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-rw-r--r--src/map/battle.c8
-rw-r--r--src/map/mob.c34
-rw-r--r--src/map/skill.c41
-rw-r--r--src/map/status.c34
-rw-r--r--src/map/status.h2
5 files changed, 73 insertions, 46 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 819e4be65..93829cb6e 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -390,6 +390,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
damage >>= 2; //75% reduction
}
+ if(sc->data[SC_ARMOR].timer != -1 &&
+ sc->data[SC_ARMOR].val3&flag &&
+ sc->data[SC_ARMOR].val4&flag)
+ //NPC_DEFENDER
+ damage -= damage*sc->data[SC_ARMOR].val2/100;
+
if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
struct status_data *status = status_get_status_data(bl);
int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
@@ -3463,7 +3469,7 @@ int battle_config_switch(const char *str) {
strncmpi(str, "non",3) == 0 ||
strncmpi(str, "nein",4) == 0)
return 0;
- return atoi(str);
+ return (int)strtol(str,NULL,0);
}
static const struct battle_data_short {
diff --git a/src/map/mob.c b/src/map/mob.c
index 3e5338654..a1adac8fb 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -546,7 +546,7 @@ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state
switch (state) {
case MSS_RUSH:
case MSS_FOLLOW:
- easy = 0; //(battle_config.mob_ai&1?0:1);
+ easy = 0; //(battle_config.mob_ai&0x1?0:1);
break;
case MSS_LOOT:
default:
@@ -722,14 +722,14 @@ static int mob_can_changetarget(struct mob_data* md, struct block_list* target,
{
if (md->state.provoke_flag == target->id)
return 1;
- else if (!battle_config.mob_ai&4)
+ else if (!battle_config.mob_ai&0x4)
return 0;
}
switch (md->state.skillstate) {
case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking.
if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR))
- return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3));
+ return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
else
return 0;
case MSS_RUSH:
@@ -802,7 +802,7 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
!(status_get_mode(&md->bl)&MD_BOSS))
return 0; //Gangster paradise protection.
default:
- if (!(battle_config.mob_ai&128) && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
+ if (!(battle_config.mob_ai&0x80) && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
return 0; //For some reason Homun targets are never overriden.
dist = distance_bl(&md->bl, bl);
@@ -1102,20 +1102,20 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
tbl = map_id2bl(md->target_id);
if (!tbl || tbl->m != md->bl.m ||
(md->ud.attacktimer == -1 && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
- (md->ud.walktimer != -1 && !(battle_config.mob_ai&1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
+ (md->ud.walktimer != -1 && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
(
tbl->type == BL_PC && !(mode&MD_BOSS) &&
((TBL_PC*)tbl)->state.gangsterparadise
)) { //Unlock current target.
- if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&64)
+ if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&0x40)
{ //Chase to a nearby warp [Skotlex]
tbl = NULL;
map_foreachinrange (mob_ai_sub_hard_warpsearch, &md->bl,
view_range, BL_NPC, md, &tbl);
if (tbl) unit_walktobl(&md->bl, tbl, 0, 1);
- } else if (battle_config.mob_ai&8) //Inmediately stop chasing.
+ } else if (battle_config.mob_ai&0x8) //Inmediately stop chasing.
mob_stop_walking(md,1);
- mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
+ mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
tbl = NULL;
}
}
@@ -1126,7 +1126,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if (md->attacked_id == md->target_id)
{
if (!battle_check_range(&md->bl, tbl, md->status.rhw.range) &&
- ((!can_move && battle_config.mob_ai&2) ||
+ ((!can_move && battle_config.mob_ai&0x2) ||
(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH))))
{ //Rude-attacked (avoid triggering due to can-walk delay).
if (DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
@@ -1138,7 +1138,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if (md->bl.m != abl->m || abl->prev == NULL ||
(dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE ||
battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
- (battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
+ (battle_config.mob_ai&0x2 && !status_check_skilluse(bl, abl, 0, 0)) ||
!mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH) ||
( //Gangster Paradise check
abl->type == BL_PC && !(mode&MD_BOSS) &&
@@ -1154,7 +1154,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
unit_walktoxy(&md->bl, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
}
}
- } else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) {
+ } else if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(bl, abl, 0, 0)) {
//Can't attack back, but didn't invoke a rude attacked skill...
md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode.
