struct barricade_data *barricade; DBIterator* iter; DBKey key; @@ -577,7 +578,7 @@ void mob_barricade_get(struct map_session_data *sd) { x1 = barricade->dir ? barricade->x + i : barricade->x; y1 = barricade->dir ? barricade->y : barricade->y + i; - clif_changemapcell(sd->fd, barricade->m, x1, y1, 5, SELF); + clif_changemapcell(sd->fd, barricade->m, x1, y1, (barricade->killable ? 5 : 1), SELF); } } iter->destroy(iter); @@ -631,6 +632,31 @@ void mob_barricade_destroy(short m, const char *event) map_foreachinmap(mob_barricade_destroy_sub, m, BL_MOB, event, 0); } +void mod_barricade_clearall(void) +{ + struct barricade_data *barricade; + DBIterator* iter; + DBKey key; + short x1, y1; + int i; + + iter = barricade_db->iterator(barricade_db); + for( barricade = iter->first(iter,&key); iter->exists(iter); barricade = iter->next(iter,&key) ) + { + for( i = 0; i < barricade->count; i++ ) + { + x1 = barricade->dir ? barricade->x + i : barricade->x; + y1 = barricade->dir ? barricade->y : barricade->y + i; + + map_setgatcell(barricade->m, x1, y1, 0); + clif_changemapcell(0, barricade->m, x1, y1, 0, ALL_SAMEMAP); + } + } + iter->destroy(iter); + + barricade_db->clear(barricade_db, NULL); +} + /*========================================== * Set a Guardian's guild data [Skotlex] *------------------------------------------*/ diff --git a/src/map/mob.h b/src/map/mob.h index 8ba5baa4e..fb4d06db4 100644 --- a/src/map/mob.h +++ b/src/map/mob.h @@ -161,6 +161,7 @@ bool mob_ksprotected (struct block_list *src, struct block_list *target); short mob_barricade_build(short m, short x, short y, short count, short dir, bool killable, const char* event); void mob_barricade_destroy(short m, const char *event); void mob_barricade_get(struct map_session_data *sd); +void mod_barricade_clearall(void); int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian); // Spawning Guardians [Valaris] int mob_guardian_guildchange(struct block_list *bl,va_list ap); //Change Guardian's ownership. [Skotlex] diff --git a/src/map/npc.c b/src/map/npc.c index 58cfac285..09f101983 100644 --- a/src/map/npc.c +++ b/src/map/npc.c @@ -1679,11 +1679,10 @@ static const char* npc_parse_shop(char* w1, char* w2, char* w3, char* w4, const } if( type == SHOP && value*0.75 < id->value_sell*1.24 ) - {// Expoit possible: you can buy and sell back with profit + {// Exploit possible: you can buy and sell back with profit ShowWarning("npc_parse_shop: Item %s [%d] discounted buying price (%d->%d) is less than overcharged selling price (%d->%d) at file '%s', line '%d'.\n", id->name, nameid, value, (int)(value*0.75), id->value_sell, (int)(id->value_sell*1.24), filepath, strline(buffer,start-buffer)); } - //for logs filters, atcommands and iteminfo script command if( id->maxchance <= 0 ) id->maxchance = 10000; //10000 (100% drop chance)would show that the item's sold in NPC Shop @@ -2845,6 +2844,7 @@ int npc_reload(void) // clear npc-related data structures ev_db->clear(ev_db,NULL); npcname_db->clear(npcname_db,NULL); + mod_barricade_clearall(); // Clear Barricades npc_warp = npc_shop = npc_script = 0; npc_mob = npc_cache_mob = npc_delay_mob = 0; diff --git a/src/map/pc.c b/src/map/pc.c index de2e73ba5..c379e6460 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -6590,6 +6590,14 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag) sd->weapontype1 == 0 && sd->weapontype2 == 0) skill_enchant_elemental_end(&sd->bl,-1); + if(sd->status.inventory[n].equip & EQP_ARMOR) { + // On Armor Change... + if( sd->sc.data[SC_BENEDICTIO] ) + status_change_end(&sd->bl, SC_BENEDICTIO, -1); + if( sd->sc.data[SC_ARMOR_RESIST] ) + status_change_end(&sd->bl, SC_ARMOR_RESIST, -1); + } + sd->status.inventory[n].equip=0; if(flag&1) { diff --git a/src/map/status.c b/src/map/status.c index 89b45cd67..adcfc726d 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -506,6 +506,7 @@ void initChangeTables(void) StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_PC; + StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_PC; if (!battle_config.display_hallucination) //Disable Hallucination. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; @@ -2344,6 +2345,13 @@ int status_calc_pc(struct map_session_data* sd,int first) sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3; sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4; } + if(sc->data[SC_ARMOR_RESIST]) + { // Undead Scroll + sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; + sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; + sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; + sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; + } } status_cpy(&sd->battle_status, status); @@ -4981,6 +4989,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_MATKPOTION: case SC_ENCHANTARMS: case SC_ARMOR_ELEMENT: + case SC_ARMOR_RESIST: break; case SC_GOSPEL: //Must not override a casting gospel char. @@ -5094,14 +5103,16 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val skill_enchant_elemental_end(bl,type); break; case SC_ELEMENTALCHANGE: - //Val1 is elemental change level, val2 is element to use. - if (!val2) //Val 3 holds the element, when not given, a random one is picked. - val2 = rand()%ELE_MAX; - //Elemental Lv is always a random value between 1 and 4. - if (val1 == 1) - val1 =1+rand()%4; - else if (val1 > 4) - val1 = 4; + // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) + // val2 : Element (When no element, random one is picked) + // val3 : 0 = called by skill 1 = called by script (fixed level) + if( !val2 ) val2 = rand()%ELE_MAX; + + if( val1 == 1 && val3 == 0 ) + val1 = 1 + rand()%4; + else if( val1 > 4 ) + val1 = 4; // Max Level + val3 = 0; // Not need to keep this info. break; case SC_PROVIDENCE: val2=val1*5; //Race/Ele resist @@ -5272,10 +5283,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick = 10000; break; case SC_HPREGEN: - if( val1 == 0 ) val1 = 1; - + if( val1 == 0 ) return 0; + // val1 = heal percent/amout + // val2 = seconds between heals + // val4 = total of heals + if( val2 < 1 ) val2 = 1; if( (val4 = tick/(val2 * 1000)) < 1 ) - val4 = 1; // Number of total heals + val4 = 1; tick = val2 * 1000; // val2 = Seconds between heals break; case SC_HIDING: @@ -5892,12 +5906,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_KAIZEL: val2 = 10*val1; //% of life to be revived with break; - case SC_ARMOR_ELEMENT: //Script generated elemental resist, verify bounds. - if (val1 < ELE_NEUTRAL || val1 >= ELE_MAX) - val1 = val2 = 0; //First Elemental resist - if (val3 < ELE_NEUTRAL || val3 >= ELE_MAX) - val3 = val4 = 0; //Second element resist - break; + // case SC_ARMOR_ELEMENT: + // case SC_ARMOR_RESIST: + // Mod your resistance against elements: + // val1 = water | val2 = earth | val3 = fire | val4 = wind + // break; case SC_FASTCAST: //Place here SCs that have no SCB_* data, no skill associated, no ICON //associated, and yet are not wrong/unknown. [Skotlex] diff --git a/src/map/status.h b/src/map/status.h index 5d91fa62d..80ce484c1 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -286,6 +286,7 @@ enum sc_type { SC_PNEUMA, SC_AUTOTRADE, SC_KSPROTECTED, + SC_ARMOR_RESIST, SC_MAX, //Automatically updated max, used in for's to check we are within bounds. }; int SkillStatusChangeTable(int skill); |