diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 375 |
1 files changed, 225 insertions, 150 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index cee8ed3f6..0e4d7fba5 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -96,6 +96,13 @@ struct s_skill_improvise_db { }; struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB]; bool skill_reproduce_db[MAX_SKILL_DB]; +struct s_skill_changematerial_db { + int itemid; + short rate; + int qty[5]; + short qty_rate[5]; +}; +struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB]; //Warlock struct s_skill_spellbook_db { @@ -8604,7 +8611,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if( flag&1 ) { if ( clif_skill_nodamage(bl, src, skillid, skilllv, sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) ) - status_zap(bl, 0, status_get_max_sp(bl) / 100 * 25 + 5 * skilllv); + status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100); } else map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); @@ -8643,28 +8650,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; case GN_MIX_COOKING: - if( sd ) { - clif_cooking_list(sd,27,skillid,(skilllv == 2) ? 10 : 1,6); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - case GN_MAKEBOMB: - if( sd ) { - clif_cooking_list(sd,28,skillid,(skilllv==2) ? 10 : 1,5); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - } - break; - case GN_S_PHARMACY: if( sd ) { + int qty = 1; sd->skillid_old = skillid; sd->skilllv_old = skilllv; - clif_cooking_list(sd,29,skillid,1,6); + if( skillid != GN_S_PHARMACY && skilllv > 1 ) + qty = 10; + clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; - case EL_CIRCLE_OF_FIRE: case EL_PYROTECHNIC: case EL_HEATER: @@ -15516,9 +15513,12 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, if((j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv) continue; // must iterate again to check other skills that produce it. [malufett] + if( j > 0 && sd->skillid_old > 0 && sd->skillid_old != j ) + continue; // special case break; } } + sd->skillid_old = sd->skilllv_old = 0; if( i >= MAX_SKILL_PRODUCE_DB ) return 0; @@ -15565,7 +15565,7 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty) { int slot[3]; - int i,sc,ele,idx,equip,wlv,make_per,flag = 0, firstQty = qty; + int i,sc,ele,idx,equip,wlv,make_per,flag = 0,skilllv = 0; int num = -1; // exclude the recipe struct status_data *status; struct item_data* data; @@ -15573,6 +15573,11 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in nullpo_ret(sd); status = status_get_status_data(&sd->bl); + if( sd->skillid_old == skill_id ) + skilllv = sd->skilllv_old; + else + sd->skillid_old = skill_id; + if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) return 0; idx--; @@ -15607,6 +15612,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in ele=ele_table[slot[i]-994]; } } + if( skill_id == RK_RUNEMASTERY ) { int temp_qty, skill_lv = pc_checkskill(sd,skill_id); data = itemdb_search(nameid); @@ -15752,83 +15758,100 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON); qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON); break; - case GN_MIX_COOKING: - make_per = 3000; //As I can see this is not affectd by dex or int - break; - case GN_MAKEBOMB: - // TODO: find a proper chance. - make_per = (5000 + 50*status->dex + 30*status->luk); //Custom rate value. - break; - case GN_CHANGEMATERIAL: // [Igniz] - switch( nameid ) { - case 1010: case 1056: case 1064: case 1045: - case 1025: case 964: - qty *= 8; break; - case 971: case 1059: case 968: case 1046: - case 1058: - qty *= 5; break; - case 1051: - qty *= 7; break; - case 1033: case 974: case 703: case 1009: - case 973: case 1026: case 1024: case 967: - case 1021: - qty *= 4; break; - case 1061: case 7166: case 1030: case 1019: - qty *= 2; break; - case 1003: case 2267: case 992: case 1038: - qty *= 1; break; - case 1008: case 1043: case 1049: case 1037: - qty *= 6; break; - case 970: case 958: - qty *= 9; break; - case 1041: case 1012: case 1050: - qty *= 3; break; - case 1034: - qty *= 15; break; - case 7063: case 991: - qty *= 1 + rand()%3; break; - case 1020: case 962: case 1014: - qty *= 4 + rand()%3; break; - case 1040: case 1035: - qty *= 8 + rand()%5; break; - case 1013: - qty *= 9 + rand()%5; break; - case 960: case 1053: - qty *= 6 + rand()%4; break; - case 1022: - qty *= 2 + rand()%2; break; - case 1016: - qty *= 7 + rand()%4; break; - // Throwable potions - case 13275: case 13276: case 13277: case 13278: - case 13279: case 13280: case 13281: case 13282: - case 13283: case 999: - qty *= 10; + case GN_CHANGEMATERIAL: + for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) + if( skill_changematerial_db[i].itemid == nameid ){ + make_per = skill_changematerial_db[i].rate * 10; break; + } + break; + case GN_S_PHARMACY: + { + int difficulty = 0; + + difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level) + + make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster’s INT) + (Caster’s