summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-11-20 21:25:47 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-11-20 21:25:47 +0000
commit38d6992791ab2ee1713093be2cfb3077a689d28e (patch)
tree52d2efe662580f475fe29dc51fe1c1e2e3866b62 /src
parent99f319c197d5e783eef978859535287b45c9f989 (diff)
downloadhercules-38d6992791ab2ee1713093be2cfb3077a689d28e.tar.gz
hercules-38d6992791ab2ee1713093be2cfb3077a689d28e.tar.bz2
hercules-38d6992791ab2ee1713093be2cfb3077a689d28e.tar.xz
hercules-38d6992791ab2ee1713093be2cfb3077a689d28e.zip
- The max level of NPC_SPLASHATTACK is now 1.
- Implemented NPC_DEFENDER. Reduces ranged Physical+Misc damage by 80% - Improved the battle config reader so it accepts hexadecimal values. Updated the monster_ai description to make use of this. - Added monster_ai&0x200. When set, mob skill delays are shared. That is, if the mob has several lines with the same skill, when the skill is used, the delay will be set to all of them, not just the one entry used. - Cleaned mob.c to use hex values when refering mob_ai - Corrected NPC_BARRIER so it grants 100 def/mdef (and not just mdef) - Weapon ATK bonuses will now only apply to watk and NOT watk2 on players (on players watk2 is refine bonus) - Corrected NPC_KEEPING. it should give 90 def, not 100 git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9277 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r--src/map/battle.c8
-rw-r--r--src/map/mob.c34
-rw-r--r--src/map/skill.c41
-rw-r--r--src/map/status.c34
-rw-r--r--src/map/status.h2
5 files changed, 73 insertions, 46 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 819e4be65..93829cb6e 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -390,6 +390,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
damage >>= 2; //75% reduction
}
+ if(sc->data[SC_ARMOR].timer != -1 &&
+ sc->data[SC_ARMOR].val3&flag &&
+ sc->data[SC_ARMOR].val4&flag)
+ //NPC_DEFENDER
+ damage -= damage*sc->data[SC_ARMOR].val2/100;
+
if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
struct status_data *status = status_get_status_data(bl);
int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
@@ -3463,7 +3469,7 @@ int battle_config_switch(const char *str) {
strncmpi(str, "non",3) == 0 ||
strncmpi(str, "nein",4) == 0)
return 0;
- return atoi(str);
+ return (int)strtol(str,NULL,0);
}
static const struct battle_data_short {
diff --git a/src/map/mob.c b/src/map/mob.c
index 3e5338654..a1adac8fb 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -546,7 +546,7 @@ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state
switch (state) {
case MSS_RUSH:
case MSS_FOLLOW:
- easy = 0; //(battle_config.mob_ai&1?0:1);
+ easy = 0; //(battle_config.mob_ai&0x1?0:1);
break;
case MSS_LOOT:
default:
@@ -722,14 +722,14 @@ static int mob_can_changetarget(struct mob_data* md, struct block_list* target,
{
if (md->state.provoke_flag == target->id)
return 1;
- else if (!battle_config.mob_ai&4)
+ else if (!battle_config.mob_ai&0x4)
return 0;
}
switch (md->state.skillstate) {
case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking.
if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR))
- return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3));
+ return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
else
return 0;
case MSS_RUSH:
@@ -802,7 +802,7 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
!(status_get_mode(&md->bl)&MD_BOSS))
return 0; //Gangster paradise protection.
default:
- if (!(battle_config.mob_ai&128) && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
+ if (!(battle_config.mob_ai&0x80) && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
return 0; //For some reason Homun targets are never overriden.
dist = distance_bl(&md->bl, bl);
@@ -1102,20 +1102,20 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
tbl = map_id2bl(md->target_id);
if (!tbl || tbl->m != md->bl.m ||
(md->ud.attacktimer == -1 && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
- (md->ud.walktimer != -1 && !(battle_config.mob_ai&1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
+ (md->ud.walktimer != -1 && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
(
tbl->type == BL_PC && !(mode&MD_BOSS) &&
((TBL_PC*)tbl)->state.gangsterparadise
)) { //Unlock current target.
- if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&64)
+ if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&0x40)
{ //Chase to a nearby warp [Skotlex]
tbl = NULL;
map_foreachinrange (mob_ai_sub_hard_warpsearch, &md->bl,
view_range, BL_NPC, md, &tbl);
if (tbl) unit_walktobl(&md->bl, tbl, 0, 1);
- } else if (battle_config.mob_ai&8) //Inmediately stop chasing.
