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author | shennetsind <ind@henn.et> | 2013-04-24 16:51:51 -0300 |
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committer | shennetsind <ind@henn.et> | 2013-04-24 16:51:51 -0300 |
commit | 2df7ce406e3af72859da37f38f4d5d296c3c1461 (patch) | |
tree | 5f85253e434edd73264e571762f7f562a94b162f /src/map/status.c | |
parent | 018680a339e96fe28e115f94a9eb0f0816bd72c4 (diff) | |
download | hercules-2df7ce406e3af72859da37f38f4d5d296c3c1461.tar.gz hercules-2df7ce406e3af72859da37f38f4d5d296c3c1461.tar.bz2 hercules-2df7ce406e3af72859da37f38f4d5d296c3c1461.tar.xz hercules-2df7ce406e3af72859da37f38f4d5d296c3c1461.zip |
Hanbok & Costumes Update
http://hercules.ws/board/topic/485-hanbok-costumes-update/
Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 642 |
1 files changed, 320 insertions, 322 deletions
diff --git a/src/map/status.c b/src/map/status.c index 3892d94cc..8777c7d2f 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -904,6 +904,7 @@ void initChangeTables(void) { StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; + StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; //Other SC which are not necessarily associated to skills. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD; @@ -1664,7 +1665,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin } if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK) return 0; - if(sc->option&OPTION_MOUNTING) + if( sc->data[SC_ALL_RIDING] ) return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind] } @@ -5014,7 +5015,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha if( sc->data[SC_FUSION] ) val = 25; else if( sd ) { - if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) ) + if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON) || sd->sc.data[SC_ALL_RIDING] ) val = 25;//Same bonus else if( pc_isridingwug(sd) ) val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER); @@ -5940,124 +5941,122 @@ void status_set_viewdata(struct block_list *bl, int class_) vd = NULL; switch (bl->type) { - case BL_PC: - { - TBL_PC* sd = (TBL_PC*)bl; - if (pcdb_checkid(class_)) { - if (sd->sc.option&OPTION_WEDDING) - class_ = JOB_WEDDING; - else if (sd->sc.option&OPTION_SUMMER) - class_ = JOB_SUMMER; - else if (sd->sc.option&OPTION_XMAS) - class_ = JOB_XMAS; - else if (sd->sc.option&OPTION_RIDING) { - switch (class_) { //Adapt class to a Mounted one. - case JOB_KNIGHT: - class_ = JOB_KNIGHT2; - break; - case JOB_CRUSADER: - class_ = JOB_CRUSADER2; - break; - case JOB_LORD_KNIGHT: - class_ = JOB_LORD_KNIGHT2; - break; - case JOB_PALADIN: - class_ = JOB_PALADIN2; - break; - case JOB_BABY_KNIGHT: - class_ = JOB_BABY_KNIGHT2; - break; - case JOB_BABY_CRUSADER: - class_ = JOB_BABY_CRUSADER2; - break; + case BL_PC: + { + TBL_PC* sd = (TBL_PC*)bl; + if (pcdb_checkid(class_)) { + if (sd->sc.option&OPTION_RIDING) { + switch (class_) { //Adapt class to a Mounted one. + case JOB_KNIGHT: + class_ = JOB_KNIGHT2; + break; + case JOB_CRUSADER: + class_ = JOB_CRUSADER2; + break; + case JOB_LORD_KNIGHT: + class_ = JOB_LORD_KNIGHT2; + break; + case JOB_PALADIN: + class_ = JOB_PALADIN2; + break; + case JOB_BABY_KNIGHT: + class_ = JOB_BABY_KNIGHT2; + break; + case JOB_BABY_CRUSADER: + class_ = JOB_BABY_CRUSADER2; + break; + } } - } - sd->vd.class_ = class_; - clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); - sd->vd.head_top = sd->status.head_top; - sd->vd.head_mid = sd->status.head_mid; - sd->vd.head_bottom = sd->status.head_bottom; - sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); - sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); - sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); - sd->vd.robe = sd->status.robe; - sd->vd.sex = sd->status.sex; - } else if (vd) - memcpy(&sd->vd, vd, sizeof(struct view_data)); - else - ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); - } - break; - case