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-rw-r--r--src/map/atcommand.c9
-rw-r--r--src/map/battle.c34
-rw-r--r--src/map/clif.c2
-rw-r--r--src/map/script.c7
-rw-r--r--src/map/skill.c67
-rw-r--r--src/map/status.c25
6 files changed, 95 insertions, 49 deletions
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index c6292a7a9..2a18b7d2f 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -8585,7 +8585,7 @@ ACMD_FUNC(accinfo) {
ACMD_FUNC(set) {
char reg[32], val[128];
struct script_data* data;
- int toset = 0;
+ int toset = 0, len;
bool is_str = false;
if( !message || !*message || (toset = sscanf(message, "%32s %128[^\n]s", reg, val)) < 1 ) {
@@ -8607,6 +8607,13 @@ ACMD_FUNC(set) {
is_str = ( reg[strlen(reg) - 1] == '$' ) ? true : false;
+ if( ( len = strlen(val) ) > 1 ) {
+ if( val[0] == '"' && val[len-1] == '"') {
+ val[len-1] = '\0'; //Strip quotes.
+ memmove(val, val+1, len-1);
+ }
+ }
+
if( toset >= 2 ) {/* we only set the var if there is an val, otherwise we only output the value */
if( is_str )
set_var(sd, reg, (void*) val);
diff --git a/src/map/battle.c b/src/map/battle.c
index 7b6bf5869..0959ea858 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1857,19 +1857,35 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
wd.type = 0x08;
}
- else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
- short rate[] = { 4, 4, 7, 9, 10 };
- if(sc->data[SC_FEARBREEZE]->val1 > 0 && sc->data[SC_FEARBREEZE]->val1 < 6 && rand()%100 < rate[sc->data[SC_FEARBREEZE]->val1-1]) {
+ else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
+ && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
+ int chance = rand()%100;
wd.type = 0x08;
- wd.div_ = 2;
- if(sc->data[SC_FEARBREEZE]->val1 > 2){
- int chance = rand()%100;
- wd.div_ += (chance >= 40) + (chance >= 70) + (chance >= 90);
- wd.div_ = min(wd.div_,sc->data[SC_FEARBREEZE]->val1);
+ switch(sc->data[SC_FEARBREEZE]->val1){
+ case 5:
+ if( chance < 3){// 3 % chance to attack 5 times.
+ wd.div_ = 5;
+ break;
+ }
+ case 4:
+ if( chance < 7){// 6 % chance to attack 4 times.
+ wd.div_ = 4;
+ break;
+ }
+ case 3:
+ if( chance < 10){// 9 % chance to attack 3 times.
+ wd.div_ = 3;
+ break;
+ }
+ case 2:
+ case 1:
+ if( chance < 13){// 12 % chance to attack 2 times.
+ wd.div_ = 2;
+ break;
+ }
}
wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
- }
}
}
diff --git a/src/map/clif.c b/src/map/clif.c
index a47a98891..31c3cc53c 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -11057,7 +11057,7 @@ void clif_parse_Cooking(int fd,struct map_session_data *sd) {
return;
}
if( skill_can_produce_mix(sd,nameid,sd->menuskill_val, amount) )
- skill_produce_mix(sd,0,nameid,0,0,0,amount);
+ skill_produce_mix(sd,(type>1?sd->menuskill_id:0),nameid,0,0,0,amount);
clif_menuskill_clear(sd);
}
diff --git a/src/map/script.c b/src/map/script.c
index a918bc853..4099820f1 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -7414,7 +7414,7 @@ BUILDIN_FUNC(getequipname)
i = pc_checkequip(sd,equip[num]);
if( i < 0 )
{
- script_pushint(st,-1);
+ script_pushconststr(st,"");
return 0;
}
@@ -12911,6 +12911,11 @@ BUILDIN_FUNC(npcwalkto)
y=script_getnum(st,3);
if(nd) {
+ if (!nd->status.hp) {
+ status_calc_npc(nd, true);
+ } else {
+ status_calc_npc(nd, false);
+ }
unit_walktoxy(&nd->bl,x,y,0);
}
diff --git a/src/map/skill.c b/src/map/skill.c
index 8c21b7eba..8718c3b58 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -988,7 +988,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case AM_ACIDTERROR:
- sc_start(bl,SC_BLEEDING,(skill_lv*3),skill_lv,skill_get_time2(skill_id,skill_lv));
+ sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
clif_emotion(bl,E_OMG);
break;
@@ -1060,7 +1060,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
break;
case NPC_BLEEDING:
- sc_start(bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
+ sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
break;
case NPC_MENTALBREAKER:
{ //Based on observations by Tharis, Mental Breaker should do SP damage
@@ -1106,13 +1106,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start(bl, SC_BLEEDING,50, skill_lv, skill_get_time2(skill_id,skill_lv));
+ sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
break;
case LK_JOINTBEAT:
status = status_skill2sc(skill_id);
if (tsc->jb_flag) {
- sc_start2(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skill_id,skill_lv));
+ sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
tsc->jb_flag = 0;
