void CClient::SetAngelMag(int mag) { _angelMag = mag ; if(m_iMP > GetMaxMP()) { m_iMP = GetMaxMP(); g_gameCopy->SendNotifyMsg(NULL, m_handle, NOTIFY_MP, NULL, NULL, NULL, NULL); } }
void CClient::SetAngelInt(int __int) { _angelInt = __int; if(m_iMP > GetMaxMP()) { m_iMP = GetMaxMP(); g_gameCopy->SendNotifyMsg(NULL, m_handle, NOTIFY_MP, NULL, NULL, NULL, NULL); } }
void CClient::SetInt(int __int, bool check) { _int = __int; if(check) { if(m_iMP > GetMaxMP()) { m_iMP = GetMaxMP(); g_gameCopy->SendNotifyMsg(NULL, m_handle, NOTIFY_MP, NULL, NULL, NULL, NULL); } } }
VOID Obj_Monster::SendCharBaseDirectForHP() { __ENTER_FUNCTION GCCharBaseAttrib msgPublicAttr; GCCharBaseAttrib msgProtectedAttr; BYTE yHPPercent = (GetMaxHP())?((BYTE)((GetHP()*100 + GetMaxHP() - 1)/GetMaxHP())):(0); msgPublicAttr.setObjID( GetID() ); msgPublicAttr.setHPPercent( yHPPercent ); msgProtectedAttr.setObjID( GetID() ); msgProtectedAttr.setHPPercent( yHPPercent ); m_AttrBackUp.m_HP = GetHP(); if (GetHP() <= 0) // add by gh 2010/04/09 { BYTE yMPPercent = (GetMaxMP())?((BYTE)((GetMP()*100 + GetMaxMP() - 1)/GetMaxMP())):(0); msgPublicAttr.setMPPercent( yMPPercent ); m_AttrBackUp.m_MP = GetMP(); } // end of add HUMANLIST listHuman; getScene()->ScanHuman( getZoneID(), MAX_REFESH_OBJ_ZONE_RADIUS, &(listHuman) ); BYTE i; for ( i = 0; i < listHuman.m_Count; i++ ) { Obj_Human *pTargetHuman = listHuman.m_aHuman[i]; if ( IsCanViewMe( pTargetHuman ) ) { ENUM_REFESH_ATTR_TYPE eType = CalcRefeshAttrType( this, pTargetHuman ); switch( eType ) { case REFESH_ATTR_TYPE_NONE: break; case REFESH_ATTR_TYPE_PUBLIC: case REFESH_ATTR_TYPE_PUBLIC_AND_LEVEL: { pTargetHuman->GetPlayer()->SendPacket( &msgPublicAttr ); } break; case REFESH_ATTR_TYPE_PROTECTED: { pTargetHuman->GetPlayer()->SendPacket( &msgProtectedAttr ); } break; default: break; } } } __LEAVE_FUNCTION }
VOID Obj_Monster::InitBackupAttr() { __ENTER_FUNCTION m_AttrBackUp.m_bNameModified = FALSE; m_AttrBackUp.m_bTitleModified = FALSE; m_AttrBackUp.m_HP = GetHP(); m_AttrBackUp.m_MP = GetMP(); // add by gh 2010/03/25 const _CAMP_DATA *pCampData = GetCampData(); if ( pCampData != NULL ) m_AttrBackUp.m_CampData = *pCampData; m_AttrBackUp.m_MaxHp = GetMaxHP(); m_AttrBackUp.m_MaxMp = GetMaxMP(); // add by gh 2010/03/25 m_AttrBackUp.m_MoveSpeed = GetMoveSpeed(); m_AttrBackUp.m_nDataID = GetDataID(); m_AttrBackUp.m_nModelID = GetModelID(); m_AttrBackUp.m_nMountID = GetMountID(); m_AttrBackUp.m_nAIType = GetAIType(); m_AttrBackUp.m_OwnerID = GetOwnerID(); m_AttrBackUp.m_OccupantGUID = GetOccupantGUID(); m_AttrBackUp.m_nStealthLevel = GetStealthLevel(); m_AttrBackUp.m_nMoodState = GetMoodState(); m_AttrBackUp.m_iHorseID = GetHorseID(); m_AttrBackUp.m_iWeaponID = GetWeaponID(); __LEAVE_FUNCTION }
int32 CBattleEntity::addMP(int32 mp) { int32 cap = dsp_cap(health.mp + mp, 0, GetMaxMP()); mp = health.mp - cap; health.mp = cap; return abs(mp); }
// set monster stats values bool CMonster::SetStats( ) { if(thisnpc==NULL) return false; Stats->Level = thisnpc->level; Stats->Attack_Power = GetAttackPower( ); Stats->Defense = GetDefense( ); Stats->Attack_Speed = GetAttackSpeed( ); Stats->Move_Speed = GetMoveSpeed( ); Stats->Dodge = GetDodge( ); Stats->Accury = GetAccury( ); Stats->Critical = GetCritical( ); Stats->Magic_Defense = GetMagicDefense( ); Stats->Attack_Distance = GetAttackDistance( ); Stats->MaxHP = GetMaxHP( ); Stats->MaxMP = GetMaxMP( ); //Stats->HP = Stats->MaxHP; //Stats->MP = Stats->MaxMP; for(int i=0; i<20; i++) { AIVar[i] = 0; } return true; }
// check if player can level up bool CPlayer::CheckPlayerLevelUP( ) { if (CharInfo->Exp >= GetLevelEXP()) { CharInfo->Exp -= GetLevelEXP(); Stats->Level++; Stats->HP = GetMaxHP( ); Stats->MP = GetMaxMP( ); CharInfo->StatPoints += int((Stats->Level * 0.8) + 10); //if(Stats->Level>=10) CharInfo->SkillPoints += ((Stats->Level + 2) / 2); BEGINPACKET( pak, 0x79e ); ADDWORD( pak, clientid ); ADDWORD( pak, Stats->Level ); ADDDWORD( pak, CharInfo->Exp ); ADDWORD( pak, CharInfo->StatPoints ); ADDWORD( pak, CharInfo->SkillPoints ); client->SendPacket( &pak ); RESETPACKET( pak, 0x79e ); ADDWORD( pak, clientid ); GServer->SendToVisible( &pak, this ); SetStats( ); //SendLevelUPtoChar(this); return true; } return false; }