BL_MOB: - { - TBL_MOB* md = (TBL_MOB*)bl; - if (vd) - md->vd = vd; - else - ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); - } - break; - case BL_PET: - { - TBL_PET* pd = (TBL_PET*)bl; - if (vd) { - memcpy(&pd->vd, vd, sizeof(struct view_data)); - if (!pcdb_checkid(vd->class_)) { - pd->vd.hair_style = battle_config.pet_hair_style; - if(pd->pet.equip) { - pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); - if (!pd->vd.head_bottom) - pd->vd.head_bottom = pd->pet.equip; + sd->vd.class_ = class_; + clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); + sd->vd.head_top = sd->status.head_top; + sd->vd.head_mid = sd->status.head_mid; + sd->vd.head_bottom = sd->status.head_bottom; + sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); + sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); + sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); + sd->vd.robe = sd->status.robe; + sd->vd.sex = sd->status.sex; + + if ( sd->vd.cloth_color ) { + if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette ) + sd->vd.cloth_color = 0; } - } - } else - ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); - } - break; - case BL_NPC: - { - TBL_NPC* nd = (TBL_NPC*)bl; - if (vd) - nd->vd = vd; - else - ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); - } - break; - case BL_HOM: //[blackhole89] - { - struct homun_data *hd = (struct homun_data*)bl; - if (vd) - hd->vd = vd; - else - ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); - } + } else if (vd) + memcpy(&sd->vd, vd, sizeof(struct view_data)); + else + ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); + } break; - case BL_MER: - { - struct mercenary_data *md = (struct mercenary_data*)bl; - if (vd) - md->vd = vd; - else - ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); - } + case BL_MOB: + { + TBL_MOB* md = (TBL_MOB*)bl; + if (vd) + md->vd = vd; + else + ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); + } break; - case BL_ELEM: - { - struct elemental_data *ed = (struct elemental_data*)bl; - if (vd) - ed->vd = vd; - else - ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); - } + case BL_PET: + { + TBL_PET* pd = (TBL_PET*)bl; + if (vd) { + memcpy(&pd->vd, vd, sizeof(struct view_data)); + if (!pcdb_checkid(vd->class_)) { + pd->vd.hair_style = battle_config.pet_hair_style; + if(pd->pet.equip) { + pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); + if (!pd->vd.head_bottom) + pd->vd.head_bottom = pd->pet.equip; + } + } + } else + ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); + } + break; + case BL_NPC: + { + TBL_NPC* nd = (TBL_NPC*)bl; + if (vd) + nd->vd = vd; + else + ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); + } break; + case BL_HOM: //[blackhole89] + { + struct homun_data *hd = (struct homun_data*)bl; + if (vd) + hd->vd = vd; + else + ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); + } + break; + case BL_MER: + { + struct mercenary_data *md = (struct mercenary_data*)bl; + if (vd) + md->vd = vd; + else + ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); + } + break; + case BL_ELEM: + { + struct elemental_data *ed = (struct elemental_data*)bl; + if (vd) + ed->vd = vd; + else + ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); + } + break; } - vd = status_get_viewdata(bl); - if (vd && vd->cloth_color && ( - (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette) - || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette) - || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette) - )) - vd->cloth_color = 0; } /// Returns the status_change data of bl or NULL if it doesn't exist. @@ -7327,17 +7326,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_WEDDING: case SC_XMAS: case SC_SUMMER: + case SC_HANBOK: if (!vd) return 0; //Store previous values as they could be removed. - val1 = vd->class_; - val2 = vd->weapon; - val3 = vd->shield; - val4 = vd->cloth_color; unit_stop_attack(bl); - clif->changelook(bl,LOOK_WEAPON,0); - clif->changelook(bl,LOOK_SHIELD,0); - clif->changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER); - clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); break; case SC_NOCHAT: // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? @@ -7466,6 +7458,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_READYTURN: case SC_DODGE: case SC_PUSH_CART: + case SC_ALL_RIDING: tick = -1; break; @@ -8546,22 +8539,22 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val ShowError("UnknownStatusChange [%d]\n", type); return 0; } - } - else //Special considerations when loading SC data. - switch( type ) - { - case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - clif->changelook(bl,LOOK_WEAPON,0); - clif->changelook(bl,LOOK_SHIELD,0); - clif->changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER); - clif->changelook(bl,LOOK_CLOTHES_COLOR,val4); - break; - case SC_KAAHI: - val4 = INVALID_TIMER; - break; - } + } else //Special considerations when loading SC data. + switch( type ) { + case SC_WEDDING: + case SC_XMAS: + case SC_SUMMER: + case SC_HANBOK: + if( !vd ) break; + clif->changelook(bl,LOOK_BASE,vd->class_); + clif->changelook(bl,LOOK_WEAPON,0); + clif->changelook(bl,LOOK_SHIELD,0); + clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); + break; + case SC_KAAHI: + val4 = INVALID_TIMER; + break; + } //Those that make you stop attacking/walking.... switch (type) { @@ -8619,8 +8612,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val // Set option as needed. opt_flag = 1; - switch(type) - { + switch(type) { //OPT1 case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; @@ -8756,12 +8748,19 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_WEDDING: sc->option |= OPTION_WEDDING; + opt_flag |= 0x4; break; case SC_XMAS: sc->option |= OPTION_XMAS; + opt_flag |= 0x4; break; case SC_SUMMER: sc->option |= OPTION_SUMMER; + opt_flag |= 0x4; + break; + case SC_HANBOK: + sc->option |= OPTION_HANBOK; + opt_flag |= 0x4; break; case SC_ORCISH: sc->option |= OPTION_ORCISH; @@ -8774,13 +8773,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } //On Aegis, when turning on a status change, first goes the option packet, then the sc packet. - if(opt_flag) + if(opt_flag) { clif->changeoption(bl); - - if (calc_flag&SCB_DYE) - { //Reset DYE color - if (vd && vd->cloth_color) - { + if( sd && opt_flag&0x4 ) { + clif->changelook(bl,LOOK_BASE,vd->class_); + clif->changelook(bl,LOOK_WEAPON,0); + clif->changelook(bl,LOOK_SHIELD,0); + clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); + } + } + if (calc_flag&SCB_DYE) { //Reset DYE color + if (vd && vd->cloth_color) { val4 = vd->cloth_color; clif->changelook(bl,LOOK_CLOTHES_COLOR,0); } @@ -8936,6 +8939,7 @@ int status_change_clear(struct block_list* bl, int type) { case SC_MELTDOWN: case SC_XMAS: case SC_SUMMER: + case SC_HANBOK: case SC_NOCHAT: case SC_FUSION: case SC_EARTHSCROLL: @@ -8974,6 +8978,7 @@ int status_change_clear(struct block_list* bl, int type) { case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: case SC_PUSH_CART: + case SC_ALL_RIDING: continue; } @@ -8983,6 +8988,7 @@ int status_change_clear(struct block_list* bl, int type) { case SC_WEIGHT90: case SC_NOCHAT: case SC_PUSH_CART: + case SC_ALL_RIDING: continue; } } @@ -9079,28 +9085,6 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if(bl->type == BL_PC) skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF); break; - case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - if (!vd) break; - if (sd) - { //Load data from sd->status.