DEX / 2) + (Caster’s LUK) + (Caster’s Job Level) + Random number between (30 ~ 150) + + (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster’s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) + + switch(nameid){// difficulty factor + case 12422: case 12425: + case 12428: + difficulty += 10; + break; + case 6212: case 12426: + difficulty += 15; + break; + case 13264: case 12423: + case 12427: case 12436: + difficulty += 20; + break; + case 6210: case 6211: + case 12437: + difficulty += 30; + break; + case 12424: case 12475: + difficulty += 40; + break; + } + + if( make_per >= 400 && make_per > difficulty) + qty = 10; + else if( make_per >= 300 && make_per > difficulty) + qty = 7; + else if( make_per >= 100 && make_per > difficulty) + qty = 6; + else if( make_per >= 1 && make_per > difficulty) + qty = 5; + else + qty = 4; + make_per = 10000; } - make_per = 100000; //100% success rate. break; - case GN_S_PHARMACY: - // Note: This is not the chosen skill level but the highest available. Need confirmation/fix. - switch( sd->skilllv_old ) { - case 6: - case 7: - case 8: - qty = 3; - break; //3 items to make at once. - case 9: - qty = 3 + rnd()%3; - break; //3~5 items to make at once. - case 10: - qty = 4 + rnd()%3; - break; //4~6 items to make at once. - default: - qty = 2; - break; //2 item to make at once. + case GN_MAKEBOMB: + case GN_MIX_COOKING: + { + int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) + + make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) + qty = ~(5 + rnd()%5) + 1; + + switch(nameid){// difficulty factor + case 13260: + difficulty += 5; + break; + case 13261: case 13262: + difficulty += 10; + break; + case 12429: case 12430: case 12431: + case 12432: case 12433: case 12434: + case 13263: + difficulty += 15; + break; + case 13264: + difficulty += 20; + break; + } + + if( make_per >= 30 && make_per > difficulty) + qty = 10 + rnd()%2; + else if( make_per >= 10 && make_per > difficulty) + qty = 10; + else if( make_per == 10 && make_per > difficulty) + qty = 8; + else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) + ;// Food/Bomb creation fails. + else if( make_per >= 30 && make_per < difficulty) + qty = 5; + + if( qty < 0 || (skilllv == 1 && make_per < difficulty)){ + qty = ~qty + 1; + make_per = 0; + }else + make_per = 10000; + qty = (skilllv > 1 ? qty : 1); } - make_per = 100000; //100% success rate. - sd->skillid_old = sd->skilllv_old = 0; - break; + break; default: if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) @@ -15894,10 +15917,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: - case AM_TWILIGHT3: - case GN_MIX_COOKING: - case GN_MAKEBOMB: - case GN_S_PHARMACY: + case AM_TWILIGHT3: flag = battle_config.produce_item_name_input&0x2; break; case AL_HOLYWATER: @@ -15934,44 +15954,41 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in } else { int fame = 0; tmp_item.amount = 0; - if( skill_id == GN_MIX_COOKING && firstQty > 1 ) {// Mix Cooking level 2. - // Success. As I see the chance as level 2 is global, not indiviual. - if( rnd()%10000 < make_per ) - tmp_item.amount = 5 + rnd()%5; - } else { - for (i=0; i< qty; i++) { //Apply quantity modifiers. - if (rnd()%10000 < make_per || qty == 1) { //Success - tmp_item.amount++; - if(nameid < 545 || nameid > 547) - continue; - if( skill_id != AM_PHARMACY && - skill_id != AM_TWILIGHT1 && - skill_id != AM_TWILIGHT2 && - skill_id != AM_TWILIGHT3 && - skill_id != GN_MIX_COOKING && - skill_id != GN_MAKEBOMB && - skill_id != GN_S_PHARMACY ) - continue; - //Add fame as needed. - switch(++sd->potion_success_counter) { - case 3: - fame+=1; // Success to prepare 3 Condensed Potions in a row - break; - case 5: - fame+=3; // Success to prepare 5 Condensed Potions in a row - break; - case 7: - fame+=10; // Success to prepare 7 Condensed Potions in a row - break; - case 10: - fame+=50; // Success to prepare 10 Condensed Potions in a row - sd->potion_success_counter = 0; - break; - } - } else //Failure - sd->potion_success_counter = 0; + + for (i=0; i< qty; i++) { //Apply quantity modifiers. + if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ + tmp_item.amount = qty; + break; } + if (rnd()%10000 < make_per || qty == 1) { //Success + tmp_item.amount++; + if(nameid < 545 || nameid > 547) + continue; + if( skill_id != AM_PHARMACY && + skill_id != AM_TWILIGHT1 && + skill_id != AM_TWILIGHT2 && + skill_id != AM_TWILIGHT3 ) + continue; + //Add fame as needed. + switch(++sd->potion_success_counter) { + case 3: + fame+=1; // Success to prepare 3 Condensed Potions in a row + break; + case 5: + fame+=3; // Success to prepare 5 Condensed Potions in a row + break; + case 7: + fame+=10; // Success to prepare 7 Condensed Potions in a row + break; + case 10: + fame+=50; // Success to prepare 10 Condensed Potions in a row + sd->potion_success_counter = 0; + break; + } + } else //Failure + sd->potion_success_counter = 0; } + if (fame) pc_addfame(sd,fame); //Visual