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-rw-r--r--src/map/battle.c9
-rw-r--r--src/map/battle.h1
-rw-r--r--src/map/npc.c5
-rw-r--r--src/map/skill.c32
4 files changed, 33 insertions, 14 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 736ec637d..a1f0e2a90 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1763,7 +1763,6 @@ static struct Damage battle_calc_weapon_attack(
wd.damage = battle_addmastery(sd,target,wd.damage,0);
if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
-
if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] || (sc && sc->data[SC_MIRACLE].timer!=-1)))
{
skillratio = (sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk)/(skill<4?12-3*skill:1);
@@ -3173,8 +3172,9 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
return -1; //Cannot be targeted yet.
break;
case BL_MOB:
- if (((TBL_MOB*)target)->special_state.ai > 1)
- { //Alchemist summoned mobs are sort of universal enemies.
+ if (((TBL_MOB*)target)->special_state.ai > 1 &&
+ s_bl->type == BL_PC && src->type != BL_MOB)
+ { //Alchemist summoned mobs are always targettable by players
state |= BCT_ENEMY;
strip_enemy = 0;
}
@@ -3509,6 +3509,8 @@ static const struct battle_data_short {
{ "mob_count_rate", &battle_config.mob_count_rate },
{ "mob_spawn_delay", &battle_config.mob_spawn_delay },
{ "no_spawn_on_player", &battle_config.no_spawn_on_player },
+
+ { "force_random_spawn", &battle_config.force_random_spawn },
{ "plant_spawn_delay", &battle_config.plant_spawn_delay },
{ "boss_spawn_delay", &battle_config.boss_spawn_delay },
{ "slaves_inherit_mode", &battle_config.slaves_inherit_mode },
@@ -3914,6 +3916,7 @@ void battle_set_defaults() {
battle_config.mob_count_rate=100;
battle_config.mob_spawn_delay=100;
battle_config.no_spawn_on_player=0;
+ battle_config.force_random_spawn=0;
battle_config.plant_spawn_delay=100;
battle_config.boss_spawn_delay=100;
battle_config.slaves_inherit_mode=1;
diff --git a/src/map/battle.h b/src/map/battle.h
index 8dbad1ac0..43f20c4e0 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -157,6 +157,7 @@ extern struct Battle_Config {
unsigned short mob_skill_delay; //[Skotlex]
unsigned short mob_count_rate;
unsigned short no_spawn_on_player; //[Skotlex]
+ unsigned short force_random_spawn; //[Skotlex]
unsigned short mob_spawn_delay, plant_spawn_delay, boss_spawn_delay; // [Skotlex]
unsigned short slaves_inherit_mode;
unsigned short slaves_inherit_speed;
diff --git a/src/map/npc.c b/src/map/npc.c
index ef8dbf8be..0ebec7aaf 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -2217,6 +2217,11 @@ int npc_parse_mob (char *w1, char *w2, char *w3, char *w4)
mob.num = 1;
}
+ if (battle_config.force_random_spawn)
+ { //Force a random spawn anywhere on the map.
+ mob.x = mob.y = mob.xs = mob.ys = 0;
+ }
+
//Apply the spawn delay fix [Skotlex]
mode = mob_db(class_)->status.mode;
if (mode & MD_BOSS) { //Bosses
diff --git a/src/map/skill.c b/src/map/skill.c
index 6e9d5c9ff..2cd3ff4e6 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -4438,14 +4438,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int strip_fix, equip = 0;
int sclist[4] = {0,0,0,0};
- if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP || skillid == GS_DISARM)
- equip |= EQP_WEAPON;
- if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
- equip |= EQP_SHIELD;
- if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
- equip |= EQP_ARMOR;
- if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
- equip |= EQP_HELM;
+ switch (skillid) {
+ case RG_STRIPWEAPON:
+ case GS_DISARM:
+ equip = EQP_WEAPON;
+ break;
+ case RG_STRIPSHIELD:
+ equip = EQP_SHIELD;
+ break;
+ case RG_STRIPARMOR:
+ equip = EQP_ARMOR;
+ break;
+ case RG_STRIPHELM:
+ equip = EQP_HELM;
+ break;
+ case ST_FULLSTRIP:
+ equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
+ break;
+ }
strip_fix = sstatus->dex - tstatus->dex;
if(strip_fix < 0)
@@ -4462,7 +4472,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
continue;
switch (i) {
case EQI_HAND_L: //Shield / left-hand weapon
- if(dstsd->inventory_data[dstsd->equip_index[EQI_HAND_L]]->type == IT_ARMOR)
+ if(dstsd->inventory_data[dstsd->equip_index[i]]->type == IT_ARMOR)
{ //Shield
if (equip&EQP_SHIELD &&
!(dstsd->unstripable_equip&EQP_SHIELD) &&
@@ -4475,7 +4485,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
//Continue to weapon
case EQI_HAND_R:
- if (equip &EQP_WEAPON &&
+ if (equip&EQP_WEAPON &&
!(dstsd->unstripable_equip&EQP_WEAPON) &&
!(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
) {
@@ -4663,7 +4673,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|| i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
|| i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
|| i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
- || i==SC_SAFETYWALL || i==SC_SMA
+ || i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
)
continue;
if(i==SC_BERSERK) tsc->data[i].val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.