bool Hero::AddStats(int type) { switch (type) { case ADD_ATK: atk++; if (atk > 15) { atk = 15; return false; } if (atk % 5 == 0) { SetKnockBack(GetKnockBack() + 5); SetExtraDMG(GetExtraDMG() + GetDMG()*0.2); BulletsAdjust(GetBullets() + 1); } SetBulletSpeed(GetBulletSpeed() - atk * 3); SetDMG(GetDMG() + atk * 3); SetMaxHP(GetMaxHP() + atk * 10); break; case ADD_DEX: dex++; if (dex > 15) { dex = 15; return false; } if (dex % 5 == 0) { SetCritDMG(GetCritDMG() + 0.5); ShootCD -= 3; } SetBulletSpeed(GetBulletSpeed() + dex * 3); SetCrit(GetCrit() + 3+dex/5); SetDodge(GetDodge() + 2+dex/5); break; case ADD_INT: magic++; if (magic > 15) { magic = 15; return false; } if (magic % 5 == 0) { SetSpeed(GetSpeed() + 100); recoverMP = 175 - 10 * magic; } SetMaxMP(GetMaxMP() + 2 * magic); break; } return true; }
// check if player can level up bool CPlayer::CheckPlayerLevelUP( ) { if (CharInfo->Exp >= GetLevelEXP()) { CharInfo->Exp -= GetLevelEXP(); Stats->Level++; Stats->HP = GetMaxHP( ); Stats->MP = GetMaxMP( ); CharInfo->StatPoints += int((Stats->Level*0.8)+10); // Proper skill point distribution for Pre-Evo switch (Stats->Level) { case 10: case 14: CharInfo->SkillPoints += 2; break; case 18: CharInfo->SkillPoints += 3; break; case 22: CharInfo->SkillPoints += 4; break; } // 5 skill points every 4 levels from 22 if (Stats->Level > 22 && Stats->Level < 99 && ((Stats->Level - 22) % 4) == 0) CharInfo->SkillPoints += 5; // 5 skill points every 2 levels from 98 if (Stats->Level > 98 && (Stats->Level % 2) == 0) CharInfo->SkillPoints += 5; BEGINPACKET( pak, 0x79e ); ADDWORD( pak, clientid ); ADDWORD( pak, Stats->Level ); ADDDWORD( pak, CharInfo->Exp ); ADDWORD( pak, CharInfo->StatPoints ); ADDWORD( pak, CharInfo->SkillPoints ); client->SendPacket( &pak ); RESETPACKET( pak, 0x79e ); ADDWORD( pak, clientid ); GServer->SendToVisible( &pak, this ); SetStats( ); //SendLevelUPtoChar(this); return true; } return false; }
// Check For Debuffs void CCharacter::RefreshBuff( ) { bool bflag = false; for( UINT i=0; i<30; i++) { if(MagicStatus[i].Buff==0) continue; clock_t etime = clock() - MagicStatus[i].BuffTime; if( etime >= MagicStatus[i].Duration * CLOCKS_PER_SEC ) { switch(MagicStatus[i].Buff) { case A_ATTACK: if(i<15) Status->Attack_up = 0xff; else Status->Attack_down = 0xff; Stats->Attack_Power = GetAttackPower( ); break; case A_DEFENSE: if(i<15) Status->Defense_up= 0xff; else Status->Defense_down = 0xff; Stats->Defense = GetDefense( ); break; case A_ACCUR: if(i<15) Status->Accury_up= 0xff; else Status->Accury_down = 0xff; Stats->Accury = GetAccury( ); break; case A_MRESIST: if(i<15) Status->Magic_Defense_up = 0xff; else Status->Magic_Defense_down = 0xff; Stats->Magic_Defense = GetMagicDefense( ); break; case A_DODGE: if(i<15) Status->Dodge_up = 0xff; else Status->Dodge_down = 0xff; Stats->Dodge = GetDodge( ); break; case A_DASH: if(i<15) Status->Dash_up = 0xff; else Status->Dash_down = 0xff; Stats->Move_Speed = GetMoveSpeed( ); break; case A_HASTE: if(i < 15) { Status->Haste_up = 0xff; } else { Status->Haste_down = 0xff; } Stats->Attack_Speed = GetAttackSpeed(); break; case A_CRITICAL: if(i<15) Status->Critical_up = 0xff; else Status->Critical_down = 0xff; Stats->Critical = GetCritical( ); break; case A_MAX_HP: if(i<15) Status->HP_up = 0xff; else Status->HP_down = 0xff; Stats->MaxHP = GetMaxHP( ); break; case A_MAX_MP: if(i<15) Status->MP_up = 0xff; else Status->MP_down = 0xff; Stats->MaxMP = GetMaxMP( ); break; case A_STUN: Status->Stuned = 0xff; printf("removing stun\n"); //StartAction2(NULL, 0, 0, true); break; case A_POISON: Status->Poisoned = 0xff; printf("removing poison\n"); break; case A_MUTE: Status->Muted = 0xff; break; case A_GMExtra_Damage: case A_Extra_Damage: if(i<15) { Status->ExtraDamage_up = 0xff; Stats->ExtraDamage = 0; } else Status->ExtraDamage_down = 0xff; break; } MagicStatus[i].Buff = 0; MagicStatus[i].BuffTime = 0; MagicStatus[i].Duration = 0; MagicStatus[i].Value = 0; bflag = true; } else if (MagicStatus[i].Buff == A_POISON && etime > 1*CLOCKS_PER_SEC) //Do poison dmg every 1.5 seconds { Stats->HP -= MagicStatus[i].Value; MagicStatus[i].BuffTime+= 1*CLOCKS_PER_SEC; MagicStatus[i].Duration-=1; printf("did %i poison dmg to the player, still %i seconds and %i HP remain \n", MagicStatus[i].Value, MagicStatus[i].Duration, Stats->HP); //A bunch of messy code to send dmg packet BEGINPACKET( pak, 0x7b6 ); ADDWORD ( pak, clientid ); ADDWORD ( pak, 0 ); ADDDWORD ( pak, 0x000007f8 ); ADDBYTE ( pak, 0x00 ); ADDDWORD ( pak, MagicStatus[i].Value ); //If Enemy is killed if( IsDead()) { printf("char died\n"); CDrop* thisdrop = NULL; //ADDDWORD ( pak, 16 );//i don't think this one belongs in irose if( !IsSummon( ) && !IsPlayer( )) { thisdrop = GetDrop( ); if( thisdrop!