}
break;
@@ -1126,7 +1126,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
break;
default:
- sc_start(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,3));
+ sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
}
break;
@@ -1167,7 +1167,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
break;
case GS_PIERCINGSHOT:
- sc_start(bl,SC_BLEEDING,(skill_lv*3),skill_lv,skill_get_time2(skill_id,skill_lv));
+ sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
break;
case NJ_HYOUSYOURAKU:
sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
@@ -1271,7 +1271,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
switch( skill_lv ) {
case 1:
- sc_start(bl,SC_BLEEDING,rate,skill_lv,skill_get_time(skill_id,skill_lv));
+ sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
break;
case 2:
if( dstsd && dstsd->spiritball && rnd()%100 < rate )
@@ -1351,7 +1351,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
break;
case SO_EARTHGRAVE:
- sc_start(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
+ sc_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
break;
case SO_DIAMONDDUST:
rate = 5 + 5 * skill_lv;
@@ -1367,7 +1367,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
case 13261:
sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
- sc_start(bl, SC_BLEEDING, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
+ sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
break;
case 13262:
sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
@@ -1382,10 +1382,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case GN_HELLS_PLANT_ATK:
sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
- sc_start(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
+ sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
break;
case EL_WIND_SLASH: // Non confirmed rate.
- sc_start(bl, SC_BLEEDING, 25, skill_lv, skill_get_time(skill_id,skill_lv));
+ sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
break;
case EL_STONE_HAMMER:
rate = 10 * skill_lv;
@@ -3239,7 +3239,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
{
i = applyeffects[rnd()%j];
status_change_start(target, i, 10000, skl->skill_lv,
- (i == SC_BURNING ? 1000 : 0),
+ (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
(i == SC_BURNING ? src->id : 0),
0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
}
@@ -4496,11 +4496,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
break;
- case WM_LULLABY_DEEPSLEEP:
- if( bl != src && rnd()%100 < 88 + 2 * skill_lv )
- sc_start(bl,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
-
case SO_POISON_BUSTER: {
struct status_change *tsc = status_get_sc(bl);
if( tsc && tsc->data[SC_POISON] ) {
@@ -7393,7 +7388,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
int j;
j = i = rnd()%ARRAYLENGTH(sc);
- while ( !sc_start(bl,sc[i],100,skill_lv,skill_get_time2(skill_id,i+1)) ) {
+ while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
i++;
if ( i == ARRAYLENGTH(sc) )
i = 0;
@@ -7413,7 +7408,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NPC_SLOWCAST:
case NPC_WIDEHELLDIGNITY:
if (flag&1)
- sc_start(bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
+ sc_start2(bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
else {
skill_area_temp[2] = 0; //For SD_PREAMBLE
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -8592,12 +8587,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SO_ARRULLO:
- if( flag&1 )
- sc_start2(bl, type, 88 + 2 * skill_lv, skill_lv, 1, skill_get_time(skill_id, skill_lv));
- else {
- clif_skill_nodamage(src, bl, skill_id, 0, 1);
+ {
+ // [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] %
+ int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd)?sd->status.job_level:0;
+ rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ sc_start2(bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
+ }
+ break;
+
+ case WM_LULLABY_DEEPSLEEP:
+ if( flag&1 ){
+ //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] %
+ int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
+ if( bl != src )
+ sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
+ }else {
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
}
break;
@@ -9821,6 +9829,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
(skill_lv >= 4) ? sd->status.memo_point[2].map : 0
);
}
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
+ status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
return 0; // not to consume item.
