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authorrud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-27 11:41:16 +0000
committerrud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-27 11:41:16 +0000
commit895c508c597988741d8ddafdbd4e75ec916081cc (patch)
treebb9c090027ef6ba46aa22e784628f4d141291341 /src/map/skill.c
parent909fd614f24aedc23f474c757ee8d6f74e3a86ab (diff)
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Fixed bugreport:6516 where duplicate entry in produce_db.txt is been ignored when both required skills are present in a character (ex. AM_PHARMACY w/ GN_CHANGEMATERIAL)
Updated all Genetic's item creation skills to its official behavior and added all missing items used for GN_CHANGEMATERIAL.(bugreport:6539) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16712 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c375
1 files changed, 225 insertions, 150 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index cee8ed3f6..0e4d7fba5 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -96,6 +96,13 @@ struct s_skill_improvise_db {
};
struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
bool skill_reproduce_db[MAX_SKILL_DB];
+struct s_skill_changematerial_db {
+ int itemid;
+ short rate;
+ int qty[5];
+ short qty_rate[5];
+};
+struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
//Warlock
struct s_skill_spellbook_db {
@@ -8604,7 +8611,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( flag&1 ) {
if ( clif_skill_nodamage(bl, src, skillid, skilllv,
sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
- status_zap(bl, 0, status_get_max_sp(bl) / 100 * 25 + 5 * skilllv);
+ status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100);
} else
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
@@ -8643,28 +8650,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case GN_MIX_COOKING:
- if( sd ) {
- clif_cooking_list(sd,27,skillid,(skilllv == 2) ? 10 : 1,6);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
-
case GN_MAKEBOMB:
- if( sd ) {
- clif_cooking_list(sd,28,skillid,(skilllv==2) ? 10 : 1,5);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }
- break;
-
case GN_S_PHARMACY:
if( sd ) {
+ int qty = 1;
sd->skillid_old = skillid;
sd->skilllv_old = skilllv;
- clif_cooking_list(sd,29,skillid,1,6);
+ if( skillid != GN_S_PHARMACY && skilllv > 1 )
+ qty = 10;
+ clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
-
case EL_CIRCLE_OF_FIRE:
case EL_PYROTECHNIC:
case EL_HEATER:
@@ -15516,9 +15513,12 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
if((j=skill_produce_db[i].req_skill)>0 &&
pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
continue; // must iterate again to check other skills that produce it. [malufett]
+ if( j > 0 && sd->skillid_old > 0 && sd->skillid_old != j )
+ continue; // special case
break;
}
}
+ sd->skillid_old = sd->skilllv_old = 0;
if( i >= MAX_SKILL_PRODUCE_DB )
return 0;
@@ -15565,7 +15565,7 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
{
int slot[3];
- int i,sc,ele,idx,equip,wlv,make_per,flag = 0, firstQty = qty;
+ int i,sc,ele,idx,equip,wlv,make_per,flag = 0,skilllv = 0;
int num = -1; // exclude the recipe
struct status_data *status;
struct item_data* data;
@@ -15573,6 +15573,11 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
nullpo_ret(sd);
status = status_get_status_data(&sd->bl);
+ if( sd->skillid_old == skill_id )
+ skilllv = sd->skilllv_old;
+ else
+ sd->skillid_old = skill_id;
+
if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
return 0;
idx--;
@@ -15607,6 +15612,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
ele=ele_table[slot[i]-994];
}
}
+
if( skill_id == RK_RUNEMASTERY ) {
int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
data = itemdb_search(nameid);
@@ -15752,83 +15758,100 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
break;
- case GN_MIX_COOKING:
- make_per = 3000; //As I can see this is not affectd by dex or int
- break;
- case GN_MAKEBOMB:
- // TODO: find a proper chance.
- make_per = (5000 + 50*status->dex + 30*status->luk); //Custom rate value.
