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- In CELL_NOSTACK mode, mob_canreach will now ignore other players when checking if there's a path to the player.
- Added RG_RAID to the list of skills that need a status_checkskilluse on skill_attack.
- Added the mapflag check monster_noteleport to AL_TELEPORT.
- Fixed the sc_def rate not being reduced in status_change_start.
- The battle config options sp_rate and hp_rate are now applied independently of the same type of bonuses from cards.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5300 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex %!s(int64=19) %!d(string=hai) anos
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5044ec742c
Modificáronse 4 ficheiros con 25 adicións e 9 borrados
  1. 8 0
      Changelog-Trunk.txt
  2. 5 1
      src/map/mob.c
  3. 3 3
      src/map/skill.c
  4. 9 5
      src/map/status.c

+ 8 - 0
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

+ 5 - 1
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;
 

+ 3 - 3
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;
 

+ 9 - 5
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;