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-rw-r--r--src/map/battle.c242
1 files changed, 163 insertions, 79 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index ba8d22197..22ad51609 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -544,9 +544,10 @@ int battle_get_baseatk(struct block_list *bl)
nullpo_retr(1, bl);
sc_data=battle_get_sc_data(bl);
- if(bl->type==BL_PC && (struct map_session_data *)bl)
+ if(bl->type==BL_PC && (struct map_session_data *)bl) {
batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk
- else { //それ以外なら
+ batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
+ } else { //それ以外なら
int str,dstr;
str = battle_get_str(bl); //STR
dstr = str/10;
@@ -935,6 +936,8 @@ int battle_get_speed(struct block_list *bl)
speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
if(sc_data[SC_SLOWDOWN].timer!=-1)
speed = speed*150/100;
+ if(sc_data[SC_SPEEDUP0].timer!=-1)
+ speed -= speed*25/100;
}
if(speed < 1) speed = 1;
return speed;
@@ -1647,12 +1650,16 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
else if(g && guild_checkskill(g,GD_APPROVAL) <= 0)
damage=0;//正規ギルド承認がないとダメージ無し
else if (battle_config.guild_max_castles != 0 && guild_checkcastles(g)>=battle_config.guild_max_castles)
- damage = 0; // [MouseJstr]
+ damage = 0; // [MouseJstr]
}
else damage = 0;
}
if(map[bl->m].flag.gvg && damage > 0) { //GvG
+ if(bl->type == BL_MOB){ //defenseがあればダメージが減るらしい?
+ struct guild_castle *gc=guild_mapname2gc(map[bl->m].name);
+ if (gc) damage -= damage*(gc->defense/100)*(battle_config.castle_defense_rate/100);
+ }
if(flag&BF_WEAPON) {
if(flag&BF_SHORT)
damage=damage*battle_config.gvg_short_damage_rate/100;
@@ -1682,6 +1689,33 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
}
/*==========================================
+ * HP/SP吸収の計算
+ *------------------------------------------
+ */
+int battle_calc_drain(int damage, int rate, int per, int val)
+{
+ int diff = 0;
+
+ if (damage <= 0 || rate <= 0)
+ return 0;
+
+ if (per && rand()%100 < rate) {
+ diff = (damage * per) / 100;
+ if (diff == 0) {
+ if (per > 0)
+ diff = 1;
+ else
+ diff = -1;
+ }
+ }
+
+ if (val && rand()%100 < rate) {
+ diff += val;
+ }
+ return diff;
+}
+
+/*==========================================
* 修練ダメージ
*------------------------------------------
*/
@@ -1925,7 +1959,7 @@ static struct Damage battle_calc_pet_weapon_attack(
hitrate = (hitrate*(100+5*skill_lv))/100;
break;
case SM_MAGNUM: // マグナムブレイク
- damage = damage*(5*skill_lv +(wflag)?65:115 )/100;
+ damage = damage*(5*skill_lv + (wflag?65:115))/100;
break;
case MC_MAMMONITE: // メマーナイト
damage = damage*(100+ 50*skill_lv)/100;
@@ -2045,6 +2079,7 @@ static struct Damage battle_calc_pet_weapon_attack(
hitrate= 1000000;
break;
case AM_DEMONSTRATION: // デモンストレーション
+ hitrate= 1000000;
damage = damage*(100+ 20*skill_lv)/100;
damage2 = damage2*(100+ 20*skill_lv)/100;
break;
@@ -2127,7 +2162,7 @@ static struct Damage battle_calc_pet_weapon_attack(
if( skill_num!=NPC_CRITICALSLASH ){
// 対 象の防御力によるダメージの減少
// ディバインプロテクション(ここでいいのかな?)
