Bladeren bron

- Corrected clif parse name request failing on disguised characters.
- Corrected Soul Drain draining from all non-ground-based skills including non-magic attacks.
- Corrected pc_setoption to change the option and then change class. changing option-wedding will automatically convert the view-class as well.
- Corrected the 15% drop rate increase when killing higher level mobs in pk-mode triggering for all mobs with lower level than yourself. Thanks to Vayu.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6709 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 19 jaren geleden
bovenliggende
commit
e7a25fdeac
5 gewijzigde bestanden met toevoegingen van 49 en 35 verwijderingen
  1. 9 0
      Changelog-Trunk.txt
  2. 4 4
      src/map/clif.c
  3. 2 1
      src/map/mob.c
  4. 30 29
      src/map/pc.c
  5. 4 1
      src/map/skill.c

+ 9 - 0
Changelog-Trunk.txt

@@ -4,6 +4,15 @@ 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.
 
 2006/05/23
+	* Corrected clif parse name request failing on disguised characters [Skotlex]
+	* Corrected Soul Drain draining from all non-ground-based skills including
+	  non-magic attacks. [Skotlex]
+	* Corrected pc_setoption to change the option and then change class.
+	  changing option-wedding will automatically convert the view-class as well.
+	  [Skotlex]
+	* Corrected the 15% drop rate increase when killing higher level mobs in
+	  pk-mode triggering for all mobs with lower level than yourself. Thanks to
+	  Vayu. [Skotlex]
 	* Fixed typo (this time it's not my fault) in script_reload() clearing the same
 	  db each time o_o [Lance]
 	* Fixed sleep command. [Lance]

+ 4 - 4
src/map/clif.c

@@ -2829,11 +2829,11 @@ int clif_changelook(struct block_list *bl,int type,int val)
 			vd->class_ = val;
 			if (vd->class_ == JOB_WEDDING || vd->class_ == JOB_XMAS)
 				vd->weapon = vd->shield = 0;
-			if (
+			if (vd->cloth_color && (
 				(vd->class_ == JOB_WEDDING && battle_config.wedding_ignorepalette) ||
 				(vd->class_ == JOB_XMAS && battle_config.xmas_ignorepalette)
-			)
-				vd->cloth_color = 0;
+			))
+				clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
 		break;
 		case LOOK_HAIR:
 			vd->hair_style = val;
@@ -8613,7 +8613,7 @@ void clif_parse_GetCharNameRequest(int fd, struct map_session_data *sd) {
 		sc = status_get_sc(bl);
 		if (sc && (
 			(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) && !sd->special_state.intravision) ||
-			sc->option&OPTION_INVISIBLE)
+			(sc->option&OPTION_INVISIBLE && !disguised(bl)))
 		) {
 			//Asked name of invisible player, this shouldn't be possible!
 			//Possible bot? Thanks to veider and qspirit

+ 2 - 1
src/map/mob.c

@@ -1968,7 +1968,8 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
 			//Drops affected by luk as a % increase [Skotlex] 
 			if (src && battle_config.drops_by_luk2 > 0)
 				drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.0);
-			if (sd && battle_config.pk_mode == 1 && (md->db->lv - sd->status.base_level >= 20))
+			if (sd && battle_config.pk_mode &&
+				(int)(md->db->lv - sd->status.base_level) >= 20)
 				drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
 
 //			if (10000 < rand()%10000+drop_rate) { //May be better if MAX_RAND is too low?

+ 30 - 29
src/map/pc.c

@@ -5413,50 +5413,51 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
  */
 int pc_setoption(struct map_session_data *sd,int type)
 {
+	int p_type;
 	nullpo_retr(0, sd);
-	if (type&OPTION_RIDING && !(sd->sc.option&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
+	p_type = sd->sc.option;
+
+	//Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
+	sd->sc.option=type;
+	clif_changeoption(&sd->bl);
+
+	if (type&OPTION_RIDING && !(p_type&OPTION_RIDING) && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
 	{	//We are going to mount. [Skotlex]
-		switch (sd->status.class_)
-		{
-			case JOB_KNIGHT:
-				clif_changelook(&sd->bl,LOOK_BASE,JOB_KNIGHT2);
-				break;
-			case JOB_CRUSADER:
-				clif_changelook(&sd->bl,LOOK_BASE,JOB_CRUSADER2);
-				break;
-			case JOB_LORD_KNIGHT:
-				clif_changelook(&sd->bl,LOOK_BASE,JOB_LORD_KNIGHT2);
-				break;
-			case JOB_PALADIN:
-				clif_changelook(&sd->bl,LOOK_BASE,JOB_PALADIN2);
-				break;
-			case JOB_BABY_KNIGHT:
-				clif_changelook(&sd->bl,LOOK_BASE,JOB_BABY_KNIGHT2);
-				break;
-			case JOB_BABY_CRUSADER:
-				clif_changelook(&sd->bl,LOOK_BASE,JOB_BABY_CRUSADER2);
-				break;
-		}
-		clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
+		status_set_viewdata(&sd->bl, sd->status.class_); //Adjust view class.
+		clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
+		if (sd->vd.cloth_color)
+			clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
 		clif_status_load(&sd->bl,SI_RIDING,1);
 		status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
 	}
-	else if (!(type&OPTION_RIDING) && sd->sc.option&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
+	else if (!(type&OPTION_RIDING) && p_type&OPTION_RIDING && (sd->class_&MAPID_BASEMASK) == MAPID_SWORDMAN)
 	{	//We are going to dismount.
 		if (sd->vd.class_ != sd->status.class_) {
-			clif_changelook(&sd->bl,LOOK_BASE,sd->status.class_);
+			status_set_viewdata(&sd->bl, sd->status.class_);
+			clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
 			clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
 		}
 		clif_status_load(&sd->bl,SI_RIDING,0);
 		status_calc_pc(sd,0); //Mounting/Umounting affects walk and attack speeds.
 	}
-	if (type&OPTION_FALCON && !(sd->sc.option&OPTION_FALCON)) //Falcon ON
+	
+	if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
 		clif_status_load(&sd->bl,SI_FALCON,1);
-	else if (!(type&OPTION_FALCON) && sd->sc.option&OPTION_FALCON) //Falcon OFF
+	else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
 		clif_status_load(&sd->bl,SI_FALCON,0);
+	
+	if (type&OPTION_WEDDING && !(p_type&OPTION_WEDDING))
+		clif_changelook(&sd->bl,LOOK_BASE,JOB_WEDDING);
+	else if (!(type&OPTION_WEDDING) && p_type&OPTION_WEDDING)
+	{	
+		if (sd->vd.class_ != sd->status.class_) {
+			status_set_viewdata(&sd->bl, sd->status.class_);
+			clif_changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
+			if(sd->status.clothes_color)
+				clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
+		}
+	}
 
-	sd->sc.option=type;
-	clif_changeoption(&sd->bl);
 	status_calc_pc(sd,0);
 	return 0;
 }

+ 4 - 1
src/map/skill.c

@@ -1455,7 +1455,10 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
 		}
 	}
 
-	if(sd && bl->type == BL_MOB && status_isdead(bl) && skill_get_inf(skillid)!=INF_GROUND_SKILL && (rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
+	if(sd && bl->type == BL_MOB && status_isdead(bl) &&
+		skillid && skill_get_type(skillid)==BF_MAGIC &&
+	 	skill_get_inf(skillid)!=INF_GROUND_SKILL &&
+	  	(rate=pc_checkskill(sd,HW_SOULDRAIN))>0)
 	{	//Soul Drain should only work on targetted spells [Skotlex]
 		int sp;
 		if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]