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author | rud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-18 07:52:11 +0000 |
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committer | rud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-18 07:52:11 +0000 |
commit | 611350370ef3ecf8fc939005df37a14b55a8f69c (patch) | |
tree | 1da4119c85685bed98adb79cad4cbcd144ca0ba8 /src/map/skill.c | |
parent | 15e7b5f4c91f2bd50fdaee6edcaa19ef849d3875 (diff) | |
download | hercules-611350370ef3ecf8fc939005df37a14b55a8f69c.tar.gz hercules-611350370ef3ecf8fc939005df37a14b55a8f69c.tar.bz2 hercules-611350370ef3ecf8fc939005df37a14b55a8f69c.tar.xz hercules-611350370ef3ecf8fc939005df37a14b55a8f69c.zip |
Implemented Renewal Casting System.
Fixed bugreport:2018 where CH_PALMSTRIKE deals damage to hidden targets.
Fixed bugreport:6473, bugreport:6325 SC_DEADLYINFECT should now spread status ailments properly.
Fixed bugreport:5541, bugreport:6179, bugreport:6281 where self buff skill is transfer to targets when doing a combo.
Updated AC_VULTURE where in renewal it doesn't show the hit bonus anymore in the status window.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16661 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 141 |
1 files changed, 99 insertions, 42 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index f15c972aa..001386dfd 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -39,6 +39,7 @@ #include <stdlib.h> #include <string.h> #include <time.h> +#include <math.h> #define SKILLUNITTIMER_INTERVAL 100 @@ -3182,7 +3183,15 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) case GN_SPORE_EXPLOSION: map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id); - break; + break; + case CH_PALMSTRIKE: + { + struct status_change* tsc = status_get_sc(target); + if( tsc && tsc->option&OPTION_HIDE ){ + skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); + break; + } + } default: skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; @@ -13353,12 +13362,12 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); - +#ifndef RENEWAL_CAST // calculate base cast time (reduced by dex) if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) { - int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC; + int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if( scale > 0 ) // not instant cast - time = time * scale / CONST_CASTRATE_SCALE; + time = time * scale / battle_config.castrate_dex_scale; else return 0; // instant cast } @@ -13378,6 +13387,7 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) } } } +#endif // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; @@ -13388,69 +13398,116 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) /*========================================== * Does cast-time reductions based on sc data. *------------------------------------------*/ -int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv) { +int skill_castfix_sc (struct block_list *bl, int time) +{ struct status_change *sc = status_get_sc(bl); + + if( time < 0 ) + return 0; + + if (sc && sc->count) { + if (sc->data[SC_SLOWCAST]) + time += time * sc->data[SC_SLOWCAST]->val2 / 100; + if (sc->data[SC_SUFFRAGIUM]) { + time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; + status_change_end(bl, SC_SUFFRAGIUM, -1); + } + if (sc->data[SC_MEMORIZE]) { + time>>=1; + if ((--sc->data[SC_MEMORIZE]->val2) <= 0) + status_change_end(bl, SC_MEMORIZE, -1); + } + if (sc->data[SC_POEMBRAGI]) + time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; + if (sc->data[SC_IZAYOI]) + time -= time * 50 / 100; + } + + return (time > 0) ? time : 0; +} #ifdef RENEWAL_CAST +int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv) +{ + struct status_change *sc = status_get_sc(bl); struct map_session_data *sd = BL_CAST(BL_PC,bl); - int fixed = skill_get_fixed_cast(skill_id, skill_lv); - if( !fixed ) { - fixed = skill_get_cast(skill_id, skill_lv); - fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 ); - } - if(sd){// Increases/Decreases fixed cast time of a skill by item/card bonuses. - int i; - if( sd->fixcastrate != 100 ) - fixed = fixed * sd->fixcastrate / 100; - for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) { - if (sd->skillfixcast[i].id == skill_id){ + int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; + + if( time < 0 ) + return 0; + + if( !fixed ) + fixed = (int)time * 20 / 100; // fixed time + time = time * 80 / 100; // variable time + + if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. + if( sd->bonus.varcastrate < 0 ) + VARCAST_REDUCTION(sd->bonus.varcastrate); + for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) + if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast fixed += sd->skillfixcast[i].val; break; } - } + for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) + if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast + time += sd->skillvarcast[i].val; + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate + if( (i=sd->skillcast[i].val) < 0) + VARCAST_REDUCTION(i); + break; + } } -#endif - if( time < 0 ) return 0; // due to fixed castime so use -1 to nullify the casting. [malufett] - if (sc && sc->count) { + + if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) { + // All variable cast additive bonuses must come first if (sc->data[SC_SLOWCAST]) - time += time * sc->data[SC_SLOWCAST]->val2 / 100; + VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); + + // Variable cast reduction bonuses if (sc->data[SC_SUFFRAGIUM]) { - time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; + VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); } if (sc->data[SC_MEMORIZE]) { - time>>=1; + VARCAST_REDUCTION(50); if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } if (sc->data[SC_POEMBRAGI]) - time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; + VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); if (sc->data[SC_IZAYOI]) - time -= time * 50 / 100; -#ifdef RENEWAL_CAST + VARCAST_REDUCTION(50); + // Fixed cast reduction bonuses if( sc->data[SC__LAZINESS] ) - fixed += fixed * sc->data[SC__LAZINESS]->val2 / 100; - /** - * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%) - **/ + fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); if( sc->data[SC_SECRAMENT] ) - fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100; + fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); + if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP ) + fixcast_r = max(fixcast_r, 5 + skill_lv * 5); + // Fixed cast non percentage bonuses if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) ) fixed += 2000; if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN)) fixed = 0; -#endif } -#ifdef RENEWAL_CAST - /** - * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills - **/ - if( sd && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) ) - fixed -= fixed * (5+(skill_lv*5)) / 100; - return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0; -#else - return (time > 0) ? time : 0; -#endif + + if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ + VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); + fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); + } + + if( varcast_r < 0 ) // now compute overall factors + time = time * (1 - (float)varcast_r / 100); + if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point + time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; + // underflow checking/capping + time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed; + + return (int)time; } +#endif /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... |