- if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000 ) { //DEF, VIT無視
+ if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != AM_ACIDTERROR && def1 < 1000000 ) { //DEF, VIT無視
int t_def;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
if(battle_config.vit_penalty_type > 0) {
@@ -2392,9 +2427,9 @@ static struct Damage battle_calc_mob_weapon_attack(
// ソニックブロー
if(sc_data){ //状態異常中のダメージ追加
if(sc_data[SC_OVERTHRUST].timer!=-1) // オーバートラスト
- damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100;
+ damage += damage*(5*sc_data[SC_OVERTHRUST].val1)/100;
if(sc_data[SC_TRUESIGHT].timer!=-1) // トゥルーサイト
- damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100;
+ damage += damage*(2*sc_data[SC_TRUESIGHT].val1)/100;
if(sc_data[SC_BERSERK].timer!=-1) // バーサーク
damage += damage*2;
if(sc_data && sc_data[SC_AURABLADE].timer!=-1) //[DracoRPG]
@@ -2413,7 +2448,7 @@ static struct Damage battle_calc_mob_weapon_attack(
hitrate = (hitrate*(100+5*skill_lv))/100;
break;
case SM_MAGNUM: // マグナムブレイク
- damage = damage*(5*skill_lv +(wflag)?65:115 )/100;
+ damage = damage*(5*skill_lv +(wflag?65:115))/100;
break;
case MC_MAMMONITE: // メマーナイト
damage = damage*(100+ 50*skill_lv)/100;
@@ -2540,6 +2575,7 @@ static struct Damage battle_calc_mob_weapon_attack(
hitrate= 1000000;
break;
case AM_DEMONSTRATION: // デモンストレーション
+ hitrate = 1000000;
damage = damage*(100+ 20*skill_lv)/100;
damage2 = damage2*(100+ 20*skill_lv)/100;
break;
@@ -2622,7 +2658,7 @@ static struct Damage battle_calc_mob_weapon_attack(
if( skill_num!=NPC_CRITICALSLASH ){
// 対 象の防御力によるダメージの減少
// ディバインプロテクション(ここでいいのかな?)
- if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視
+ if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視
int t_def;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
if(battle_config.vit_penalty_type > 0) {
@@ -2988,9 +3024,9 @@ static struct Damage battle_calc_pc_weapon_attack(
{
damage += atkmax;
damage2 += atkmax_;
- if(sd->atk_rate != 100) {
- damage = (damage * sd->atk_rate)/100;
- damage2 = (damage2 * sd->atk_rate)/100;
+ if(sd->atk_rate != 100 || sd->weapon_atk_rate != 0) {
+ damage = (damage * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100;
+ damage2 = (damage2 * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100;
}
if(sd->state.arrow_atk)
damage += sd->arrow_atk;
@@ -3038,9 +3074,9 @@ static struct Damage battle_calc_pc_weapon_attack(
damage2 += atkmin_ + rand() % (atkmax_-atkmin_ + 1);
else
damage2 += atkmin_ ;
- if(sd->atk_rate != 100) {
- damage = (damage * sd->atk_rate)/100;
- damage2 = (damage2 * sd->atk_rate)/100;
+ if(sd->atk_rate != 100 || sd->weapon_atk_rate != 0) {
+ damage = (damage * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100;
+ damage2 = (damage2 * (sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]))/100;
}
if(sd->state.arrow_atk) {
@@ -3119,8 +3155,8 @@ static struct Damage battle_calc_pc_weapon_attack(
hitrate = (hitrate*(100+5*skill_lv))/100;
break;
case SM_MAGNUM: // マグナムブレイク
- damage = damage*(5*skill_lv +(wflag)?65:115 )/100;
- damage2 = damage2*(5*skill_lv +(wflag)?65:115 )/100;
+ damage = damage*(5*skill_lv +(wflag?65:115) )/100;
+ damage2 = damage2*(5*skill_lv +(wflag?65:115) )/100;
break;
case MC_MAMMONITE: // メマーナイト
damage = damage*(100+ 50*skill_lv)/100;
@@ -3327,11 +3363,15 @@ static struct Damage battle_calc_pc_weapon_attack(
