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-rw-r--r--Changelog-Trunk.txt4
-rw-r--r--src/map/mob.c53
-rw-r--r--src/map/skill.c5
-rw-r--r--src/map/status.c3
4 files changed, 48 insertions, 17 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 5bbfadf0d..93cb6ec9e 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,8 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
-
2006/02/09
+ * Added function mob_respawn which makes a mob respawn on spot 3 seconds
+ after defeat if SC_KAIZEL is active. [Skotlex]
+ * Modified NPC_REBIRTH to use Kaizel level 1. [Skotlex]
* Added setting max_exp_gain_rate which caps how much exp you can get from
a single kill. See battle/exp.txt for details. [Skotlex]
* pc_readdb will now cap experience required per level to UINT_MAX, it will
diff --git a/src/map/mob.c b/src/map/mob.c
index 4f70ef349..5772db551 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -2166,6 +2166,32 @@ int mob_deleteslave(struct mob_data *md)
map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
return 0;
}
+// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
+int mob_respawn(int tid, unsigned int tick, int id,int data )
+{
+ struct mob_data *md = (struct mob_data*)map_id2bl(id);
+ if (!md || md->bl.type != BL_MOB)
+ return 0;
+ //Mob must be dead and not in a map to respawn!
+ if (md->bl.prev != NULL || md->state.state != MS_DEAD)
+ return 0;
+
+ md->state.state = MS_IDLE;
+ md->state.skillstate = MSS_IDLE;
+ md->timer = -1;
+ md->last_thinktime = tick;
+ md->next_walktime = tick+rand()%50+5000;
+ md->attackabletime = tick;
+ md->canmove_tick = tick;
+ md->last_linktime = tick;
+
+ map_addblock(&md->bl);
+ mob_heal(md,data*status_get_max_hp(&md->bl)/100);
+ skill_unit_move(&md->bl,tick,1);
+ clif_spawnmob(md);
+ mobskill_use(md, tick, MSC_SPAWN);
+ return 1;
+}
/*==========================================
* It is the damage of sd to damage to md.
@@ -2324,16 +2350,6 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
if(md->hp > 0)
return damage;
- //Not the most correct way ever, but this is totally custom anyway.... [Skotlex]
- if (md->sc.data[SC_KAIZEL].timer != -1) {
- max_hp = status_get_max_hp(&md->bl);
- mob_heal(md, 10*md->sc.data[SC_KAIZEL].val1*max_hp/100);
- clif_resurrection(&md->bl, 1);
- status_change_start(&md->bl,SkillStatusChangeTable[PR_KYRIE],100,10,0,0,0,skill_get_time2(SL_KAIZEL, md->sc.data[SC_KAIZEL].val1),0);
- status_change_end(&md->bl,SC_KAIZEL,-1);
- return damage;
- }
-
// ----- ここから死亡処理 -----
mode = status_get_mode(&md->bl); //Mode will be used for various checks regarding exp/drops.
@@ -2341,10 +2357,22 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
//changestate will clear all status effects, so we need to know if RICHMANKIM is in effect before then. [Skotlex]
//I just recycled ret because it isn't used until much later and I didn't want to add a new variable for it.
ret = (md->sc.data[SC_RICHMANKIM].timer != -1)?(25 + 11*md->sc.data[SC_RICHMANKIM].val1):0;
-
+
+ md->state.skillstate = MSS_DEAD;
+ mobskill_use(md,tick,-1); //On Dead skill.
+
+ if (md->sc.data[SC_KAIZEL].timer != -1) {
+ //Revive in a bit.
+ max_hp = 10*md->sc.data[SC_KAIZEL].val1; //% of life to rebirth with
+ mob_changestate(md,MS_DEAD,0);
+ clif_clearchar_area(&md->bl,1);
+ map_delblock(&md->bl);
+ add_timer(gettick()+3000, mob_respawn, md->bl.id, max_hp);
+ return damage;
+ }
+
map_freeblock_lock();
mob_changestate(md,MS_DEAD,0);
- mobskill_use(md,tick,-1); // 死亡時スキル
memset(tmpsd,0,sizeof(tmpsd));
memset(pt,0,sizeof(pt));
@@ -5016,6 +5044,7 @@ int do_init_mob(void)
add_timer_func_list(mobskill_castend_pos,"mobskill_castend_pos");
add_timer_func_list(mob_timer_delete,"mob_timer_delete");
add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
+ add_timer_func_list(mob_respawn,"mob_respawn");
add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
diff --git a/src/map/skill.c b/src/map/skill.c
index b33211759..9e45d6304 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -4949,9 +4949,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case NPC_REBIRTH:
- if (md && md->state.state == MS_DEAD) {
- mob_setdelayspawn (md->bl.id);
- }
+ //New rebirth System uses Kaizel lv1. [Skotlex]
+ status_change_start(bl,SkillStatusChangeTable[skillid],100,1,0,0,0,skill_get_time(SL_KAIZEL,skilllv),0);
break;
case NPC_DARKBLESSING:
diff --git a/src/map/status.c b/src/map/status.c
index c2ed134e1..38469eba7 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -131,7 +131,8 @@ int SkillStatusChangeTable[]={
-1,
SC_STAN,
SC_HALLUCINATION,
- -1,-1,
+ SC_KAIZEL,
+ -1,
/* 210- */
-1,-1,-1,-1,-1,
SC_STRIPWEAPON,