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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-02-15 18:56:54 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-02-15 18:56:54 +0000 |
commit | ea2ae867ed32cdea9107b446ee7cdfe3a2be6d95 (patch) | |
tree | 43aab9b4180d956488810f96da7a003ba6c2d28e /src/map/status.c | |
parent | af3903eef455c03277036c972bc8c53e6ddacd28 (diff) | |
download | hercules-ea2ae867ed32cdea9107b446ee7cdfe3a2be6d95.tar.gz hercules-ea2ae867ed32cdea9107b446ee7cdfe3a2be6d95.tar.bz2 hercules-ea2ae867ed32cdea9107b446ee7cdfe3a2be6d95.tar.xz hercules-ea2ae867ed32cdea9107b446ee7cdfe3a2be6d95.zip |
- Made the warm skills BF_WEAPON type so that they may trigger effect cards.
- Also changed their pl to -1 so they carry the elemeso they carry the element.
- Warm skills now damage other players for 60sp per hit.
- Warm skill damage interval decreased to 100ms instead of 1000ms.
- TK_DODGE now only dodges ranged weapon attacks, while under Spurt mode it dodges everything.
- Cleaned up and expanded the sc_def_rate battle config. The new battle flags are mob_sc_def_rate, pc_sc_def_rate, mob_max_sc_def, pc_max_sc_def
- Modified Marionette Control so that the max bonus stats you get is capped to your server's defined max stats instead of 99.
- Mobs are no longer affected by the vs_traps_bctall switch.
- Added function pc_damage_sp to damage the SP of players.
- Modified Warm skills so that it only hurts SP of players while attacking/knocking back mobs.
- Autospell loop breaks after one skill is successful.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5288 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 152 |
1 files changed, 90 insertions, 62 deletions
diff --git a/src/map/status.c b/src/map/status.c index f7f88aaa9..bb7fd47a0 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1009,12 +1009,25 @@ int status_calc_pc(struct map_session_data* sd,int first) else if(sd->sc.data[SC_MARIONETTE2].timer!=-1){
struct map_session_data *psd = map_id2sd(sd->sc.data[SC_MARIONETTE2].val3);
if (psd) { // if partner is found
- sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
- sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
- sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
- sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
- sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
- sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
+ bl = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
+ if (sd->status.str < bl)
+ sd->paramb[0] += sd->status.str+psd->status.str/2 > bl ?
+ bl-sd->status.str : psd->status.str/2;
+ if (sd->status.agi < bl)
+ sd->paramb[1] += sd->status.agi+psd->status.agi/2 > bl ?
+ bl-sd->status.agi : psd->status.agi/2;
+ if (sd->status.vit < bl)
+ sd->paramb[2] += sd->status.vit+psd->status.vit/2 > bl ?
+ bl-sd->status.vit : psd->status.vit/2;
+ if (sd->status.int_ < bl)
+ sd->paramb[3] += sd->status.int_+psd->status.int_/2 > bl ?
+ bl-sd->status.int_ : psd->status.int_/2;
+ if (sd->status.dex < bl)
+ sd->paramb[4] += sd->status.dex+psd->status.dex/2 > bl ?
+ bl-sd->status.dex : psd->status.dex/2;
+ if (sd->status.luk < bl)
+ sd->paramb[5] += sd->status.luk+psd->status.luk/2 > bl ?
+ bl-sd->status.luk : psd->status.luk/2;
}
}
}
@@ -3286,46 +3299,48 @@ int status_get_sc_def(struct block_list *bl, int type) switch (type)
{
+ //Note that stats that are *100/3 were simplified to *33
case SP_MDEF1: // mdef
case SC_STONE:
case SC_FREEZE:
case SC_DECREASEAGI:
- sc_def = 3 + status_get_mdef(bl) + status_get_luk(bl)/3;
+ case SC_COMA:
+ sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl);
break;
case SP_MDEF2: // int
case SC_SLEEP:
case SC_CONFUSION:
- sc_def = 3 + status_get_int(bl) + status_get_luk(bl)/3;
+ sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl);
break;
case SP_DEF1: // def
- sc_def = 3 + status_get_def(bl) + status_get_luk(bl)/3;
+ sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl);
break;
case SP_DEF2: // vit
case SC_STUN:
case SC_POISON:
case SC_SILENCE:
case SC_STOP:
- sc_def = 3 + status_get_vit(bl) + status_get_luk(bl)/3;
+ sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
break;
case SP_LUK: // luck
- sc_def = 3 + status_get_luk(bl);
+ sc_def = 300 +100*status_get_luk(bl);
break;
case SC_BLIND:
- sc_def = 3 + status_get_int(bl) + status_get_vit(bl)/3;
+ sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl);
break;
case SC_CURSE:
- sc_def = 3 + status_get_luk(bl) + status_get_vit(bl)/3;
- break;
- case SC_COMA:
- sc_def = 3 + status_get_mdef(bl);
+ sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl);
break;
default:
return 0; //Effect that cannot be reduced? Likely a buff.