+ } else if (battle_config.mob_ai&0x8) //Inmediately stop chasing.
mob_stop_walking(md,1);
- mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
+ mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
tbl = NULL;
}
}
@@ -1126,7 +1126,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if (md->attacked_id == md->target_id)
{
if (!battle_check_range(&md->bl, tbl, md->status.rhw.range) &&
- ((!can_move && battle_config.mob_ai&2) ||
+ ((!can_move && battle_config.mob_ai&0x2) ||
(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH))))
{ //Rude-attacked (avoid triggering due to can-walk delay).
if (DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
@@ -1138,7 +1138,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if (md->bl.m != abl->m || abl->prev == NULL ||
(dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE ||
battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
- (battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
+ (battle_config.mob_ai&0x2 && !status_check_skilluse(bl, abl, 0, 0)) ||
!mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH) ||
( //Gangster Paradise check
abl->type == BL_PC && !(mode&MD_BOSS) &&
@@ -1154,7 +1154,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
unit_walktoxy(&md->bl, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
}
}
- } else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) {
+ } else if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(bl, abl, 0, 0)) {
//Can't attack back, but didn't invoke a rude attacked skill...
md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode.
} else { //Attackable
@@ -1238,7 +1238,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
(
- !(battle_config.mob_ai&1) ||
+ !(battle_config.mob_ai&0x1) ||
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
)) //Current target tile is still within attack range.
return 0;
@@ -1352,7 +1352,7 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap)
if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
return 0;
- if (md->nd || (battle_config.mob_ai&32 && map[md->bl.m].users>0))
+ if (md->nd || (battle_config.mob_ai&0x20 && map[md->bl.m].users>0))
return mob_ai_sub_hard(&md->bl, ap);
tick=va_arg(ap,unsigned int);
@@ -1421,7 +1421,7 @@ static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
{
- if (battle_config.mob_ai&32)
+ if (battle_config.mob_ai&0x20)
map_foreachiddb(mob_ai_sub_lazy,tick);
else
clif_foreachclient(mob_ai_sub_foreachclient,tick);
@@ -2547,7 +2547,7 @@ int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
max_rate=va_arg(ap,int);
fr=va_arg(ap,struct block_list **);
- if( md->bl.id == bl->id && !(battle_config.mob_ai&16))
+ if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
return 0;
if ((*fr) != NULL) //A friend was already found.
@@ -2604,7 +2604,7 @@ int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
nullpo_retr(0, md=(struct mob_data *)bl);
nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
- if( mmd->bl.id == bl->id && !(battle_config.mob_ai&16) )
+ if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
return 0;
if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
@@ -2657,7 +2657,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
return 0; //Skill act delay only affects non-event skills.
//Pick a starting position and loop from that.
- i = battle_config.mob_ai&256?rand()%md->db->maxskill:0;
+ i = battle_config.mob_ai&0x100?rand()%md->db->maxskill:0;
for (n = 0; n < md->db->maxskill; i++, n++) {
int c2, flag = 0;
diff --git a/src/map/skill.c b/src/map/skill.c
index 610fc5790..c4a035f07 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3537,17 +3537,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case AL_INCAGI:
- case AL_BLESSING:
- case PR_SLOWPOISON:
- case PR_IMPOSITIO:
- case PR_LEXAETERNA:
- case PR_SUFFRAGIUM:
- case PR_BENEDICTIO:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
-
case CR_PROVIDENCE:
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
@@ -3682,6 +3671,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
break;
+
+ case AL_INCAGI:
+ case AL_BLESSING:
+ case PR_SLOWPOISON:
+ case PR_IMPOSITIO:
+ case PR_LEXAETERNA:
+ case PR_SUFFRAGIUM:
+ case PR_BENEDICTIO:
case LK_BERSERK:
case KN_AUTOCOUNTER:
case KN_TWOHANDQUICKEN:
@@ -3722,6 +3719,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NJ_KASUMIKIRI:
case NJ_UTSUSEMI:
case NJ_NEN:
+ case NPC_DEFENDER:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
@@ -4837,8 +4835,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case NPC_REBIRTH:
- //New rebirth System uses Kaizel lv1. [Skotlex]
- sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
+ //New rebirth System uses Kaizel [Skotlex]
+ sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
break;
case NPC_DARKBLESSING:
@@ -4936,10 +4934,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case NPC_DEFENDER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
-
case NPC_POWERUP:
sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,
@@ -5661,11 +5655,18 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
if(md) {
if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
+ if(battle_config.mob_ai&0x200) { //pass on delay to same skill.