- break;
- case GN_CHANGEMATERIAL: // [Igniz]
- switch( nameid ) {
- case 1010: case 1056: case 1064: case 1045:
- case 1025: case 964:
- qty *= 8; break;
- case 971: case 1059: case 968: case 1046:
- case 1058:
- qty *= 5; break;
- case 1051:
- qty *= 7; break;
- case 1033: case 974: case 703: case 1009:
- case 973: case 1026: case 1024: case 967:
- case 1021:
- qty *= 4; break;
- case 1061: case 7166: case 1030: case 1019:
- qty *= 2; break;
- case 1003: case 2267: case 992: case 1038:
- qty *= 1; break;
- case 1008: case 1043: case 1049: case 1037:
- qty *= 6; break;
- case 970: case 958:
- qty *= 9; break;
- case 1041: case 1012: case 1050:
- qty *= 3; break;
- case 1034:
- qty *= 15; break;
- case 7063: case 991:
- qty *= 1 + rand()%3; break;
- case 1020: case 962: case 1014:
- qty *= 4 + rand()%3; break;
- case 1040: case 1035:
- qty *= 8 + rand()%5; break;
- case 1013:
- qty *= 9 + rand()%5; break;
- case 960: case 1053:
- qty *= 6 + rand()%4; break;
- case 1022:
- qty *= 2 + rand()%2; break;
- case 1016:
- qty *= 7 + rand()%4; break;
- // Throwable potions
- case 13275: case 13276: case 13277: case 13278:
- case 13279: case 13280: case 13281: case 13282:
- case 13283: case 999:
- qty *= 10;
+ case GN_CHANGEMATERIAL:
+ for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
+ if( skill_changematerial_db[i].itemid == nameid ){
+ make_per = skill_changematerial_db[i].rate * 10;
break;
+ }
+ break;
+ case GN_S_PHARMACY:
+ {
+ int difficulty = 0;
+
+ difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level)
+
+ make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster’s INT) + (Caster’s DEX / 2) + (Caster’s LUK) + (Caster’s Job Level) + Random number between (30 ~ 150) +
+ (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster’s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
+
+ switch(nameid){// difficulty factor
+ case 12422: case 12425:
+ case 12428:
+ difficulty += 10;
+ break;
+ case 6212: case 12426:
+ difficulty += 15;
+ break;
+ case 13264: case 12423:
+ case 12427: case 12436:
+ difficulty += 20;
+ break;
+ case 6210: case 6211:
+ case 12437:
+ difficulty += 30;
+ break;
+ case 12424: case 12475:
+ difficulty += 40;
+ break;
+ }
+
+ if( make_per >= 400 && make_per > difficulty)
+ qty = 10;
+ else if( make_per >= 300 && make_per > difficulty)
+ qty = 7;
+ else if( make_per >= 100 && make_per > difficulty)
+ qty = 6;
+ else if( make_per >= 1 && make_per > difficulty)
+ qty = 5;
+ else
+ qty = 4;
+ make_per = 10000;
}
- make_per = 100000; //100% success rate.
break;
- case GN_S_PHARMACY:
- // Note: This is not the chosen skill level but the highest available. Need confirmation/fix.
- switch( sd->skilllv_old ) {
- case 6:
- case 7:
- case 8:
- qty = 3;
- break; //3 items to make at once.
- case 9:
- qty = 3 + rnd()%3;
- break; //3~5 items to make at once.
- case 10:
- qty = 4 + rnd()%3;
- break; //4~6 items to make at once.
- default:
- qty = 2;
- break; //2 item to make at once.
+ case GN_MAKEBOMB:
+ case GN_MIX_COOKING:
+ {
+ int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
+
+ make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3)
+ qty = ~(5 + rnd()%5) + 1;
+
+ switch(nameid){// difficulty factor
+ case 13260:
+ difficulty += 5;
+ break;
+ case 13261: case 13262:
+ difficulty += 10;
+ break;
+ case 12429: case 12430: case 12431:
+ case 12432: case 12433: case 12434:
+ case 13263:
+ difficulty += 15;
+ break;
+ case 13264:
+ difficulty += 20;
+ break;
+ }
+
+ if( make_per >= 30 && make_per > difficulty)
+ qty = 10 + rnd()%2;
+ else if( make_per >= 10 && make_per > difficulty)
+ qty = 10;
+ else if( make_per == 10 && make_per > difficulty)
+ qty = 8;
+ else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
+ ;// Food/Bomb creation fails.