}
- sc_def*=100; //Send it on the interval 0->10000
- if (battle_config.sc_def_rate != 100)
- sc_def = sc_def*battle_config.sc_def_rate/100;
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+ } else
+ if (battle_config.mob_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.mob_sc_def_rate/100;
sc = status_get_sc(bl);
if (sc && sc->count)
@@ -3336,15 +3351,18 @@ int status_get_sc_def(struct block_list *bl, int type) sc_def += 100*sc->data[SC_SIEGFRIED].val2; //Status resistance.
}
- if(bl->type == BL_MOB && sc_def > 5000)
- sc_def = 5000; //Are mobs really capped to 50% defense?
-
sd = bl->type==BL_PC?(struct map_session_data*)bl:NULL;
if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX &&
sd->reseff[type-SC_COMMON_MIN] > 0)
sc_def += sd->reseff[type-SC_COMMON_MIN];
+ if(bl->type == BL_PC) {
+ if (sc_def > battle_config.pc_max_sc_def)
+ sc_def = battle_config.pc_max_sc_def;
+ } else if (sc_def > battle_config.mob_max_sc_def)
+ sc_def = battle_config.mob_max_sc_def;
+
return sc_def;
}
@@ -3352,6 +3370,9 @@ int status_get_sc_def(struct block_list *bl, int type) int status_get_sc_tick(struct block_list *bl, int type, int tick)
{
struct map_session_data *sd;
+ int rate=0, min=0;
+ //If rate is positive, it is a % reduction (10000 -> 100%)
+ //if it is negative, it is an absolute reduction in ms.
sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
switch (type) {
case SC_DECREASEAGI: /* ฌxธญ */
@@ -3366,55 +3387,68 @@ int status_get_sc_tick(struct block_list *bl, int type, int tick) tick += tick / 10;
break;
case SC_STONE: /* ฮป */
- tick = tick-status_get_mdef(bl)*200;
+ rate = -200*status_get_mdef(bl);
break;
case SC_FREEZE: /* */
- tick -= tick*status_get_mdef(bl)/100;
+ rate = 100*status_get_mdef(bl);
break;
case SC_STUN: /* X^ival2ษ~bZbgj */
- tick -= tick*status_get_sc_def_vit(bl)/10000;
+ rate = status_get_sc_def_vit(bl);
break;
case SC_DPOISON: /* าล */
case SC_POISON: /* ล */
- tick -= tick*(status_get_vit(bl) + status_get_luk(bl)/5)/100;
+ rate = 100*status_get_vit(bl) + 20*status_get_luk(bl);
break;
case SC_SILENCE: /* พ?ibNXfr?ij */
case SC_CONFUSION:
case SC_CURSE:
- tick -= tick * status_get_vit(bl)/100;
+ rate = 100*status_get_vit(bl);
break;
case SC_BLIND: /* ร? */
- if(tick < 1000)
- tick = 30000;
- tick -= tick*(status_get_lv(bl)/10 + status_get_int(bl)/15)/100;
- if (tick < 5000) //Minimum 5 secs?
- tick = 5000;
+ rate = 10*status_get_lv(bl) + 7*status_get_int(bl);
+ min = 5000; //Minimum 5 secs?
break;
case SC_BLEEDING:
- tick -= tick*(status_get_lv(bl)/5 +status_get_vit(bl))/100;
- if(tick < 10000) //Minimum bleed time is 10 secs or this sc does nothing! [Skotlex]
- tick = 10000;
+ rate = 20*status_get_lv(bl) +100*status_get_vit(bl);
+ min = 10000; //Need a min of 10 secs for it to hurt at least once.
break;
case SC_SWOO:
if (status_get_mode(bl)&MD_BOSS)
- tick /= 5; //Reduce skill's duration. But for how long?