+ int i;
+ for (i = 0; i < md->db->maxskill; i++)
+ if (md->db->skill[i].skill_id == ud->skillid)
+ md->skilldelay[i]=tick;
+ } else
if(md->skillidx >= 0) {
md->skilldelay[md->skillidx]=tick;
if (md->db->skill[md->skillidx].emotion >= 0)
clif_emotion(src, md->db->skill[md->skillidx].emotion);
}
+
}
if(src != target && battle_config.skill_add_range &&
@@ -5844,6 +5845,12 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
if(md) {
md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
+ if(battle_config.mob_ai&0x200) { //pass on delay to same skill.
+ int i;
+ for (i = 0; i < md->db->maxskill; i++)
+ if (md->db->skill[i].skill_id == ud->skillid)
+ md->skilldelay[i]=tick;
+ } else
if(md->skillidx >= 0) {
md->skilldelay[md->skillidx]=tick;
if (md->db->skill[md->skillidx].emotion >= 0)
diff --git a/src/map/status.c b/src/map/status.c
index ef3e73021..7cd554b3e 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -215,7 +215,7 @@ void initChangeTables(void) {
add_sc(NPC_SLEEPATTACK, SC_SLEEP);
set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
add_sc(NPC_DARKBLESSING, SC_COMA);
- set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
+ set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
add_sc(NPC_LICK, SC_STUN);
set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
add_sc(NPC_REBIRTH, SC_KAIZEL);
@@ -2946,12 +2946,17 @@ void status_calc_bl(struct block_list *bl, unsigned long flag)
if(flag&SCB_WATK) {
status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
- status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
+ if (!sd) //Should not affect weapon refine bonus
+ status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
if(status->lhw && b_status->lhw && b_status->lhw->atk) {
- if (sd) sd->state.lr_flag = 1;
- status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
- status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
- if (sd) sd->state.lr_flag = 0;
+ if (sd) {
+ sd->state.lr_flag = 1;
+ status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
+ sd->state.lr_flag = 0;
+ } else {
+ status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
+ status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
+ }
}
}
@@ -3512,16 +3517,18 @@ static signed char status_calc_def(struct block_list *bl, struct status_change *
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
- if(sc->data[SC_KEEPING].timer!=-1)
- return 100;
if(sc->data[SC_SKA].timer != -1)
return sc->data[SC_SKA].val3;
- if (sc->data[SC_DEFENCE].timer != -1) //[orn]
- def += sc->data[SC_DEFENCE].val2 ;
+ if(sc->data[SC_BARRIER].timer!=-1)
+ return 100;
+ if(sc->data[SC_KEEPING].timer!=-1)
+ return 90;
if(sc->data[SC_STEELBODY].timer!=-1)
return 90;
if(sc->data[SC_DRUMBATTLE].timer!=-1)
def += sc->data[SC_DRUMBATTLE].val3;
+ if (sc->data[SC_DEFENCE].timer != -1) //[orn]
+ def += sc->data[SC_DEFENCE].val2 ;
if(sc->data[SC_INCDEFRATE].timer!=-1)
def += def * sc->data[SC_INCDEFRATE].val1/100;
if(sc->data[SC_FREEZE].timer!=-1)
@@ -5611,6 +5618,13 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
if (map[bl->m].flag.pvp)
tick /=2;
break;
+ case SC_ARMOR:
+ //NPC_DEFENDER:
+ val2 = 80; //Damage reduction
+ //Attack requirements to be blocked:
+ val3 = BF_LONG; //Range
+ val4 = BF_WEAPON|BF_MISC; //Type
+ break;
case SC_INTRAVISION:
case SC_ARMOR_ELEMENT:
//Place here SCs that have no SCB_* data, no skill associated, no ICON
diff --git a/src/map/status.h b/src/map/status.h
index df8adafc7..d8da56888 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -112,7 +112,7 @@ enum {
SC_DELUGE,
SC_VIOLENTGALE,
SC_WATK_ELEMENT,
- SC_LANDPROTECTOR, //Available
+ SC_ARMOR,
SC_ARMOR_ELEMENT,
SC_NOCHAT,
SC_BABY,