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-rw-r--r--Changelog-Trunk.txt5
-rw-r--r--src/map/mob.c30
-rw-r--r--src/map/status.c137
3 files changed, 62 insertions, 110 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index e0ce38255..6459e5cc7 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/09/04
+ * Removed status_get_sc_tick, duration and chance are now both handled by
+ status_get_sc_def (this means status change duration and success rate
+ both will always follow the very same formula) [Skotlex]
+ * Fixed mob-kill experience getting screwed up when characters who did
+ damage die/logout at the moment the mob dies. [Skotlex]
* Should have fixed "sleep", thanks to Lance for figuring out the error.
[Skotlex]
* SC_REFLECTSHIELD will now be passed to devoted characters at cast-time.
diff --git a/src/map/mob.c b/src/map/mob.c
index d0d182b4e..005994e58 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1750,24 +1750,25 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
}
}
- for(temp=0,i=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
+ for(i=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
{
- tmpbl[temp] = (struct block_list*)map_id2bl(md->dmglog[i].id);
- if(tmpbl[temp] == NULL)
+ tmpbl[i] = map_id2bl(md->dmglog[i].id);
+ if(tmpbl[i] == NULL)
continue;
- if( (tmpbl[temp])->m != md->bl.m || status_isdead(tmpbl[temp]))
+ if( (tmpbl[i])->m != md->bl.m || status_isdead(tmpbl[i]))
+ {
+ tmpbl[i] = NULL;
continue;
-
+ }
if(mvp_damage<(unsigned int)md->dmglog[i].dmg){
third_sd = second_sd;
second_sd = mvp_sd;
- if ( (tmpbl[temp])->type == BL_HOM ) {
- mvp_sd = (struct map_session_data *) ((struct homun_data *)tmpbl[temp])->master ;
- } else
- mvp_sd=(struct map_session_data *)tmpbl[temp];
+ if ( (tmpbl[i])->type == BL_HOM )
+ mvp_sd=((struct homun_data *)tmpbl[i])->master ;
+ else
+ mvp_sd=(struct map_session_data *)tmpbl[i];
mvp_damage=md->dmglog[i].dmg;
}
- temp++; // [Lance]
}
count = i; //Total number of attackers.
@@ -1777,16 +1778,15 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
(!map[md->bl.m].flag.nobaseexp || !map[md->bl.m].flag.nojobexp) //Gives Exp
) { //Experience calculation.
- for(i=0;i<DAMAGELOG_SIZE && tmpbl[i];i++){
+ for(i=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++){
int flag=1,zeny=0;
unsigned int base_exp,job_exp;
double per; //Your share of the mob's exp
double jper; //For the job-exp
int bonus; //Bonus on top of your share.
-
- if (status_isdead(tmpbl[i]) || tmpbl[i]->m != md->bl.m)
- continue; //When someone is dead or on another map, their share of exp is gone.
-
+
+ if (!tmpbl[i]) continue;
+
if (!battle_config.exp_calc_type && md->tdmg)
//jAthena's exp formula based on total damage.
per = (double)md->dmglog[i].dmg/(double)md->tdmg;
diff --git a/src/map/status.c b/src/map/status.c
index 9e39d814b..6693988a7 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -3146,7 +3146,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
if(sc->data[SC_INCREASING].timer!=-1)
agi += 4; // added based on skill updates [Reddozen]
if(sc->data[SC_DECREASEAGI].timer!=-1)
- agi -= 2 + sc->data[SC_DECREASEAGI].val1;
+ agi -= sc->data[SC_DECREASEAGI].val2;
if(sc->data[SC_QUAGMIRE].timer!=-1)
agi -= sc->data[SC_QUAGMIRE].val2;
if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
@@ -4398,88 +4398,6 @@ int status_get_sc_def(struct block_list *bl, int type)
return sc_def>10000?10000:sc_def;
}
-//Reduces tick delay based on type and character defenses.
-int status_get_sc_tick(struct block_list *bl, int type, int tick)
-{
- struct map_session_data *sd;
- struct status_data* status;
- int rate=0, min=0;
- //If rate is positive, it is a % reduction (10000 -> 100%)
- //if it is negative, it is an absolute reduction in ms.
