diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 50 |
1 files changed, 35 insertions, 15 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 24e207fed..c4fbdea5c 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3380,8 +3380,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int /* 解除する */ skill_status_change_end(bl, sc, -1); } - - skill_check_cloaking(bl); + //skill_check_cloaking(bl); } break; @@ -3627,7 +3626,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(dstsd){ for(i=0;i<MAX_INVENTORY;i++){ if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){ - pc_unequipitem(dstsd,i,0); + pc_unequipitem(dstsd,i,0,BF_SKILL); break; } } @@ -3650,7 +3649,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(dstsd){ for(i=0;i<MAX_INVENTORY;i++){ if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){ - pc_unequipitem(dstsd,i,0); + pc_unequipitem(dstsd,i,0,BF_SKILL); break; } } @@ -3673,7 +3672,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(dstsd){ for(i=0;i<MAX_INVENTORY;i++){ if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){ - pc_unequipitem(dstsd,i,0); + pc_unequipitem(dstsd,i,0,BF_SKILL); break; } } @@ -3695,7 +3694,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int if(dstsd){ for(i=0;i<MAX_INVENTORY;i++){ if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){ - pc_unequipitem(dstsd,i,0); + pc_unequipitem(dstsd,i,0,BF_SKILL); break; } } @@ -4184,6 +4183,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 ); break; case ASC_CDP: // Temporary skill for Create Deadly Poison[Celest] + // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100] if(sd) { int eflag; struct item item_tmp; @@ -7792,6 +7792,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid) switch(type){ /* 異常の種類ごとの?理 */ case SC_PROVOKE: /* プロボック */ + case SC_ENDURE: // celest case SC_CONCENTRATE: /* 集中力向上 */ case SC_BLESSING: /* ブレッシング */ case SC_ANGELUS: /* アンゼルス */ @@ -7959,6 +7960,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid) case SC_HIDING: case SC_CLOAKING: *option &= ~((type == SC_HIDING) ? 2 : 4); + calc_flag = 1; // orn opt_flag = 1 ; break; @@ -8159,8 +8161,8 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data) case SC_ENDURE: /* インデュア */ if(sd && sd->special_state.infinite_endure) { - sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data ); - sc_data[type].val2=1; + sc_data[type].timer=add_timer( 1000*60+tick,skill_status_change_timer, bl->id, data ); + //sc_data[type].val2=1; return 0; } break; @@ -8544,6 +8546,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val break; case SC_ENDURE: /* インデュア */ if(tick <= 0) tick = 1000 * 60; + calc_flag = 1; // for updating mdef val2 = 7; // [Celest] break; case SC_CONCENTRATE: /* 集中力向上 */ @@ -8961,9 +8964,11 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val break; case SC_CHASEWALK: case SC_CLOAKING: /* クロ?キング */ - calc_flag = 1; // [Celest] - if(bl->type == BL_PC) + if(bl->type == BL_PC) { + calc_flag = 1; // [Celest] val2 = tick; + val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5; + } else tick = 5000*val1; break; @@ -9268,18 +9273,33 @@ int skill_check_cloaking(struct block_list *bl) nullpo_retr(0, bl); - if(bl->type == BL_PC && - (battle_config.pc_cloak_check_type&1 || pc_checkskill(sd,AS_CLOAKING)>2)) + if(bl->type == BL_PC && !battle_config.pc_cloak_check_type) // If it's No it shouldn't be checked return 0; - else if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1) + else if(bl->type == BL_MOB && !battle_config.monster_cloak_check_type) return 0; for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){ int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]); if(c==1 || c==5) end=0; } if(end){ - skill_status_change_end(bl, SC_CLOAKING, -1); - *battle_get_option(bl)&=~4; /* 念のための?理 */ + if ((bl->type == BL_PC && pc_checkskill(sd,AS_CLOAKING)<3) || bl->type == BL_MOB) { + 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) { + 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? + } + } + else { + if (bl->type == BL_PC) { + 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); + } } return end; } |