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-rw-r--r--Changelog-Trunk.txt4
-rw-r--r--conf-tmpl/battle/skill.conf16
-rw-r--r--src/map/battle.c2
-rw-r--r--src/map/skill.c8
-rw-r--r--src/map/status.c16
-rw-r--r--src/map/unit.c7
6 files changed, 28 insertions, 25 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 89fb5928e..5e018e51f 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,10 @@ 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.
2006/07/20
+ * Corrected Cloaking level 1-2 not letting you move across walls. [Skotlex]
+ * updated cloaking code so that when you set "enable cloaking without
+ walls", the code will consider you as "always next to a wall", thus you get
+ the wall-speed bonus always. [Skotlex]
* Applied the fix to homunculus name saving... [Skotlex]
* Added battle config settings agi_penalty_target and vit_penalty_target,
they define which object types will get vit/flee reductions when
diff --git a/conf-tmpl/battle/skill.conf b/conf-tmpl/battle/skill.conf
index 7cb33a613..cf1ea6ac8 100644
--- a/conf-tmpl/battle/skill.conf
+++ b/conf-tmpl/battle/skill.conf
@@ -138,17 +138,17 @@ traps_setting: 2
// (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side)
skill_wall_check: yes
-// When a player is cloaking, Whether the wall is checked or not. (Note 1)
-// Note: When set to no players can always cloak away from walls and move around
-// freely even if the skill level is below 3.
-// no or 0 = doesn't check for walls (you can cloak without walls)
+// When cloaking, Whether the wall is checked or not. (Note 1)
+// Note: When the skill does not checks for walls, you will always be considered
+// as if you had a wall-next to you (you always get the wall-based speed).
+// When "cloaking lasts forever" is set, it means attacking or using skills
+// won't uncloak you, but being hit does.
+// 0 = doesn't check for walls
// 1 = it checks for walls
// 2 = it doesn't checks for walls + your cloaking lasts forever
-// 3 = it checks for walls + your cloaking lasts forever (it is not cancelled on attack)
+// 3 = it checks for walls + your cloaking lasts forever
player_cloak_check_type: 1
-
-// When a monster is cloaking, Whether the wall is checked or not. (Note 1)
-monster_cloak_check_type: no
+monster_cloak_check_type: 0
// Can't place unlimited land skills at the same time (Note 4)
land_skill_limit: 1
diff --git a/src/map/battle.c b/src/map/battle.c
index 22d850132..484c65b01 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -2817,7 +2817,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
}
}
- if (sc && sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
+ if (sc && sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2))
status_change_end(src,SC_CLOAKING,-1);
//Check for counter attacks that block your attack. [Skotlex]
diff --git a/src/map/skill.c b/src/map/skill.c
index e8a80fd0f..47500b7e8 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -9490,16 +9490,16 @@ int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
if (sc->data[SC_CLOAKING].timer != -1) {
if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
status_change_end(bl, SC_CLOAKING, -1);
- else if(sc->data[SC_CLOAKING].val4&2)
+ else if(sc->data[SC_CLOAKING].val4&1)
{ //Remove wall bonus
- sc->data[SC_CLOAKING].val4&=~2;
+ sc->data[SC_CLOAKING].val4&=~1;
status_calc_bl(bl,SCB_SPEED);
}
}
}
- else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2))
+ else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
{ //Add wall speed bonus
- sc->data[SC_CLOAKING].val4|=2;
+ sc->data[SC_CLOAKING].val4|=1;
status_calc_bl(bl,SCB_SPEED);
}
diff --git a/src/map/status.c b/src/map/status.c
index 52cc5db8b..ab0ccb0f0 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -3473,7 +3473,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
}
if(sc->data[SC_CLOAKING].timer!=-1)
speed = speed * 100 /(
- (sc->data[SC_CLOAKING].val4&2?25:0) //Wall speed bonus
+ (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
+sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
if(sc->data[SC_LONGING].timer!=-1)
@@ -4904,14 +4904,12 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val3 *= -1; //Substract the Dodge speed bonus.
val3+= 70+val1*3; //Speed adjustment without a wall.
//With a wall, it is val3 +25.
- //val4&2 signals the presence of a wall.
- if (!val4)
- { //val4&1 signals eternal cloaking (not cancelled on attack) [Skotlex]
- if (bl->type == BL_PC) //Standard cloaking.
- val4 = battle_config.pc_cloak_check_type&2?1:0;
- else
- val4 = battle_config.monster_cloak_check_type&2?1:0;
- }
+ //val4&1 signals the presence of a wall.
+ //val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
+ if (bl->type == BL_PC) //Standard cloaking.
+ val4 |= battle_config.pc_cloak_check_type&3;
+ else
+ val4 |= battle_config.monster_cloak_check_type&3;
break;
case SC_SIGHT: /* サイト/ルアフ */
case SC_RUWACH:
diff --git a/src/map/unit.c b/src/map/unit.c
index 9ada29c7a..e14f3d388 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -668,7 +668,8 @@ int unit_can_move(struct block_list *bl)
sc->data[SC_STOP].timer != -1 ||
sc->data[SC_CLOSECONFINE].timer != -1 ||
sc->data[SC_CLOSECONFINE2].timer != -1 ||
- (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3)
+ (sc->data[SC_CLOAKING].timer != -1 && //Need wall at level 1-2
+ sc->data[SC_CLOAKING].val1 < 3 && !(sc->data[SC_CLOAKING].val4&1))
))
return 0;
}
@@ -933,7 +934,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int
ud->skilllv = skill_lv;
if(sc && sc->data[SC_CLOAKING].timer != -1 &&
- !(sc->data[SC_CLOAKING].val4&1) && skill_num != AS_CLOAKING)
+ !(sc->data[SC_CLOAKING].val4&2) && skill_num != AS_CLOAKING)
status_change_end(src,SC_CLOAKING,-1);
if(casttime > 0) {
@@ -1026,7 +1027,7 @@ int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int sk
ud->skilltarget = 0;
if (sc && sc->data[SC_CLOAKING].timer != -1 &&
- !(sc->data[SC_CLOAKING].val4&1))
+ !(sc->data[SC_CLOAKING].val4&2))
status_change_end(src,SC_CLOAKING,-1);
if(casttime > 0) {