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authorzephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-03-20 20:56:55 +0000
committerzephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-03-20 20:56:55 +0000
commitb720934d03f18b4858029a38faf142cf656774cc (patch)
tree0ef63a2572ba329984a0d040e1d699ad0f04361e /src
parent270ea9d6ada343b9d05e4c5d6d2616759efb02f9 (diff)
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- Added SC_ARMOR_RESIST, used by Undead Scroll, gives you resistance against elements and it's can be used with Resist Potions.
- SC_ARMOR_RESIST and SC_BENEDICTIO ends if you change your armor. Tested on iRO. - If you call SC_ELEMENTALCHANGE with val3 = 1 it will use the level in val 1, and not a random value. * Barricades: - Fixed a bug when @reloadscript. Barricades should be destroyed too. - Unbreakable barricades are only wall type (not shootable) According to Doddler info. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12407 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r--src/map/map.h1
-rw-r--r--src/map/mob.c34
-rw-r--r--src/map/mob.h1
-rw-r--r--src/map/npc.c4
-rw-r--r--src/map/pc.c8
-rw-r--r--src/map/status.c47
-rw-r--r--src/map/status.h1
7 files changed, 73 insertions, 23 deletions
diff --git a/src/map/map.h b/src/map/map.h
index 611e55d6e..c0e0b8d7a 100644
--- a/src/map/map.h
+++ b/src/map/map.h
@@ -1164,6 +1164,7 @@ struct mapcell
struct barricade_data {
char npc_event[50];
short m, x, y, count, amount, dir;
+ bool killable;
};
struct map_data {
diff --git a/src/map/mob.c b/src/map/mob.c
index 36efd6614..87b4377ef 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -525,6 +525,7 @@ short mob_barricade_build(short m, short x, short y, short count, short dir, boo
barricade->m = m;
safestrncpy(barricade->npc_event, event, sizeof(barricade->npc_event));
barricade->amount = 0;
+ barricade->killable = killable;
ShowInfo("New Barricade: %s.\n", barricade->npc_event);
@@ -544,8 +545,8 @@ short mob_barricade_build(short m, short x, short y, short count, short dir, boo
md->barricade = barricade;
}
- map_setgatcell(m, x1, y1, 5);
- clif_changemapcell(0, m, x1, y1, 5, ALL_SAMEMAP);
+ map_setgatcell(m, x1, y1, (killable ? 5 : 1));
+ clif_changemapcell(0, m, x1, y1, (killable ? 5 : 1), ALL_SAMEMAP);
}
barricade->count = i;
@@ -557,7 +558,7 @@ short mob_barricade_build(short m, short x, short y, short count, short dir, boo
}
void mob_barricade_get(struct map_session_data *sd)
-{
+{ // Update Barricade cell in client - Required only on changemap
struct barricade_data *barricade;
DBIterator* iter;
DBKey key;
@@ -577,7 +578,7 @@ void mob_barricade_get(struct map_session_data *sd)
{
x1 = barricade->dir ? barricade->x + i : barricade->x;
y1 = barricade->dir ? barricade->y : barricade->y + i;
- clif_changemapcell(sd->fd, barricade->m, x1, y1, 5, SELF);
+ clif_changemapcell(sd->fd, barricade->m, x1, y1, (barricade->killable ? 5 : 1), SELF);
}
}
iter->destroy(iter);
@@ -631,6 +632,31 @@ void mob_barricade_destroy(short m, const char *event)
map_foreachinmap(mob_barricade_destroy_sub, m, BL_MOB, event, 0);
}
+void mod_barricade_clearall(void)
+{
+ struct barricade_data *barricade;
+ DBIterator* iter;
+ DBKey key;
+ short x1, y1;
+ int i;
+
+ iter = barricade_db->iterator(barricade_db);
+ for( barricade = iter->first(iter,&key); iter->exists(iter); barricade = iter->next(iter,&key) )
+ {
+ for( i = 0; i < barricade->count; i++ )
+ {
+ x1 = barricade->dir ? barricade->x + i : barricade->x;
+ y1 = barricade->dir ? barricade->y : barricade->y + i;
+
+ map_setgatcell(barricade->m, x1, y1, 0);
+ clif_changemapcell(0, barricade->m, x1, y1, 0, ALL_SAMEMAP);
+ }
+ }
+ iter->destroy(iter);
+
+ barricade_db->clear(barricade_db, NULL);
+}
+
/*==========================================
* Set a Guardian's guild data [Skotlex]
*------------------------------------------*/
diff --git a/src/map/mob.h b/src/map/mob.h
index 8ba5baa4e..fb4d06db4 100644
--- a/src/map/mob.h
+++ b/src/map/mob.h
@@ -161,6 +161,7 @@ bool mob_ksprotected (struct block_list *src, struct block_list *target);
short mob_barricade_build(short m, short x, short y, short count, short dir, bool killable, const char* event);
void mob_barricade_destroy(short m, const char *event);
void mob_barricade_get(struct map_session_data *sd);
+void mod_barricade_clearall(void);
int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian); // Spawning Guardians [Valaris]
int mob_guardian_guildchange(struct block_list *bl,va_list ap); //Change Guardian's ownership. [Skotlex]
diff --git a/src/map/npc.c b/src/map/npc.c
index 58cfac285..09f101983 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -1679,11 +1679,10 @@ static const char* npc_parse_shop(char* w1, char* w2, char* w3, char* w4, const
}
if( type == SHOP && value*0.75 < id->value_sell*1.24 )
- {// Expoit possible: you can buy and sell back with profit
+ {// Exploit possible: you can buy and sell back with profit
ShowWarning("npc_parse_shop: Item %s [%d] discounted buying price (%d->%d) is less than overcharged selling price (%d->%d) at file '%s', line '%d'.\n",
id->name, nameid, value, (int)(value*0.75), id->value_sell, (int)(id->value_sell*1.24), filepath, strline(buffer,start-buffer));
}
-
//for logs filters, atcommands and iteminfo script command
if( id->maxchance <= 0 )
id->maxchance = 10000; //10000 (100% drop chance)would show that the item's sold in NPC Shop
@@ -2845,6 +2844,7 @@ int npc_reload(void)
// clear npc-related data structures
ev_db->clear(ev_db,NULL);
npcname_db->clear(npcname_db,NULL);
+ mod_barricade_clearall(); // Clear Barricades
npc_warp = npc_shop = npc_script = 0;
npc_mob = npc_cache_mob = npc_delay_mob = 0;
diff --git a/src/map/pc.c b/src/map/pc.c
index de2e73ba5..c379e6460 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -6590,6 +6590,14 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag)
sd->weapontype1 == 0 && sd->weapontype2 == 0)
skill_enchant_elemental_end(&sd->bl,-1);
+ if(sd->status.inventory[n].equip & EQP_ARMOR) {
+ // On Armor Change...