case AM_DEMONSTRATION: // デモンストレーション
damage = damage*(100+ 20*skill_lv)/100;
damage2 = damage2*(100+ 20*skill_lv)/100;
+ no_cardfix = 1;
break;
case AM_ACIDTERROR: // アシッドテラー
hitrate = 1000000;
damage = damage*(100+ 40*skill_lv)/100;
damage2 = damage2*(100+ 40*skill_lv)/100;
+ s_ele = 0;
+ s_ele_ = 0;
+ no_cardfix = 1;
break;
case MO_FINGEROFFENSIVE: //指弾
if(battle_config.finger_offensive_type == 0) {
@@ -3374,11 +3414,6 @@ static struct Damage battle_calc_pc_weapon_attack(
damage2 = damage2*(240+ 60*skill_lv)/100;
break;
case BA_MUSICALSTRIKE: // ミュージカルストライク
- if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
- int arr = rand()%(sd->arrow_atk+1);
- damage += arr;
- damage2 += arr;
- }
damage = damage*(60+ 40 * skill_lv)/100;
damage2 = damage2*(60+ 40 * skill_lv)/100;
if(sd->arrow_ele > 0) {
@@ -3386,7 +3421,6 @@ static struct Damage battle_calc_pc_weapon_attack(
s_ele_ = sd->arrow_ele;
}
flag=(flag&~BF_RANGEMASK)|BF_LONG;
- sd->state.arrow_atk = 1;
break;
case DC_THROWARROW: // 矢撃ち
if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
@@ -3443,11 +3477,6 @@ static struct Damage battle_calc_pc_weapon_attack(
damage2 += damage2*(30*skill_lv)/100;
break;
case CG_ARROWVULCAN: /* アローバルカン */
- if(!sd->state.arrow_atk && sd->arrow_atk > 0) {
- int arr = rand()%(sd->arrow_atk+1);
- damage += arr;
- damage2 += arr;
- }
damage = damage*(200+100*skill_lv)/100;
damage2 = damage2*(200+100*skill_lv)/100;
div_=9;
@@ -3456,7 +3485,6 @@ static struct Damage battle_calc_pc_weapon_attack(
s_ele_ = sd->arrow_ele;
}
flag=(flag&~BF_RANGEMASK)|BF_LONG;
- sd->state.arrow_atk = 1;
break;
case AS_SPLASHER: /* ベナムスプラッシャー */
damage = damage*(200+20*skill_lv+20*pc_checkskill(sd,AS_POISONREACT))/100;
@@ -3520,7 +3548,7 @@ static struct Damage battle_calc_pc_weapon_attack(
if( skill_num!=NPC_CRITICALSLASH ){
// 対 象の防御力によるダメージの減少
// ディバインプロテクション(ここでいいのかな?)
- if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && def1 < 1000000) { //DEF, VIT無視
+ if ( skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != KN_AUTOCOUNTER && skill_num != AM_ACIDTERROR && def1 < 1000000) { //DEF, VIT無視
int t_def;
target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
if(battle_config.vit_penalty_type > 0) {
@@ -3582,11 +3610,23 @@ static struct Damage battle_calc_pc_weapon_attack(
// 状態異常中のダメージ追加でクリティカルにも有効なスキル
if (sc_data) {
// エンチャントデッドリーポイズン
- if(sc_data[SC_EDP].timer != -1 && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) {
+ if(!no_cardfix && sc_data[SC_EDP].timer != -1 && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) {
damage += damage * (150 + sc_data[SC_EDP].val1 * 50) / 100;
- damage2 += damage2 * (150 + sc_data[SC_EDP].val1 * 50) / 100;
no_cardfix = 1;
}
+ if (!skill_num && !(t_mode&0x20) && sc_data[SC_SACRIFICE].timer != -1) {
+ int mhp = battle_get_max_hp(src);
+ int dmg = mhp * (5 + sc_data[SC_SACRIFICE].val1 * 5) / 1000;
+ pc_heal(sd, -dmg, 0);
+ damage = dmg * (90 + sc_data[SC_SACRIFICE].val1 * 15) / 100;
+ damage2 = 0;
+ hitrate = 1000000;
+ s_ele = 0;
+ s_ele_ = 0;
+ sc_data[SC_SACRIFICE].val2 --;
+ if (sc_data[SC_SACRIFICE].val2 == 0)
+ skill_status_change_end(src, SC_SACRIFICE,-1);
+ }
}
// 精錬ダメージの追加
@@ -4178,7 +4218,7 @@ struct Damage battle_calc_magic_attack(
break;
case WZ_STORMGUST: // ストームガスト
MATK_FIX( skill_lv*40+100 ,100 );