=NULL) { ADDFLOAT ( pak, thisdrop->pos.x*100 ); ADDFLOAT ( pak, thisdrop->pos.y*100 ); if( thisdrop->type==1) { ADDDWORD( pak, 0xccdf );//0xccccccdf ); ADDDWORD( pak, thisdrop->amount ); } else { ADDDWORD ( pak, GServer->BuildItemHead( thisdrop->item ) ); ADDDWORD ( pak, GServer->BuildItemData( thisdrop->item ) ); } ADDWORD ( pak, thisdrop->clientid ); ADDWORD ( pak, thisdrop->owner ); CMap* map = GServer->MapList.Index[thisdrop->posMap]; map->AddDrop( thisdrop ); } } GServer->SendToVisible( &pak, this, thisdrop ); } //If enemy is still alive else { ADDDWORD ( pak, 4 ); GServer->SendToVisible( &pak, this ); } } } if(bflag) { BEGINPACKET( pak,0x7b7 ); ADDWORD ( pak, clientid ); ADDDWORD ( pak, GServer->BuildBuffs( this ) ); GServer->SendToVisible( &pak, this ); } }
VOID Obj_Monster::SendMsg_RefeshAttrib( VOID ) { __ENTER_FUNCTION BOOL bPublicAttrModified ; bPublicAttrModified = FALSE; GCCharBaseAttrib msgPublicAttr, msgProtectedAttr; msgPublicAttr.setObjID( GetID() ); msgProtectedAttr.setObjID( GetID() ); //msgPublicAttr.setName( GetName() ); //msgProtectedAttr.setName( GetName() ); //msgPublicAttr.setTitle( GetTitle() ); //msgProtectedAttr.setTitle( GetTitle() ); if(m_AttrBackUp.m_HP != GetHP()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_HP = GetHP(); BYTE yHPPercent = (GetMaxHP())?((BYTE)((GetHP()*100 + GetMaxHP() - 1)/GetMaxHP())):(0); msgPublicAttr.setHPPercent( yHPPercent ); msgProtectedAttr.setHPPercent( yHPPercent ); } if(m_AttrBackUp.m_MaxHp != GetMaxHP()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_MaxHp = GetMaxHP(); BYTE yHPPercent = (GetMaxHP())?((BYTE)((GetHP()*100 + GetMaxHP() - 1)/GetMaxHP())):(0); msgPublicAttr.setHPPercent( yHPPercent ); msgProtectedAttr.setHPPercent( yHPPercent ); } // add by gh 2010/03/30 if(m_AttrBackUp.m_MP != GetMP()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_MP = GetMP(); BYTE yMPPercent = (GetMaxMP())?((BYTE)((GetMP()*100 + GetMaxMP() - 1)/GetMaxMP())):(0); msgPublicAttr.setMPPercent( yMPPercent ); msgProtectedAttr.setMPPercent( yMPPercent ); } if(m_AttrBackUp.m_MaxMp != GetMaxMP()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_MaxMp = GetMaxMP(); BYTE yMPPercent = (GetMaxMP())?((BYTE)((GetMP()*100 + GetMaxMP() - 1)/GetMaxMP())):(0); msgPublicAttr.setMPPercent( yMPPercent ); msgProtectedAttr.setMPPercent( yMPPercent ); } // end of add if(fabs(m_AttrBackUp.m_MoveSpeed-GetMoveSpeed()) > 0.001f) { bPublicAttrModified = TRUE; m_AttrBackUp.m_MoveSpeed = GetMoveSpeed(); msgPublicAttr.setMoveSpeed( GetMoveSpeed() ); msgProtectedAttr.setMoveSpeed( GetMoveSpeed() ); } if(m_AttrBackUp.m_nDataID != GetDataID()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_nDataID = GetDataID(); } const _CAMP_DATA *pCampData = GetCampData(); if ( pCampData != NULL ) { if(m_AttrBackUp.m_CampData != *pCampData) { bPublicAttrModified = TRUE; m_AttrBackUp.m_CampData = *pCampData; msgPublicAttr.setCampData( pCampData ); msgProtectedAttr.setCampData( pCampData ); } } if(m_AttrBackUp.m_OwnerID != GetOwnerID()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_OwnerID = GetOwnerID(); msgPublicAttr.setOwnerID( GetOwnerID() ); msgProtectedAttr.setOwnerID( GetOwnerID() ); } if(m_AttrBackUp.m_OccupantGUID != GetOccupantGUID()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_OccupantGUID = GetOccupantGUID(); msgPublicAttr.setOccupantGUID( GetOccupantGUID() ); msgProtectedAttr.setOccupantGUID( GetOccupantGUID() ); } if(m_AttrBackUp.m_nModelID != GetModelID()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_nModelID = GetModelID(); msgPublicAttr.setModelID( GetModelID() ); msgProtectedAttr.setModelID( GetModelID() ); } if(m_AttrBackUp.m_nMountID != GetMountID()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_nMountID = GetMountID(); msgPublicAttr.setMountID( GetMountID() ); msgProtectedAttr.setMountID( GetMountID() ); } if (m_AttrBackUp.m_nAIType != GetAIType() ) { bPublicAttrModified = TRUE; m_AttrBackUp.m_nAIType = GetAIType(); INT nRet = GetMonsterAIType(); msgPublicAttr.setAIType(nRet); msgProtectedAttr.setAIType(nRet); } if(m_AttrBackUp.m_nStealthLevel != GetStealthLevel()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_nStealthLevel = GetStealthLevel(); msgPublicAttr.setStealthLevel( GetStealthLevel() ); msgProtectedAttr.setStealthLevel( GetStealthLevel() ); } if(m_AttrBackUp.m_nMoodState != GetMoodState()) { bPublicAttrModified = TRUE; m_AttrBackUp.m_nMoodState = GetMoodState(); msgPublicAttr.setMoodState( GetMoodState() ); msgProtectedAttr.setMoodState( GetMoodState() ); } //if( m_AttrBackUp.m_iWeaponID != GetWeaponID() ) //{ // bPublicAttrModified = TRUE; // m_AttrBackUp.m_iWeaponID = GetWeaponID(); // //msgPublicAttr.setWeaponID( m_AttrBackUp.m_iWeaponID ); // msgProtectedAttr.setWeaponID( m_AttrBackUp.m_iWeaponID ); //} if( m_AttrBackUp.m_iHorseID != GetHorseID() ) { bPublicAttrModified = TRUE; m_AttrBackUp.m_iHorseID = GetHorseID(); msgPublicAttr.setMountID( m_AttrBackUp.m_iHorseID ); msgProtectedAttr.setMountID( m_AttrBackUp.m_iHorseID ); } if ( bPublicAttrModified ) { if ( bPublicAttrModified ) { m_PublicAttrVersion++; } if ( bPublicAttrModified || m_ProtectedAttrVersion ) { m_ProtectedAttrVersion++; } HUMANLIST listHuman; getScene()->ScanHuman( getZoneID(), MAX_REFESH_OBJ_ZONE_RADIUS, &(listHuman) ); BOOL bSendPublicMsg = bPublicAttrModified; BOOL bSendProtectedMsg = (BOOL)(bPublicAttrModified || m_ProtectedAttrVersion); BYTE i; for ( i = 0; i < listHuman.m_Count; i++ ) { Obj_Human *pTargetHuman = listHuman.m_aHuman[i]; if ( IsCanViewMe( pTargetHuman ) ) { ENUM_REFESH_ATTR_TYPE eType = CalcRefeshAttrType( this, pTargetHuman ); switch( eType ) { case REFESH_ATTR_TYPE_NONE: break; case REFESH_ATTR_TYPE_PUBLIC: case REFESH_ATTR_TYPE_PUBLIC_AND_LEVEL: if ( bSendPublicMsg ) { pTargetHuman->GetPlayer()->SendPacket( &msgPublicAttr ); } break; case REFESH_ATTR_TYPE_PROTECTED: if ( bSendProtectedMsg ) { pTargetHuman->GetPlayer()->SendPacket( &msgProtectedAttr ); } break; default: break; } } } } __LEAVE_FUNCTION }
void CCharacter::RefreshBuff( ) { bool bflag = false; for( UINT i=0;i<32;i++) { if(MagicStatus[i].Buff == 0) continue; clock_t etime = clock() - MagicStatus[i].BuffTime; if( etime >= MagicStatus[i].Duration * CLOCKS_PER_SEC ) { Log(MSG_INFO,"Magic Status %i, vanish after: %i", MagicStatus[i].Status, MagicStatus[i].Duration); switch(MagicStatus[i].Status) { case STATUS_HP_8: case STATUS_HP_18: case STATUS_HP_30: case STATUS_HP_43: case STATUS_HP_58: case STATUS_HP_75: case STATUS_SUMMON_HP: case STATUS_HP_92: case STATUS_HP_111: case STATUS_HP_131: case STATUS_HP_152: case STATUS_HP_174: case STATUS_HP_197: case STATUS_HP_221: case STATUS_HP_246: case STATUS_HP_272: case STATUS_HP_299: case STATUS_HP_326: case STATUS_HP_354: case STATUS_HP_383: case STATUS_HP_413: case STATUS_HP_443: case STATUS_HP_475: case STATUS_HP_539: case STATUS_HP_572: case STATUS_HP_5_PC: case 115: { Status->HPHeal = 0xff; } break; case STATUS_MP_6: case STATUS_MP_10: case STATUS_MP_14: case STATUS_MP_18: case STATUS_MP_21: case STATUS_MP_25: case STATUS_MP_29: case STATUS_MP_33: case STATUS_MP_36: case STATUS_MP_40: case STATUS_MP_44: case STATUS_MP_48: case STATUS_MP_51: case STATUS_MP_55: case STATUS_MP_59: case STATUS_MP_63: case STATUS_MP_66: case STATUS_MP_70: case STATUS_MP_74: case STATUS_MP_78: case STATUS_MP_81: case STATUS_MP_85: case STATUS_MP_89: case STATUS_MP_93: case STATUS_MP_96: case 116: { Status->MPHeal = 0xff; } break; case 18: // attack power up case 19: // attack power down case 48: // attack power up { if(i == BUFF_ATTACK_UP_POS) { Status->Attack_up = 0xff; } else { Status->Attack_down = 0xff; } Stats->Attack_Power = GetAttackPower( ); } break; case 20: // def up case 21: // def down case 49: // def up { if(i==BUFF_DEFENSE_UP_POS) { Status->Defense_up= 0xff; } else { Status->Defense_down = 0xff; } Stats->Defense = GetDefense( ); } break; case 24: //Accuracy up case 25: //Accuracy down case 51: //attack Accuracy up. { if(i==BUFF_HITRATE_UP_POS) { Status->Accuracy_up= 0xff; } else { Status->Accuracy_down = 0xff; } Stats->Accuracy = GetAccuracy( ); } break; case 22: // macic resistance up case 23: // magic resistance down case 50: // magic resistance up { if(i==BUFF_MDEFENSE_UP_POS) { Status->Magic_Defense_up = 0xff; } else { Status->Magic_Defense_down = 0xff; } Stats->Magic_Defense = GetMagicDefense( ); } break; case 28: //dodge up case 29: //dodge down case 53: //dodge rate up { if(i==BUFF_DODGE_UP_POS) { Status->Dodge_up = 0xff; } else { Status->Dodge_down = 0xff; } Stats->Dodge = GetDodge( ); } break; case 14: //dash case 15: //slow case 46: //movement speed increased { if(i==BUFF_DASH_UP_POS) { Status->Dash_up = 0xff; } else { Status->Dash_down = 0xff; } Stats->Move_Speed = GetMoveSpeed( ); } break; case 16: // haste attack case 17: // slow attack case 47: // attack speed up { if(i==BUFF_HASTE_UP_POS) { Status->Haste_up = 0xff; } else { Status->Haste_down = 0xff; } //Stats->Attack_Speed_Percent = GetAttackSpeedPercent( ); } break; case 26: // crit up case 27: // crit down case 52: // crit up { if(i==BUFF_CRITICAL_UP_POS) { Status->Critical_up = 0xff; } else { Status->Critical_down = 0xff; } Stats->Critical = GetCritical( ); } break; case 12: // max HP up case 44: // max HP up { if(i==BUFF_MAX_HP_POS) { Status->HP_up = 0xff; } else { Status->HP_down = 0xff; } Stats->MaxHP = GetMaxHP( ); if(Stats->HP > Stats->MaxHP) { Stats->HP = Stats->MaxHP; } } break; case 13: // max MP up case 45: // max MP up { if(i==BUFF_MAX_MP_POS) { Status->MP_up = 0xff; } else { Status->MP_down = 0xff; } Stats->MaxMP = GetMaxMP( ); if(Stats->MP > Stats->MaxMP) { Stats->MP = Stats->MaxMP; } } break; case 32: // faint { Status->Faint = 0xff; Status->CanMove = true; Status->CanCastSkill = true; Status->CanAttack = true; //printf("removing stun\n"); } break; case 7: case 8: case 9: case 10: case 11: case 89: //poisoned { Status->Poisoned = 0xff; //printf("removing poison\n"); } break; case 30: // muted { Status->Muted = 0xff; Status->CanCastSkill = true; } break; case 31: // sleep May need to be fixed later to accomodate multiple status effects. { Status->Sleep = 0xff; Status->CanMove = true; Status->CanCastSkill = true; Status->CanAttack = true; } break; case 36: //A_Extra_Damage: case 54: //A_GMExtra_Damage: case 83: //Valkyrie Charm: { if(i==BUFF_DUMMY_DAMAGE_POS) { Status->ExtraDamage_up = 0xff; Stats->ExtraDamage_add = 0;//We put extardamage add value to 0 if we lost the adddmg buff } else { Status->ExtraDamage_down = 0xff; Stats->ExtraDamage_add = 0;//We put extardamage add value to 0 if we lost the adddmg buff } } break; case 56: //Taunt { Status->Taunt = 0xff; //printf("removing Taunt\n"); } break; case 58: case 61: case 74: case 77: case 78: case 79: case 80: //flame { Status->Flamed = 0xff; } break; case 33://Stealth,Camoflauge { if(IsAttacking( )) { MagicStatus[i].Duration = 0; } Status->Stealth = 0xff; //printf("removing Stealth\n"); } break; case 86://Stealth,Weary { Status->Weary = 0xff; Status->CanCastSkill = true; //printf("removing Weary\n"); } break; case 34://Cloaking { Status->Cloaking = 0xff; //printf("removing Cloaking\n"); } break; case 35: //ShieldDamage: { if(i==BUFF_SHIELD_DAMAGE_POS) { Status->ShieldDamage_up = 0xff; //Stats->ShieldDamage = 0xff; } else { Status->ShieldDamage_down = 0xff; //Stats->ShieldDamage = 0xff; } } break; case 55://Detect { Status->Detect = 0xff; Status->Cloaking = 0xff; Status->Stealth = 0xff; //printf("Detect Done\n"); } break; case 38://Purify { //Buff_Down Status->Attack_down = 0xff; Status->Defense_down = 0xff; Status->Accuracy_down = 0xff; Status->Magic_Defense_down = 0xff; Status->Dodge_down = 0xff; Status->Dash_down = 0xff; Status->Haste_down = 0xff; Status->Critical_down = 0xff; Status->HP_down = 0xff; Status->MP_down = 0xff; Status->ExtraDamage_down = 0xff; Status->ShieldDamage_down = 0xff; Status->ALL_down = 0xff; //Bad Status //Status->Stun = 0xff; Status->Poisoned = 0xff; Status->Muted = 0xff; Status->Sleep = 0xff; Status->Flamed = 