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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-02-06 18:38:51 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-02-06 18:38:51 +0000
commite7096ca70629c5fd5f824cec8e2d4307e8578913 (patch)
treeae574e1de73431050206ac7d01f3f04caaec7c41 /src/map/battle.c
parent86914c88410c49b2b84084f2165fc9b581f2986e (diff)
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- Added define clif_deadsit to send the dead state into player packets if the player is in trick dead state.
- Venom Splasher always hits (but splash damage targets can still avoid it) - Using autoloot with no arguments now toggles it between @autoloot 0 and @autoloot 100% - Falcon Assault now takes Blitz Beat lv5 as base damage. - Fixed pc_makesavestatus not updating status.option correctly. - Corrected Waterball so that higher levels can do insane amount of hits. - Altered slave behaviour. No more random walking, will stay within 2 cells of their master. - Reverted the Summon Slave behaviour to not adjust level based on number of current slaves. - Coma no longer sends SP to 1. - Updated Meteor so that when level 11 or more is casted, the area over which meteors fall is tripled. - Dark elemental characters are now inmune to Curse. - Fixed sc_data saving to sql buffer building method. Thanks to its_sparky. - Changed the map zone reading from using pow to a bit shift. - Experience has now been changed to unsigned int, and is read as such from the dbs. - Increased HT_DETECTING seek range to 7x7 - Added function map_foreachinrange which actually checks distance of nearing objects (unlike for each in area which uses a square area), may come handy for future code. - Corrected Venom Splasher: Being hit does not cancels it, works at 75% or less of target's HP, being hit normally while under the count has a chance of causing poison. Damage is +400% + 50*lv% git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5204 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c9
1 files changed, 5 insertions, 4 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index d6614a17b..efdb444b8 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1361,6 +1361,9 @@ static struct Damage battle_calc_weapon_attack(
if (skill_num && !flag.hit)
switch(skill_num)
{
+ case AS_SPLASHER: //Reports say it always hits?
+ if (wflag) //Only if you were the one exploding.
+ break;
case NPC_GUIDEDATTACK:
case RG_BACKSTAP:
case AM_ACIDTERROR:
@@ -1775,7 +1778,7 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 100+100*skill_lv;
break;
case AS_SPLASHER:
- skillratio += 100+20*skill_lv;
+ skillratio += 400+50*skill_lv;
if (sd)
skillratio += 20*pc_checkskill(sd,AS_POISONREACT);
if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
@@ -2818,7 +2821,7 @@ struct Damage battle_calc_misc_attack(
case SN_FALCONASSAULT: /* ƒtƒ@ƒ‹ƒRƒ“ƒAƒTƒ‹ƒg */
if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
skill=0;
- damage=(dex/10+int_/2+skill*3+40)*2*skill_get_num(HT_BLITZBEAT, skill_lv); //Blitz Beat Damage
+ damage=(dex/10+int_/2+skill*3+40)*2*skill_get_num(HT_BLITZBEAT, 5); //Blitz Beat lv5 Damage
damage=damage*(150+70*skill_lv)/100; //Falcon Assault Modifier
if(flag > 1)
damage /= flag;
@@ -3194,8 +3197,6 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
if (tsc->data[SC_POISONREACT].val2 <= 0)
status_change_end(target, SC_POISONREACT, -1);
}
- if (tsc->data[SC_SPLASHER].timer != -1) //‰£‚Á‚½‚Ì‚Å‘Î?ۂ̃xƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ?[?ó‘Ô‚ð‰ð?œ
- status_change_end(target, SC_SPLASHER, -1);
}
//SG_FUSION hp penalty [Komurka]