} else { //Attackable
@@ -1238,7 +1238,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
(
- !(battle_config.mob_ai&1) ||
+ !(battle_config.mob_ai&0x1) ||
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
)) //Current target tile is still within attack range.
return 0;
@@ -1352,7 +1352,7 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap)
if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
return 0;
- if (md->nd || (battle_config.mob_ai&32 && map[md->bl.m].users>0))
+ if (md->nd || (battle_config.mob_ai&0x20 && map[md->bl.m].users>0))
return mob_ai_sub_hard(&md->bl, ap);
tick=va_arg(ap,unsigned int);
@@ -1421,7 +1421,7 @@ static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
{
- if (battle_config.mob_ai&32)
+ if (battle_config.mob_ai&0x20)
map_foreachiddb(mob_ai_sub_lazy,tick);
else
clif_foreachclient(mob_ai_sub_foreachclient,tick);
@@ -2547,7 +2547,7 @@ int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
max_rate=va_arg(ap,int);
fr=va_arg(ap,struct block_list **);
- if( md->bl.id == bl->id && !(battle_config.mob_ai&16))
+ if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
return 0;
if ((*fr) != NULL) //A friend was already found.
@@ -2604,7 +2604,7 @@ int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
nullpo_retr(0, md=(struct mob_data *)bl);
nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
- if( mmd->bl.id == bl->id && !(battle_config.mob_ai&16) )
+ if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
return 0;
if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
@@ -2657,7 +2657,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
return 0; //Skill act delay only affects non-event skills.
//Pick a starting position and loop from that.
- i = battle_config.mob_ai&256?rand()%md->db->maxskill:0;
+ i = battle_config.mob_ai&0x100?rand()%md->db->maxskill:0;
for (n = 0; n < md->db->maxskill; i++, n++) {
int c2, flag = 0;
diff --git a/src/map/skill.c b/src/map/skill.c
index 610fc5790..c4a035f07 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3537,17 +3537,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case AL_INCAGI:
- case AL_BLESSING:
- case PR_SLOWPOISON:
- case PR_IMPOSITIO:
- case PR_LEXAETERNA:
- case PR_SUFFRAGIUM:
- case PR_BENEDICTIO:
- clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
- break;
-
case CR_PROVIDENCE:
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
@@ -3682,6 +3671,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
break;
+
+ case AL_INCAGI:
+ case AL_BLESSING:
+ case PR_SLOWPOISON:
+ case PR_IMPOSITIO:
+ case PR_LEXAETERNA:
+ case PR_SUFFRAGIUM:
+ case PR_BENEDICTIO:
case LK_BERSERK:
case KN_AUTOCOUNTER:
case KN_TWOHANDQUICKEN:
@@ -3722,6 +3719,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NJ_KASUMIKIRI:
case NJ_UTSUSEMI:
case NJ_NEN:
+ case NPC_DEFENDER:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
@@ -4837,8 +4835,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case NPC_REBIRTH:
- //New rebirth System uses Kaizel lv1. [Skotlex]
- sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
+ //New rebirth System uses Kaizel [Skotlex]
+ sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
break;
case NPC_DARKBLESSING:
@@ -4936,10 +4934,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case NPC_DEFENDER:
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- break;
-
case NPC_POWERUP:
sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
clif_skill_nodamage(src,bl,skillid,skilllv,
@@ -5661,11 +5655,18 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
if(md) {
if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
+ if(battle_config.mob_ai&0x200) { //pass on delay to same skill.
