diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 35 |
1 files changed, 22 insertions, 13 deletions
diff --git a/src/map/status.c b/src/map/status.c index fefa63508..6a73bbb71 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -660,7 +660,7 @@ void initChangeTables(void) { set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE ); - set_sc( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );//Will add flags in major balance update 8 [Rytech] + set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE ); set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE ); @@ -966,6 +966,7 @@ void initChangeTables(void) { StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE; StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE; StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE; + StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND; /* StatusChangeState (SCS_) NOPICKUPITEMS */ StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM; @@ -987,7 +988,7 @@ void initChangeTables(void) { StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST; StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST; StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST; - StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST; + StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND; StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST; StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST; StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST; @@ -1486,7 +1487,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int //on dead characters, said checks are left to skill.c [Skotlex] if (target && status_isdead(target)) return 0; - if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] ) + if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB) return 0; } @@ -1518,7 +1519,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int if( sc && sc->count ) { - if( sc->opt1 >0 && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE ) { //Stuned/Frozen/etc + if( sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE ) { //Stuned/Frozen/etc if (flag != 1) //Can't cast, casted stuff can't damage. return 0; if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL)) @@ -3371,7 +3372,8 @@ void status_calc_state( struct block_list *bl, struct status_change *sc, enum sc || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) || (sc->data[SC_CLOAKING] && //Need wall at level 1-2 - sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1)) + sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1) + || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)) ) { sc->cant.move += ( start ? 1 : -1 ); } @@ -3381,8 +3383,7 @@ void status_calc_state( struct block_list *bl, struct status_change *sc, enum sc if( flag&SCS_NOCAST ) { if( !(flag&SCS_NOCASTCOND) ) { sc->cant.cast += ( start ? 1 : -1 ); - } else { - /* to date there are usable conditions on nocast sclist */ + } else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) ){ sc->cant.cast += ( start ? 1 : -1 ); } } @@ -8048,11 +8049,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; case SC_STUN: sc->opt1 = OPT1_STUN; break; case SC_SLEEP: - case SC_DEEPSLEEP: - sc->opt1 = OPT1_SLEEP; - break; - case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] - case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; + case SC_DEEPSLEEP: sc->opt1 = OPT1_SLEEP; break; + case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] + case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; + case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break; //OPT2 case SC_POISON: sc->opt2 |= OPT2_POISON; break; case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; @@ -8895,6 +8895,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_DEEPSLEEP: case SC_BURNING: case SC_WHITEIMPRISON: + case SC_CRYSTALIZE: sc->opt1 = 0; break; @@ -9194,6 +9195,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); if( --(sce->val2)>0 ){ + sce->val4 += 250; // use for Shadow Form 2 seconds checking. sc_timer_next(250+tick, status_change_timer, bl->id, data); return 0; } @@ -9748,7 +9750,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_CRYSTALIZE: if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds. - status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); + if( bl->type != BL_MOB) // doesn't work on mobs + status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } @@ -9907,6 +9910,9 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) switch( type ) { case SC_SIGHT: /* ƒTƒCƒg */ + if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking + rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); case SC_CONCENTRATE: status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); @@ -9926,6 +9932,9 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) if(battle_check_target( src, bl, BCT_ENEMY ) > 0) skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); } + if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking + rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); break; case SC_SIGHTBLASTER: if (battle_check_target( src, bl, BCT_ENEMY ) > 0 && |