* as the stored values could have changed. - //Must remove OPTION to prevent class being rechanged. - sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER; - clif->changeoption(&sd->bl); - status_set_viewdata(bl, sd->status.class_); - } else { - vd->class_ = sce->val1; - vd->weapon = sce->val2; - vd->shield = sce->val3; - vd->cloth_color = sce->val4; - } - clif->changelook(bl,LOOK_BASE,vd->class_); - clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); - clif->changelook(bl,LOOK_WEAPON,vd->weapon); - clif->changelook(bl,LOOK_SHIELD,vd->shield); - if(sd) clif->skillinfoblock(sd); - break; case SC_RUN: { struct unit_data *ud = unit_bl2ud(bl); @@ -9496,169 +9480,175 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_INTRAVISION: calc_flag = SCB_ALL;/* required for overlapping */ break; - } + } opt_flag = 1; switch(type){ - case SC_STONE: - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - case SC_DEEPSLEEP: - case SC_BURNING: - case SC_WHITEIMPRISON: - case SC_CRYSTALIZE: - sc->opt1 = 0; - break; + case SC_STONE: + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: + case SC_DEEPSLEEP: + case SC_BURNING: + case SC_WHITEIMPRISON: + case SC_CRYSTALIZE: + sc->opt1 = 0; + break; - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - sc->opt2 &= ~(1<<(type-SC_POISON)); - break; - case SC_DPOISON: - sc->opt2 &= ~OPT2_DPOISON; - break; - case SC_SIGNUMCRUCIS: - sc->opt2 &= ~OPT2_SIGNUMCRUCIS; - break; + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_BLIND: + sc->opt2 &= ~(1<<(type-SC_POISON)); + break; + case SC_DPOISON: + sc->opt2 &= ~OPT2_DPOISON; + break; + case SC_SIGNUMCRUCIS: + sc->opt2 &= ~OPT2_SIGNUMCRUCIS; + break; - case SC_HIDING: - sc->option &= ~OPTION_HIDE; - opt_flag|= 2|4; //Check for warp trigger + AoE trigger - break; - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC__INVISIBILITY: - sc->option &= ~OPTION_CLOAK; - case SC_CAMOUFLAGE: - opt_flag|= 2; - break; - case SC_CHASEWALK: - sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); - opt_flag|= 2; - break; - case SC_SIGHT: - sc->option &= ~OPTION_SIGHT; - break; - case SC_WEDDING: - sc->option &= ~OPTION_WEDDING; - break; - case SC_XMAS: - sc->option &= ~OPTION_XMAS; - break; - case SC_SUMMER: - sc->option &= ~OPTION_SUMMER; - break; - case SC_ORCISH: - sc->option &= ~OPTION_ORCISH; - break; - case SC_RUWACH: - sc->option &= ~OPTION_RUWACH; - break; - case SC_FUSION: - sc->option &= ~OPTION_FLYING; - break; - //opt3 - case SC_TWOHANDQUICKEN: - case SC_ONEHAND: - case SC_SPEARQUICKEN: - case SC_CONCENTRATION: - case SC_MERC_QUICKEN: - sc->opt3 &= ~OPT3_QUICKEN; - opt_flag = 0; - break; - case SC_OVERTHRUST: - case SC_MAXOVERTHRUST: - case SC_SWOO: - sc->opt3 &= ~OPT3_OVERTHRUST; - if( type == SC_SWOO ) - opt_flag = 8; - else + case SC_HIDING: + sc->option &= ~OPTION_HIDE; + opt_flag|= 2|4; //Check for warp trigger + AoE trigger + break; + case SC_CLOAKING: + case SC_CLOAKINGEXCEED: + case SC__INVISIBILITY: + sc->option &= ~OPTION_CLOAK; + case SC_CAMOUFLAGE: + opt_flag|= 2; + break; + case SC_CHASEWALK: + sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); + opt_flag|= 2; + break; + case SC_SIGHT: + sc->option &= ~OPTION_SIGHT; + break; + case SC_WEDDING: + sc->option &= ~OPTION_WEDDING; + opt_flag |= 0x4; + break; + case SC_XMAS: + sc->option &= ~OPTION_XMAS; + opt_flag |= 0x4; + break; + case SC_SUMMER: + sc->option &= ~OPTION_SUMMER; + opt_flag |= 0x4; + break; + case SC_HANBOK: + sc->option &= ~OPTION_HANBOK; + opt_flag |= 0x4; + break; + case SC_ORCISH: + sc->option &= ~OPTION_ORCISH; + break; + case SC_RUWACH: + sc->option &= ~OPTION_RUWACH; + break; + case SC_FUSION: + sc->option &= ~OPTION_FLYING; + break; + //opt3 + case SC_TWOHANDQUICKEN: + case SC_ONEHAND: + case SC_SPEARQUICKEN: + case SC_CONCENTRATION: + case SC_MERC_QUICKEN: + sc->opt3 &= ~OPT3_QUICKEN; opt_flag = 0; - break; - case SC_ENERGYCOAT: - case SC_SKE: - sc->opt3 &= ~OPT3_ENERGYCOAT; - opt_flag = 0; - break; - case SC_INCATKRATE: //Simulated Explosion spirits effect. - if (bl->type != BL_MOB) - { + break; + case SC_OVERTHRUST: + case SC_MAXOVERTHRUST: + case SC_SWOO: + sc->opt3 &= ~OPT3_OVERTHRUST; + if( type == SC_SWOO ) + opt_flag = 8; + else + opt_flag = 0; + break; + case SC_ENERGYCOAT: + case SC_SKE: + sc->opt3 &= ~OPT3_ENERGYCOAT; opt_flag = 0; break; - } - case SC_EXPLOSIONSPIRITS: - sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS; - opt_flag = 0; - break; - case SC_STEELBODY: - case SC_SKA: - sc->opt3 &= ~OPT3_STEELBODY; - opt_flag = 0; - break; - case SC_BLADESTOP: - sc->opt3 &= ~OPT3_BLADESTOP; - opt_flag = 0; - break; - case SC_AURABLADE: - sc->opt3 &= ~OPT3_AURABLADE; - opt_flag = 0; - break; - case SC_BERSERK: - opt_flag = 0; -// case SC__BLOODYLUST: - sc->opt3 &= ~OPT3_BERSERK; - break; -// case ???: // doesn't seem to do anything -// sc->opt3 &= ~OPT3_LIGHTBLADE; -// opt_flag = 0; -// break; - case SC_DANCING: - if ((sce->val1&0xFFFF) == CG_MOONLIT) - sc->opt3 &= ~OPT3_MOONLIT; - opt_flag = 0; - break; - case SC_MARIONETTE: - case SC_MARIONETTE2: - sc->opt3 &= ~OPT3_MARIONETTE; - opt_flag = 0; - break; - case SC_ASSUMPTIO: - sc->opt3 &= ~OPT3_ASSUMPTIO; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 &= ~OPT3_WARM; - opt_flag = 0; - break; - case SC_KAITE: - sc->opt3 &= ~OPT3_KAITE; - opt_flag = 0; - break; - case SC_BUNSINJYUTSU: - sc->opt3 &= ~OPT3_BUNSIN; - opt_flag = 0; - break; - case SC_SPIRIT: - sc->opt3 &= ~OPT3_SOULLINK; - opt_flag = 0; - break; - case SC_CHANGEUNDEAD: - sc->opt3 &= ~OPT3_UNDEAD; - opt_flag = 0; - break; -// case ???: // from DA_CONTRACT (looks like biolab mobs aura) -// sc->opt3 &= ~OPT3_CONTRACT; -// opt_flag = 0; -// break; - default: - opt_flag = 0; + case SC_INCATKRATE: //Simulated Explosion spirits effect. + if (bl->type != BL_MOB) + { + opt_flag = 0; + break; + } + case SC_EXPLOSIONSPIRITS: + sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS; + opt_flag = 0; + break; + case SC_STEELBODY: + case SC_SKA: + sc->opt3 &= ~OPT3_STEELBODY; + opt_flag = 0; + break; + case SC_BLADESTOP: + sc->opt3 &= ~OPT3_BLADESTOP; + opt_flag = 0; + break; + case SC_AURABLADE: + sc->opt3 &= ~OPT3_AURABLADE; + opt_flag = 0; + break; + case SC_BERSERK: + opt_flag = 0; + // case SC__BLOODYLUST: + sc->opt3 &= ~OPT3_BERSERK; + break; + // case ???: // doesn't seem to do anything + // sc->opt3 &= ~OPT3_LIGHTBLADE; + // opt_flag = 0; + // break; + case SC_DANCING: + if ((sce->val1&0xFFFF) == CG_MOONLIT) + sc->opt3 &= ~OPT3_MOONLIT; + opt_flag = 0; + break; + case SC_MARIONETTE: + case SC_MARIONETTE2: + sc->opt3 &= ~OPT3_MARIONETTE; + opt_flag = 0; + break; + case SC_ASSUMPTIO: + sc->opt3 &= ~OPT3_ASSUMPTIO; + opt_flag = 0; + break; + case SC_WARM: //SG skills [Komurka] + sc->opt3 &= ~OPT3_WARM; + opt_flag = 0; + break; + case SC_KAITE: + sc->opt3 &= ~OPT3_KAITE; + opt_flag = 0; + break; + case SC_BUNSINJYUTSU: + sc->opt3 &= ~OPT3_BUNSIN; + opt_flag = 0; + break; + case SC_SPIRIT: + sc->opt3 &= ~OPT3_SOULLINK; + opt_flag = 0; + break; + case SC_CHANGEUNDEAD: + sc->opt3 &= ~OPT3_UNDEAD; + opt_flag = 0; + break; + // case ???: // from DA_CONTRACT (looks like biolab mobs aura) + // sc->opt3 &= ~OPT3_CONTRACT; + // opt_flag = 0; + // break; + default: + opt_flag = 0; } - if (calc_flag&SCB_DYE) - { //Restore DYE color + if (calc_flag&SCB_DYE) { //Restore DYE color if (vd && !vd->cloth_color && sce->val4) clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); calc_flag&=~SCB_DYE; @@ -9669,8 +9659,16 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if( opt_flag&8 ) //bugreport:681 clif->changeoption2(bl); - else if(opt_flag) + else if(opt_flag) { clif->changeoption(bl); + if( sd && opt_flag&0x4 ) { + clif->changelook(bl,LOOK_BASE,vd->class_); + clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); + clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon); + clif->changelook(bl,LOOK_SHIELD,sd->vd.shield); + clif->changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color)); + } + } if (calc_flag) status_calc_bl(bl,calc_flag); |