case MO_BODYRELOCATION:
@@ -10008,10 +10018,15 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case NC_COLDSLOWER:
case NC_ARMSCANNON:
case RK_DRAGONBREATH:
- case WM_LULLABY_DEEPSLEEP:
i = skill_get_splash(skill_id,skill_lv);
map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
- src,skill_id,skill_lv,tick,flag|(skill_id==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ break;
+
+ case SO_ARRULLO:
+ i = skill_get_splash(skill_id,skill_lv);
+ map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
break;
/**
* Guilotine Cross
diff --git a/src/map/status.c b/src/map/status.c
index 649cfa1ae..8a173f611 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -2995,6 +2995,10 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
sd->subele[ELE_NEUTRAL] += skill;
sd->subele[ELE_FIRE] += skill*4;
}
+ if((skill=pc_checkskill(sd,NC_RESEARCHFE))>0) {
+ sd->subele[ELE_EARTH] += skill*10;
+ sd->subele[ELE_FIRE] += skill*10;
+ }
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
skill = skill*4;
sd->right_weapon.addrace[RC_DRAGON]+=skill;
@@ -3246,7 +3250,7 @@ int status_calc_npc_(struct npc_data *nd, bool first) {
status->race = RC_DEMIHUMAN;
status->size = nd->size;
status->rhw.range = 1 + status->size;
- status->mode = MD_CANMOVE|MD_CANATTACK;
+ status->mode = (MD_CANMOVE|MD_CANATTACK);
status->speed = nd->speed;
}
@@ -3700,7 +3704,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
else
status->def2 = status_calc_def2(bl, sc, b_status->def2
#ifdef RENEWAL
- + (int)( ((float)status->vit/2 + (float)b_status->vit/2) + ((float)status->agi/5 + (float)b_status->agi/5) )
+ + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
#else
+ (status->vit - b_status->vit)
#endif
@@ -3725,7 +3729,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
else
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
#ifdef RENEWAL
- + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 + (float)b_status->vit/5) )
+ + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
#else
+ ((status->vit - b_status->vit)>>1)
#endif
@@ -4978,8 +4982,6 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change
def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
if( sc->data[SC_ECHOSONG] )
def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
- if( sc->data[SC_GT_REVITALIZE] && sc->data[SC_GT_REVITALIZE]->val4)
- def2 += def2 * sc->data[SC_GT_REVITALIZE]->val4 / 100;
if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
if(status_get_race(bl)==RC_PLANT)
def2 /= 2;
@@ -5791,7 +5793,7 @@ struct status_data *status_get_status_data(struct block_list *bl)
case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
case BL_MER: return &((TBL_MER*)bl)->battle_status;
case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
- case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
+ case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
default:
return &dummy_status;
}
@@ -5807,7 +5809,7 @@ struct status_data *status_get_base_status(struct block_list *bl)
case BL_HOM: return &((TBL_HOM*)bl)->base_status;
case BL_MER: return &((TBL_MER*)bl)->base_status;
case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
- case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
+ case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
default:
return NULL;
}
@@ -5825,8 +5827,8 @@ defType status_get_def(struct block_list *bl) {
unsigned short status_get_speed(struct block_list *bl)
{
- if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
- return ((struct npc_data *)bl)->speed;
+ if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
+ return ((struct npc_data *)bl)->speed;
return status_get_status_data(bl)->speed;
}
@@ -7587,7 +7589,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_JOINTBEAT:
if( val2&BREAK_NECK )
- sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
+ sc_start2(bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
break;
case SC_BERSERK:
@@ -9948,8 +9950,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
case SC_BLEEDING:
if (--(sce->val4) >= 0) {
int hp = rnd()%600 + 200;
+ struct block_list* src = map_id2bl(sce->val2);
map_freeblock_lock();
- status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 1);
+ status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
if( sc->data[type] ) {
if( status->hp == 1 ) {
map_freeblock_unlock();