+ else if( make_per >= 30 && make_per < difficulty)
+ qty = 5;
+
+ if( qty < 0 || (skilllv == 1 && make_per < difficulty)){
+ qty = ~qty + 1;
+ make_per = 0;
+ }else
+ make_per = 10000;
+ qty = (skilllv > 1 ? qty : 1);
}
- make_per = 100000; //100% success rate.
- sd->skillid_old = sd->skilllv_old = 0;
- break;
+ break;
default:
if (sd->menuskill_id == AM_PHARMACY &&
sd->menuskill_val > 10 && sd->menuskill_val <= 20)
@@ -15894,10 +15917,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
case AM_PHARMACY:
case AM_TWILIGHT1:
case AM_TWILIGHT2:
- case AM_TWILIGHT3:
- case GN_MIX_COOKING:
- case GN_MAKEBOMB:
- case GN_S_PHARMACY:
+ case AM_TWILIGHT3:
flag = battle_config.produce_item_name_input&0x2;
break;
case AL_HOLYWATER:
@@ -15934,44 +15954,41 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
} else {
int fame = 0;
tmp_item.amount = 0;
- if( skill_id == GN_MIX_COOKING && firstQty > 1 ) {// Mix Cooking level 2.
- // Success. As I see the chance as level 2 is global, not indiviual.
- if( rnd()%10000 < make_per )
- tmp_item.amount = 5 + rnd()%5;
- } else {
- for (i=0; i< qty; i++) { //Apply quantity modifiers.
- if (rnd()%10000 < make_per || qty == 1) { //Success
- tmp_item.amount++;
- if(nameid < 545 || nameid > 547)
- continue;
- if( skill_id != AM_PHARMACY &&
- skill_id != AM_TWILIGHT1 &&
- skill_id != AM_TWILIGHT2 &&
- skill_id != AM_TWILIGHT3 &&
- skill_id != GN_MIX_COOKING &&
- skill_id != GN_MAKEBOMB &&
- skill_id != GN_S_PHARMACY )
- continue;
- //Add fame as needed.
- switch(++sd->potion_success_counter) {
- case 3:
- fame+=1; // Success to prepare 3 Condensed Potions in a row
- break;
- case 5:
- fame+=3; // Success to prepare 5 Condensed Potions in a row
- break;
- case 7:
- fame+=10; // Success to prepare 7 Condensed Potions in a row
- break;
- case 10:
- fame+=50; // Success to prepare 10 Condensed Potions in a row
- sd->potion_success_counter = 0;
- break;
- }
- } else //Failure
- sd->potion_success_counter = 0;
+
+ for (i=0; i< qty; i++) { //Apply quantity modifiers.
+ if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
+ tmp_item.amount = qty;
+ break;
}
+ if (rnd()%10000 < make_per || qty == 1) { //Success
+ tmp_item.amount++;
+ if(nameid < 545 || nameid > 547)
+ continue;
+ if( skill_id != AM_PHARMACY &&
+ skill_id != AM_TWILIGHT1 &&
+ skill_id != AM_TWILIGHT2 &&
+ skill_id != AM_TWILIGHT3 )
+ continue;
+ //Add fame as needed.
+ switch(++sd->potion_success_counter) {
+ case 3:
+ fame+=1; // Success to prepare 3 Condensed Potions in a row
+ break;
+ case 5:
+ fame+=3; // Success to prepare 5 Condensed Potions in a row
+ break;
+ case 7:
+ fame+=10; // Success to prepare 7 Condensed Potions in a row
+ break;
+ case 10:
+ fame+=50; // Success to prepare 10 Condensed Potions in a row
+ sd->potion_success_counter = 0;
+ break;
+ }
+ } else //Failure
+ sd->potion_success_counter = 0;
}
+
if (fame)
pc_addfame(sd,fame);
//Visual effects and the like.