0xff; Status->Faint = 0xff; //Stats Stats->Attack_Power = GetAttackPower( ); Stats->Defense = GetDefense( ); Stats->Accuracy = GetAccuracy( ); Stats->Magic_Defense = GetMagicDefense( ); Stats->Dodge = GetDodge( ); Stats->Move_Speed = GetMoveSpeed( ); Stats->Attack_Speed = GetAttackSpeed( ); //Stats->Attack_Speed_Percent = GetAttackSpeedPercent(); Stats->Critical = GetCritical( ); Stats->MaxHP = GetMaxHP( ); Stats->MaxMP = GetMaxMP( ); //printf("Purify Done\n"); } break; case 39:// Dispell { //Buff_Down Status->Attack_down = 0xff; Status->Defense_down = 0xff; Status->Accuracy_down = 0xff; Status->Magic_Defense_down = 0xff; Status->Dodge_down = 0xff; Status->Dash_down = 0xff; Status->Haste_down = 0xff; Status->Critical_down = 0xff; Status->HP_down = 0xff; Status->MP_down = 0xff; Status->ExtraDamage_down = 0xff; Status->ShieldDamage_down = 0xff; Status->ALL_down = 0xff; //Buff_Up Status->Attack_up = 0xff; Status->Defense_up = 0xff; Status->Accuracy_up = 0xff; Status->Magic_Defense_up = 0xff; Status->Dodge_up = 0xff; Status->Dash_up = 0xff; Status->Haste_up = 0xff; Status->Critical_up = 0xff; Status->HP_up = 0xff; Status->MP_up = 0xff; Status->ExtraDamage_up = 0xff; Status->ShieldDamage_up = 0xff; Status->ALL_up = 0xff; //Bad Status //Status->Stun = 0xff; Status->Poisoned = 0xff; Status->Muted = 0xff; Status->Sleep = 0xff; Status->Flamed = 0xff; Status->Faint = 0xff; //Stats Stats->Attack_Power = GetAttackPower( ); Stats->Defense = GetDefense( ); Stats->Accuracy = GetAccuracy( ); Stats->Magic_Defense = GetMagicDefense( ); Stats->Dodge = GetDodge( ); Stats->Move_Speed = GetMoveSpeed( ); Stats->Attack_Speed = GetAttackSpeed( ); Stats->Critical = GetCritical( ); Stats->MaxHP = GetMaxHP( ); Stats->MaxMP = GetMaxMP( ); //printf("Dispell Done\n"); } break; default: { Log(MSG_WARNING,"Unknow skill status in charfunctions %u.",MagicStatus[i].Status); } } BEGINPACKET( pak,0x7b7 ); ADDWORD ( pak, clientid ); ADDDWORD ( pak, GServer->BuildBuffs( this ) ); GServer->SendToVisible( &pak, this ); MagicStatus[i].Status = 0; MagicStatus[i].Buff = 0; MagicStatus[i].BuffTime = 0; MagicStatus[i].Duration = 0; MagicStatus[i].Value = 0; bflag = true; } else if ( ((MagicStatus[i].Status >= 7 && MagicStatus[i].Status <= 11) || MagicStatus[i].Status == 89) && etime > 1*CLOCKS_PER_SEC) //Do poison dmg every 1.5 seconds { Stats->HP -= MagicStatus[i].Status; //Actually take 7, 8, 9, 10 or 11 from the health. Based on the Status itself, LMA: can be 89 noc too. MagicStatus[i].BuffTime += 1*CLOCKS_PER_SEC; MagicStatus[i].Duration -= 1; //printf("did %i poison dmg to the player, still %i seconds and %i HP remain \n", MagicStatus[i].Status, MagicStatus[i].Duration, Stats->HP); //Log(MSG_WARNING,"did %i poison dmg to the player / monster, still %i seconds and %I64i HP remain", MagicStatus[i].Status, MagicStatus[i].Duration, Stats->HP); //LMA: If dead, let's the client resynch if(IsDead()) { BEGINPACKET( pak, 0x79f ); ADDWORD ( pak, clientid ); ADDDWORD ( pak, 1); GServer->SendToVisible( &pak, this ); Log(MSG_INFO,"death poison for %i, amount: %i",clientid,MagicStatus[i].Status); } //A bunch of messy code to send dmg packet BEGINPACKET( pak, 0x7b6 ); ADDWORD ( pak, clientid ); ADDWORD ( pak, 0 ); ADDDWORD ( pak, 0x000007f8 ); ADDBYTE ( pak, 0x00 ); ADDDWORD ( pak, MagicStatus[i].Status ); //If Enemy is killed if( IsDead()) { //printf("char died\n"); CDrop* thisdrop = NULL; ADDDWORD ( pak, 16 ); if( !IsSummon( ) && !IsPlayer( )) { //LMA: No drop if already dead and drop done. if(drop_dead) { Log(MSG_WARNING,"Trying to make a monster (CID %u, type %u) drop again but already did.",clientid,char_montype); } else { thisdrop = GetDrop( ); if( thisdrop!=NULL) { CMap* map = GServer->MapList.Index[thisdrop->posMap]; map->AddDrop( thisdrop ); } } } //GServer->SendToVisible( &pak, this, thisdrop ); GServer->SendToVisible( &pak, this); } else { //If enemy is still alive ADDDWORD ( pak, 4 ); GServer->SendToVisible( &pak, this ); } } else if ( MagicStatus[i].Status == 58 || MagicStatus[i].Status == 61 || MagicStatus[i].Status == 71 || MagicStatus[i].Status >= 77 && MagicStatus[i].Status <= 80 || MagicStatus[i].Status == 88 && etime > 1*CLOCKS_PER_SEC) //Do flame dmg every 1.5 seconds { Stats->HP -= MagicStatus[i].Status; MagicStatus[i].BuffTime += 1*CLOCKS_PER_SEC; MagicStatus[i].Duration -= 1; printf("did %i flame dmg to the player, still %i seconds and %i HP remain \n", MagicStatus[i].Status, MagicStatus[i].Duration, Stats->HP); //LMA: If dead, let's the client resynch if(IsDead()) { BEGINPACKET( pak, 0x79f ); ADDWORD ( pak, clientid ); ADDDWORD ( pak, 1); GServer->SendToVisible( &pak, this ); Log(MSG_INFO,"death flame for %i, amount: %i",clientid,MagicStatus[i].Status); } //A bunch of messy code to send dmg packet BEGINPACKET( pak, 0x7b6 ); ADDWORD ( pak, clientid ); ADDWORD ( pak, 0 ); ADDDWORD ( pak, 0x000007f8 ); ADDBYTE ( pak, 0x00 ); ADDDWORD ( pak, MagicStatus[i].Status ); //If Enemy is killed if( IsDead()) { //printf("char died\n"); CDrop* thisdrop = NULL; ADDDWORD ( pak, 16 ); if( !IsSummon( ) && !IsPlayer( )) { //LMA: No drop if already dead and drop done. if(drop_dead) { Log(MSG_WARNING,"Trying to make a monster (CID %u, type %u) drop again but already did.",clientid,char_montype); } else { thisdrop = GetDrop( ); if( thisdrop!=NULL) { CMap* map = GServer->MapList.Index[thisdrop->posMap]; map->AddDrop( thisdrop ); } } } //GServer->SendToVisible( &pak, this, thisdrop ); GServer->SendToVisible( &pak, this); } else { //If enemy is still alive ADDDWORD ( pak, 4 ); GServer->SendToVisible( &pak, this ); } } } for( UINT i=0;i<32;i++) { if(MagicStatus2[i].Buff == 0) continue; clock_t etime = clock() - MagicStatus2[i].BuffTime; if( etime >= MagicStatus2[i].Duration * CLOCKS_PER_SEC ) { CPlayer* thisplayer = GServer->GetClientByID(clientid); Log(MSG_INFO,"Magic Status %i, vanish after: %i", MagicStatus2[i].Status, MagicStatus2[i].Duration); switch(MagicStatus2[i].Status) { case 126: // ALLbuff up { if(i == BUFF_ATTACK_UP_POS) { Status->Attack_up = 0xff; thisplayer->Attr->ALLbuff = 0; } else { Status->Attack_down = 0xff; thisplayer->Attr->ALLbuff = 0; } } default: { Log(MSG_WARNING,"Unknow skill status in charfunctions %u.",MagicStatus[i].Status); } } BEGINPACKET( pak,0x7b7 ); ADDWORD ( pak, clientid ); ADDDWORD ( pak, GServer->BuildBuffs( this ) ); GServer->SendToVisible( &pak, this ); MagicStatus2[i].Status = 0; MagicStatus2[i].Buff = 0; MagicStatus2[i].BuffTime = 0; MagicStatus2[i].Duration = 0; MagicStatus2[i].Value = 0; } } // if(bflag) // { // BEGINPACKET( pak,0x7b7 ); // ADDWORD ( pak, clientid ); // ADDDWORD ( pak, GServer->BuildBuffs( this ) ); // GServer->SendToVisible( &pak, this ); // } }
// Heal Player when use Food/Pots bool CPlayer::PlayerHeal() { clock_t transtime = clock() - UsedItem->lastRegTime; if( UsedItem->usevalue!=0 && transtime >= 0.3*CLOCKS_PER_SEC ) { if( UsedItem->used < UsedItem->usevalue && Stats->HP > 0 ) { int value = UsedItem->userate; if((UsedItem->usevalue - UsedItem->used) < value) { value = UsedItem->usevalue - UsedItem->used; } switch( UsedItem->usetype ) { case 16: // HP Stats->HP += value; if(Stats->HP > GetMaxHP()) Stats->HP = GetMaxHP(); break; case 17: // MP Stats->MP += value; if(Stats->MP > GetMaxMP()) Stats->MP = GetMaxMP(); break; case 37: // Skill points CharInfo->SkillPoints += value; break; case 76: //Stamina CharInfo->stamina += value; if(CharInfo->stamina > 5000) CharInfo->stamina = 5000; break; } UsedItem->used += value; UsedItem->lastRegTime = clock(); } else { BEGINPACKET( pak,0x7b7 ); ADDWORD ( pak, clientid ); ADDDWORD ( pak, GServer->BuildBuffs( this ) ); switch( UsedItem->usetype ) { case 16: // HP ADDWORD( pak, Stats->HP ); break; case 17: // MP ADDWORD( pak, Stats->MP ); break; case 37: //Skill Points ADDWORD( pak, CharInfo->SkillPoints ); break; case 76: //Stamina ADDWORD( pak, CharInfo->stamina ); break; } GServer->SendToVisible( &pak, this ); UsedItem->used = 0; UsedItem->usevalue = 0; UsedItem->userate = 0; UsedItem->usetype = 0; } } return true; }