- blewcount|=0x10000;
+// blewcount|=0x10000;
break;
case AL_HOLYLIGHT: // ホーリーライト
MATK_FIX( 125,100 );
@@ -4387,6 +4427,8 @@ struct Damage battle_calc_misc_attack(
damage=(dex/10+int_/2+skill*3+40)*2;
if(flag > 1)
damage /= flag;
+ if(battle_get_mode(target) & 0x40)
+ damage = 1;
break;
case TF_THROWSTONE: // 石投げ
@@ -4424,12 +4466,17 @@ struct Damage battle_calc_misc_attack(
break;
case SN_FALCONASSAULT: /* ファルコンアサルト */
#ifdef TWILIGHT
- skill = pc_checkskill(sd,HT_BLITZBEAT);
- damage=(100+50*skill_lv+(dex/10+int_/2+skill*3+40)*2) * 2;
+ if( sd==NULL || (skill = pc_checkskill(sd,HT_BLITZBEAT)) <= 0)
+ skill=0;
#else
- skill = pc_checkskill(sd,HT_STEELCROW); // Celest
- damage=((150+50*skill_lv)*(dex/10+int_/2+skill*3+40)*2)/100;
+ if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
+ skill=0;
+ damage=((150+50*skill_lv)*(dex/10+int_/2+skill*3+40)*2)/100; // [Celest]
#endif
+ if(flag > 1)
+ damage /= flag;
+ if(battle_get_mode(target) & 0x40)
+ damage = 1;
break;
}
@@ -4706,29 +4753,25 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
if(!f) pc_heal(sd,0,-sp);
}
}
- if(wd.flag&BF_WEAPON && src != target && (wd.damage > 0 || wd.damage2 > 0)) {
+ if (wd.flag&BF_WEAPON && src != target && (wd.damage > 0 || wd.damage2 > 0)) {
int hp = 0,sp = 0;
- if(sd->hp_drain_rate && sd->hp_drain_per > 0 && wd.damage > 0 && rand()%100 < sd->hp_drain_rate) {
- hp += (wd.damage * sd->hp_drain_per)/100;
- if(sd->hp_drain_rate > 0 && hp < 1) hp = 1;
- else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1;
- }
- if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && wd.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) {
- hp += (wd.damage2 * sd->hp_drain_per_)/100;
- if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1;
- else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1;
- }
- if(sd->sp_drain_rate && sd->sp_drain_per > 0 && wd.damage > 0 && rand()%100 < sd->sp_drain_rate) {
- sp += (wd.damage * sd->sp_drain_per)/100;
- if(sd->sp_drain_rate > 0 && sp < 1) sp = 1;
- else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1;
+ if (!battle_config.left_cardfix_to_right) { // 二刀流左手カードの吸収系効果を右手に追加しない場合
+ hp += battle_calc_drain(wd.damage, sd->hp_drain_rate, sd->hp_drain_per, sd->hp_drain_value);
+ hp += battle_calc_drain(wd.damage2, sd->hp_drain_rate_, sd->hp_drain_per_, sd->hp_drain_value_);
+ sp += battle_calc_drain(wd.damage, sd->sp_drain_rate, sd->sp_drain_per, sd->sp_drain_value);
+ sp += battle_calc_drain(wd.damage2, sd->sp_drain_rate_, sd->sp_drain_per_, sd->sp_drain_value_);
+ } else { // 二刀流左手カードの吸収系効果を右手に追加する場合
+ int hp_drain_rate = sd->hp_drain_rate + sd->hp_drain_rate_;
+ int hp_drain_per = sd->hp_drain_per + sd->hp_drain_per_;
+ int hp_drain_value = sd->hp_drain_value + sd->hp_drain_value_;
+ int sp_drain_rate = sd->sp_drain_rate + sd->sp_drain_rate_;
+ int sp_drain_per = sd->sp_drain_per + sd->sp_drain_per_;
+ int sp_drain_value = sd->sp_drain_value + sd->sp_drain_value_;
+ hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value);
+ sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value);
}
- if(sd->sp_drain_rate_ && sd->sp_drain_per_ > 0 && wd.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) {
- sp += (wd.damage2 * sd->sp_drain_per_)/100;
- if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1;