- BL_CAST(BL_PC,bl,sd);
- status = status_get_status_data(bl);
- switch (type) {
- case SC_DECREASEAGI: /* 速度減少 */
- if (sd) // Celest
- tick>>=1;
- break;
- case SC_ADRENALINE:
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECTION:
- case SC_OVERTHRUST:
- if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_DPOISON:
- case SC_POISON:
- case SC_STUN:
- case SC_BLEEDING:
- case SC_SILENCE:
- case SC_CURSE:
- rate = 100*status->vit;
- break;
- case SC_SLEEP:
- rate = 100*status->int_;
- break;
- case SC_STONE:
- rate = -200*status->mdef;
- break;
- case SC_FREEZE:
- rate = 100*status->mdef;
- break;
- case SC_BLIND:
- rate = 50*status->vit +50*status->int_;
- break;
- case SC_CONFUSION:
- rate = 50*status->str +50*status->int_;
- break;
- case SC_SWOO:
- if (status->mode&MD_BOSS)
- tick /= 5; //TODO: Reduce skill's duration. But for how long?
- break;
- case SC_ANKLE:
- if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
- tick /= 5;
- rate = -100*status->agi;
- // Minimum trap time of 3+0.03*skilllv seconds [celest]
- // Changed to 3 secs and moved from skill.c [Skotlex]
- min = 3000;
- break;
- case SC_SPIDERWEB:
- if (map[bl->m].flag.pvp)
- tick /=2;
- break;
- }
- if (rate) {
- if (bl->type == BL_PC) {
- if (battle_config.pc_sc_def_rate != 100)
- rate = rate*battle_config.pc_sc_def_rate/100;
- if (battle_config.pc_max_sc_def != 10000)
- min = tick*(10000-battle_config.pc_max_sc_def)/10000;
- } else {
- if (battle_config.mob_sc_def_rate != 100)
- rate = rate*battle_config.mob_sc_def_rate/100;
- if (battle_config.mob_max_sc_def != 10000)
- min = tick*(10000-battle_config.mob_max_sc_def)/10000;
- }
-
- if (rate >0)
- tick -= tick*rate/10000;
- else
- tick += rate;
- }
- return tick<min?min:tick;
-}
/*==========================================
* Starts a status change.
* type = type, val1~4 depend on the type.
@@ -4525,22 +4443,21 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
}
//Check rate
- if (!(flag&(4|1))) {
- int def;
- def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
+ if (!(flag&(1|4))) {
+ int def = flag&(2|8)?status_get_sc_def(bl, type):0;
- if (def)
+ if (def && !(flag&8))
rate -= rate*def/10000;
if (!(rand()%10000 < rate))
return 0;
- }
-
- //SC duration reduction.
- if(!(flag&(2|4)) && tick) {
- tick = status_get_sc_tick(bl, type, tick);
- if (tick <= 0)
- return 0;
+
+ if (def && tick && !(flag&2))
+ {
+ tick -= rate*def/10000;
+ if (tick <= 0)
+ return 0;
+ }
}
undead_flag=battle_check_undead(status->race,status->def_ele);
@@ -4850,7 +4767,11 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
calc_flag = StatusChangeFlagTable[type];
if(!(flag&4)) //Do not parse val settings when loading SCs
switch(type){
- case SC_ENDURE: /* インデュア */
+ case SC_DECREASEAGI:
+ val2 = 2 + val1; //Agi decrease
+ if (sd) tick>>=1; //Half duration for players.
+ break;
+ case SC_ENDURE:
val2 = 7; // Hit-count [Celest]
break;
case SC_AUTOBERSERK:
@@ -5516,6 +5437,10 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val3 = 300;
else
val3 = 200;
+ case SC_WEAPONPERFECTION:
+ case SC_OVERTHRUST:
+ if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
break;
case SC_CONCENTRATION:
val2 = 5*val1; //Batk/Watk Increase
@@ -5614,6 +5539,28 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2= 30*val1; //Vit increase
val3= 20*val1; //Int increase
break;
+ case SC_SWOO:
+ if(status->mode&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_ANKLE:
+ if (sd && battle_config.pc_sc_def_rate != 100)
+ tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
+ else if (battle_config.mob_sc_def_rate != 100)
+ tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
+ else
+ tick -= tick*status->agi/100;
+ if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
+ tick /= 5;
+ // Minimum trap time of 3+0.03*skilllv seconds [celest]
+ // Changed to 3 secs and moved from skill.c [Skotlex]
+ if (tick < 3000)
+ tick = 3000;
+ break;
+ case SC_SPIDERWEB:
+ if (map[bl->m].flag.pvp)
+ tick /=2;
+ break;
case SC_ARMOR_ELEMENT:
break; // It just change the armor element of the player (used by battle_attr_fix)
// So it has no SCB and no skill associated (used by potion scripts)