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authorcelest <celest@54d463be-8e91-2dee-dedb-b68131a5f0ec>2004-11-18 05:42:45 +0000
committercelest <celest@54d463be-8e91-2dee-dedb-b68131a5f0ec>2004-11-18 05:42:45 +0000
commite26e3b2570fdf836a8c6c556c711bb6a81c3ecf0 (patch)
treeadd69d2928118542584007ba0c002e4997950ee5 /src/map/skill.c
parentdb5a0ba6de24da584349db3c53648a39d50fb63c (diff)
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Updated Cloaking, Endure, fixed bug with monster npc's
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/athena@244 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c50
1 files changed, 35 insertions, 15 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 24e207fed..c4fbdea5c 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3380,8 +3380,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
/* 解除する */
skill_status_change_end(bl, sc, -1);
}
-
- skill_check_cloaking(bl);
+ //skill_check_cloaking(bl);
}
break;
@@ -3627,7 +3626,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(dstsd){
for(i=0;i<MAX_INVENTORY;i++){
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){
- pc_unequipitem(dstsd,i,0);
+ pc_unequipitem(dstsd,i,0,BF_SKILL);
break;
}
}
@@ -3650,7 +3649,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(dstsd){
for(i=0;i<MAX_INVENTORY;i++){
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){
- pc_unequipitem(dstsd,i,0);
+ pc_unequipitem(dstsd,i,0,BF_SKILL);
break;
}
}
@@ -3673,7 +3672,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(dstsd){
for(i=0;i<MAX_INVENTORY;i++){
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){
- pc_unequipitem(dstsd,i,0);
+ pc_unequipitem(dstsd,i,0,BF_SKILL);
break;
}
}
@@ -3695,7 +3694,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(dstsd){
for(i=0;i<MAX_INVENTORY;i++){
if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){
- pc_unequipitem(dstsd,i,0);
+ pc_unequipitem(dstsd,i,0,BF_SKILL);
break;
}
}
@@ -4184,6 +4183,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
break;
case ASC_CDP: // Temporary skill for Create Deadly Poison[Celest]
+ // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
if(sd) {
int eflag;
struct item item_tmp;
@@ -7792,6 +7792,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
switch(type){ /* 異常の種類ごとの?理 */
case SC_PROVOKE: /* プロボック */
+ case SC_ENDURE: // celest
case SC_CONCENTRATE: /* 集中力向上 */
case SC_BLESSING: /* ブレッシング */
case SC_ANGELUS: /* アンゼルス */
@@ -7959,6 +7960,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
case SC_HIDING:
case SC_CLOAKING:
*option &= ~((type == SC_HIDING) ? 2 : 4);
+ calc_flag = 1; // orn
opt_flag = 1 ;
break;
@@ -8159,8 +8161,8 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
case SC_ENDURE: /* インデュア */
if(sd && sd->special_state.infinite_endure) {
- sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data );
- sc_data[type].val2=1;
+ sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data );
+ //sc_data[type].val2=1;
return 0;
}
break;
@@ -8544,6 +8546,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
break;
case SC_ENDURE: /* インデュア */
if(tick <= 0) tick = 1000 * 60;
+ calc_flag = 1; // for updating mdef
val2 = 7; // [Celest]
break;
case SC_CONCENTRATE: /* 集中力向上 */
@@ -8961,9 +8964,11 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
break;
case SC_CHASEWALK:
case SC_CLOAKING: /* クロ?キング */
- calc_flag = 1; // [Celest]
- if(bl->type == BL_PC)
+ if(bl->type == BL_PC) {
+ calc_flag = 1; // [Celest]
val2 = tick;
+ val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
+ }
else
tick = 5000*val1;
break;
@@ -9268,18 +9273,33 @@ int skill_check_cloaking(struct block_list *bl)
nullpo_retr(0, bl);
- if(bl->type == BL_PC &&
- (battle_config.pc_cloak_check_type&1 || pc_checkskill(sd,AS_CLOAKING)>2))
+ if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked
return 0;
- else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1)
+ else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type)
return 0;
for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){
int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]);
if(c==1 || c==5) end=0;
}
if(end){
- skill_status_change_end(bl, SC_CLOAKING, -1);
- *battle_get_option(bl)&=~4; /* 念のための?理 */
+ if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) {
+ skill_status_change_end(bl, SC_CLOAKING, -1);
+ *battle_get_option(bl)&=~4; /* 念のための?理 */
+ }
+ else if (bl->type == BL_PC) {
+ sd->sc_data[SC_CLOAKING].val3 = 130;
+ //sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
+ //clif_updatestatus(sd,SP_SPEED);
+ pc_calcstatus (sd,0); // better way than calling this everytime?
+ }
+ }
+ else {
+ if (bl->type == BL_PC) {
+ sd->sc_data[SC_CLOAKING].val3 = 103;
+ //sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
+ //clif_updatestatus(sd,SP_SPEED);
+ pc_calcstatus (sd,0);
+ }
}
return end;
}