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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-01-31 17:00:34 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-01-31 17:00:34 +0000
commit1b31cc9de6ee1eae20f7c70615db3997797e7fb1 (patch)
treebe55fa84dc7b9fe938c5ecb82816f606a10f3384 /src/map/skill.c
parentc94206403784fa42f3aff2bf5a721d9eae9e5a78 (diff)
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- PF_SOULBURN no longer ignores mdef.
- HW_GRAVITATION should now invoke auto spells. - Added function battle_calc_return_damage to unify the return damage code. - Added autospell triggering to returned damage from normal attacks. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5141 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c45
1 files changed, 8 insertions, 37 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 965c75fd6..e1f6d6715 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -560,8 +560,6 @@ const struct skill_name_db skill_names[] = {
static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
static const int diry[8]={1,1,0,-1,-1,-1,0,1};
-static int rdamage;
-
/* ƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX */
struct skill_db skill_db[MAX_SKILL_DB];
@@ -1641,12 +1639,11 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
struct Damage dmg;
struct status_change *sc_data;
struct map_session_data *sd=NULL, *tsd=NULL;
- int type,lv,damage;
+ int type,lv,damage,rdamage=0;
static int tmpdmg = 0;
if(skillid > 0 && skilllv <= 0) return 0;
- rdamage = 0;
nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
nullpo_retr(0, bl); //Target to be attacked.
@@ -1862,36 +1859,9 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
break;
} //Switch End
}
- if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc)
- { //•ŠíƒXƒLƒ‹•ƒ_ƒ?ƒW‚ ‚è•Žg—pŽÒ‚Æ?ÛŽÒ‚ªˆá‚¤•src=dsrc
- if(dmg.flag&BF_SHORT) { //‹ß‹——£U?ŽžH¦
- if(tsd && tsd->short_weapon_damage_return > 0)
- { //‹ß‹——£U?’µ‚Ë•Ô‚µH¦
- rdamage += damage * tsd->short_weapon_damage_return / 100;
- if(rdamage < 1) rdamage = 1;
- }
- if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //ƒŠƒtƒŒƒNƒgƒV?ƒ‹ƒhŽž
- rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //’µ‚Ë•Ô‚µŒvŽZ
- if(rdamage < 1) rdamage = 1;
- }
- }
- else if(dmg.flag&BF_LONG) { //‰“‹——£U?ŽžH¦
- if(tsd && tsd->long_weapon_damage_return > 0)
- { //‰“‹——£U?’µ‚Ë•Ô‚µH¦
- rdamage += damage * tsd->long_weapon_damage_return / 100;
- if(rdamage < 1) rdamage = 1;
- }
- }
- } else
- // magic_damage_return by [AppleGirl] and [Valaris]
- if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc)
- {
- if(tsd && tsd->magic_damage_return > 0 )
- {
- rdamage += damage * tsd->magic_damage_return / 100;
- if(rdamage < 1) rdamage = 1;
- }
- }
+
+ if (damage > 0 && src != bl && src == dsrc)
+ rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
//•ŠíƒXƒLƒ‹H‚±‚±‚Ü‚Å
switch(skillid){
@@ -1966,7 +1936,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
- battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
+ battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
}
if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
@@ -2048,7 +2018,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
map_freeblock_unlock();
- return (dmg.damage+dmg.damage2); /* ?ƒ_ƒ?‚ð•Ô‚· */
+ return damage; /* ?ƒ_ƒ?‚ð•Ô‚· */
}
/*==========================================
@@ -7416,7 +7386,8 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
break;
case UNT_GRAVITATION:
- skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+ if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
+ skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
break;
}
if (sg->val3 == HW_MAGICPOWER && ssc_data && ssc_data[SC_MAGICPOWER].timer < 0 && ssc_data[SC_MAGICPOWER].val1 > 0)