diff options
-rw-r--r-- | Changelog-Trunk.txt | 3 | ||||
-rw-r--r-- | db/skill_cast_db.txt | 5 | ||||
-rw-r--r-- | src/map/clif.c | 9 | ||||
-rw-r--r-- | src/map/script.c | 2 | ||||
-rw-r--r-- | src/map/skill.c | 147 | ||||
-rw-r--r-- | src/map/skill.h | 1 | ||||
-rw-r--r-- | src/map/status.c | 72 |
7 files changed, 105 insertions, 134 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 48cfa6733..ce92beb63 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -3,6 +3,9 @@ Date Added AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. +2006/12/14 + * Cleaned up the strip code (GS_DISARM, rogue skills). + * Cleaned some the MD_DETECTOR code. 2006/12/13 * Additional damage bonuses (True Sight, EDP, Assassin Link, Crusader Link, Card skill damage bonuses) are now applied independently of each other, diff --git a/db/skill_cast_db.txt b/db/skill_cast_db.txt index 6c64f0120..bcb9da232 100644 --- a/db/skill_cast_db.txt +++ b/db/skill_cast_db.txt @@ -375,11 +375,6 @@ 236,2000,0,0,120000:240000:360000:480000:600000,0 //-- AM_CP_HELM 237,2000,0,0,120000:240000:360000:480000:600000,0 -//========================================== -//-- AM_CALLHOMUNCULUS -243,0,0,0,0,0 -//-- AM_REST -244,0,0,0,0,0 //-- AM_RESURRECTHOMUN 247,2000,0,0,0,0 //========================================== diff --git a/src/map/clif.c b/src/map/clif.c index 751c3b788..8c39e22ad 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -6869,8 +6869,6 @@ int clif_guild_basicinfo(struct map_session_data *sd) strncpy((char*)WFIFOP(fd,94),msg_txt(299),20); WFIFOSET(fd,packet_len_table[WFIFOW(fd,0)]); - // Found the appropriate packet field, testing for a trial period. [FlavioJS] - //clif_guild_emblem(sd,g); // Guild emblem vanish fix [Valaris] return 0; } @@ -11823,13 +11821,6 @@ int clif_parse(int fd) { } sd = (TBL_PC *)session[fd]->session_data; - - if (sd && sd->fd != fd) - { //FIXME: Temporal debug until a certain mysterious crash is fixed. - ShowError("Player's connection value is incorrect! %d != %d\n", sd->fd, fd); - sd->fd = fd; - } - if (session[fd]->eof) { if (sd) { if (sd->state.autotrade) { diff --git a/src/map/script.c b/src/map/script.c index 1703aac8f..90a657075 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -7815,7 +7815,7 @@ int buildin_homunculus_evolution(struct script_state *st) struct map_session_data *sd; sd=script_rid2sd(st); if ( sd->hd && sd->hd->homunculusDB->evo_class && sd->hd->homunculus.intimacy > 91000 ) { - return merc_hom_evolution(sd->hd) ; + return !merc_hom_evolution(sd->hd) ; } clif_emotion(&sd->hd->bl, 4) ; //swt return 0; diff --git a/src/map/skill.c b/src/map/skill.c index c7f135df1..0c2485307 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1356,22 +1356,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int rate = 3*skilllv; if (sstatus->dex > tstatus->dex) rate += (sstatus->dex - tstatus->dex)/5; - - if (rand()%100 >= rate) - break; - - if (dstsd) { - if (dstsd->equip_index[EQI_HAND_R]<0 || - !dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]] || - !(dstsd->unstripable_equip&EQP_WEAPON) || - (tsc && tsc->data[SC_CP_WEAPON].timer != -1) - ) //Fail - break; - pc_unequipitem(dstsd,dstsd->equip_index[EQI_HAND_R],3); - } else if (tstatus->mode&MD_BOSS || - (tsc && tsc->data[SC_CP_WEAPON].timer != -1)) - break; - sc_start(bl,SC_STRIPWEAPON,100,skilllv,skill_get_time(skillid,skilllv)); + skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)); break; } @@ -1721,6 +1706,36 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in return where; //Return list of pieces broken. } + +int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) +{ + struct status_change *sc; + const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM}; + const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM}; + const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM}; + int