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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-27 18:08:30 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-27 18:08:30 +0000
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- Added structure status_data which holds status-related information (str, agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc) and weapon_atk structure with the weapon specific info (atk, atk2, element) to be used by all combat structures (TODO: Homun needs to be updated to use it)
- Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data. - Set the NPC-Change Attribute duration on Time1, updated their max to 1 in the db. - Berserk's HP cost interval is now defined as time2. - Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead - Rewrote the @heal related functions to use the new status_* healing functions. - Added status functions to deal with damage and healing (status_damage, status_heal, status_percent_change) and a bunch of defines for easier handling of them (status_percent_heal, status_percent_damage, status_fix_damage, status_kill, etc) - Splitted mob_once_spawn into two. mob_once_spawn_sub creates the mob instance without spawning it. - Added defines for Elements (ELE_*) - Modified battle_calc_(weapon/magic/misc)_attack to use the status data structure. - Rewrote and cleaned up battle_calc_misc_attack - Merged config options pc_attack_attr_none, mob_attack_attr_none, pet_attack_attr_none into attack_attr_none (type 4) - Removed config options player_defense_type, monster_defense_type, pet_defense_type in favor of weapon_defense_type - Cleaned up pet.c to stop invoking status_calc_pc when unnecessary - Modified skill_calc_heal to take into account the MEDITATION bonus. - Cleaned up code of Adjustment, Madness Cancel and other GS/NJ skills inside skill_check_condition - Added status change SC_MODECHANGE which handles mob state changes (this SC is continous until manually ended, eg: like Weight50) - Modified Slim Pitcher so it will work when casted by non-players. Will now also work with SP-healing items. - Rewrote Freedom of Cast code to use function status_freecast_switch to switch adelay/speed when cast begins/ends. - Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for easier updating when used in conjunction with ground skills. - Fixed Asura Strike being usable from within a combo regardless of combo skill. - Modifed SC_DANCING to store speed-change in val3 (it is shared with skill duration...) - Added StatusChangeFlagTable to store which statuses are changed by each SC - Added SCB_* constants to specify the different stats that each sc changes. SCB_PC is the only one that means a change hardcoded in status_calc_pc, the rest are handled by status_calc_bl - Added some helper functions to simplify with basic status calculations (status_base_atk, status_calc_misc, status_base_pc_maxhp, status_base_pc_maxsp) - Added status_calc_mob which calculates initial status and special base status alterations (HP changes, stat changes due to big/small mobs, etc) - Made all the status_calc functions static. - Added status_calc_bl_sub_pc for PC related calculations that must happen after status-change adjustments. - Added status_calc_bl which does status-change related calculations using as base the base_status of the bl object and the SCB_* flag passed. - Added status_get_status_data and status_get_base_status to retrieve the bl objects current status_data and basic status_data (current never returns null, instead it returns a dummy structure with basic data) - The main switch in status_change_start now only sets the tick and val values, therefore it is skipped when loading (flag&4) - Cleaned up status_change_start and replaced many of the ex-japanese comments for english ones. - Changed Hiding to store the speed penalty on val3. val4 stores interval SP cost. - Changed Chase Walk to store Speed adjustment on val3, sp cost in val4 - Changed Cloaking to store speed penalty on val3, val4&2 signals wall-present, val4&1 is infinite cloaking. - Changed Wind walk to store speed bonus on val3 - Rewrote Marionette Control to store the status to add/substract in val3/val4, it now works on anyone (players/mobs) - Changed Improve concentration to store Card bonuses (which are not counted for total % increase) on val3/val4 - Changed SC_ADRENALINE, SC_CONCENTRATION, SC_ANGELUS, SC_IMPOSITIO, SC_MELTDOWN, SC_TRUESIGHT, SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_QUAGMIRE, SC_GATLINGFEVER to store the bonus modifiers in their val values rather than calculate them in status_calc_* - Status_change_start/end will use clif_status_load rather than clif_status_change when related bl is not on a map. - Modified status_change_timer to use the status_charge function rather than directly substracting SP - Added SC_ELEMENTALCHANGE to modify someone's base defense element. - pc_clean_skilltree will now also remove item-granted skills. - Learning skills will now only invoke status_calc_pc when the skill is passive. - Cleaned up pc_steal_coin - Cleaned up pc_check_base/job_lvup to only invoke the lv-up related packets and functions ONCE regardless of skill-levls earned. - Cleaned up pc_ regen related functions. - Made player-sprite mobs have item pickup animation and walkdelay when taking items. - Cleaned up mob_dead code. - Removed paramb, parame from struct map_session_data, replaced them by param_bonus[6],param_equip[6] - mob special ai state 3 signals summon flora. - Moved petDB pet_hungry_timer vars from TBL_PC to TBL_PET - Cleaned up some pet functions, made the menu functions receive as argument both pet and master. - Clones will copy a player's base status rather than battle status (so status-change alterations are not cloned) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@@ -3,6 +3,49 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
+2006/05/27
+ - Added structure status_data which holds status-related information (str,
+ agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc)
+ and weapon_atk structure with the weapon specific info (atk, atk2, element)
+ to be used by all combat structures (TODO: Homun needs to be updated to use
+ it). This in change involves a LOT of changes throughout the code and many
+ optimizations were done as well. Partial list (see svn changelog for complete
+ changes): [Skotlex]
+ - NOTE: Changes are substantial! I tested a bunch of stuff and all the
+ skills I changed the most, but it is possible there are unnoticed bugs
+ remaining to fix!
+ - Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data.
+ - Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead
+ - Added status functions to deal with damage and healing (status_damage,
+ status_heal, status_percent_change) and a bunch of defines for easier
+ handling of them (status_percent_heal, status_percent_damage,
+ status_fix_damage, status_kill, etc). Objects must be hurt/healed through
+ THIS, pc_damage/mob_damage most no longer be directly invoked!
+ - Rewrote and cleaned up battle_calc_misc_attack
+ - Merged config options pc_attack_attr_none, mob_attack_attr_none,
+ pet_attack_attr_none into attack_attr_none (type 4)
+ - Removed config options player_defense_type, monster_defense_type,
+ pet_defense_type in favor of weapon_defense_type
+ - Modified skill_calc_heal to take into account the MEDITATION bonus.
+ - Modified Slim Pitcher so it will work when casted by non-players. Will
+ now also work with SP-healing items.
+ - Rewrote Freedom of Cast code to use function status_freecast_switch to
+ switch adelay/speed when cast begins/ends.
+ - Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for
+ easier updating when used in conjunction with ground skills.
+ - Fixed Asura Strike being usable from within a combo regardless of combo skill.
+ - Added status_calc_bl which does status-change related calculations using
+ as base the base_status of the bl object and the SCB_* flag passed. This is
+ invoked on status changes, and status_calc_pc will no longer be invoked
+ (which results on much faster status-change calculations).
+ - pc_clean_skilltree will now also remove item-granted skills.
+ - Learning skills will now only invoke status_calc_pc when the skill is passive.
+ - Cleaned up pc_check_base/job_lvup to only invoke the lv-up related
+ packets and functions ONCE regardless of skill-levls earned.
+ - Cleaned up pc_ regen related functions.
+ - Made player-sprite mobs have item pickup animation and walkdelay when taking items.
+ - Clones will copy a player's base status rather than battle status (so
+ status-change alterations are not cloned)
2006/05/26
* Part B of the homunculus code. [blackhole89]
While most of the homunculus handling functions are in now, it still lacks