+ int i;
+ for (i = 0; i < md->db->maxskill; i++)
+ if (md->db->skill[i].skill_id == ud->skillid)
+ md->skilldelay[i]=tick;
+ } else
if(md->skillidx >= 0) {
md->skilldelay[md->skillidx]=tick;
if (md->db->skill[md->skillidx].emotion >= 0)
clif_emotion(src, md->db->skill[md->skillidx].emotion);
}
+
}
if(src != target && battle_config.skill_add_range &&
@@ -5844,6 +5845,12 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
if(md) {
md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
+ if(battle_config.mob_ai&0x200) { //pass on delay to same skill.
+ int i;
+ for (i = 0; i < md->db->maxskill; i++)
+ if (md->db->skill[i].skill_id == ud->skillid)
+ md->skilldelay[i]=tick;
+ } else
if(md->skillidx >= 0) {
md->skilldelay[md->skillidx]=tick;
if (md->db->skill[md->skillidx].emotion >= 0)
diff --git a/src/map/status.c b/src/map/status.c
index ef3e73021..7cd554b3e 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -215,7 +215,7 @@ void initChangeTables(void) {
add_sc(NPC_SLEEPATTACK, SC_SLEEP);
set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
add_sc(NPC_DARKBLESSING, SC_COMA);
- set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
+ set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF|SCB_DEF);
add_sc(NPC_LICK, SC_STUN);
set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
add_sc(NPC_REBIRTH, SC_KAIZEL);
@@ -2946,12 +2946,17 @@ void status_calc_bl(struct block_list *bl, unsigned long flag)
if(flag&SCB_WATK) {
status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
- status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
+ if (!sd) //Should not affect weapon refine bonus
+ status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
if(status->lhw && b_status->lhw && b_status->lhw->atk) {
- if (sd) sd->state.lr_flag = 1;
- status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
- status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
- if (sd) sd->state.lr_flag = 0;
+ if (sd) {
+ sd->state.lr_flag = 1;
+ status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
+ sd->state.lr_flag = 0;
+ } else {
+ status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
+ status->lhw->atk2= status_calc_watk(bl, sc, b_status->lhw->atk2);
+ }
}
}
@@ -3512,16 +3517,18 @@ static signed char status_calc_def(struct block_list *bl, struct status_change *
if(sc->data[SC_BERSERK].timer!=-1)
return 0;
- if(sc->data[SC_KEEPING].timer!=-1)
- return 100;
if(sc->data[SC_SKA].timer != -1)
return sc->data[SC_SKA].val3;
- if (sc->data[SC_DEFENCE].timer != -1) //[orn]
- def += sc->data[SC_DEFENCE].val2 ;
+ if(sc->data[SC_BARRIER].timer!=-1)
+ return 100;
+ if(sc->data[SC_KEEPING].timer!=-1)
+ return 90;
if(sc->data[SC_STEELBODY].timer!=-1)
return 90;
if(sc->data[SC_DRUMBATTLE].timer!=-1)
def += sc->data[SC_DRUMBATTLE].val3;
+ if (sc->data[SC_DEFENCE].timer != -1) //[orn]
+ def += sc->data[SC_DEFENCE].val2 ;
if(sc->data[SC_INCDEFRATE].timer!=-1)
def += def * sc->data[SC_INCDEFRATE].val1/100;
if(sc->data[SC_FREEZE].timer!=-1)
@@ -5611,6 +5618,13 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
if (map[bl->m].flag.pvp)
tick /=2;
break;
+ case SC_ARMOR:
+ //NPC_DEFENDER:
+ val2 = 80; //Damage reduction
+ //Attack requirements to be blocked:
+ val3 = BF_LONG; //Range
+ val4 = BF_WEAPON|BF_MISC; //Type
+ break;
case SC_INTRAVISION:
case SC_ARMOR_ELEMENT:
//Place here SCs that have no SCB_* data, no skill associated, no ICON
diff --git a/src/map/status.h b/src/map/status.h
index df8adafc7..d8da56888 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -112,7 +112,7 @@ enum {
SC_DELUGE,
SC_VIOLENTGALE,
SC_WATK_ELEMENT,
- SC_LANDPROTECTOR, //Available
+ SC_ARMOR,
SC_ARMOR_ELEMENT,
SC_NOCHAT,
SC_BABY,