Esempio n. 1
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;
}
Esempio n. 2
0
/**
* Get homunculus type of specified class_
* @param class_
* @return enum homun_type
*/
enum homun_type hom_class2type(int class_) {
	int mid = hom_class2mapid(class_);
	if((mid&(HOM_REG|HOM_EVO)) == (HOM_REG|HOM_EVO))
		return HT_EVO;
	else if(mid&(HOM_REG))
		return HT_REG;
	else if(mid&(HOM_S))
		return HT_S;
	else
		return HT_INVALID;
}
Esempio n. 3
0
enum homun_type hom_class2type(int class_) {
	int mid = hom_class2mapid(class_);
	if(mid&(HOM_REG|HOM_EVO))
		return HT_EVO;
	else if(mid&(HOM_REG))
		return HT_REG;
	else if(mid&(HOM_S))
		return HT_S;
	else //invalid type
		return -1;
}
Esempio n. 4
0
/**
* Add homunculus exp
* @param hd
* @param exp Added EXP
*/
void hom_gainexp(struct homun_data *hd,int exp)
{
	int m_class;

	nullpo_retv(hd);

	if(hd->homunculus.vaporize)
		return;

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

	if( hd->exp_next == 0 ||
		((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->homunculus.exp = 0;
		return;
	}

	hd->homunculus.exp += exp;

	if (hd->homunculus.exp < hd->exp_next) {
		clif_hominfo(hd->master,hd,0);
		return;
	}

 	// Do the levelup(s)
	while( hd->homunculus.exp > hd->exp_next ){
		// Max level reached or error
		if( !hom_levelup(hd) ){
			break;
		}
	}

	if( hd->exp_next == 0 )
		hd->homunculus.exp = 0 ;

	clif_specialeffect(&hd->bl,568,AREA);
	status_calc_homunculus(hd, SCO_NONE);
	status_percent_heal(&hd->bl, 100, 100);
}
Esempio n. 5
0
int merc_hom_gainexp(struct homun_data *hd,int exp)
{
	int m_class;

	if(hd->homunculus.vaporize)
		return 1;

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

	if( hd->exp_next == 0 ||
	   ((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->homunculus.exp = 0;
		return 0;
	}

	hd->homunculus.exp += exp;

	if(hd->homunculus.exp < hd->exp_next) {
		clif_hominfo(hd->master,hd,0);
		return 0;
	}

 	//levelup
	do
	{
		merc_hom_levelup(hd) ;
	}
	while(hd->homunculus.exp > hd->exp_next && hd->exp_next != 0 );

	if( hd->exp_next == 0 )
		hd->homunculus.exp = 0 ;

	clif_specialeffect(&hd->bl,568,AREA);
	status_calc_homunculus(hd,0);
	status_percent_heal(&hd->bl, 100, 100);
	return 0;
}
Esempio n. 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;
}
Esempio n. 7
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 ;
	int m_class;

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

	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] ;

	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 ;
}