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author | rud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-07-11 15:10:07 +0000 |
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committer | rud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-07-11 15:10:07 +0000 |
commit | aa2704d3cc98ef565a24f3e59d6f8ee3bffcbfe7 (patch) | |
tree | d4138ae2654f476f6d7674c94d5bfd263ab06f17 /src/map/battle.c | |
parent | a673d5b975c6e2fa3fc2984dcaa833b17e0e0dfe (diff) | |
download | hercules-aa2704d3cc98ef565a24f3e59d6f8ee3bffcbfe7.tar.gz hercules-aa2704d3cc98ef565a24f3e59d6f8ee3bffcbfe7.tar.bz2 hercules-aa2704d3cc98ef565a24f3e59d6f8ee3bffcbfe7.tar.xz hercules-aa2704d3cc98ef565a24f3e59d6f8ee3bffcbfe7.zip |
Fixed bugreport:6178 where SR_CRESCENTELBOW doesn't work with skills and WM_POEMOFNETHERWORLD should now work with single target and show proper animation.
Fixed bugreport:6182 Cloaking skills should now be reveal by AOE skills and additional to that is TF_HIDING should now be only reveal by ground skills(earth) and revealing skills.
Fixed bugreport:6188 Leech End should now show flinching damage and updated its damage formula
Fixed Guillotine Cross poisons where the effect should not stack to each other, updated Oblivion Curse status def formula and Pyrexia's blinding effect.
Fixed Fighting spirit's ASPD bonus thanks to Igniz for pointing it out..
Fixed WM_REVERBERATION display animation when triggers and activated by WM_DOMINION_IMPULSE.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16399 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 29 |
1 files changed, 14 insertions, 15 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 20b8fa3dc..0857de951 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -784,7 +784,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag } } if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 ) - sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,sc->data[SC_POISONINGWEAPON]->val1)); + sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1)); if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) status_change_spread(src, bl); } @@ -4218,7 +4218,18 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100; rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100; if( rdamage > max_damage ) rdamage = max_damage; - } else if (flag & BF_SHORT) {//Bounces back part of the damage. + }else if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){ + //ATK [{(Target�s HP / 100) x Skill Level} x Caster�s Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}] + int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125; + if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK + rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; + clif_damage(src, bl, gettick(), status_get_amotion(src)+1000, 0, status_damage(src, bl, rdamage/10, 0, 0, 1), 1, 0, 0); + skill_blown(bl, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0); + clif_skill_damage(bl, src, gettick(), status_get_amotion(src), 0, status_damage(src, bl, rdamage, 0, 0, 1), + 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does + status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER); + return 0; // Just put here to minimize redundancy + }else if (flag & BF_SHORT) {//Bounces back part of the damage. if ( sd && sd->bonus.short_weapon_damage_return ) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; @@ -4241,11 +4252,6 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int if (rdamage < 1) rdamage = 1; } } - if( sc && sc->data[SC_CRESCENTELBOW] && !(flag&BF_SKILL) && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ) - { // Stimated formula from test - rdamage += (int)((*dmg) + (*dmg) * status_get_hp(src) * 2.15 / 100000); - if( rdamage < 1 ) rdamage = 1; - } } } else { if (sd && sd->bonus.long_weapon_damage_return) { @@ -4532,15 +4538,8 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t if( rdamage > 0 ) { if( tsc && tsc->data[SC_REFLECTDAMAGE] ) { if( src != target )// Don't reflect your own damage (Grand Cross) - map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0); + map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0); } else { - if( tsc && tsc->data[SC_CRESCENTELBOW] ) { // Deal rdamage to src and 10% damage back to target. - clif_skill_nodamage(target,target,SR_CRESCENTELBOW_AUTOSPELL,tsc->data[SC_CRESCENTELBOW]->val1,1); - skill_blown(target,src,skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL,tsc->data[SC_CRESCENTELBOW]->val1),unit_getdir(src),0); - status_damage(NULL,target,rdamage/10,0,0,1); - clif_damage(target, target, tick, wd.amotion, wd.dmotion, rdamage/10, wd.div_ , wd.type, wd.damage2); - status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER); - } rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0); //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); |