i; + + if (rand()%100 >= rate) + return 0; + + sc = status_get_sc(bl); + if (!sc) + return 0; + + for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) { + if (where&pos[i] && sc->data[sc_def[i]].timer != -1) + where&=~pos[i]; + } + if (!where) return 0; + + for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) { + if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time)) + where&=~pos[i]; + } + return where?1:0; +} + + /*========================================================================= Used to knock back players, monsters, traps, etc If count&0xf00000, the direction is send in the 6th byte. @@ -4429,106 +4444,32 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case RG_STRIPSHIELD: case RG_STRIPARMOR: case RG_STRIPHELM: - case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG] - { - int strip_fix, equip = 0; - int sclist[4] = {0,0,0,0}; - + case ST_FULLSTRIP: + i = 5+2*skilllv; + if (sstatus->dex > tstatus->dex) + i += (sstatus->dex - tstatus->dex)/5; switch (skillid) { case RG_STRIPWEAPON: - equip = EQP_WEAPON; + type = EQP_WEAPON; break; case RG_STRIPSHIELD: - equip = EQP_SHIELD; + type = EQP_SHIELD; break; case RG_STRIPARMOR: - equip = EQP_ARMOR; + type = EQP_ARMOR; break; case RG_STRIPHELM: - equip = EQP_HELM; + type = EQP_HELM; break; case ST_FULLSTRIP: - equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; - break; - } - - strip_fix = sstatus->dex - tstatus->dex; - if(strip_fix < 0) - strip_fix=0; - if (rand()%100 >= 5+2*skilllv+strip_fix/5) - { - if (sd) - clif_skill_fail(sd,skillid,0,0); + type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; break; } - if (dstsd) { - for (i=0;i<EQI_MAX;i++) { - if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]]) - continue; - switch (i) { - case EQI_HAND_L: //Shield / left-hand weapon - if(dstsd->inventory_data[dstsd->equip_index[i]]->type == IT_ARMOR) - { //Shield - if (equip&EQP_SHIELD && - !(dstsd->unstripable_equip&EQP_SHIELD) && - !(tsc && tsc->data[SC_CP_SHIELD].timer != -1) - ){ - sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon - pc_unequipitem(dstsd,dstsd->equip_index[i],3); - } - continue; - } - //Continue to weapon - case EQI_HAND_R: - if (equip&EQP_WEAPON && - !(dstsd->unstripable_equip&EQP_WEAPON) && - !(tsc && tsc->data[SC_CP_WEAPON].timer != -1) - ) { - sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon - pc_unequipitem(dstsd,dstsd->equip_index[i],3); - } - break; - case EQI_ARMOR: //Armor - if (equip &EQP_ARMOR && - !(dstsd->unstripable_equip &EQP_ARMOR) && - !(tsc && tsc->data[SC_CP_ARMOR].timer != -1) - ) { - sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip - pc_unequipitem(dstsd,dstsd->equip_index[i],3); - } - break; - case EQI_HEAD_TOP: //Helm - if (equip &EQP_HELM && - !(dstsd->unstripable_equip &EQP_HELM) && - !(tsc && tsc->data[SC_CP_HELM].timer != -1) - ) { - sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip - pc_unequipitem(dstsd,dstsd->equip_index[i],3); - } - break; - } - } - } else if (!(tstatus->mode&MD_BOSS)) { - if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)) - sclist[0] = SC_STRIPWEAPON; - if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)) - sclist[1] = SC_STRIPSHIELD; - if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) - sclist[2] = SC_STRIPARMOR; - if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) - sclist[3] = SC_STRIPHELM; - } - equip = 0; //Reuse equip to hold how many stats are invoked. - for (i=0;i<4;i++) { - if (sclist[i]) // Start the SC only if an equipment was stripped from this location - equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2); - } - if (equip) - clif_skill_nodamage(src,bl,skillid,skilllv,1); - else if (sd) //Nothing