effects and the like. @@ -15994,13 +16011,7 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in case GC_CREATENEWPOISON: clif_produceeffect(sd,2,nameid); clif_misceffect(&sd->bl,5); - break; - case GN_MAKEBOMB: - case GN_MIX_COOKING: - clif_msg_skill(sd,skill_id,0x627); - break; - case GN_S_PHARMACY: - break; // No effects here. + break; default: //Those that don't require a skill? if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items. @@ -16011,11 +16022,33 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in break; } } - if (tmp_item.amount) { //Success + if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success + int j, k = 0; + for(i=0; i<MAX_SKILL_PRODUCE_DB; i++) + if( skill_changematerial_db[i].itemid == nameid ){ + for(j=0; j<5; j++){ + if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){ + tmp_item.amount = qty * skill_changematerial_db[i].qty[j]; + if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif_additem(sd,0,0,flag); + map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + k++; + } + } + break; + } + if( k ){ + clif_msg_skill(sd,skill_id,0x627); + return 1; + } + } else if (tmp_item.amount) { //Success if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } + if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY ) + clif_msg_skill(sd,skill_id,0x627); return 1; } } @@ -16052,15 +16085,15 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in break; case GN_MIX_COOKING: { struct item tmp_item; - const int products[5][2] = {{13265,6500},{13266,4000},{13267,3000},{13268,500},{12435,500}}; + const int compensation[5] = {13265, 13266, 13267, 12435, 13268}; + int rate = rnd()%500; memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.nameid = nameid; - do { - i = rnd()%5; - tmp_item.nameid = products[i][0]; - } - while( rnd()%10000 >= products[i][1] ); - tmp_item.amount = (firstQty > 1 )? 5 + rnd()%5 : 1; // When it fails it gives a random amount of items. + if( rate < 50) i = 4; + else if( rate < 100) i = 2+rnd()%1; + else if( rate < 250 ) i = 1; + else if( rate < 500 ) i = 0; + tmp_item.nameid = compensation[i]; + tmp_item.amount = qty; tmp_item.identify = 1; if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { clif_additem(sd,0,0,flag); @@ -16069,9 +16102,9 @@ int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, in clif_msg_skill(sd,skill_id,0x628); } break; - case GN_S_PHARMACY: - break; // No effects here. case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: clif_msg_skill(sd,skill_id,0x628); break; default: @@ -16375,8 +16408,12 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite int idx = item_list[k*2+0]-2; nameid = sd->status.inventory[idx].nameid; amount = item_list[k*2+1]; - - if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j] ) + if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){ + clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D); + return 0; + } + if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j] + && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount c++; // match } } @@ -16392,7 +16429,10 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite } } } - + + if( p == 0) + clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623); + return 0; } /** @@ -17416,6 +17456,39 @@ static bool skill_parse_row_abradb(char* split[], int columns, int current) return true; } +static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) +{// SkillID + int i = atoi(split[0]); + short j = atoi(split[1]); + int x,y; + + for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){ + if( skill_produce_db[x].nameid == i ) + if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL ) + break; + } + + if( x >= MAX_SKILL_PRODUCE_DB ){ + ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i); + return false; + } + + if( current >= MAX_SKILL_PRODUCE_DB ) { + ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); + } + + skill_changematerial_db[current].itemid = i; + skill_changematerial_db[current].rate = j; + + for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) + { + skill_changematerial_db[current].qty[y] = atoi(split[x]); + skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]); + } + + return true; +} + static void skill_readdb(void) { // init skill db structures @@ -17427,6 +17500,7 @@ static void skill_readdb(void) memset(skill_spellbook_db,0,sizeof(skill_spellbook_db)); memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db)); memset(skill_reproduce_db,0,sizeof(skill_reproduce_db)); + memset(skill_changematerial_db,0,sizeof(skill_changematerial_db)); // load skill databases safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name)); @@ -17450,6 +17524,7 @@ static void skill_readdb(void) sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb); sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb); sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb); + sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb); } |