+ if( sd->sc.data[SC_BENEDICTIO] )
+ status_change_end(&sd->bl, SC_BENEDICTIO, -1);
+ if( sd->sc.data[SC_ARMOR_RESIST] )
+ status_change_end(&sd->bl, SC_ARMOR_RESIST, -1);
+ }
+
sd->status.inventory[n].equip=0;
if(flag&1) {
diff --git a/src/map/status.c b/src/map/status.c
index 89b45cd67..adcfc726d 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -506,6 +506,7 @@ void initChangeTables(void)
StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_PC;
+ StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_PC;
if (!battle_config.display_hallucination) //Disable Hallucination.
StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
@@ -2344,6 +2345,13 @@ int status_calc_pc(struct map_session_data* sd,int first)
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
}
+ if(sc->data[SC_ARMOR_RESIST])
+ { // Undead Scroll
+ sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
+ sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
+ sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
+ sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
+ }
}
status_cpy(&sd->battle_status, status);
@@ -4981,6 +4989,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_MATKPOTION:
case SC_ENCHANTARMS:
case SC_ARMOR_ELEMENT:
+ case SC_ARMOR_RESIST:
break;
case SC_GOSPEL:
//Must not override a casting gospel char.
@@ -5094,14 +5103,16 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
skill_enchant_elemental_end(bl,type);
break;
case SC_ELEMENTALCHANGE:
- //Val1 is elemental change level, val2 is element to use.
- if (!val2) //Val 3 holds the element, when not given, a random one is picked.
- val2 = rand()%ELE_MAX;
- //Elemental Lv is always a random value between 1 and 4.
- if (val1 == 1)
- val1 =1+rand()%4;
- else if (val1 > 4)
- val1 = 4;
+ // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
+ // val2 : Element (When no element, random one is picked)
+ // val3 : 0 = called by skill 1 = called by script (fixed level)
+ if( !val2 ) val2 = rand()%ELE_MAX;
+
+ if( val1 == 1 && val3 == 0 )
+ val1 = 1 + rand()%4;
+ else if( val1 > 4 )
+ val1 = 4; // Max Level
+ val3 = 0; // Not need to keep this info.
break;
case SC_PROVIDENCE:
val2=val1*5; //Race/Ele resist
@@ -5272,10 +5283,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick = 10000;
break;
case SC_HPREGEN:
- if( val1 == 0 ) val1 = 1;
-
+ if( val1 == 0 ) return 0;
+ // val1 = heal percent/amout
+ // val2 = seconds between heals
+ // val4 = total of heals
+ if( val2 < 1 ) val2 = 1;
if( (val4 = tick/(val2 * 1000)) < 1 )
- val4 = 1; // Number of total heals
+ val4 = 1;
tick = val2 * 1000; // val2 = Seconds between heals
break;
case SC_HIDING:
@@ -5892,12 +5906,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_KAIZEL:
val2 = 10*val1; //% of life to be revived with
break;
- case SC_ARMOR_ELEMENT: //Script generated elemental resist, verify bounds.
- if (val1 < ELE_NEUTRAL || val1 >= ELE_MAX)
- val1 = val2 = 0; //First Elemental resist
- if (val3 < ELE_NEUTRAL || val3 >= ELE_MAX)
- val3 = val4 = 0; //Second element resist
- break;
+ // case SC_ARMOR_ELEMENT:
+ // case SC_ARMOR_RESIST:
+ // Mod your resistance against elements:
+ // val1 = water | val2 = earth | val3 = fire | val4 = wind
+ // break;
case SC_FASTCAST:
//Place here SCs that have no SCB_* data, no skill associated, no ICON
//associated, and yet are not wrong/unknown. [Skotlex]
diff --git a/src/map/status.h b/src/map/status.h
index 5d91fa62d..80ce484c1 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -286,6 +286,7 @@ enum sc_type {
SC_PNEUMA,
SC_AUTOTRADE,
SC_KSPROTECTED,
+ SC_ARMOR_RESIST,
SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
};
int SkillStatusChangeTable(int skill);