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Corrected pc_jobchange and skill_tree_get_max, sorry >.<

git-svn-id: https://svn.code.sf.net/p/rathena/svn/athena@195 54d463be-8e91-2dee-dedb-b68131a5f0ec
celest 20 лет назад
Родитель
Сommit
13f02fb72c
3 измененных файлов с 81 добавлено и 48 удалено
  1. 4 0
      Changelog.txt
  2. 48 36
      src/map/pc.c
  3. 29 12
      src/map/skill.c

+ 4 - 0
Changelog.txt

@@ -21,6 +21,10 @@ Date	Added
         * Fixed maximum skill levels not following skill tree [celest]
         * Updated HP/SP for baby classes [celest]
         * Corrected pc_calc_base_job [celest]
+        * Skill updates [celest]
+         - Marionette Control (70%), Berserk (thanks to DracoRPG)
+        * Modified pc_jobchange code to work with new pc_calc_base_job [celest]
+        * Corrected skill_tree_get_max, sorry >.< [celest]
 
 11/14
 	* Made the Advance jobchangers to kRO standars with the following;

+ 48 - 36
src/map/pc.c

@@ -60,7 +60,7 @@ static char statp[255][7];
 	struct {
 		short id,lv;
 	} need[6];
-} skill_tree[3][MAX_PC_CLASS][100];*/ // moved to pc.h
+} skill_tree[3][MAX_PC_CLASS][100];*/ // moved to pc.h - celest
 
 static int atkmods[3][20];	// 武器ATKサイズ修正(size_fix.txt)
 static int refinebonus[5][3];	// 精錬ボーナステーブル(refine_db.txt)
@@ -1472,12 +1472,23 @@ int pc_calcstatus(struct map_session_data* sd,int first)
 			sd->paramb[5]+= 5;
 		}
 		if(sd->sc_data[SC_MARIONETTE].timer!=-1){
-			sd->paramb[0]-= (sd->status.str+sd->paramb[0]+sd->parame[0])/2;
-			sd->paramb[1]-= (sd->status.agi+sd->paramb[1]+sd->parame[1])/2;
-			sd->paramb[2]-= (sd->status.vit+sd->paramb[2]+sd->parame[2])/2;
-			sd->paramb[3]-= (sd->status.int_+sd->paramb[3]+sd->parame[3])/2;
-			sd->paramb[4]-= (sd->status.dex+sd->paramb[4]+sd->parame[4])/2;
-			sd->paramb[5]-= (sd->status.luk+sd->paramb[5]+sd->parame[5])/2;			
+			sd->paramb[0]-= sd->status.str/2;	// bonuses not included
+			sd->paramb[1]-= sd->status.agi/2;
+			sd->paramb[2]-= sd->status.vit/2;
+			sd->paramb[3]-= sd->status.int_/2;
+			sd->paramb[4]-= sd->status.dex/2;
+			sd->paramb[5]-= sd->status.luk/2;
+		}
+		else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){
+			struct map_session_data *psd = (struct map_session_data *)map_id2bl(sd->sc_data[SC_MARIONETTE2].val3);
+			if (psd) {	// if partner is found
+				sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
+				sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
+				sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
+				sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
+				sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
+				sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
+			}
 		}
 	}
 
@@ -1613,7 +1624,7 @@ int pc_calcstatus(struct map_session_data* sd,int first)
 
 	if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1){	// バーサーク
 		sd->status.max_hp = sd->status.max_hp * 3;
-		sd->status.hp = sd->status.hp * 3;
+		// sd->status.hp = sd->status.hp * 3;
 		if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
 		sd->status.max_hp = battle_config.max_hp;
 		if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
@@ -1909,6 +1920,11 @@ int pc_calcstatus(struct map_session_data* sd,int first)
 		if(sd->sc_data[SC_DELUGE].timer!=-1)	// エンチャントポイズン(属性はbattle.cで)
 			sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
 		*/
+		if(sd->sc_data[SC_BERSERK].timer!=-1) {	//All Def/MDef reduced to 0 while in Berserk [DracoRPG]
+			sd->def = sd->def2 = 0;
+			sd->mdef = sd->mdef2 = 0;
+			 sd->flee -= sd->flee*50/100;
+		}
 		if(sd->sc_data[SC_KEEPING].timer!=-1)
 			sd->def = 100;
 		if(sd->sc_data[SC_BARRIER].timer!=-1)
@@ -3073,6 +3089,7 @@ int pc_useitem(struct map_session_data *sd,int n)
 		if(sd->status.inventory[n].nameid <= 0 ||
 			sd->status.inventory[n].amount <= 0 ||
 			sd->sc_data[SC_BERSERK].timer!=-1 ||
+			sd->sc_data[SC_MARIONETTE].timer!=-1 ||
 			!pc_isUseitem(sd,n) ) {
 			clif_useitemack(sd,n,0,0);
 			return 1;
@@ -5563,6 +5580,7 @@ int pc_percentheal(struct map_session_data *sd,int hp,int sp)
  * 職変更
  * 引数	job 職業 0~23
  *		upper 通常 0, 転生 1, 養子 2, そのまま -1
+ * Rewrote to make it tidider [Celest]
  *------------------------------------------
  */
 int pc_jobchange(struct map_session_data *sd,int job, int upper)
@@ -5570,36 +5588,32 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
 	int i;
 	int b_class = 0;
 	//転生や養子の場合の元の職業を算出する
-	struct pc_base_job s_class = pc_calc_base_job(sd->status.class);
+	//struct pc_base_job s_class = pc_calc_base_job(sd->status.class);
 	
 	nullpo_retr(0, sd);
 