stripped. - clif_skill_fail(sd,skillid,0,0); + if (!clif_skill_nodamage(src,bl,skillid,skilllv, + skill_strip_equip(bl, type, i, skilllv, skill_get_time(skillid,skilllv))) + && sd) + clif_skill_fail(sd,skillid,0,0); //Nothing stripped. break; - } /* PotionPitcher */ case AM_BERSERKPITCHER: diff --git a/src/map/skill.h b/src/map/skill.h index 973648499..ac08ab34b 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -194,6 +194,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); int skill_blown( struct block_list *src, struct block_list *target,int count); int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag); +int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time); // ユニットスキル struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag); struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2); diff --git a/src/map/status.c b/src/map/status.c index 81837bef1..ea78c57bf 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1106,8 +1106,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int return 0; default: //Check for chase-walk/hiding/cloaking opponents. - if (tsc && tsc->option&hide_flag && !(status->mode&MD_BOSS) && - !(status->mode&MD_DETECTOR)) + if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) return 0; } return 1; @@ -1136,19 +1135,17 @@ int status_check_visibility(struct block_list *src, struct block_list *target) switch (target->type) { //Check for chase-walk/hiding/cloaking opponents. case BL_PC: - { - if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && - !(status->mode&MD_BOSS) && - ( - ((TBL_PC*)target)->special_state.perfect_hiding || - !(status->mode&MD_DETECTOR) - )) - return 0; - } + if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && + !(status->mode&MD_BOSS) && + ( + ((TBL_PC*)target)->special_state.perfect_hiding || + !(status->mode&MD_DETECTOR) + )) + return 0; break; default: if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && - !(status->mode&MD_BOSS) && !(status->mode&MD_DETECTOR)) + !(status->mode&(MD_BOSS|MD_DETECTOR))) return 0; } @@ -4646,6 +4643,10 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val case SC_COMA: case SC_GRAVITATION: case SC_SUITON: + case SC_STRIPWEAPON: + case SC_STRIPSHIELD: + case SC_STRIPARMOR: + case SC_STRIPHELM: return 0; } } @@ -4927,19 +4928,58 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val } break; case SC_STRIPWEAPON: - if (bl->type != BL_PC) //Watk reduction + if (sd) { + int i; + if(sd->unstripable_equip&EQP_WEAPON) + return 0; + i = sd->equip_index[EQI_HAND_L]; + if (i>=0 && sd->inventory_data[i] && + sd->inventory_data[i]->type == IT_WEAPON) + pc_unequipitem(sd,i,3); //L-hand weapon + + i = sd->equip_index[EQI_HAND_R]; + if (i<0 || !sd->inventory_data[i] || + sd->inventory_data[i]->type != IT_WEAPON) + return 0; + pc_unequipitem(sd,i,3); + } else //Watk reduction val2 = 5*val1; break; case SC_STRIPSHIELD: - if (bl->type != BL_PC) //Def reduction + if (sd) { + int i; + if(sd->unstripable_equip&EQP_SHIELD) + return 0; + i = sd->equip_index[EQI_HAND_L]; + if (i<0 || !sd->inventory_data[i] || + sd->inventory_data[i]->type != IT_ARMOR) + return 0; + pc_unequipitem(sd,i,3); + } else //Def reduction val2 = 3*val1; break; case SC_STRIPARMOR: - if (bl->type != BL_PC) //Vit reduction + if (sd) { + int i; + if(sd->unstripable_equip&EQP_ARMOR) + return 0; + i = sd->equip_index[EQI_ARMOR]; + if (i<0 || !sd->inventory_data[i]) + return 0; + pc_unequipitem(sd,i,3); + } else //Vit reduction val2 = 8*val1; break; case SC_STRIPHELM: - if (bl->type != BL_PC) //Int reduction + if (sd) { + int i; + if(sd->unstripable_equip&EQP_HELM) + return 0; + i = sd->equip_index[EQI_HEAD_TOP]; + if (i<0 || !sd->inventory_data[i]) + return 0; + pc_unequipitem(sd,i,3); + } else //Int reduction val2 = 8*val1; break; case SC_AUTOSPELL: |