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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-02 15:02:29 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-02 15:02:29 +0000 |
commit | 99e419e146eeb6edb0ab70a4a12d5e980c6975fd (patch) | |
tree | a653a0416b3ba8b1f2650228dab7584948fc1974 /src/map/status.c | |
parent | 47e8b6a2d20408a5ca8a19c33e6554713a45675f (diff) | |
download | hercules-99e419e146eeb6edb0ab70a4a12d5e980c6975fd.tar.gz hercules-99e419e146eeb6edb0ab70a4a12d5e980c6975fd.tar.bz2 hercules-99e419e146eeb6edb0ab70a4a12d5e980c6975fd.tar.xz hercules-99e419e146eeb6edb0ab70a4a12d5e980c6975fd.zip |
- Modified how Rogue's treasure works so that you get +1% to your steal rate rather than +0.01% to the final rate.
- Rewrote Warmth to use ground-skill-units, it should behave now like in officials (implementation is not quite the same, but it should yield the same effects while consuming less bandwidth). "Stacking", as it's called, is possible now, but limited to eA's minimum timer skill interval (100ms).
- Modified NPC_POWERUP so that it gives +10 dex * skill level rather than +5+lv to all stats (as explained by Playtester and Tharis on how the skill behaves).
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6446 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 54 |
1 files changed, 19 insertions, 35 deletions
diff --git a/src/map/status.c b/src/map/status.c index 35c37bb25..e5b16aec3 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -3883,10 +3883,13 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val if (sc->data[type].val2 && !val2)
return 0;
break;
- case SC_GOSPEL:
- //Must not override a casting gospel char.
- if (sc->data[type].val4 == BCT_SELF)
- return 0;
+ case SC_WARM:
+ { //Fetch the Group, half the attack interval. [Skotlex]
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
+ if (group)
+ group->interval/=2;
+ return 1;
+ }
case SC_STUN:
case SC_SLEEP:
case SC_POISON:
@@ -3908,6 +3911,10 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val case SC_ATKPOTION:
case SC_MATKPOTION:
break;
+ case SC_GOSPEL:
+ //Must not override a casting gospel char.
+ if (sc->data[type].val4 == BCT_SELF)
+ return 0;
default:
if(sc->data[type].val1 > val1)
return 1; //Return true to not mess up skill animations. [Skotlex
@@ -4279,13 +4286,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val calc_flag = 1;
break;
- case SC_WARM: //SG skills [Komurka]
- if (!(flag&4)) {
- val2 = tick/100;
- tick = 100;
- }
- break;
-
case SC_GOSPEL:
if (val4 == BCT_SELF) { // self effect
if (flag&4)
@@ -4578,6 +4578,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val case SC_ASSUMPTIO: /* アスムプティオ */
case SC_SLEEP:
case SC_SMA:
+ case SC_WARM:
break;
// gs_something1 [Vicious]
case SC_MADNESSCANCEL:
@@ -5175,6 +5176,13 @@ int status_change_end( struct block_list* bl , int type,int tid ) if (vd) vd->dead_sit = 0;
break;
}
+ case SC_WARM:
+ if (sc->data[type].val4) { //Clear the group.
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
+ sc->data[type].val4 = 0;
+ skill_delunitgroup(bl, group);
+ }
+ break;
//gs_something2 [Vicious]
case SC_MADNESSCANCEL:
@@ -5415,16 +5423,6 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) }
break;
- case SC_WARM: //SG skills [Komurka]
- if( (--sc->data[type].val2)>0){
- map_foreachinrange( status_change_timer_sub, bl,
- sc->data[type].val4,BL_CHAR,
- bl,sc,type,tick);
- sc->data[type].timer=add_timer(tick+100, status_change_timer,bl->id, data);
- return 0;
- }
- break;
-
case SC_PROVOKE: /* プロボック/オ?トバ?サ?ク */
if(sc->data[type].val2!=0){ /* オ?トバ?サ?ク(1秒ごとにHPチェック) */
if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */
@@ -5757,20 +5755,6 @@ int status_change_timer_sub(struct block_list *bl, va_list ap ) }
}
break;
- case SC_WARM: //SG skills [Komurka]
- if(sc && sc->data[type].val2 &&
- battle_check_target( src,bl, BCT_ENEMY ) > 0)
- {
- if(tsd)
- //Only damage SP [Skotlex]
- 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.
- skill_attack(BF_WEAPON,src,src,bl,sc->data[type].val3,sc->data[type].val1,tick,0);
- }
- }
- break;
case SC_CLOSECONFINE:
//Lock char has released the hold on everyone...
if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
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