-	if((job > 23) && (job < 68))
-		job += 3977;
-
-	if((job > 69) && (job < 4000))
-		return 1;
+	if (upper < 0 || upper > 2) //現在転生かどうかを判断する
+		upper = pc_calc_upper (sd->status.class);
 	
-	if(upper < 0) //現在転生かどうかを判断する
-		upper = s_class.upper;
-
-	if(upper == 0){ //通常職ならjobそのまんま
-		b_class = job;
-	}else if(upper == 1){
-		if(job == 23){ //転生にスパノビは存在しないのでお断り
+	b_class = job;	//通常職ならjobそのまんま
+	if (job < 23) {
+		if (upper == 1)
+			b_class += 4001;
+		else if (upper == 2)	//養子に結婚はないけどどうせ次で蹴られるからいいや
+			b_class += 4023;
+	} else if (job == 23)	{
+		if (upper == 1)	//転生にスパノビは存在しないのでお断り
 			return 1;
-		}else{
-			b_class = job + 4001;
-		}
-	}else if(upper == 2){ //養子に結婚はないけどどうせ次で蹴られるからいいや
-		b_class = (job==23)?job + 4022:job + 4023;
-	}else{
+		else if (upper == 2)
+			b_class += 4022;
+	} else if (job > 23 && job < 69) {
+		b_class += 3977;
+	} else if ((job >= 69 && job < 4001) || (job > 4045))
 		return 1;
-	}
 
 	if((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) ||
 		(sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) ||
-	   job ==22 || sd->status.class == b_class) //♀はバードになれない、♂はダンサーになれない、結婚衣裳もお断り
+		job == 22 || sd->status.class == b_class) //♀はバードになれない、♂はダンサーになれない、結婚衣裳もお断り
 		return 1;
 	
 	sd->status.class = sd->view_class = b_class;
@@ -6980,14 +6994,13 @@ static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
 	if ((battle_config.natural_heal_weight_rate > 100 || sd->weight*100/sd->max_weight < battle_config.natural_heal_weight_rate) &&
 		!pc_isdead(sd) && 
 		!pc_ishiding(sd) && 
-		sd->sc_data[SC_POISON].timer == -1
-	  ) {
+		sd->sc_data[SC_POISON].timer == -1 &&
+		sd->sc_data[SC_BERSERK].timer == -1 ) {
 		pc_natural_heal_hp(sd);
 		if( sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 &&	//阿修羅状態ではSPが回復しない
 			sd->sc_data[SC_DANCING].timer == -1 && //ダンス状態ではSPが回復しない
-			sd->sc_data[SC_BERSERK].timer == -1    //バーサーク状態ではSPが回復しない
-		)
-				pc_natural_heal_sp(sd);
+			sd->sc_data[SC_BERSERK].timer == -1 )   //バーサーク状態ではSPが回復しない
+			pc_natural_heal_sp(sd);
 	} else {
 		sd->hp_sub = sd->inchealhptick = 0;
 		sd->sp_sub = sd->inchealsptick = 0;
@@ -7357,11 +7370,10 @@ int pc_readdb(void)
 		s_class = pc_calc_base_job(atoi(split[0]));
 		i = s_class.job;
 		u = s_class.upper;
-		//printf ("i = %d, u = %d\n",i,u);
 		for(j=0;skill_tree[u][i][j].id;j++);
 		skill_tree[u][i][j].id=atoi(split[1]);
 		skill_tree[u][i][j].max=atoi(split[2]);
-
+		
 		//not required - Celest
 		//skill_tree[2][i][j].id=atoi(split[1]); //養子職は良く分からないので暫定
 		//skill_tree[2][i][j].max=atoi(split[2]); //養子職は良く分からないので暫定

+ 29 - 12
src/map/skill.c

@@ -756,7 +756,10 @@ int	skill_get_castnodex( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cas
 
 int skill_tree_get_max(int id, int b_class){
 	struct pc_base_job s_class = pc_calc_base_job(b_class);
-	return skill_tree[s_class.upper][s_class.job][id].max;
+	int i, skillid;
+	for(i=0;(skillid=skill_tree[s_class.upper][s_class.job][i].id)>0;i++)
+		if (id == skillid) return skill_tree[s_class.upper][s_class.job][i].max;
+	return skill_get_max (id);
 }
 
