Example #1
0
int merc_hom_levelup(struct homun_data *hd)
{
	struct s_homunculus *hom;
	struct h_stats *min, *max;
	int growth_str, growth_agi, growth_vit, growth_int, growth_dex, growth_luk ;
	int growth_max_hp, growth_max_sp ;
	char output[256] ;

	if (hd->homunculus.level == MAX_LEVEL || !hd->exp_next || hd->homunculus.exp < hd->exp_next)
		return 0 ;
	
	hom = &hd->homunculus;
	hom->level++ ;
	if (!(hom->level % 3)) 
		hom->skillpts++ ;	//1 skillpoint each 3 base level

	hom->exp -= hd->exp_next ;
	hd->exp_next = hexptbl[hom->level - 1] ;
	
	max  = &hd->homunculusDB->gmax;
	min  = &hd->homunculusDB->gmin;

	growth_max_hp = rnd_value(min->HP, max->HP);
	growth_max_sp = rnd_value(min->SP, max->SP);
	growth_str = rnd_value(min->str, max->str);
	growth_agi = rnd_value(min->agi, max->agi);
	growth_vit = rnd_value(min->vit, max->vit);
	growth_dex = rnd_value(min->dex, max->dex);
	growth_int = rnd_value(min->int_,max->int_);
	growth_luk = rnd_value(min->luk, max->luk);

	//Aegis discards the decimals in the stat growth values!
	growth_str-=growth_str%10;
	growth_agi-=growth_agi%10;
	growth_vit-=growth_vit%10;
	growth_dex-=growth_dex%10;
	growth_int-=growth_int%10;
	growth_luk-=growth_luk%10;

	hom->max_hp += growth_max_hp;
	hom->max_sp += growth_max_sp;
	hom->str += growth_str;
	hom->agi += growth_agi;
	hom->vit += growth_vit;
	hom->dex += growth_dex;
	hom->int_+= growth_int;
	hom->luk += growth_luk;
	
	if ( battle_config.homunculus_show_growth ) {
		sprintf(output,
			"Growth: hp:%d sp:%d str(%.2f) agi(%.2f) vit(%.2f) int(%.2f) dex(%.2f) luk(%.2f) ",
			growth_max_hp, growth_max_sp,
			growth_str/10.0, growth_agi/10.0, growth_vit/10.0,
			growth_int/10.0, growth_dex/10.0, growth_luk/10.0);
		clif_disp_onlyself(hd->master,output,strlen(output));
	}
	return 1 ;
}
Example #2
0
/**
 * Make an homonculus evolve, (changing in evolution class and apply bonus)
 * @param hd : homonculus datas
 * @return 0:failure, 1:success
 */
int merc_hom_evolution(struct homun_data *hd)
{
	struct s_homunculus *hom;
	struct h_stats *max, *min;
	struct map_session_data *sd;
	nullpo_ret(hd);

	if(!hd->homunculusDB->evo_class || hd->homunculus.class_ == hd->homunculusDB->evo_class)
	{
		clif_emotion(&hd->bl, E_SWT);
		return 0 ;
	}
	sd = hd->master;
	if (!sd)
		return 0;

	if (!merc_hom_change_class(hd, hd->homunculusDB->evo_class)) {
		ShowError("merc_hom_evolution: Can't evolve homunc from %d to %d", hd->homunculus.class_, hd->homunculusDB->evo_class);
		return 0;
	}

	//Apply evolution bonuses
	hom = &hd->homunculus;
	max = &hd->homunculusDB->emax;
	min = &hd->homunculusDB->emin;
	hom->max_hp += rnd_value(min->HP, max->HP);
	hom->max_sp += rnd_value(min->SP, max->SP);
	hom->str += 10*rnd_value(min->str, max->str);
	hom->agi += 10*rnd_value(min->agi, max->agi);
	hom->vit += 10*rnd_value(min->vit, max->vit);
	hom->int_+= 10*rnd_value(min->int_,max->int_);
	hom->dex += 10*rnd_value(min->dex, max->dex);
	hom->luk += 10*rnd_value(min->luk, max->luk);
	hom->intimacy = 500;

	unit_remove_map(&hd->bl, CLR_OUTSIGHT);
	if(map_addblock(&hd->bl))
		return 0;

	clif_spawn(&hd->bl);
	clif_emotion(&sd->bl, E_NO1);
	clif_specialeffect(&hd->bl,568,AREA);

	//status_Calc flag&1 will make current HP/SP be reloaded from hom structure
	hom->hp = hd->battle_status.hp;
	hom->sp = hd->battle_status.sp;
	status_calc_homunculus(hd,1);

	if (!(battle_config.hom_setting&0x2))
		skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately

	return 1 ;
}
Example #3
0
/**
* Shuffle homunculus status
* @param hd
*/
int hom_shuffle(struct homun_data *hd)
{
	struct map_session_data *sd;
	int lv, i, skillpts;
	unsigned int exp;
	struct s_skill b_skill[MAX_HOMUNSKILL];

	if (!hom_is_active(hd))
		return 0;

	sd = hd->master;
	lv = hd->homunculus.level;
	exp = hd->homunculus.exp;
	memcpy(&b_skill, &hd->homunculus.hskill, sizeof(b_skill));
	skillpts = hd->homunculus.skillpts;
	//Reset values to level 1.
	hom_reset_stats(hd);
	//Level it back up
	for (i = 1; i < lv && hd->exp_next; i++){
		hd->homunculus.exp += hd->exp_next;
		// Should never happen, but who knows
		if( !hom_levelup(hd) ) {
			break;
		}
	}

	if(hd->homunculus.class_ == hd->homunculusDB->evo_class) {
		//Evolved bonuses
		struct s_homunculus *hom = &hd->homunculus;
		struct h_stats *max = &hd->homunculusDB->emax, *min = &hd->homunculusDB->emin;
		hom->max_hp += rnd_value(min->HP, max->HP);
		hom->max_sp += rnd_value(min->SP, max->SP);
		hom->str += 10*rnd_value(min->str, max->str);
		hom->agi += 10*rnd_value(min->agi, max->agi);
		hom->vit += 10*rnd_value(min->vit, max->vit);
		hom->int_+= 10*rnd_value(min->int_,max->int_);
		hom->dex += 10*rnd_value(min->dex, max->dex);
		hom->luk += 10*rnd_value(min->luk, max->luk);
	}

	hd->homunculus.exp = exp;
	memcpy(&hd->homunculus.hskill, &b_skill, sizeof(b_skill));
	hd->homunculus.skillpts = skillpts;
	clif_homskillinfoblock(sd);
	status_calc_homunculus(hd, SCO_NONE);
	status_percent_heal(&hd->bl, 100, 100);
	clif_specialeffect(&hd->bl,568,AREA);

	return 1;
}
Example #4
0
/**
 * Make a player spawn a homonculus (call)
 * @param sd
 * @return False:failure, True:sucess
 */
bool hom_call(struct map_session_data *sd)
{
	struct homun_data *hd;

	if (!sd->status.hom_id) //Create a new homun.
		return hom_create_request(sd, HM_CLASS_BASE + rnd_value(0, 7)) ;

	// If homunc not yet loaded, load it
	if (!sd->hd)
		return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);

	hd = sd->hd;

	if (!hd->homunculus.vaporize)
		return false; //Can't use this if homun wasn't vaporized.

	if (hd->homunculus.vaporize == HOM_ST_MORPH)
		return false; // Can't call homunculus (morph state).

	hom_init_timers(hd);
	hd->homunculus.vaporize = HOM_ST_ACTIVE;
	if (hd->bl.prev == NULL)
	{	//Spawn him
		hd->bl.x = sd->bl.x;
		hd->bl.y = sd->bl.y;
		hd->bl.m = sd->bl.m;
		if(map_addblock(&hd->bl))
			return false;
		clif_spawn(&hd->bl);
		clif_send_homdata(sd,SP_ACK,0);
		clif_hominfo(sd,hd,1);
		clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89]
		clif_homskillinfoblock(sd);
		if (battle_config.slaves_inherit_speed&1)
			status_calc_bl(&hd->bl, SCB_SPEED);
		hom_save(hd);
	} else
		//Warp him to master.
		unit_warp(&hd->bl,sd->bl.m, sd->bl.x, sd->bl.y,CLR_OUTSIGHT);
	return true;
}
Example #5
0
/* Return the value score for given board, zero score means died 
 * b        : the board
 * depth    : depth of the recursive search
 * choice   : used to return the final choise of movement
 * max      : current maximum value score
 */
double value(board_t b, int depth, int *choice, double max) {
    /* Estimate the value score */
    int estimate = imm_value(b);

    /* Decrease depth if estimation is too low */
    if (estimate < max * 0.7)
        depth--;

    /* Return estimation at level 0 */
    if (depth <= 0)
        return estimate;

    /* Adjust next depth according to depth_map */ 
    int next_depth = depth - 1;    
    if (depth > 3) {
        int zeros = board_count_zero(b);
        if (next_depth > depth_map[zeros])
            next_depth--; 
    } 
    
    int i;
    int moved[4];
    double maxv = 0;
    board_t tmp[4] = {0};
    int my_choice = QUIT; /* Default choice */

    if (!choice) {
        double v = query_board_value(b, depth);
        if (v >= 0)
            return v;
    }
    
    moved[LEFT] = move_left(b, tmp[LEFT]);
    moved[RIGHT] = move_right(b, tmp[RIGHT]);
    moved[UP] = move_up(b, tmp[UP]);
    moved[DOWN] = move_down(b, tmp[DOWN]);

    /* Estimate the maximum value score */
    if (depth > 2)
    for (i = 0; i < 4; i++) {
        int v = imm_value(tmp[0]);
        max = v > max ? v : max;
    }   
    
    /* Try all the four direction */ 
    for (i = 0; i < 4; i++) {
        int c;
        if (!moved[i])
            continue;
        int sample = 0; //depth < 3 ? 3 : 1;
        double v = rnd_value(tmp[i], next_depth, max, sample);
        if (v > maxv) {
            my_choice = i;
            maxv = v;
            max = maxv;
        }
    }

    if (choice)
        *choice = my_choice;
   
    cache_board_value(b, depth, maxv); 
    return maxv;
}
Example #6
0
/**
* Homunculus leveled up
* @param hd
*/
int hom_levelup(struct homun_data *hd)
{
	struct s_homunculus *hom;
	struct h_stats *min = NULL, *max = NULL;
	int growth_str, growth_agi, growth_vit, growth_int, growth_dex, growth_luk ;
	int growth_max_hp, growth_max_sp ;
	int m_class;

	if ((m_class = hom_class2mapid(hd->homunculus.class_)) == -1) {
		ShowError("hom_levelup: Invalid class %d. \n", hd->homunculus.class_);
		return 0;
	}

	/// When homunculus is homunculus S, we check to see if we need to apply previous class stats
	if(m_class&HOM_S && hd->homunculus.level < battle_config.hom_S_growth_level) {
		int i;
		if (!hd->homunculus.prev_class) {
			/// We also need to be sure that the previous class exists, otherwise give it something to work with
			hd->homunculus.prev_class = 6001;
		}
		// Give the homunculus the level up stats database it needs
		i = hom_search(hd->homunculus.prev_class,HOMUNCULUS_CLASS);
		if (i < 0) // Nothing should go wrong here, but check anyways
			return 0;
		max = &homunculus_db[i].gmax;
		min = &homunculus_db[i].gmin;
	}

	if (((m_class&HOM_REG) && hd->homunculus.level >= battle_config.hom_max_level)
		|| ((m_class&HOM_S) && hd->homunculus.level >= battle_config.hom_S_max_level)
		|| !hd->exp_next || hd->homunculus.exp < hd->exp_next)
		return 0;

	hom = &hd->homunculus;
	hom->level++ ;
	if (!(hom->level % 3))
		hom->skillpts++ ;	//1 skillpoint each 3 base level

	hom->exp -= hd->exp_next ;
	hd->exp_next = hexptbl[hom->level - 1] ;

	if (!max) {
		max  = &hd->homunculusDB->gmax;
		min  = &hd->homunculusDB->gmin;
	}

	growth_max_hp = rnd_value(min->HP, max->HP);
	growth_max_sp = rnd_value(min->SP, max->SP);
	growth_str = rnd_value(min->str, max->str);
	growth_agi = rnd_value(min->agi, max->agi);
	growth_vit = rnd_value(min->vit, max->vit);
	growth_dex = rnd_value(min->dex, max->dex);
	growth_int = rnd_value(min->int_,max->int_);
	growth_luk = rnd_value(min->luk, max->luk);

	//Aegis discards the decimals in the stat growth values!
	growth_str-=growth_str%10;
	growth_agi-=growth_agi%10;
	growth_vit-=growth_vit%10;
	growth_dex-=growth_dex%10;
	growth_int-=growth_int%10;
	growth_luk-=growth_luk%10;

	hom->max_hp += growth_max_hp;
	hom->max_sp += growth_max_sp;
	hom->str += growth_str;
	hom->agi += growth_agi;
	hom->vit += growth_vit;
	hom->dex += growth_dex;
	hom->int_+= growth_int;
	hom->luk += growth_luk;

	if ( battle_config.homunculus_show_growth ) {
		char output[256] ;
		sprintf(output,
			"Growth: hp:%d sp:%d str(%.2f) agi(%.2f) vit(%.2f) int(%.2f) dex(%.2f) luk(%.2f) ",
			growth_max_hp, growth_max_sp,
			growth_str/10.0, growth_agi/10.0, growth_vit/10.0,
			growth_int/10.0, growth_dex/10.0, growth_luk/10.0);
		clif_disp_onlyself(hd->master,output,strlen(output));
	}
	return 1;
}
Example #7
0
int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
	struct s_elemental ele;
	struct s_elemental_db *db;
	int i;

	nullpo_retr(1,sd);

	if( (i = elemental_search_index(class_)) < 0 )
		return 0;

	db = &elemental_db[i];
	memset(&ele,0,sizeof(struct s_elemental));

	ele.char_id = sd->status.char_id;
	ele.class_ = class_;
	ele.mode = EL_MODE_PASSIVE; //Initial mode
	i = db->status.size + 1; //Summon level

	//[(Caster’s Max HP / 3) + (Caster’s INT x 10) + (Caster’s Job Level x 20)] x [(Elemental Summon Level + 2) / 3]
	ele.hp = ele.max_hp = (sd->battle_status.max_hp / 3 + sd->battle_status.int_ * 10 + sd->status.job_level * 20) * ((i + 2) / 3);
	//Caster’s Max SP / 4
	ele.sp = ele.max_sp = sd->battle_status.max_sp / 4;
	//Caster’s [Max SP / (18 / Elemental Summon Skill Level) + (1 ~ 100)]
	ele.atk = (sd->battle_status.max_sp / (18 / i) + rnd_value(1,100));
	//Caster’s [Max SP / (18 / Elemental Summon Skill Level)]
	ele.atk2 = sd->battle_status.max_sp / (18 / i);
	//[Elemental Summon Skill Level x (Caster’s INT / 2 + Caster’s DEX / 4)]
	ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
	//150 + [Caster’s DEX / 10] + [Elemental Summon Skill Level x 3 ]
	ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
	//Caster’s DEF + (Caster’s Base Level / (5 – Elemental Summon Skill Level)
	ele.def = sd->battle_status.def + sd->status.base_level / (5 - i);
	//Caster’s MDEF + (Caster’s INT / (5 - Elemental Summon Skill Level)
	ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5 - i);
	//Caster’s FLEE + (Caster’s Base Level / (5 – Elemental Summon Skill Level)
	ele.flee = sd->battle_status.flee + sd->status.base_level / (5 - i);
	//Caster’s HIT + (Caster’s Base Level)
	ele.hit = sd->battle_status.hit + sd->status.base_level;

	//Per individual bonuses
	switch( db->class_ ) {
		case ELEMENTALID_AGNI_S:
		case ELEMENTALID_AGNI_M:
		case ELEMENTALID_AGNI_L:
			//ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
			ele.atk += i * 20;
			ele.atk2 += i * 20;
			ele.hit += i * 10;
			break;
		case ELEMENTALID_AQUA_S:
		case ELEMENTALID_AQUA_M:
		case ELEMENTALID_AQUA_L:
			//MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
			ele.mdef += i * 10;
			ele.matk += i * 20;
			break;
		case ELEMENTALID_VENTUS_S:
		case ELEMENTALID_VENTUS_M:
		case ELEMENTALID_VENTUS_L:
			//FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
			ele.flee += i * 20;
			ele.matk += i * 10;
			break;
		case ELEMENTALID_TERA_S:
		case ELEMENTALID_TERA_M:
		case ELEMENTALID_TERA_L:
			//DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
			ele.def += i * 25;
			ele.atk += i * 5;
			ele.atk2 += i * 5;
			break;
	}

	if( (i = pc_checkskill(sd,SO_EL_SYMPATHY)) > 0 ) {
		ele.max_hp += ele.max_hp * 5 * i / 100;
		ele.hp = ele.max_hp;
		ele.max_sp += ele.max_sp * 5 * i / 100;
		ele.sp = ele.max_sp;
		ele.atk += 25 * i;
		ele.atk2 += 25 * i;
		ele.matk += 25 * i;
	}

	ele.life_time = lifetime;

	// Request Char Server to create this elemental
	intif_elemental_create(&ele);

	return 1;
}