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
break;
case SC_ANKLE:
- tick -= status_get_agi(bl)*100;
if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
tick /= 5;
+ rate = -100*status_get_agi(bl);
// Minimum trap time of 3+0.03*skilllv seconds [celest]
// Changed to 3 secs and moved from skill.c [Skotlex]
- if (tick < 3000)
- tick = 3000;
+ min = 3000;
break;
case SC_STOP:
// Unsure of this... but I get a feeling that agi reduces this
// (it was on Tiger Fist Code, but at -1 ms per 10 agi....
- tick -= 100*status_get_agi(bl);
+ rate = -100*status_get_agi(bl);
break;
}
- return tick;
+ if (rate) {
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_sc_def_rate != 100)
+ rate = rate*battle_config.pc_sc_def_rate/100;
+ if (battle_config.pc_max_sc_def != 10000)
+ min = tick*(10000-battle_config.pc_max_sc_def)/10000;
+ } else {
+ if (battle_config.mob_sc_def_rate != 100)
+ rate = rate*battle_config.mob_sc_def_rate/100;
+ if (battle_config.mob_max_sc_def != 10000)
+ min = tick*(10000-battle_config.mob_max_sc_def)/10000;
+ }
+
+ if (rate >0)
+ tick -= tick*rate/10000;
+ else
+ tick -= rate;
+ }
+ return tick<min?min:tick;
}
/*==========================================
* Starts a status change.
@@ -4089,8 +4123,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val case SC_WARM: //SG skills [Komurka]
if (!(flag&4)) {
- val2 = tick/1000;
- tick = 1000;
+ val2 = tick/100;
+ tick = 100;
}
break;
@@ -5099,9 +5133,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) if(sd){
int sp = 10+sc->data[SC_CHASEWALK].val1*2;
if (map_flag_gvg(sd->bl.m)) sp *= 5;
- if (sd->status.sp > sp){
- sd->status.sp -= sp; // update sp cost [Celest]
- clif_updatestatus(sd,SP_SP);
+ if (pc_damage_sp(sd, sp, 0) > 0) {
if ((++sc->data[SC_CHASEWALK].val4) == 1) {
status_change_start(bl, SC_INCSTR,10000,
1<<(sc->data[SC_CHASEWALK].val1-1), 0, 0, 0,
@@ -5163,7 +5195,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) map_foreachinarea( status_change_timer_sub,
bl->m, bl->x-sc->data[type].val4, bl->y-sc->data[type].val4, bl->x+sc->data[type].val4,bl->y+sc->data[type].val4,BL_CHAR,
bl,sc,type,tick);
- sc->data[type].timer=add_timer(tick+1000, status_change_timer,bl->id, data);
+ sc->data[type].timer=add_timer(tick+100, status_change_timer,bl->id, data);
return 0;
}
break;
@@ -5339,11 +5371,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) if (s && ((sc->data[type].val3 % s) == 0)) {
if (sc->data[SC_LONGING].timer != -1)
sp = s;
- if (sp > sd->status.sp)
- sp = sd->status.sp;
- sd->status.sp -= sp;
- clif_updatestatus(sd,SP_SP);
- if (sd->status.sp <= 0)
+ if (pc_damage_sp(sd, sp, 0) <= 0)
break;
}
}
@@ -5521,18 +5549,18 @@ int status_change_timer_sub(struct block_list *bl, va_list ap ) }
break;
case SC_WARM: //SG skills [Komurka]
- if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
- if(sd){
- if(sd->status.sp<2) {
+ if(sc && sc->data[type].val2 &&
+ battle_check_target( src,bl, BCT_ENEMY ) > 0)
+ {
+ if(tsd)
+ //Only damage SP [Skotlex]
+ // case SG_SUN_WARM:
+ pc_damage_sp(tsd, 60, 0);
+ else { //Otherwise, Knockback attack.
+ if(sd && pc_damage_sp(sd, 2, 0) <= 0)
sd->sc.data[type].val2 = 0; //Makes it end on the next tick.
- break;
- }
- sd->status.sp -= 2;
- clif_updatestatus(sd,SP_SP);
+ skill_attack(BF_WEAPON,src,src,bl,sc->data[type].val3,sc->data[type].val1,tick,0);
}
- skill_attack(BF_WEAPON,src,src,bl,
- sc?sc->data[type].val3:SG_SUN_WARM,sc?sc->data[type].val1:1,
- tick,0);
}
break;
case SC_CLOSECONFINE:
|