 /* プロトタイプ */
@@ -2917,7 +2920,6 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
 	case PR_SUFFRAGIUM:		/* サフラギウム */
 	case PR_BENEDICTIO:		/* 聖?降福 */
 	case CR_PROVIDENCE:		/* プロヴィデンス */
-	//case CG_MARIONETTE:	// moved - Celest
 		if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
 			clif_skill_nodamage(src,bl,skillid,skilllv,1);
 		}else{
@@ -2928,7 +2930,8 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
 
 	case CG_MARIONETTE:		/* マリオネットコントロ?ル */
 		if(sd && dstsd){
-			struct status_change *tsc_data = battle_get_sc_data(src);
+			struct status_change *sc_data = battle_get_sc_data(src);
+			struct status_change *tsc_data = battle_get_sc_data(bl);
 			int sc = SkillStatusChangeTable[skillid];
 			int sc2 = SC_MARIONETTE2;
 			
@@ -2940,15 +2943,21 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
 				map_freeblock_unlock();
 				return 1;
 			}
-			if(tsc_data){
-				if(tsc_data[sc].timer == -1) {
+			if(sc_data && tsc_data){
+				if(sc_data[sc].timer == -1 && tsc_data[sc2].timer == -1) {
 					skill_status_change_start (src,sc,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
 					skill_status_change_start (bl,sc2,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
 				}
-				else {
+				else if (sc_data[sc].timer != -1 && tsc_data[sc2].timer != -1 &&
+				sc_data[sc].val3 == bl->id && tsc_data[sc2].val3 == src->id) {
 					skill_status_change_end(src, sc, -1);
 					skill_status_change_end(bl, sc2, -1);
 				}
+				else {
+					clif_skill_fail(sd,skillid,0,0);
+					map_freeblock_unlock();
+					return 1;
+				}
 				clif_skill_nodamage(src,bl,skillid,skilllv,1);
 			}
 		}			
@@ -3017,7 +3026,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
 	case LK_AURABLADE:		/* オ?ラブレ?ド */
 	case LK_PARRYING:		/* パリイング */
 	case LK_CONCENTRATION:	/* コンセントレ?ション */
-	case LK_BERSERK:		/* バ?サ?ク */
+//	case LK_BERSERK:		/* バ?サ?ク */
 	case HP_ASSUMPTIO:		/*  */
 	case WS_CARTBOOST:		/* カ?トブ?スト */
 	case SN_SIGHT:			/* トゥル?サイト */
@@ -3049,6 +3058,11 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
 		clif_sitting(sd);
 		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
 		break;
+	case LK_BERSERK:		/* バ?サ?ク */
+		clif_skill_nodamage(src,bl,skillid,skilllv,1);
+		skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
+		sd->status.hp = sd->status.max_hp * 3;
+		break;
 	case MC_CHANGECART:
 		clif_skill_nodamage(src,bl,skillid,skilllv,1);
 		break;
@@ -6726,7 +6740,7 @@ int skill_use_id( struct map_session_data *sd, int target_id,
 		case AL_WARP:
 		case WZ_ICEWALL:
 		case TF_BACKSLIDING:
-		case LK_BERSERK:
+		//case LK_BERSERK: // now usable in WoE - celest
 		case HP_BASILICA:
 		case ST_CHASEWALK:
 		return 0;
@@ -7832,6 +7846,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
 			case SC_BERSERK:			/* バ?サ?ク */
 				calc_flag = 1;
 				clif_status_change(bl,SC_INCREASEAGI,0);	/* アイコン消去 */
+				skill_status_change_end(bl,SC_ENDURE,-1);
 				break;
 			case SC_DEVOTION:		/* ディボ?ション */
 				{
@@ -7985,6 +8000,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
 			*opt3 &= ~128;
 			break;
 		case SC_MARIONETTE:		/* マリオネットコントロ?ル */
+		case SC_MARIONETTE2:
 			*opt3 &= ~1024;
 			break;
 		case SC_ASSUMPTIO:		/* アスムプティオ */
@@ -8331,11 +8347,11 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
 		break;
 	case SC_BERSERK:		/* バ?サ?ク */
 		if(sd){		/* HPが100以上なら?? */
-			if( (sd->status.hp - sd->status.hp/100) > 100 ){
-				sd->status.hp -= sd->status.hp/100;
+			if( (sd->status.hp - sd->status.hp/100) > 100 ){	// 5% every 10 seconds [DracoRPG]
+				sd->status.hp -= sd->status.hp*5/100;
 				clif_updatestatus(sd,SP_HP);
-				sc_data[type].timer=add_timer(	/* タイマ?再設定 */
-					15000+tick, skill_status_change_timer,
+				sc_data[type].timer = add_timer(	/* タイマ?再設定 */
+					10000+tick, skill_status_change_timer,
 					bl->id, data);
 				return 0;
 			}
@@ -9045,6 +9061,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
 				sd->status.sp = 0;
 				clif_updatestatus(sd,SP_SP);
 				clif_status_change(bl,SC_INCREASEAGI,1);	/* アイコン表示 */
+				skill_status_change_start(bl,SC_ENDURE,10,0,0,0,tick,0 );	// celest
 			}
 			*opt3 |= 128;
 			tick = 1000;