// Check For Debuffs void CCharacter::RefreshBuff( ) { bool bflag = false; for( UINT i=0; i<30; i++) { if(MagicStatus[i].Buff == 0) continue; clock_t etime = clock() - MagicStatus[i].BuffTime; if( etime >= MagicStatus[i].Duration * CLOCKS_PER_SEC ) { switch(MagicStatus[i].Status) { case 18: // attack power up case 19: // attack power down case 48: // attack power up if(i<15) Status->Attack_up = 0xff; else Status->Attack_down = 0xff; Stats->Attack_Power = GetAttackPower( ); break; case 20: // def up case 21: // def down case 49: // def up if(i<15) Status->Defense_up= 0xff; else Status->Defense_down = 0xff; Stats->Defense = GetDefense( ); break; case 24: //accuracy up case 25: //accuracy down case 51: //attack accuracy up. if(i<15) Status->Accury_up= 0xff; else Status->Accury_down = 0xff; Stats->Accury = GetAccury( ); break; case 22: // macic resistance up case 23: // magic resistance down case 50: // magic resistance up if(i<15) Status->Magic_Defense_up = 0xff; else Status->Magic_Defense_down = 0xff; Stats->Magic_Defense = GetMagicDefense( ); break; case 28: //dodge up case 29: //dodge down case 53: //dodge rate up if(i<15) Status->Dodge_up = 0xff; else Status->Dodge_down = 0xff; Stats->Dodge = GetDodge( ); break; case 14: //dash case 15: //slow case 46: //movement speed increased if(i<15) Status->Dash_up = 0xff; else Status->Dash_down = 0xff; Stats->Move_Speed = GetMoveSpeed( ); break; case 16: // haste attack case 17: // slow attack case 47: // attack speed up if(i<15) Status->Haste_up = 0xff; else Status->Haste_down = 0xff; Stats->Attack_Speed = GetAttackSpeed( ); break; case 26: // crit up case 27: // crit down case 52: // crit up if(i<15) Status->Critical_up = 0xff; else Status->Critical_down = 0xff; Stats->Critical = GetCritical( ); break; case 12: // max HP up case 44: // max HP up if(i<15) Status->HP_up = 0xff; else Status->HP_down = 0xff; Stats->MaxHP = GetMaxHP( ); break; case 13: // max MP up case 45: // max MP up if(i<15) Status->MP_up = 0xff; else Status->MP_down = 0xff; Stats->MaxMP = GetMaxMP( ); break; case 32: // faint Status->Stuned = 0xff; Status->CanAttack = true; //printf("removing stun\n"); break; case 7: case 8: case 9: case 10: case 11: //poisoned Status->Poisoned = 0xff; //printf("removing poison\n"); break; case 30: // muted Status->Muted = 0xff; Status->CanCastSkill = true; break; case 31: // sleep May need to be fixed later to accomodate multiple status effects. Status->Sleep = 0xff; Status->CanMove = true; Status->CanCastSkill = true; Status->CanAttack = true; break; case 54: //A_GMExtra_Damage: case 36: //A_Extra_Damage: if(i<15) { Status->ExtraDamage_up = 0xff; Stats->ExtraDamage = 0xff; } else { Status->ExtraDamage_down = 0xff; Stats->ExtraDamage = 0xff; } break; case 56: // Taunt Status->Taunt = 0xff; break; } MagicStatus[i].Status = 0; MagicStatus[i].Buff = 0; MagicStatus[i].BuffTime = 0; MagicStatus[i].Duration = 0; MagicStatus[i].Value = 0; bflag = true; } else if (MagicStatus[i].Status >= 7 && MagicStatus[i].Status <= 11 && etime > 1*CLOCKS_PER_SEC) //Do poison dmg every 1.5 seconds { Stats->HP -= MagicStatus[i].Status; //Actually take 7, 8, 9, 10 or 11 from the health. Based on the Status itself MagicStatus[i].BuffTime += 1*CLOCKS_PER_SEC; MagicStatus[i].Duration -= 1; //printf("did %i poison dmg to the player, still %i seconds and %i HP remain \n", MagicStatus[i].Status, MagicStatus[i].Duration, Stats->HP); //A bunch of messy code to send dmg packet BEGINPACKET( pak, 0x7b6 ); ADDWORD ( pak, clientid ); // client taking damage ADDWORD ( pak, 0 ); // client doing damage ADDDWORD ( pak, 0x000007f8 ); ADDBYTE ( pak, 0x00 ); if (Stats->HP < 1) { ADDWORD ( pak, MagicStatus[i].Status + 0x8000 ); } else { ADDWORD ( pak, MagicStatus[i].Status + 0x2000 ); } //ADDDWORD ( pak, MagicStatus[i].Status ); //damage amount //If poisoned entity (player or monster) is killed if( IsDead()) { //printf("char died\n"); CDrop* thisdrop = NULL; ADDDWORD ( pak, 16 ); if( !IsSummon( ) && !IsPlayer( )) { thisdrop = GetDrop( ); if( thisdrop != NULL) { CMap* map = GServer->MapList.Index[thisdrop->posMap]; map->AddDrop( thisdrop ); } } GServer->SendToVisible( &pak, this ); // removed thisdrop from the packet } //If enemy is still alive else { ADDDWORD ( pak, 4 ); GServer->SendToVisible( &pak, this ); } } } if(bflag) { BEGINPACKET( pak,0x7b7 ); ADDWORD ( pak, clientid ); ADDDWORD ( pak, GServer->BuildBuffs( this ) ); GServer->SendToVisible( &pak, this ); } }
uint8 CBattleEntity::GetMPP() { return (uint8)ceil(((float)health.mp / (float)GetMaxMP()) * 100); }