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-rw-r--r--Changelog-Trunk.txt9
-rw-r--r--src/map/map.h1
-rw-r--r--src/map/mob.c16
-rw-r--r--src/map/pc.c2
-rw-r--r--src/map/skill.c1
5 files changed, 23 insertions, 6 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index b1a1b4944..226614373 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,15 @@ 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.
2007/09/25
+ * Modified a bit the hard/lazy ai triggers to match aegis (you can alter
+ these changing the defines near the beginning of mob.c):
+ - Mobs go into active AI when they are 2 cells from entering a player's
+ view (ACTIVE_AI_RANGE)
+ - Mobs in passive AI no longer use skills.
+ - Mobs in passive AI do not random walk UNLESS they have entered active AI
+ before (random walk frequency is not lost during passive AI).
+ * Added an additional check to prevent support skills from being blocked if
+ the target has an armor element that blocks it. [Skotlex]
* Fixed the double free's caused by r11290 (wrong option in the database
constructors). [FlavioJS]
* Corrected being able to cast multiple Gravitation Fields before the
diff --git a/src/map/map.h b/src/map/map.h
index b33f8f1d1..cdae79a78 100644
--- a/src/map/map.h
+++ b/src/map/map.h
@@ -919,6 +919,7 @@ struct mob_data {
unsigned alchemist: 1;
unsigned no_random_walk: 1;
unsigned killer: 1;
+ unsigned spotted: 1;
unsigned char attacked_count; //For rude attacked.
int provoke_flag; // Celest
} state;
diff --git a/src/map/mob.c b/src/map/mob.c
index bfa22fe4a..07fc2db22 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -36,17 +36,18 @@
#include <string.h>
#include <math.h>
+#define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
-#define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
-#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
+#define MOB_LAZYSKILLPERC 0 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
+// Move probability for mobs away from players (rate of 1000 minute)
+// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
+#define MOB_LAZYMOVEPERC(md) (md->state.spotted?1000:0)
#define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute)
#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
-
#define RUDE_ATTACKED_COUNT 2 //After how many rude-attacks should the skill be used?
-
//Used to determine default enemy type of mobs (for use in eachinrange calls)
#define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM)
@@ -1129,6 +1130,9 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if(md->bl.prev == NULL || md->status.hp <= 0)
return 1;
+ if(!md->state.spotted) //Hard AI triggered.
+ md->state.spotted = 1;
+
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
return 0;
md->last_thinktime = tick;
@@ -1367,7 +1371,7 @@ static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
{
unsigned int tick;
tick=va_arg(ap,unsigned int);
- map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE*2, BL_MOB,tick);
+ map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick);
return 0;
}
@@ -1413,7 +1417,7 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap)
// Since PC is in the same map, somewhat better negligent processing is carried out.
// It sometimes moves.
- if(rand()%1000<MOB_LAZYMOVEPERC)
+ if(rand()%1000<MOB_LAZYMOVEPERC(md))
mob_randomwalk(md,tick);
else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
mobskill_use(md, tick, -1);
diff --git a/src/map/pc.c b/src/map/pc.c
index cd071445a..5b7a6aab0 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -1753,6 +1753,8 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
case SP_NO_GEMSTONE:
if(sd->state.lr_flag != 2)
sd->special_state.no_gemstone = 1;
+ ShowDebug("Rate: %d\n", sd->special_state.no_gemstone);
+
break;
case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
if(sd->state.lr_flag != 2) {
diff --git a/src/map/skill.c b/src/map/skill.c
index 50df5e138..6343f98d6 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3485,6 +3485,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (src!=bl && type > -1 &&
(i = skill_get_pl(skillid, skilllv)) > ELE_NEUTRAL &&
+ skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
return 1; //Skills that cause an status should be blocked if the target element blocks its element.