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-rw-r--r--Changelog.txt2
-rw-r--r--src/map/pc.c92
-rw-r--r--src/map/pc.h1
-rw-r--r--src/map/skill.c16
4 files changed, 101 insertions, 10 deletions
diff --git a/Changelog.txt b/Changelog.txt
index 4ee296625..40146bb80 100644
--- a/Changelog.txt
+++ b/Changelog.txt
@@ -14,6 +14,8 @@ Date Added
since it's already fully implemented.
- Added a bit more restrictions to Call Partner and Emergency Recall and
updated mapflag for sec_pri.gat
+ - Added pc_calcspeed and updated Cloaking so it won't need to recalculate
+ the player's entire status everytime there is movement.
11/22
* (TXT)Stripped some code off read_gm_accounts() and made with it addGM() [MC Cameri]
diff --git a/src/map/pc.c b/src/map/pc.c
index 6bcea4b29..d8893407f 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -2092,6 +2092,98 @@ int pc_calcstatus(struct map_session_data* sd,int first)
}
/*==========================================
+ * For quick calculating [Celest]
+ *------------------------------------------
+ */
+int pc_calcspeed (struct map_session_data *sd)
+{
+ int b_speed, skill;
+ struct pc_base_job s_class;
+
+ nullpo_retr(0, sd);
+
+ s_class = pc_calc_base_job(sd->status.class);
+
+ b_speed = sd->speed;
+ sd->speed = DEFAULT_WALK_SPEED ;
+ sd->speed_rate = 100;
+ sd->speed_add_rate = 100;
+ if(sd->speed_add_rate != 100)
+ sd->speed_rate += sd->speed_add_rate - 100;
+ if(sd->aspd_add_rate != 100)
+ sd->aspd_rate += sd->aspd_add_rate - 100;
+
+ if(sd->sc_count){
+ if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){ // 速度?加
+ sd->speed -= sd->speed *25/100;
+ }
+ if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
+ sd->speed = sd->speed *125/100;
+ }
+ if(sd->sc_data[SC_CLOAKING].timer!=-1) {
+ sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
+ }
+ if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
+ sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
+ }
+ if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
+ sd->speed = sd->speed*3/2;
+ }
+ if(sd->sc_data[SC_WINDWALK].timer!=-1) {
+ sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
+ }
+ if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
+ sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
+ }
+ if(sd->sc_data[SC_BERSERK].timer!=-1) {
+ sd->speed -= sd->speed *25/100;
+ }
+ if(sd->sc_data[SC_WEDDING].timer!=-1) {
+ sd->speed = 2*DEFAULT_WALK_SPEED;
+ }
+ if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
+ sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
+ }
+ if(sd->sc_data[SC_STEELBODY].timer!=-1){
+ sd->speed = (sd->speed * 125) / 100;
+ }
+ if(sd->sc_data[SC_DEFENDER].timer != -1) {
+ sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
+ }
+ if( sd->sc_data[SC_DANCING].timer!=-1 ){
+ sd->speed*=4;
+ }
+ if(sd->sc_data[SC_CURSE].timer!=-1)
+ sd->speed += 450;
+ }
+
+ if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
+ sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
+ if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
+ sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
+ else if (pc_isriding(sd)) {
+ sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+ }
+ if((skill=pc_checkskill(sd,TF_MISS))>0)
+ if(s_class.job==12)
+ sd->speed -= sd->speed *(skill*1.5)/100;
+
+ if(sd->speed_rate != 100)
+ sd->speed = sd->speed*sd->speed_rate/100;
+ if(sd->speed < 1) sd->speed = 1;
+
+ if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
+ sd->prev_speed = sd->speed;
+ sd->speed = sd->speed*(175 - skill*5)/100;
+ }
+
+ if(b_speed != sd->speed)
+ clif_updatestatus(sd,SP_SPEED);
+
+ return 0;
+}
+
+/*==========================================
* ? 備品による能力等のボ?ナス設定
*------------------------------------------
*/
diff --git a/src/map/pc.h b/src/map/pc.h
index a8c9cb385..a6c5a2b2a 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -77,6 +77,7 @@ int pc_dropitem(struct map_session_data*,int,int);
int pc_checkweighticon(struct map_session_data *sd);
int pc_calcstatus(struct map_session_data*,int);
+int pc_calcspeed(struct map_session_data*); // [Celest]
int pc_bonus(struct map_session_data*,int,int);
int pc_bonus2(struct map_session_data *sd,int,int,int);
int pc_bonus3(struct map_session_data *sd,int,int,int,int);
diff --git a/src/map/skill.c b/src/map/skill.c
index 0b734d41a..9840d76dc 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -4407,7 +4407,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
}
break;
- case GD_REGENERATION:
+ case GD_REGENERATION:
{
struct guild *g = NULL;
if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
@@ -4430,7 +4430,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
for(i = 0; i < g->max_member; i++) {
if ((dstsd = g->member[i].sd) != NULL && sd->bl.m == dstsd->bl.m) {
hp = dstsd->status.max_hp*0.9;
- sp = dstsd->status.sp + hp < dstsd->status.max_sp ? hp : dstsd->status.max_sp - dstsd->status.sp;
+ sp = dstsd->status.sp + hp <= dstsd->status.max_sp ? hp : dstsd->status.max_sp - dstsd->status.sp;
clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
battle_heal(NULL,bl,hp,sp,0);
}
@@ -9798,19 +9798,15 @@ int skill_check_cloaking(struct block_list *bl)
skill_status_change_end(bl, SC_CLOAKING, -1);
*battle_get_option(bl)&=~4; /* 念のための?理 */
}
- else if (bl->type == BL_PC) {
+ else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
sd->sc_data[SC_CLOAKING].val3 = 130;
- //sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
- //clif_updatestatus(sd,SP_SPEED);
- pc_calcstatus (sd,0); // better way than calling this everytime?
+ pc_calcspeed (sd);
}
}
else {
- if (bl->type == BL_PC) {
+ if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
sd->sc_data[SC_CLOAKING].val3 = 103;
- //sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
- //clif_updatestatus(sd,SP_SPEED);
- pc_calcstatus (sd,0);
+ pc_calcspeed (sd);
}
}
return end;