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authorzephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-03-20 20:56:55 +0000
committerzephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-03-20 20:56:55 +0000
commitb720934d03f18b4858029a38faf142cf656774cc (patch)
tree0ef63a2572ba329984a0d040e1d699ad0f04361e /src/map/status.c
parent270ea9d6ada343b9d05e4c5d6d2616759efb02f9 (diff)
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- Added SC_ARMOR_RESIST, used by Undead Scroll, gives you resistance against elements and it's can be used with Resist Potions.
- SC_ARMOR_RESIST and SC_BENEDICTIO ends if you change your armor. Tested on iRO. - If you call SC_ELEMENTALCHANGE with val3 = 1 it will use the level in val 1, and not a random value. * Barricades: - Fixed a bug when @reloadscript. Barricades should be destroyed too. - Unbreakable barricades are only wall type (not shootable) According to Doddler info. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12407 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c47
1 files changed, 30 insertions, 17 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 89b45cd67..adcfc726d 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -506,6 +506,7 @@ void initChangeTables(void)
StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_PC;
+ StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_PC;
if (!battle_config.display_hallucination) //Disable Hallucination.
StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
@@ -2344,6 +2345,13 @@ int status_calc_pc(struct map_session_data* sd,int first)
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
}
+ if(sc->data[SC_ARMOR_RESIST])
+ { // Undead Scroll
+ sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
+ sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
+ sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
+ sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
+ }
}
status_cpy(&sd->battle_status, status);
@@ -4981,6 +4989,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_MATKPOTION:
case SC_ENCHANTARMS:
case SC_ARMOR_ELEMENT:
+ case SC_ARMOR_RESIST:
break;
case SC_GOSPEL:
//Must not override a casting gospel char.
@@ -5094,14 +5103,16 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
skill_enchant_elemental_end(bl,type);
break;
case SC_ELEMENTALCHANGE:
- //Val1 is elemental change level, val2 is element to use.
- if (!val2) //Val 3 holds the element, when not given, a random one is picked.
- val2 = rand()%ELE_MAX;
- //Elemental Lv is always a random value between 1 and 4.
- if (val1 == 1)
- val1 =1+rand()%4;
- else if (val1 > 4)
- val1 = 4;
+ // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
+ // val2 : Element (When no element, random one is picked)
+ // val3 : 0 = called by skill 1 = called by script (fixed level)
+ if( !val2 ) val2 = rand()%ELE_MAX;
+
+ if( val1 == 1 && val3 == 0 )
+ val1 = 1 + rand()%4;
+ else if( val1 > 4 )
+ val1 = 4; // Max Level
+ val3 = 0; // Not need to keep this info.
break;
case SC_PROVIDENCE:
val2=val1*5; //Race/Ele resist
@@ -5272,10 +5283,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick = 10000;
break;
case SC_HPREGEN:
- if( val1 == 0 ) val1 = 1;
-
+ if( val1 == 0 ) return 0;
+ // val1 = heal percent/amout
+ // val2 = seconds between heals
+ // val4 = total of heals
+ if( val2 < 1 ) val2 = 1;
if( (val4 = tick/(val2 * 1000)) < 1 )
- val4 = 1; // Number of total heals
+ val4 = 1;
tick = val2 * 1000; // val2 = Seconds between heals
break;
case SC_HIDING:
@@ -5892,12 +5906,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_KAIZEL:
val2 = 10*val1; //% of life to be revived with
break;
- case SC_ARMOR_ELEMENT: //Script generated elemental resist, verify bounds.
- if (val1 < ELE_NEUTRAL || val1 >= ELE_MAX)
- val1 = val2 = 0; //First Elemental resist
- if (val3 < ELE_NEUTRAL || val3 >= ELE_MAX)
- val3 = val4 = 0; //Second element resist
- break;
+ // case SC_ARMOR_ELEMENT:
+ // case SC_ARMOR_RESIST:
+ // Mod your resistance against elements:
+ // val1 = water | val2 = earth | val3 = fire | val4 = wind
+ // break;
case SC_FASTCAST:
//Place here SCs that have no SCB_* data, no skill associated, no ICON
//associated, and yet are not wrong/unknown. [Skotlex]