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-rw-r--r--Changelog-Trunk.txt8
-rw-r--r--src/map/mob.c6
-rw-r--r--src/map/skill.c6
-rw-r--r--src/map/status.c14
4 files changed, 25 insertions, 9 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 92983c966..d974ddb91 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,14 @@ 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. EVERYTHING ELSE
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/02/16
+ * The battle config options sp_rate and hp_rate are now applied
+ independently of the same type of bonuses from cards. [Skotlex]
+ * In CELL_NOSTACK mode, mob_canreach will now ignore other players when
+ checking if there's a path to the player. [Skotlex]
+ * Added RG_RAID to the list of skills that need a status_checkskilluse on
+ skill_attack. [Skotlex]
+ * Added the mapflag check monster_noteleport to AL_TELEPORT. [Skotlex]
+ * Fixed the sc_def rate not being reduced in status_change_start. [Skotlex]
* Changed the include in irc.c from strings.h to string.h, which fixes a
bunch of compilation warnings here... [Skotlex]
* Updated the SQL login/char servers to let the mysql server grant the new
diff --git a/src/map/mob.c b/src/map/mob.c
index 40bf82cb6..f279346d8 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -612,7 +612,11 @@ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state
easy = 1;
break;
}
-
+#ifdef CELL_NOSTACK
+ //In no stack mode, do these path searches ignoring other players as it's just
+ //for reachability judging, not the actual path used. [Skotlex]
+ easy |= 0x30000;
+#endif
if( md->bl.m != bl->m) // ˆá‚¤ƒƒbƒv
return 0;
diff --git a/src/map/skill.c b/src/map/skill.c
index 56260bb47..13d8d0cb2 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1525,7 +1525,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
return 0;
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
- if ((skill_get_nk(skillid) == NK_SPLASH_DAMAGE || skillid == ASC_METEORASSAULT || skillid == SN_SHARPSHOOTING)
+ if ((skill_get_nk(skillid) == NK_SPLASH_DAMAGE || skillid == ASC_METEORASSAULT || skillid == SN_SHARPSHOOTING || skillid == RG_RAID)
&& !status_check_skilluse(dsrc, bl, skillid, 1))
return 0;
@@ -3163,7 +3163,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
return 1;
- if (skillid >= 0 && skillid < sizeof(SkillStatusChangeTable)/sizeof(SkillStatusChangeTable[0]))
+ if (skillid > 0 && skillid < MAX_SKILL)
type = SkillStatusChangeTable[skillid];
//Shouldn't be needed, skillnotok's return value is highly unlikely to have changed after you started casting. [Skotlex]
// if (sd && skillnotok(skillid, sd)) // [MouseJstr]
@@ -4344,7 +4344,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_warppoint(sd,skillid,"Random",
mapindex_id2name(sd->status.save_point.map),"","");
}
- } else if(dstmd)
+ } else if(dstmd && !map[sd->bl.m].flag.monster_noteleport)
mob_warp(dstmd,-1,-1,-1,3);
break;
diff --git a/src/map/status.c b/src/map/status.c
index bb7fd47a0..61b755e84 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -610,8 +610,8 @@ int status_calc_pc(struct map_session_data* sd,int first)
// these are not zeroed. [zzo]
sd->speed = DEFAULT_WALK_SPEED;
- sd->hprate=battle_config.hp_rate;
- sd->sprate=battle_config.sp_rate;
+ sd->hprate=100;
+ sd->sprate=100;
sd->castrate=100;
sd->delayrate=100;
sd->dsprate=100;
@@ -1386,12 +1386,14 @@ int status_calc_pc(struct map_session_data* sd,int first)
// Apply relative modifiers from equipment
if(sd->hprate!=100)
sd->status.max_hp = sd->status.max_hp * sd->hprate/100;
+ if(battle_config.hp_rate != 100)
+ sd->status.max_hp = sd->status.max_hp * battle_config.hp_rate/100;
if(sd->status.max_hp > battle_config.max_hp)
sd->status.max_hp = battle_config.max_hp;
+ if(sd->status.max_hp <= 0) sd->status.max_hp = 1;
if(sd->status.hp>sd->status.max_hp)
sd->status.hp=sd->status.max_hp;
- if(sd->status.max_hp <= 0) sd->status.max_hp = 1;
// Basic natural HP regeneration value
sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
@@ -1443,7 +1445,9 @@ int status_calc_pc(struct map_session_data* sd,int first)
// Apply relative modifiers from equipment
if(sd->sprate!=100)
sd->status.max_sp = sd->status.max_sp * sd->sprate/100;
-
+ if(battle_config.sp_rate != 100)
+ sd->status.max_sp = sd->status.max_sp * battle_config.sp_rate/100;
+
if(sd->status.max_sp > battle_config.max_sp)
sd->status.max_sp = battle_config.max_sp;
if(sd->status.sp>sd->status.max_sp)
@@ -3494,7 +3498,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
//Check rate
if (!(flag&(4|1))) {
rate*=100; //Pass to 10000 = 100%
- if (flag&8) {
+ if (!(flag&8)) {
race = status_get_sc_def(bl, type);
if (race)
rate -= rate*race/10000;