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author | Michieru <Michieru@users.noreply.github.com> | 2014-10-18 07:54:13 +0200 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-10-18 07:54:13 +0200 |
commit | 80331ce7a65716a3305ab8dff89f735062f6a175 (patch) | |
tree | a9328090aaf4fbf50a960c47abba52d24445cdbc | |
parent | 8964bea83e98732bed689e2aa8086e084db511de (diff) | |
download | hercules-80331ce7a65716a3305ab8dff89f735062f6a175.tar.gz hercules-80331ce7a65716a3305ab8dff89f735062f6a175.tar.bz2 hercules-80331ce7a65716a3305ab8dff89f735062f6a175.tar.xz hercules-80331ce7a65716a3305ab8dff89f735062f6a175.zip |
Correctly fix bug:8225 gentle touch revitalize now reduce damage correctly
-rw-r--r-- | src/map/skill.c | 5 | ||||
-rw-r--r-- | src/map/status.c | 19 |
2 files changed, 12 insertions, 12 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 16584071c..51e266559 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -8927,10 +8927,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; case SR_GENTLETOUCH_CHANGE: - case SR_GENTLETOUCH_REVITALIZE: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); break; + case SR_GENTLETOUCH_REVITALIZE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,status_get_vit(src),skill->get_time(skill_id,skill_lv))); + break; case SR_FLASHCOMBO: { const int combo[] = { diff --git a/src/map/status.c b/src/map/status.c index 8764438a6..4eddefbd4 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -643,7 +643,7 @@ void initChangeTables(void) { set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); - set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN ); + set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN ); set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK ); /** * Wanderer / Minstrel @@ -3603,8 +3603,7 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str regen->flag&=~sce->val4; //Remove regen as specified by val4 } if(sc->data[SC_GENTLETOUCH_REVITALIZE]) { - regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX); - regen->state.walk= 1; + regen->hp += regen->hp * ( 30 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1 + 50 ) / 100;
} if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1 || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) @@ -4955,8 +4954,6 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def def -= def * 50 / 100; if( sc->data[SC_NEUTRALBARRIER] ) def += def * (10 + 5*sc->data[SC_NEUTRALBARRIER]->val1) / 100; - if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 ) - def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4; if( sc->data[SC_FORCEOFVANGUARD] ) def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if(sc->data[SC_DEFSET]) @@ -5060,6 +5057,8 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i #endif if( sc && sc->data[SC_CAMOUFLAGE] ) def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; + if(sc->data[SC_GENTLETOUCH_REVITALIZE])
+ def2 += sc->data[SC_GENTLETOUCH_REVITALIZE]->val2; if(sc->data[SC_DEFSET]) return sc->data[SC_DEFSET]->val1; #ifdef RENEWAL @@ -8789,12 +8788,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t } break; case SC_GENTLETOUCH_REVITALIZE: - {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] - struct block_list * src2; - val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % - if( (src2 = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently - val4 = ( status_get_vit(src2)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] - } + if(val2 < 0)
+ val2 = 0;
+ else
+ val2 = val2 / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
break; case SC_PYROTECHNIC_OPTION: val2 = 60; |