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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-06-07 03:18:22 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-06-07 03:18:22 +0000 |
commit | 8081589782ca857622c3d1c06e80894519a3bd46 (patch) | |
tree | 92eda19649ee8e87706eb6757045b881ff6bc1e2 /src/map/status.c | |
parent | 1300e71f7b19b820dae2a984c9f59ac32c13d6c7 (diff) | |
download | hercules-8081589782ca857622c3d1c06e80894519a3bd46.tar.gz hercules-8081589782ca857622c3d1c06e80894519a3bd46.tar.bz2 hercules-8081589782ca857622c3d1c06e80894519a3bd46.tar.xz hercules-8081589782ca857622c3d1c06e80894519a3bd46.zip |
- Cleaned status_get_sc_tick/status_get_sc_def to use the status_data function.
- SC_STOP's chance and duration can't be reduced anymore.
- Storm Gust no longer has a 100% chance to freeze by passing mdef, now it has a 300% base chance reduced by mdef and the like as explained out by Tharis.
- Frost Diver/Frost Nova's base freezing chance is no longer affected by target's int.
- Lots of indentation fixes in login_sql/login.c to make it match with stable's layout.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7025 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 64 |
1 files changed, 29 insertions, 35 deletions
diff --git a/src/map/status.c b/src/map/status.c index 8a83455f0..7b93785e7 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -3793,6 +3793,7 @@ void status_change_init(struct block_list *bl) int status_get_sc_def(struct block_list *bl, int type) { int sc_def; + struct status_data* status; struct status_change* sc; nullpo_retr(0, bl); @@ -3824,6 +3825,7 @@ int status_get_sc_def(struct block_list *bl, int type) return 10000; } + status = status_get_status_data(bl); switch (type) { //Note that stats that are *100/3 were simplified to *33 @@ -3831,29 +3833,24 @@ int status_get_sc_def(struct block_list *bl, int type) case SC_FREEZE: case SC_DECREASEAGI: case SC_COMA: - sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl); + sc_def = 300 +100*status->mdef +33*status->luk; break; case SC_SLEEP: case SC_CONFUSION: - sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl); + sc_def = 300 +100*status->int_ +33*status->luk; break; -// Removed since it collides with normal sc. -// case SP_DEF1: // def -// sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl); -// break; case SC_STUN: case SC_POISON: case SC_DPOISON: case SC_SILENCE: case SC_BLEEDING: - case SC_STOP: - sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl); + sc_def = 300 +100*status->vit +33*status->luk; break; case SC_BLIND: - sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl); + sc_def = 300 +100*status->int_ +33*status->vit; break; case SC_CURSE: - sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl); + sc_def = 300 +100*status->luk +33*status->vit; break; default: return 0; //Effect that cannot be reduced? Likely a buff. @@ -3888,56 +3885,58 @@ int status_get_sc_def(struct block_list *bl, int type) int status_get_sc_tick(struct block_list *bl, int type, int tick) { struct map_session_data *sd; + struct status_data* status; int rate=0, min=0; //If rate is positive, it is a % reduction (10000 -> 100%) //if it is negative, it is an absolute reduction in ms. - sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL; + BL_CAST(BL_PC,bl,sd); + status = status_get_status_data(bl); switch (type) { case SC_DECREASEAGI: /* 速度減少 */ if (sd) // Celest tick>>=1; break; - case SC_ADRENALINE: /* アドレナリンラッシュ */ + case SC_ADRENALINE: case SC_ADRENALINE2: - case SC_WEAPONPERFECTION: /* ウェポンパ?フェクション */ - case SC_OVERTHRUST: /* オ?バ?スラスト */ + case SC_WEAPONPERFECTION: + case SC_OVERTHRUST: if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; - case SC_STONE: /* 石化 */ - rate = -200*status_get_mdef(bl); + case SC_STONE: + rate = -200*status->mdef; break; - case SC_FREEZE: /* 凍結 */ - rate = 100*status_get_mdef(bl); + case SC_FREEZE: + rate = 100*status->mdef; break; case SC_STUN: //Reduction in duration is the same as reduction in rate. - rate = 300 +100*status_get_vit(bl) +33*status_get_luk(bl); + rate = 300 +100*status->vit; break; - case SC_DPOISON: /* 猛毒 */ - case SC_POISON: /* 毒 */ - rate = 100*status_get_vit(bl) + 20*status_get_luk(bl); + case SC_DPOISON: + case SC_POISON: + rate = 100*status->vit + 20*status->luk; break; - case SC_SILENCE: /* 沈?(レックスデビ?ナ) */ + case SC_SILENCE: case SC_CONFUSION: case SC_CURSE: - rate = 100*status_get_vit(bl); + rate = 100*status->vit; break; - case SC_BLIND: /* 暗? */ - rate = 10*status_get_lv(bl) + 7*status_get_int(bl); + case SC_BLIND: + rate = 10*status_get_lv(bl) + 7*status->int_; min = 5000; //Minimum 5 secs? break; case SC_BLEEDING: - rate = 20*status_get_lv(bl) +100*status_get_vit(bl); + rate = 20*status_get_lv(bl) +100*status->vit; min = 10000; //Need a min of 10 secs for it to hurt at least once. break; case SC_SWOO: - if (status_get_mode(bl)&MD_BOSS) + if (status->mode&MD_BOSS) tick /= 5; //TODO: Reduce skill's duration. But for how long? break; case SC_ANKLE: - if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses + if(status->mode&MD_BOSS) // Lasts 5 times less on bosses tick /= 5; - rate = -100*status_get_agi(bl); + rate = -100*status->agi; // Minimum trap time of 3+0.03*skilllv seconds [celest] // Changed to 3 secs and moved from skill.c [Skotlex] min = 3000; @@ -3946,11 +3945,6 @@ int status_get_sc_tick(struct block_list *bl, int type, int tick) if (map[bl->m].flag.pvp) tick /=2; break; - case SC_STOP: - // Unsure of this... but I get a feeling that agi reduces this - // (it was on Tiger Fist Code, but at -1 ms per 10 agi.... - rate = -100*status_get_agi(bl); - break; } if (rate) { if (bl->type == BL_PC) { |