diff options
author | Michieru <Michieru@users.noreply.github.com> | 2014-11-24 14:48:59 +0100 |
---|---|---|
committer | Michieru <Michieru@users.noreply.github.com> | 2014-11-24 14:48:59 +0100 |
commit | 0623d4ff87906d9ea0aee7bf612da2d1afdee1cd (patch) | |
tree | 65c704a8ca804f3bcfe8375c488a62acef14510b /src/map/status.c | |
parent | 308570a239a7211aed068c3855d15c7d16f3d3b4 (diff) | |
download | hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.gz hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.bz2 hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.tar.xz hercules-0623d4ff87906d9ea0aee7bf612da2d1afdee1cd.zip |
* 1st Transcendent Spirit, monster position lag fixes
- 1st Transcendent Spirit will now work as on official servers (#116)
* The max total stat that is granted by the skill is now BaseLevel-10 with a maximum of 50 instead of always 50
* It will now work as Marionette Control and calculate the bonus at cast time rather than overwrite all existing bonuses
* Agi Up and Blessing will now cancel the soul link
- Fixed various problems that caused position lags on the client (#118)
* Added a define ACTIVEPATHSEARCH in mob.c; if active (default and official), monsters will only grab targets if the walk path to the target is shorter or equal their search range; search range depends on whether the monster is moving or not (range2 for standing monsters and range3 for walking monsters); this requires a lot of CPU load, if it causes trouble, just comment the define for old behavior
* Fixed a bug that made monsters display "irregular movement with position lag" continuously when a status change ended that changed their walk speed
* OFFICIAL_WALKPATH now also applies to monsters
* If the path search fails while a unit is already moving, we will now issue of fixpos packet so that the unit does not only stop moving on the server, but also on the client
* Direction fixes
- Updated the config setting attack_direction_change from 15 to 0 (official value); that means that a unit's direction will no longer change when it attacks; knock-back effects from e.g. Firewall will depend on the last direction the target walked into instead (bugreport:1322)
- Ensured that the default direction of a monster is always "north", so that immobile monsters will now always be knocked back to the south by e.g. Firewall on default settings, unless a skill like e.g. Backstab changes their direction (bugreport:1322)
- Fixed a bug that stopped characters server-sided and caused position lag when closing a skill menu
* Magnum Break damage fixed
- Targets two cells away will now only take 100%+10%*level damage (#108)
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 67 |
1 files changed, 48 insertions, 19 deletions
diff --git a/src/map/status.c b/src/map/status.c index e2eede490..1a726a415 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -3639,6 +3639,21 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { if (!bst || !st) return; + /** [Playtester] + * This needs to be done even if there is currently no status change active, because + * we need to update the speed on the client when the last status change ends. + **/ + if(flag&SCB_SPEED) { + struct unit_data *ud = unit->bl2ud(bl); + /** [Skotlex] + * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER + * because if you step on something while walking, the moment this + * piece of code triggers the walk-timer is set on INVALID_TIMER) + **/ + if (ud) + ud->state.change_walk_target = ud->state.speed_changed = 1; + } + if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. status_cpy(st, bst); return; @@ -3815,16 +3830,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { } if(flag&SCB_SPEED) { - struct unit_data *ud = unit->bl2ud(bl); st->speed = status->calc_speed(bl, sc, bst->speed); - //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER - //because if you step on something while walking, the moment this - //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex] - if (ud) - ud->state.change_walk_target = ud->state.speed_changed = 1; - if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && st->speed < battle_config.max_walk_speed ) st->speed = battle_config.max_walk_speed; @@ -4200,8 +4208,6 @@ unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, } if(sc->data[SC_BEYOND_OF_WARCRY]) str += sc->data[SC_BEYOND_OF_WARCRY]->val3; - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50) - return 50; if(sc->data[SC_INCALLSTATUS]) str += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_CHASEWALK2]) @@ -4232,6 +4238,8 @@ unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF; if(sc->data[SC_MARIONETTE]) str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + str += ((sc->data[SC_SOULLINK]->val3)>>16)&0xFF; if(sc->data[SC_GIANTGROWTH]) str += 30; if(sc->data[SC_SAVAGE_STEAK]) @@ -4257,8 +4265,6 @@ unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, agi -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(agi,0,USHRT_MAX); } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50) - return 50; if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE]) agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_INCALLSTATUS]) @@ -4287,6 +4293,8 @@ unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF; if(sc->data[SC_MARIONETTE]) agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + agi += ((sc->data[SC_SOULLINK]->val3)>>8)&0xFF; if(sc->data[SC_ADORAMUS]) agi -= sc->data[SC_ADORAMUS]->val2; if(sc->data[SC_DROCERA_HERB_STEAMED]) @@ -4315,8 +4323,6 @@ unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, vit -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(vit,0,USHRT_MAX); } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50) - return 50; if(sc->data[SC_INCALLSTATUS]) vit += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCVIT]) @@ -4335,6 +4341,8 @@ unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF; if(sc->data[SC_MARIONETTE]) vit += sc->data[SC_MARIONETTE]->val3&0xFF; + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + vit += sc->data[SC_SOULLINK]->val3&0xFF; if(sc->data[SC_LAUDAAGNUS]) vit += 4 + sc->data[SC_LAUDAAGNUS]->val1; if(sc->data[SC_MINOR_BBQ]) @@ -4365,8 +4373,6 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, } if(sc->data[SC_MELODYOFSINK]) int_ -= sc->data[SC_MELODYOFSINK]->val3; - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50) - return 50; if(sc->data[SC_INCALLSTATUS]) int_ += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCINT]) @@ -4393,6 +4399,8 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF; if(sc->data[SC_MARIONETTE]) int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + int_ += ((sc->data[SC_SOULLINK]->val4)>>16)&0xFF; if(sc->data[SC_MANDRAGORA]) int_ -= 4 * sc->data[SC_MANDRAGORA]->val1; if(sc->data[SC_COCKTAIL_WARG_BLOOD]) @@ -4425,8 +4433,6 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, dex -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(dex,0,USHRT_MAX); } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50) - return 50; if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE]) dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_INCALLSTATUS]) @@ -4457,6 +4463,8 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF; if(sc->data[SC_MARIONETTE]) dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + dex += ((sc->data[SC_SOULLINK]->val4)>>8)&0xFF; if(sc->data[SC_SIROMA_ICE_TEA]) dex += sc->data[SC_SIROMA_ICE_TEA]->val1; if(sc->data[SC_INSPIRATION]) @@ -4487,8 +4495,6 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, } if(sc->data[SC_CURSE]) return 0; - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50) - return 50; if(sc->data[SC_INCALLSTATUS]) luk += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCLUK]) @@ -4505,6 +4511,8 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF; if(sc->data[SC_MARIONETTE]) luk += sc->data[SC_MARIONETTE]->val4&0xFF; + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + luk += sc->data[SC_SOULLINK]->val4&0xFF; if(sc->data[SC_PUTTI_TAILS_NOODLES]) luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1; if(sc->data[SC_INSPIRATION]) @@ -7231,9 +7239,13 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(bl, SC_STONE, INVALID_TIMER); } + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); break; case SC_INC_AGI: status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); break; case SC_QUAGMIRE: status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); @@ -8051,6 +8063,23 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF); } break; + case SC_SOULLINK: + //1st Transcendent Spirit works similar to Marionette Control + if(sd && val2 == SL_HIGH) { + int stat,max_stat; + // Fetch target's stats + struct status_data* status2 = status_get_status_data(bl); // Battle status + val3 = 0; + val4 = 0; + max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50; + stat = max(0, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16; + stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8; + stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF); + stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16; + stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8; + stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF); + } + break; case SC_SWORDREJECT: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections |