int merc_delete(struct mercenary_data *md, int reply) { struct map_session_data *sd = md->master; md->mercenary.life_time = 0; merc_contract_stop(md); if( !sd ) return unit_free(&md->bl, CLR_OUTSIGHT); if( md->devotion_flag ) { md->devotion_flag = 0; status_change_end(&sd->bl, SC_DEVOTION, INVALID_TIMER); } switch( reply ) { case 0: mercenary_set_faith(md, 1); break; // +1 Loyalty on Contract ends. case 1: mercenary_set_faith(md, -1); break; // -1 Loyalty on Mercenary killed } clif->mercenary_message(sd, reply); return unit_remove_map(&md->bl, CLR_OUTSIGHT); }
/** * Vaporize a character's homunculus * @param sd * @param flag 1: then HP needs to be 80% or above. 2: then set to morph state. */ int hom_vaporize(struct map_session_data *sd, int flag) { struct homun_data *hd; nullpo_ret(sd); hd = sd->hd; if (!hd || hd->homunculus.vaporize) return 0; if (status_isdead(&hd->bl)) return 0; //Can't vaporize a dead homun. if (flag == HOM_ST_REST && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80) return 0; hd->regen.state.block = 3; //Block regen while vaporized. //Delete timers when vaporized. hom_hungry_timer_delete(hd); hd->homunculus.vaporize = flag ? flag : HOM_ST_REST; if (battle_config.hom_setting&HOMSET_RESET_REUSESKILL_VAPORIZED) memset(hd->blockskill, 0, sizeof(hd->blockskill)); clif_hominfo(sd, sd->hd, 0); hom_save(hd); return unit_remove_map(&hd->bl, CLR_OUTSIGHT); }
//Vaporize a character's homun. If flag, HP needs to be 80% or above. int merc_hom_vaporize(struct map_session_data *sd, int flag) { struct homun_data *hd; nullpo_retr(0, sd); hd = sd->hd; if (!hd || hd->homunculus.vaporize) return 0; if (status_isdead(&hd->bl)) return 0; //Can't vaporize a dead homun. if (flag && status_calc_life(hd->battle_status.hp, hd->battle_status.max_hp)< 80) return 0; hd->regen.state.block = 3; //Block regen while vaporized. //Delete timers when vaporized. merc_hom_hungry_timer_delete(hd); hd->homunculus.vaporize = 1; if(battle_config.hom_setting&0x40) memset(hd->blockskill, 0, sizeof(hd->blockskill)); clif_hominfo(sd, sd->hd, 0); merc_save(hd); return unit_remove_map(&hd->bl, 0); }
int merc_hom_mutation(struct homun_data *hd, int class_) { struct s_homunculus *hom; struct map_session_data *sd; nullpo_ret(hd); //Only allows mutating level 99 evolved homunculus and also prevents mutating already mutated homunculus. if( hd->homunculus.level < 99 || !(hd->homunculus.class_ >= 6009 && hd->homunculus.class_ <= 6016) || hd->homunculus.class_ >= MH_CLASS_BASE && hd->homunculus.class_ <= MH_CLASS_MAX) { clif_emotion(&hd->bl, E_SWT); return 0 ; } sd = hd->master; if (!sd) return 0; if (!merc_hom_change_class(hd, class_)) { ShowError("merc_hom_mutation: Can't mutate homunc from %d to %d", hd->homunculus.class_, class_); return 0; } // Its said the player can rename the homunculus again after mutation. // This might be true since the homunculus's form completely changes. hd->homunculus.rename_flag = 0; //Apply mutation bonuses. //Bonuses are the same for all mutations. hom = &hd->homunculus; hom->max_hp += rand(1000, 2000); hom->max_sp += rand(10, 200); hom->str += 10*rand(1, 10); hom->agi += 10*rand(1, 10); hom->vit += 10*rand(1, 10); hom->int_+= 10*rand(1, 10); hom->dex += 10*rand(1, 10); hom->luk += 10*rand(1, 10); unit_remove_map(&hd->bl, CLR_OUTSIGHT); map_addblock(&hd->bl); 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 ; }
/** * 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 ; }
/** * Begin the actual catching process of a monster. * @param sd : player requesting * @param target_id : monster ID of pet to catch * @return 0:success, 1:failure */ int pet_catch_process2(struct map_session_data* sd, int target_id) { struct mob_data* md; int i = 0, pet_catch_rate = 0; nullpo_retr(1, sd); md = (struct mob_data*)map_id2bl(target_id); if(!md || md->bl.type != BL_MOB || md->bl.prev == NULL) { // Invalid inputs/state, abort capture. clif_pet_roulette(sd,0); sd->catch_target_class = -1; sd->itemid = sd->itemindex = -1; return 1; } //FIXME: delete taming item here, if this was an item-invoked capture and the item was flagged as delay-consume [ultramage] i = search_petDB_index(md->mob_id,PET_CLASS); //catch_target_class == 0 is used for universal lures (except bosses for now). [Skotlex] if (sd->catch_target_class == 0 && !status_has_mode(&md->status,MD_STATUS_IMMUNE)) sd->catch_target_class = md->mob_id; if(i < 0 || sd->catch_target_class != md->mob_id) { clif_emotion(&md->bl, E_AG); //mob will do /ag if wrong lure is used on them. clif_pet_roulette(sd,0); sd->catch_target_class = -1; return 1; } pet_catch_rate = (pet_db[i].capture + (sd->status.base_level - md->level)*30 + sd->battle_status.luk*20)*(200 - get_percentage(md->status.hp, md->status.max_hp))/100; if(pet_catch_rate < 1) pet_catch_rate = 1; if(battle_config.pet_catch_rate != 100) pet_catch_rate = (pet_catch_rate*battle_config.pet_catch_rate)/100; if(rnd()%10000 < pet_catch_rate) { unit_remove_map(&md->bl,CLR_OUTSIGHT); status_kill(&md->bl); clif_pet_roulette(sd,1); intif_create_pet(sd->status.account_id,sd->status.char_id,pet_db[i].class_,mob_db(pet_db[i].class_)->lv, pet_db[i].EggID,0,pet_db[i].intimate,100,0,1,pet_db[i].jname); } else { clif_pet_roulette(sd,0); sd->catch_target_class = -1; } return 0; }
int elemental_delete (struct elemental_data *ed, int reply) { struct map_session_data *sd; nullpo_ret (ed); sd = ed->master; ed->elemental.life_time = 0; elemental_clean_effect (ed); elemental_summon_stop (ed); if (!sd) return unit_free (&ed->bl, 0); sd->ed = NULL; sd->status.ele_id = 0; return unit_remove_map (&ed->bl, 0); }
/** * Make an homonculus mutate in renewal homon * @param hd : homonculus datas * @param homun_id : id to make it transform into (must be a valid homon class) * @return 0:failure, 1:sucess */ int hom_mutate(struct homun_data *hd, int homun_id) { struct s_homunculus *hom; struct map_session_data *sd; int m_class, m_id, prev_class = 0; nullpo_ret(hd); m_class = hom_class2mapid(hd->homunculus.class_); m_id = hom_class2mapid(homun_id); if( m_class == -1 || m_id == -1 || !(m_class&HOM_EVO) || !(m_id&HOM_S) ) { clif_emotion(&hd->bl, E_SWT); return 0; } sd = hd->master; if (!sd) return 0; prev_class = hd->homunculus.class_; if (!hom_change_class(hd, homun_id)) { ShowError("hom_mutate: Can't evolve homunc from %d to %d", hd->homunculus.class_, homun_id); return 0; } 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 = &hd->homunculus; hom->hp = hd->battle_status.hp; hom->sp = hd->battle_status.sp; hom->prev_class = prev_class; status_calc_homunculus(hd, SCO_FIRST); if (!(battle_config.hom_setting&0x2)) skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately return 1; }
/** * Delete a homunculus, completely "killing it". * Emote is the emotion the master should use, send negative to disable. * @param hd * @param emote */ int hom_delete(struct homun_data *hd, int emote) { struct map_session_data *sd; nullpo_ret(hd); sd = hd->master; if (!sd) return unit_free(&hd->bl,CLR_DEAD); if (emote >= 0) clif_emotion(&sd->bl, emote); //This makes it be deleted right away. hd->homunculus.intimacy = 0; // Send homunculus_dead to client hd->homunculus.hp = 0; clif_hominfo(sd, hd, 0); return unit_remove_map(&hd->bl,CLR_OUTSIGHT); }
//Vaporize a character's homun. If flag, HP needs to be 80% or above. int merc_hom_vaporize(struct map_session_data *sd, int flag) { struct item tmp_item; struct s_homunculus *hom; struct homun_data *hd; int rate; hd = sd->hd; hom = &hd->homunculus; sd->status.lock = 0; if(hom->ditto == 1){ //hd->homunculus.class_ = 2502; //status_set_viewdata(&hd->bl, 2502); //merc_hom_calc_skilltree(hd); rate = 8162; }else{ rate =(hd->homunculus.class_) + 5530; } merc_save(hd); hom->char_id = sd->status.char_id; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = rate; tmp_item.identify = 1; tmp_item.card[0] = CARD0_HUN; tmp_item.card[1] = GetWord(hd->homunculus.hom_id,0); tmp_item.card[2] = GetWord(hd->homunculus.hom_id,1); tmp_item.card[3] = 0; if((flag = pc_additem(sd,&tmp_item,1))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } sd = hd->master; hd->homunculus.intimacy = 0; return unit_remove_map(&hd->bl,CLR_OUTSIGHT); }
int merc_hom_dead(struct homun_data *hd, int flag) { struct map_session_data *sd = hd->master; struct s_homunculus *hom; struct item tmp_item; int rate; sd = hd->master; hd = sd->hd; hom = &hd->homunculus; rate =(hd->homunculus.class_) + 5530; merc_save(hd); sd = hd->master; pc_delitem(sd, pc_search_inventory(sd,690), 1, 0, 0); //sd->status.hom_id = 0; sd->status.lock = 0; merc_hom_hungry_timer_delete(hd); hd->homunculus.hp = 0; hom->char_id = sd->status.char_id; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = rate; tmp_item.identify = 1; tmp_item.card[0] = CARD0_HUN; tmp_item.card[1] = GetWord(hd->homunculus.hom_id,0); tmp_item.card[2] = GetWord(hd->homunculus.hom_id,1); tmp_item.card[3] = 1; if((flag = pc_additem(sd,&tmp_item,1))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } hd->homunculus.hp = 0; hd->homunculus.intimacy = 0; return unit_remove_map(&hd->bl,CLR_OUTSIGHT); }
int pet_catch_process2(struct map_session_data *sd,int target_id) { struct mob_data *md; int i=0,pet_catch_rate=0; nullpo_retr(1, sd); md=(struct mob_data*)map_id2bl(target_id); if(!md || md->bl.type != BL_MOB || md->bl.prev == NULL){ //Abort capture. sd->catch_target_class = -1; sd->itemid = sd->itemindex = -1; return 1; } if (sd->menuskill_id != SA_TAMINGMONSTER) { //Exploit? clif_pet_rulet(sd,0); sd->catch_target_class = -1; return 1; } if (sd->menuskill_lv > 0) { //Consume the pet lure [Skotlex] i=pc_search_inventory(sd,sd->menuskill_lv); if (i < 0) { //they tried an exploit? clif_pet_rulet(sd,0); sd->catch_target_class = -1; return 1; } //Delete the item if (sd->itemid == sd->menuskill_lv) sd->itemid = sd->itemindex = -1; sd->menuskill_id = sd->menuskill_lv = 0; pc_delitem(sd,i,1,0); } i = search_petDB_index(md->class_,PET_CLASS); //catch_target_class == 0 is used for universal lures. [Skotlex] //for now universal lures do not include bosses. if (sd->catch_target_class == 0 && !(md->status.mode&MD_BOSS)) sd->catch_target_class = md->class_; if(i < 0 || sd->catch_target_class != md->class_) { clif_emotion(&md->bl, 7); //mob will do /ag if wrong lure is used on them. clif_pet_rulet(sd,0); sd->catch_target_class = -1; return 1; } pet_catch_rate = (pet_db[i].capture + (sd->status.base_level - md->level)*30 + sd->battle_status.luk*20)*(200 - md->status.hp*100/md->status.max_hp)/100; if(pet_catch_rate < 1) pet_catch_rate = 1; if(battle_config.pet_catch_rate != 100) pet_catch_rate = (pet_catch_rate*battle_config.pet_catch_rate)/100; if(rand()%10000 < pet_catch_rate) { unit_remove_map(&md->bl,0); status_kill(&md->bl); clif_pet_rulet(sd,1); // if(battle_config.etc_log) // printf("rulet success %d\n",target_id); intif_create_pet(sd->status.account_id,sd->status.char_id,pet_db[i].class_,mob_db(pet_db[i].class_)->lv, pet_db[i].EggID,0,pet_db[i].intimate,100,0,1,pet_db[i].jname); } else { sd->catch_target_class = -1; clif_pet_rulet(sd,0); } return 0; }