- else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1;
- }
- if(hp || sp) pc_heal(sd,hp,sp);
+
+ if (hp || sp) pc_heal(sd, hp, sp);
}
}
@@ -4753,13 +4796,12 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
skill_status_change_end(target,SC_POISONREACT,-1);
}
}
- if(t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1){
- if (!(src->type == BL_MOB && mob_db[((struct mob_data *)src)->class].mode&0x20)) {
- int lv = t_sc_data[SC_BLADESTOP_WAIT].val1;
- skill_status_change_end(target,SC_BLADESTOP_WAIT,-1);
- skill_status_change_start(src,SC_BLADESTOP,lv,1,(int)src,(int)target,skill_get_time2(MO_BLADESTOP,lv),0);
- skill_status_change_start(target,SC_BLADESTOP,lv,2,(int)target,(int)src,skill_get_time2(MO_BLADESTOP,lv),0);
- }
+ if (t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1 &&
+ !(battle_get_mode(src)&0x20)) { // ボスには無効
+ int lv = t_sc_data[SC_BLADESTOP_WAIT].val1;
+ skill_status_change_end(target,SC_BLADESTOP_WAIT,-1);
+ skill_status_change_start(src,SC_BLADESTOP,lv,1,(int)src,(int)target,skill_get_time2(MO_BLADESTOP,lv),0);
+ skill_status_change_start(target,SC_BLADESTOP,lv,2,(int)target,(int)src,skill_get_time2(MO_BLADESTOP,lv),0);
}
if(t_sc_data && t_sc_data[SC_SPLASHER].timer!=-1) //殴ったので対象のベナムスプラッシャー状態を解除
skill_status_change_end(target,SC_SPLASHER,-1);
@@ -4989,17 +5031,8 @@ int battle_check_range(struct block_list *src,struct block_list *bl,int range)
if(src->m != bl->m) // 違うマップ
return 0;
- if( range>0 && range < arange ) {// 遠すぎる
-// be lenient if the skill was cast before we have moved to the correct position [Celest]
- /* Celest: Hmm, bl isn't necessarily BL_PC... i think i'll test this more first >.< */
- /*if (src->type == BL_PC && bl->type == BL_PC) {
- struct map_session_data *sd;
- nullpo_retr(0, (sd=(struct map_session_data *)bl));
- if (sd->walktimer != -1 && !((arange-=battle_config.skill_range_leniency)<=range))
- return 0;
- }
- else*/ return 0;
- }
+ if( range>0 && range < arange ) // 遠すぎる
+ return 0;
if( arange<2 ) // 同じマスか隣接
return 1;
@@ -5128,6 +5161,11 @@ static const struct {
{ "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
{ "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
{ "item_name_override_grffile", &battle_config.item_name_override_grffile},
+ { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
+ { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
+ { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
+ { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
+ { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
{ "arrow_decrement", &battle_config.arrow_decrement },
{ "max_aspd", &battle_config.max_aspd },
{ "max_hp", &battle_config.max_hp },
@@ -5202,8 +5240,26 @@ static const struct {
{ "invite_request_check", &battle_config.invite_request_check },
{ "skill_removetrap_type", &battle_config.skill_removetrap_type },
{ "disp_experience", &battle_config.disp_experience },
- { "castle_defense_rate", &battle_config.castle_defense_rate },
- { "riding_weight", &battle_config.riding_weight },
+ { "castle_defense_rate", &battle_config.castle_defense_rate },
+ { "riding_weight", &battle_config.riding_weight },
+ { "hp_rate", &battle_config.hp_rate },
+ { "sp_rate", &battle_config.sp_rate },
+ { "gm_can_drop_lv", &battle_config.gm_can_drop_lv },
+ { "disp_hpmeter", &battle_config.disp_hpmeter },