@@ -15994,13 +16011,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
case GC_CREATENEWPOISON:
clif_produceeffect(sd,2,nameid);
clif_misceffect(&sd->bl,5);
- break;
- case GN_MAKEBOMB:
- case GN_MIX_COOKING:
- clif_msg_skill(sd,skill_id,0x627);
- break;
- case GN_S_PHARMACY:
- break; // No effects here.
+ break;
default: //Those that don't require a skill?
if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
{ //Cooking items.
@@ -16011,11 +16022,33 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
break;
}
}
- if (tmp_item.amount) { //Success
+ if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
+ int j, k = 0;
+ for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
+ if( skill_changematerial_db[i].itemid == nameid ){
+ for(j=0; j<5; j++){
+ if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
+ tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
+ if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
+ clif_additem(sd,0,0,flag);
+ map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ }
+ k++;
+ }
+ }
+ break;
+ }
+ if( k ){
+ clif_msg_skill(sd,skill_id,0x627);
+ return 1;
+ }
+ } else if (tmp_item.amount) { //Success
if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
clif_additem(sd,0,0,flag);
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
+ if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
+ clif_msg_skill(sd,skill_id,0x627);
return 1;
}
}
@@ -16052,15 +16085,15 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
break;
case GN_MIX_COOKING: {
struct item tmp_item;
- const int products[5][2] = {{13265,6500},{13266,4000},{13267,3000},{13268,500},{12435,500}};
+ const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
+ int rate = rnd()%500;
memset(&tmp_item,0,sizeof(tmp_item));
- tmp_item.nameid = nameid;
- do {
- i = rnd()%5;
- tmp_item.nameid = products[i][0];
- }
- while( rnd()%10000 >= products[i][1] );
- tmp_item.amount = (firstQty > 1 )? 5 + rnd()%5 : 1; // When it fails it gives a random amount of items.
+ if( rate < 50) i = 4;
+ else if( rate < 100) i = 2+rnd()%1;
+ else if( rate < 250 ) i = 1;
+ else if( rate < 500 ) i = 0;
+ tmp_item.nameid = compensation[i];
+ tmp_item.amount = qty;
tmp_item.identify = 1;
if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
clif_additem(sd,0,0,flag);
@@ -16069,9 +16102,9 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in
clif_msg_skill(sd,skill_id,0x628);
}
break;
- case GN_S_PHARMACY:
- break; // No effects here.
case GN_MAKEBOMB:
+ case GN_S_PHARMACY:
+ case GN_CHANGEMATERIAL:
clif_msg_skill(sd,skill_id,0x628);
break;
default:
@@ -16375,8 +16408,12 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
int idx = item_list[k*2+0]-2;
nameid = sd->status.inventory[idx].nameid;
amount = item_list[k*2+1];
-
- if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j] )
+ if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
+ clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
+ return 0;
+ }
+ if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
+ && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
c++; // match
}
}
@@ -16392,7 +16429,10 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
}
}
}
-
+
+ if( p == 0)
+ clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
+
return 0;
}
/**
@@ -17416,6 +17456,39 @@ static bool skill_parse_row_abradb(char* split[], int columns, int current)
return true;
}
+static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
+{// SkillID
+ int i = atoi(split[0]);
+ short j = atoi(split[1]);
+ int x,y;
+
+ for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
+ if( skill_produce_db[x].nameid == i )
+ if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
+ break;
+ }
+
+ if( x >= MAX_SKILL_PRODUCE_DB ){
+ ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i);
+ return false;
+ }
+
+ if( current >= MAX_SKILL_PRODUCE_DB ) {
+ ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
+ }
+
+ skill_changematerial_db[current].itemid = i;
+ skill_changematerial_db[current].rate = j;
+
+ for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
+ {
+ skill_changematerial_db[current].qty[y] = atoi(split[x]);
+ skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
+ }
+
+ return true;
+}
+
static void skill_readdb(void)
{
// init skill db structures
@@ -17427,6 +17500,7 @@ static void skill_readdb(void)
memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
+ memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
// load skill databases
safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
@@ -17450,6 +17524,7 @@ static void skill_readdb(void)
sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
+ sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
}