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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-28 15:11:17 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-28 15:11:17 +0000 |
commit | a5a5d08082d272690f89389db6029edf94fe551d (patch) | |
tree | 2dd9e2d74cd230904f53b4164570df2d6542ca48 /src/map/battle.c | |
parent | 71140a6d9bb8b15fdee82745b559db0ca6a0052d (diff) | |
download | hercules-a5a5d08082d272690f89389db6029edf94fe551d.tar.gz hercules-a5a5d08082d272690f89389db6029edf94fe551d.tar.bz2 hercules-a5a5d08082d272690f89389db6029edf94fe551d.tar.xz hercules-a5a5d08082d272690f89389db6029edf94fe551d.zip |
- Cleaned up the NJ update code.
- Restored code which was removed (stuff like SC_SKA)
- Fixed possible crashes on some NJ skills if used by non-players.
- Fixed most NJ magic spells doing more damage than they should.
- Fixed ZenyNage being able to do more damage than zeny you have.
- Cleaned up skill setting code for Suiton and Kaensin
- Ordered SC_* definitions in status.c
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7947 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 71 |
1 files changed, 37 insertions, 34 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 23531c62b..d07123428 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -1123,6 +1123,11 @@ static struct Damage battle_calc_weapon_attack( switch (skill_num) { //Calc base damage according to skill + case NJ_ISSEN: + wd.damage = 80*sstatus->str +skill_lv*sstatus->hp*8/100; + wd.damage2 = 0; + status_set_hp(src, 1, 0); + break; case PA_SACRIFICE: skill = sstatus->max_hp* 9/100; status_zap(src, skill, 0);//Damage to self is always 9% @@ -1183,20 +1188,29 @@ static struct Damage battle_calc_weapon_attack( wd.damage2 = hd->master->homunculus.intimacy ; hd->master->homunculus.intimacy = 200; clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100); + break; } - break; default: { i = (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0); - if ( flag.arrow && sd->status.weapon != W_BOW && sd->status.weapon != W_REVOLVER && sd->status.weapon != W_SHOTGUN - && sd->status.weapon != W_GATLING && sd->status.weapon != W_GRENADE ) i |= 16; // for ex. shuriken must not be influenced by DEX + if (flag.arrow && sd) + switch(sd->status.weapon) { + case W_BOW: + case W_REVOLVER: + case W_SHOTGUN: + case W_GATLING: + case W_GRENADE: + break; + default: + i |= 16; // for ex. shuriken must not be influenced by DEX + } wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); if (sstatus->lhw) wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i); // Added split damage for Huuma - if (skill_num == NJ_HUUMA) // Divide ATK in case of multiple targets skill - { + if (skill_num == NJ_HUUMA) + { // Divide ATK in case of multiple targets skill if(wflag>0) wd.damage/= wflag; else if(battle_config.error_log) @@ -1378,7 +1392,7 @@ static struct Damage battle_calc_weapon_attack( //You'd need something like 6K SP to reach this max, so should be fine for most purposes. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. skillratio = (unsigned short)ratio; - status_zap(src, 0, sstatus->sp); + status_set_sp(src, 0, 0); flag.idef= flag.idef2= 1; } break; @@ -1549,6 +1563,9 @@ static struct Damage battle_calc_weapon_attack( ATK_ADD(sstatus->matk_min); } break; + case NJ_SYURIKEN: + ATK_ADD(4*skill_lv); + break; } } //Div fix. @@ -1710,26 +1727,6 @@ static struct Damage battle_calc_weapon_attack( if (flag.rh && wd.damage < 1) wd.damage = 1; if (flag.lh && wd.damage2 < 1) wd.damage2 = 1; - // Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery) - switch(skill_num) - { - case NJ_SYURIKEN: - if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0 && sd->status.weapon != W_HUUMA) { wd.damage+=skill*3+skill_lv*4; } - else {wd.damage+=skill_lv*4; } - break; - case NJ_KUNAI: - if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0 && sd->status.weapon != W_HUUMA) { wd.damage+=skill*3; } - break; - default: - break; - } - - if ( skill_num == NJ_ISSEN ) - { - wd.damage=sstatus->str*80+skill_lv*sstatus->hp*8/100; - status_zap(src, sstatus->hp-1, 0); - } - if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST && skill_num != CR_GRANDCROSS) { //Add mastery damage @@ -1748,6 +1745,11 @@ static struct Damage battle_calc_weapon_attack( skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1); ATK_ADDRATE(skillratio); } + // Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery) + if ((skill_num == NJ_SYURIKEN || skill_num == NJ_KUNAI) && + sd->status.weapon != W_HUUMA && + (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) + ATK_ADD(3*skill); } } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks else if(wd.div_ < 0) //Since the attack missed... @@ -2316,20 +2318,21 @@ struct Damage battle_calc_magic_attack( skillratio -= 10; break; case NJ_BAKUENRYU: - skillratio += 50 + 150*skill_lv; + skillratio += 50*(skill_lv-1); break; case NJ_HYOUSENSOU: skillratio -= 30; - if ( sc->data[SC_SUITON].timer != -1 ) skillratio += skillratio*sc->data[SC_SUITON].val1*2/100; - break; + if (sc && sc->data[SC_SUITON].timer != -1) + skillratio += sc->data[SC_SUITON].val4; + break; case NJ_HYOUSYOURAKU: - skillratio += 100 + 50*skill_lv; + skillratio += 50*skill_lv; break; case NJ_RAIGEKISAI: skillratio += 60 + 40*skill_lv; break; case NJ_KAMAITACHI: - skillratio += 100 + 100*skill_lv; + skillratio += 100*skill_lv; break; } @@ -2510,7 +2513,7 @@ struct Damage battle_calc_misc_attack( switch(skill_num){ case PA_PRESSURE: case GS_FLING: - case NJ_ZENYNAGE: // Throw zeny not affected by cards, elements, race.. + case NJ_ZENYNAGE: flag.elefix = flag.cardfix = 0; case HT_BLITZBEAT: case TF_THROWSTONE: @@ -2595,10 +2598,10 @@ struct Damage battle_calc_misc_attack( if (tsd) md.damage>>=1; break; case NJ_ZENYNAGE: - md.damage = skill_get_zeny(skill_num ,skill_lv); + md.damage = skill_get_zeny(skill_num ,skill_lv)/2; if (!md.damage) md.damage = 2; md.damage = md.damage + rand()%md.damage; - if(is_boss(target)) // deleted || map_flag_vs(target->m) , seemed to reduce damage in PVP mode + if(is_boss(target)) md.damage=md.damage*60/100; break; case GS_FLING: |