+ { "bone_drop", &battle_config.bone_drop },
+ { "item_rate_details", &battle_config.item_rate_details },
+ { "item_rate_1", &battle_config.item_rate_1 },
+ { "item_rate_10", &battle_config.item_rate_10 },
+ { "item_rate_100", &battle_config.item_rate_100 },
+ { "item_rate_1000", &battle_config.item_rate_1000 },
+ { "item_rate_1_min", &battle_config.item_rate_1_min },
+ { "item_rate_1_max", &battle_config.item_rate_1_max },
+ { "item_rate_10_min", &battle_config.item_rate_10_min },
+ { "item_rate_10_max", &battle_config.item_rate_10_max },
+ { "item_rate_100_min", &battle_config.item_rate_100_min },
+ { "item_rate_100_max", &battle_config.item_rate_100_max },
+ { "item_rate_1000_min", &battle_config.item_rate_1000_min },
+ { "item_rate_1000_max", &battle_config.item_rate_1000_max },
{ "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
{ "item_rate_equip", &battle_config.item_rate_equip },
{ "item_rate_card", &battle_config.item_rate_card }, // End Addition
@@ -5362,6 +5418,11 @@ void battle_set_defaults() {
battle_config.natural_heal_skill_interval=10000;
battle_config.natural_heal_weight_rate=50;
battle_config.item_name_override_grffile=1;
+ battle_config.item_equip_override_grffile=1; // [Celest]
+ battle_config.item_slots_override_grffile=1; // [Celest]
+ battle_config.indoors_override_grffile=1; // [Celest]
+ battle_config.skill_sp_override_grffile=1; // [Celest]
+ battle_config.cardillust_read_grffile=1; // [Celest]
battle_config.arrow_decrement=1;
battle_config.max_aspd = 199;
battle_config.max_hp = 32500;
@@ -5405,7 +5466,6 @@ void battle_set_defaults() {
battle_config.mob_changetarget_byskill = 0;
battle_config.pc_attack_direction_change = 1;
battle_config.monster_attack_direction_change = 1;
- battle_config.pc_undead_nofreeze = 0;
battle_config.pc_land_skill_limit = 1;
battle_config.monster_land_skill_limit = 1;
battle_config.party_skill_penalty = 1;
@@ -5437,6 +5497,26 @@ void battle_set_defaults() {
battle_config.invite_request_check = 1;
battle_config.skill_removetrap_type = 0;
battle_config.disp_experience = 0;
+ battle_config.castle_defense_rate = 100;
+ battle_config.riding_weight = 0;
+ battle_config.hp_rate = 100;
+ battle_config.sp_rate = 100;
+ battle_config.gm_can_drop_lv = 0;
+ battle_config.disp_hpmeter = 0;
+ battle_config.bone_drop = 0;
+ battle_config.item_rate_details = 0;
+ battle_config.item_rate_1 = 100;
+ battle_config.item_rate_10 = 100;
+ battle_config.item_rate_100 = 100;
+ battle_config.item_rate_1000 = 100;
+ battle_config.item_rate_1_min = 1;
+ battle_config.item_rate_1_max = 9;
+ battle_config.item_rate_10_min = 10;
+ battle_config.item_rate_10_max = 99;
+ battle_config.item_rate_100_min = 100;
+ battle_config.item_rate_100_max = 999;
+ battle_config.item_rate_1000_min = 1000;
+ battle_config.item_rate_1000_max = 10000;
battle_config.item_rate_common = 100;
battle_config.item_rate_equip = 100;
battle_config.item_rate_card = 100;
@@ -5530,6 +5610,10 @@ void battle_validate_conf() {
battle_config.max_aspd = 10;
if(battle_config.max_aspd > 1000)
battle_config.max_aspd = 1000;
+ if(battle_config.hp_rate < 0)
+ battle_config.hp_rate = 1;
+ if(battle_config.sp_rate < 0)
+ battle_config.sp_rate = 1;
if(battle_config.max_hp > 1000000)
battle_config.max_hp = 1000000;
if(battle_config.max_hp < 100)