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-rw-r--r--src/map/clif.c9
-rw-r--r--src/map/script.c2
-rw-r--r--src/map/skill.c147
-rw-r--r--src/map/skill.h1
-rw-r--r--src/map/status.c72
5 files changed, 102 insertions, 129 deletions
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: