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authormalufett <malufett.eat.my.binaries@gmail.com>2013-06-26 10:27:55 -0700
committermalufett <malufett.eat.my.binaries@gmail.com>2013-06-26 10:27:55 -0700
commit074662a4b30e5d380fda32fd7df2d3ae2de759e0 (patch)
treeb88beb72d9dfbe590c368adf80bb69c6a74f571b /src/map
parent1b035a978d52bfc6c17c63bb7afd9210abd4983c (diff)
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Fixed Bug#7402
-Added some missing calc in re atk. Fixed Bug#7378 -PA_GOSPEL should now clear buffs upon casting. Fixed Bug#7399 -Neutral skills should work properly with ghost type monsters. RENEWAL UPDATES: Updated some ninja & gunslinger skills to there renewal formula. Added exploit fix(RE fixed) with hunter stacking trap trick. Added some misc skills more to follow.
Diffstat (limited to 'src/map')
-rw-r--r--src/map/battle.c477
-rw-r--r--src/map/battle.h4
-rw-r--r--src/map/pc.c1
-rw-r--r--src/map/skill.c93
-rw-r--r--src/map/status.c37
-rw-r--r--src/map/status.h10
6 files changed, 352 insertions, 270 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 8e4fd305c..804f08cb8 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -429,18 +429,19 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin
damage = battle->calc_sizefix(sd, damage, EQI_HAND_R, size, flag&8);
else
damage = battle->calc_sizefix(sd, damage, EQI_HAND_L, size, flag&8);
+
+ if( flag&2 && sd->bonus.arrow_atk )
+ damage += sd->bonus.arrow_atk;
if( sd->bonus.eatk > 0 )
eatk = sd->bonus.eatk;
- if( flag&2 && sd->bonus.arrow_atk )
- eatk += sd->bonus.arrow_atk;
}
-
+
if( sc && sc->count ){
if( sc->data[SC_ZENKAI] && watk->ele == sc->data[SC_ZENKAI]->val2 )
eatk += 200;
#ifdef RENEWAL_EDP
- if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE ){
+ if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ){
eatk = eatk * sc->data[SC_EDP]->val3 / 100; // 400%
damage = damage * sc->data[SC_EDP]->val4 / 100; // 500%
damage--; // temporary until we find the correct formula [malufett]
@@ -448,19 +449,14 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin
#endif
}
- /* [malufett]
- some unknown factors that needs to be discovered. PS: it's something related with ranged attacks
- if( eatk ){
- eatk += unknown value;
- eatk = eatk * (unknown value) / 100;
+ if( skill_id != ASC_METEORASSAULT ){
+ if( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) // Temporary. [malufett]
+ damage += damage * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
}
- */
- if( sc && sc->data[SC_WATK_ELEMENT] )
- damage = damage + eatk;
- else
- damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage + eatk, nk, n_ele, s_ele, s_ele_, false, flag);
-
+ // Temporary. [malufett]
+ damage = battle->calc_elefix(src, bl, skill_id, skill_lv, damage, nk, n_ele, s_ele, s_ele_, type == EQI_HAND_L, flag);
+
/**
* In RE Shield Bommerang takes weapon element only for damage calculation,
* - resist calculation is always against neutral
@@ -468,11 +464,12 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin
if ( skill_id == CR_SHIELDBOOMERANG )
s_ele = s_ele_ = ELE_NEUTRAL;
- if( type == EQI_HAND_R )
- damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 2, flag2);
- else
- damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 3, flag2);
+ // attacker side
+ damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 2|(type == EQI_HAND_L), flag2);
+ // target side
+ damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 0, flag2);
+
return damage;
}
#endif
@@ -488,19 +485,13 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin
* &8: Skip target size adjustment (Extremity Fist?)
*&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
*/
-/* modifying until malufett is able to adjust the formula */
-//#ifdef RENEWAL
-#if 0
+#ifdef RENEWAL
int battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2)
{
int damage, batk;
- struct status_change *sc = status_get_sc(src);
struct status_data *status = status_get_status_data(src);
- if( sc && sc->data[SC_TK_SEVENWIND] && !sc->data[SC_WATK_ELEMENT] )
- batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->batk, nk, n_ele, s_ele, s_ele_, false, flag);
- else
- batk = status->batk;
+ batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status_calc_batk(bl, status_get_sc(src), status->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag);
if( type == EQI_HAND_L )
damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &status->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4;
@@ -733,13 +724,19 @@ int battle_calc_masteryfix(struct block_list *src, struct block_list *target, ui
case CR_ACIDDEMONSTRATION:
return damage;
case NJ_SYURIKEN:
- if( (skill = pc->checkskill(sd,NJ_TOBIDOUGU)) > 0 && weapon )
+ if( (skill = pc->checkskill(sd,NJ_TOBIDOUGU)) > 0
+#ifndef RENEWAL
+ && weapon
+#endif
+ )
damage += 3 * skill;
break;
+#ifndef RENEWAL
case NJ_KUNAI:
if( weapon )
damage += 60;
break;
+#endif
case RA_WUGDASH:
case RA_WUGSTRIKE:
case RA_WUGBITE:
@@ -817,39 +814,26 @@ int battle_calc_elefix(struct block_list *src, struct block_list *target, uint16
damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
}
}
- if( sc && sc->data[SC_WATK_ELEMENT] )
+#ifndef RENEWAL
+ if( sc && sc->data[SC_SUB_WEAPONPROPERTY] )
{ // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
- damage =
-/* modifying until malufett can adjust the formula */
-//#ifndef RENEWAL
-#if 1
- battle->calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0))
-#else
- battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (flag?2:0)|(sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0)
-#endif
- * sc->data[SC_WATK_ELEMENT]->val2 / 100;
-
- damage += battle->attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
+ damage = battle->calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
+ damage += battle->attr_fix(src, target, damage, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
if( left ){
- damage =
-/* modifying until malufett can adjust the formula */
-//#ifndef RENEWAL
-#if 1
- battle->calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0))
-#else
- battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, (flag?2:0)|(sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0)
-#endif
- * sc->data[SC_WATK_ELEMENT]->val2 / 100;
- damage += battle->attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
+ damage = battle->calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
+ damage += battle->attr_fix(src, target, damage, sc->data[SC_SUB_WEAPONPROPERTY]->val1, tstatus->def_ele, tstatus->ele_lv);
}
}
-
+#endif
return damage;
}
/*==========================================
* Calculates card bonuses damage adjustments.
+ * cflag(cardfix flag):
+ * &1 - calc for left hand.
+ * &2 - atker side cardfix(BF_WEAPON) otherwise target side(BF_WEAPON).
*------------------------------------------*/
-int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){
+int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int cflag, int wflag){
struct map_session_data *sd, *tsd;
short cardfix = 1000, t_class, s_class, s_race2, t_race2;
struct status_data *sstatus, *tstatus;
@@ -872,15 +856,15 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
switch(attack_type){
case BF_MAGIC:
if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
- cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
+ cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race]) / 100;
if (!(nk&NK_NO_ELEFIX))
- cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
- cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
- cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
- cardfix=cardfix*(100+sd->magic_atk_ele[s_ele])/100;
- for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
+ cardfix = cardfix*(100+sd->magic_addele[tstatus->def_ele]) / 100;
+ cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size]) / 100;
+ cardfix = cardfix * (100 + sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
+ cardfix = cardfix * (100 + sd->magic_atk_ele[s_ele])/100;
+ for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++) {
if(sd->add_mdmg[i].class_ == t_class) {
- cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
+ cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
break;
}
}
@@ -896,29 +880,29 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&flag&BF_RANGEMASK &&
- tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
- cardfix=cardfix*(100-ele_fix)/100;
+ cardfix = cardfix * (100 - ele_fix) / 100;
}
- cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
- cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
- cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
- cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix = cardfix * (100 - tsd->subsize[sstatus->size]) / 100;
+ cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
+ cardfix = cardfix * (100 - tsd->subrace[sstatus->race]) / 100;
+ cardfix = cardfix * (100 - tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
if( sstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100-tsd->subrace[RC_NONDEMIHUMAN]) / 100;
for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
if(tsd->add_mdef[i].class_ == s_class) {
- cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
+ cardfix = cardfix * (100-tsd->add_mdef[i].rate) / 100;
break;
}
}
//It was discovered that ranged defense also counts vs magic! [Skotlex]
- if ( flag&BF_SHORT )
+ if ( wflag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
@@ -928,78 +912,78 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
if( tsd->sc.data[SC_PROTECT_MDEF] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_PROTECT_MDEF]->val1 ) / 100;
- if (cardfix != 1000)
+ if( cardfix != 1000 )
damage = damage * cardfix / 1000;
}
break;
case BF_WEAPON:
t_race2 = status_get_race2(target);
- if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) )
+ if( cflag&2 && sd && !(nk&NK_NO_CARDFIX_ATK) )
{
short cardfix_ = 1000;
if(sd->state.arrow_atk)
{
- cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race]) / 100;
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
- cardfix=cardfix*(100+ele_fix)/100;
+ cardfix = cardfix * (100 + ele_fix) / 100;
}
- cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size]) / 100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS] + sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN]) / 100;
}
else
{ // Melee attack
if( !battle_config.left_cardfix_to_right )
{
- cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
+ cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)) {
int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
- cardfix=cardfix*(100+ele_fix)/100;
+ cardfix = cardfix * (100+ele_fix) / 100;
}
- cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix = cardfix * (100+sd->right_weapon.addsize[tstatus->size]) / 100;
+ cardfix = cardfix * (100+sd->right_weapon.addrace2[t_race2]) / 100;
+ cardfix = cardfix * (100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[RC_NONDEMIHUMAN]) / 100;
- if( left&1 )
+ if( cflag&1 )
{
- cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
+ cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)) {
- int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
+ int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix_lh += sd->left_weapon.addele2[i].rate;
}
- cardfix=cardfix*(100+ele_fix_lh)/100;
+ cardfix = cardfix * (100+ele_fix_lh) / 100;
}
- cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
- cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
- cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix_ = cardfix_ * (100+sd->left_weapon.addsize[tstatus->size]) / 100;
+ cardfix_ = cardfix_ * (100+sd->left_weapon.addrace2[t_race2]) / 100;
+ cardfix_ = cardfix_ * (100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
}
@@ -1007,114 +991,122 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
else
{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
- for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
+ for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ if(!(sd->right_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->right_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
- if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
- sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
- sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
+ if(!(sd->left_weapon.addele2[i].flag&wflag&BF_WEAPONMASK &&
+ sd->left_weapon.addele2[i].flag&wflag&BF_RANGEMASK &&
+ sd->left_weapon.addele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += sd->left_weapon.addele2[i].rate;
}
- cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
- cardfix=cardfix*(100+ele_fix)/100;
- cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
- cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race]) / 100;
+ cardfix = cardfix * (100 + ele_fix) / 100;
+ cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2])/100;
+ cardfix = cardfix * (100 + sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS] + sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]) / 100;
if( tstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100+sd->right_weapon.addrace[RC_NONDEMIHUMAN] + sd->left_weapon.addrace[RC_NONDEMIHUMAN]) / 100;
}
}
+
for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
{
if( sd->right_weapon.add_dmg[i].class_ == t_class )
{
- cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
+ cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
break;
}
}
- if( left&1 )
+ if( cflag&1 )
{
for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
{
if( sd->left_weapon.add_dmg[i].class_ == t_class )
{
- cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
+ cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
break;
}
}
}
- if( flag&BF_LONG )
- cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
- if( (left&1) && cardfix_ != 1000 )
+ if( wflag&BF_LONG )
+ cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
+
+ if( (cflag&1) && cardfix_ != 1000 )
damage = damage * cardfix_ / 1000;
else if( cardfix != 1000 )
damage = damage * cardfix / 1000;
- } else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ){
- if( !(nk&NK_NO_ELEFIX) )
+ break; // end Attacker side
+ }
+ // Target side
+ if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
{
- int ele_fix = tsd->subele[s_ele];
- for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
- {
- if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&flag&BF_RANGEMASK &&
- tsd->subele2[i].flag&flag&BF_SKILLMASK))
- continue;
- ele_fix += tsd->subele2[i].rate;
- }
- cardfix=cardfix*(100-ele_fix)/100;
- if( left&1 && s_ele_ != s_ele )
+ if( !(nk&NK_NO_ELEFIX) )
{
- int ele_fix_lh = tsd->subele[s_ele_];
+ int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
- if(tsd->subele2[i].ele != s_ele_) continue;
- if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&flag&BF_RANGEMASK &&
- tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ if(tsd->subele2[i].ele != s_ele) continue;
+ if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
- ele_fix_lh += tsd->subele2[i].rate;
+ ele_fix += tsd->subele2[i].rate;
+ }
+ cardfix=cardfix*(100-ele_fix)/100;
+ if( cflag&1 && s_ele_ != s_ele )
+ {
+ int ele_fix_lh = tsd->subele[s_ele_];
+ for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
+ {
+ if(tsd->subele2[i].ele != s_ele_) continue;
+ if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&wflag&BF_SKILLMASK))
+ continue;
+ ele_fix_lh += tsd->subele2[i].rate;
+ }
+ cardfix = cardfix * (100 - ele_fix_lh) / 100;
}
- cardfix=cardfix*(100-ele_fix_lh)/100;
}
- }
- cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
- cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
- cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
- cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
- if( sstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100-tsd->subsize[sstatus->size]) / 100;
+ cardfix = cardfix * (100-tsd->subrace2[s_race2]) / 100;
+ cardfix = cardfix * (100-tsd->subrace[sstatus->race]) / 100;
+ cardfix = cardfix * (100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
+ if( sstatus->race != RC_DEMIHUMAN )
+ cardfix = cardfix * (100-tsd->subrace[RC_NONDEMIHUMAN]) / 100;
- for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
- if( tsd->add_def[i].class_ == s_class ) {
- cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
- break;
+ for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ )
+ {
+ if( tsd->add_def[i].class_ == s_class )
+ {
+ cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
+ break;
+ }
}
- }
- if( flag&BF_SHORT )
- cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
- else // BF_LONG (there's no other choice)
- cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
+ if( wflag&BF_SHORT )
+ cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
+ else // BF_LONG (there's no other choice)
+ cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
- if( tsd->sc.data[SC_PROTECT_DEF] )
- cardfix = cardfix * ( 100 - tsd->sc.data[SC_PROTECT_DEF]->val1 ) / 100;
+ if( tsd->sc.data[SC_PROTECT_DEF] )
+ cardfix = cardfix * (100 - tsd->sc.data[SC_PROTECT_DEF]->val1) / 100;
- if( cardfix != 1000 )
- damage = damage * cardfix / 1000;
- }
+ if( cardfix != 1000 )
+ damage = damage * cardfix / 1000;
+ }
break;
case BF_MISC:
if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
@@ -1125,25 +1117,25 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
- if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
- tsd->subele2[i].flag&flag&BF_RANGEMASK &&
- tsd->subele2[i].flag&flag&BF_SKILLMASK))
+ if(!(tsd->subele2[i].flag&wflag&BF_WEAPONMASK &&
+ tsd->subele2[i].flag&wflag&BF_RANGEMASK &&
+ tsd->subele2[i].flag&wflag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
- cardfix=cardfix*(100-ele_fix)/100;
+ cardfix = cardfix * (100 - ele_fix) / 100;
}
- cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
- cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
- cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
- cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
+ cardfix = cardfix*(100-tsd->subsize[sstatus->size]) / 100;
+ cardfix = cardfix*(100-tsd->subrace2[s_race2]) / 100;
+ cardfix = cardfix*(100-tsd->subrace[sstatus->race]) / 100;
+ cardfix = cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100;
if( sstatus->race != RC_DEMIHUMAN )
- cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
+ cardfix = cardfix * (100 - tsd->subrace[RC_NONDEMIHUMAN]) / 100;
cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
- if( flag&BF_SHORT )
+ if( wflag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
- else // BF_LONG (there's no other choice)
+ else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if (cardfix != 1000)
@@ -1265,12 +1257,12 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
#ifdef RENEWAL
/**
* RE DEF Reduction
- * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
* Pierce defence gains 1 atk per def/2
**/
- if( def1 == -400 ) /* being hit by a gazillion units, you hit the jackpot and got -400 which creates a division by 0 and subsequently crashes */
- def1 = -399;
+ if( def1 < -399 ) // it stops at -399
+ def1 = 399; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 399
+ //return 1;
if( flag&2 )
damage += def1 >> 1;
@@ -1279,7 +1271,7 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
if( flag&4 )
damage -= (def1 + vit_def);
else
- damage = damage * (4000+def1) / (4000+10*def1) - vit_def;
+ damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def);
}
#else
@@ -1323,9 +1315,12 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
#ifdef RENEWAL
/**
* RE MDEF Reduction
- * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
**/
- damage = damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
+ if( mdef < -99 ) // it stops at -99
+ mdef = 99; // in aegis it set to 1 but in our case it may lead to exploitation so limit it to 99
+ //return 1;
+
+ damage = (int)((100.0f - mdef / (mdef + 100.0f) * 90.0f) / 100.0f * damage - mdef2);
#else
if(battle_config.magic_defense_type)
damage = damage - mdef*battle_config.magic_defense_type - mdef2;
@@ -1868,9 +1863,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case MO_INVESTIGATE:
skillratio += 75 * skill_lv;
break;
- /* modifying until malufett can adjust the formula */
- //#ifndef RENEWAL
- #if 1
+ #ifndef RENEWAL
case MO_EXTREMITYFIST:
{ //Overflow check. [Skotlex]
unsigned int ratio = skillratio + 100*(8 + status->sp/10);
@@ -1982,7 +1975,12 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 100 * (skill_lv+1);
break;
case GS_PIERCINGSHOT:
- skillratio += 20 * skill_lv;
+#ifdef RENEWAL
+ if( sd && sd->weapontype1 == W_RIFLE )
+ skillratio += 50 + 30 * skill_lv;
+ else
+#endif
+ skillratio += 20 * skill_lv;
break;
case GS_RAPIDSHOWER:
skillratio += 10 * skill_lv;
@@ -2015,6 +2013,11 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case NJ_KIRIKAGE:
skillratio += 100 * (skill_lv-1);
break;
+#ifdef RENEWAL
+ case NJ_KUNAI:
+ skillratio += 50 + 150 * skill_lv;
+ break;
+#endif
case KN_CHARGEATK:
{
int k = (flag-1)/3; //+100% every 3 cells of distance
@@ -2077,7 +2080,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
}
break;
case RK_STORMBLAST:
- skillratio += -100 + 100 * (sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (status_get_int(src) / 4);
+ skillratio += -100 + 100 *(sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8;
break;
case RK_PHANTOMTHRUST:
skillratio += -100 + 50 * skill_lv + 10 * ( sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
@@ -2097,7 +2100,6 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
//ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
skillratio += 200 + (100 * skill_lv);
RE_LVL_DMOD(120);
- skillratio += status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4;
break;
case GC_ROLLINGCUTTER:
skillratio += -50 + 50 * skill_lv;
@@ -3380,10 +3382,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
}
#endif
-/* temporarily disabling until malufett can adjust */
-//#ifdef RENEWAL
-// ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
-//#endif
+#ifdef RENEWAL
+ ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
+#endif
if(sd) {
//Damage bonuses
if ((i = pc->skillatk_bonus(sd, skill_id)))
@@ -3447,10 +3448,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = 0;
}
}
-/* temporarily making global until malufett can adjust */
-//#ifndef RENEWAL
+#ifndef RENEWAL
ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
-//#endif
+#endif
}
damage_div_fix(ad.damage, ad.div_);
@@ -3594,9 +3594,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = 1+rnd()%9999;
break;
case CR_ACIDDEMONSTRATION:
-/* modifying until malufett can adjust the formula */
-//#ifdef RENEWAL
-#if 0
+#ifdef RENEWAL
{// [malufett]
int matk=0, atk;
short tdef = status_get_total_def(target);
@@ -3665,9 +3663,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
break ;
case ASC_BREAKER:
{
-/* modifying until malufett can adjust the formula */
-//#ifndef RENEWAL
-#if 1
+#ifndef RENEWAL
md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
#else
@@ -4350,38 +4346,50 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Adds an absolute value to damage. 100 = +100 damage
#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
-
+#ifdef RENEWAL
+#define GET_NORMAL_ATTACK( f ) { wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, f, wd.flag); }
+#define GET_NORMAL_ATTACK2( f ) { wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, f, wd.flag); }
+#endif
switch (skill_id)
{ //Calc base damage according to skill
case PA_SACRIFICE:
wd.damage = sstatus->max_hp* 9/100;
wd.damage2 = 0;
+#ifdef RENEWAL
+ wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, wd.flag); // temporary [malufett]
+#endif
break;
case NJ_ISSEN: // [malufett]
-/* modifying until malufett can adjust the formula */
-//#ifndef RENEWAL
-#if 1
+#ifndef RENEWAL
wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
wd.damage2 = 0;
#else
{
short totaldef = status_get_total_def(target);
i = 0;
- wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), wd.flag);
+ GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 )
wd.div_ = ~( i++ + 2 ) + 1;
- wd.damage *= sstatus->hp * skill_lv;
- wd.damage = wd.damage / sstatus->max_hp + sstatus->hp + i * (wd.damage / sstatus->max_hp + sstatus->hp) / 5;
+ if( wd.damage ){
+ wd.damage *= sstatus->hp * skill_lv;
+ wd.damage = wd.damage / sstatus->max_hp + sstatus->hp + i * (wd.damage / sstatus->max_hp + sstatus->hp) / 5;
+ }
ATK_ADD(-totaldef);
if( is_boss(target) )
ATK_RATE(50);
flag.idef = 1;
}
break;
+ case NJ_SYURIKEN: // [malufett]
+ GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
+ wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - status_get_total_def(target);
+ flag.idef = 1;
+ break;
case MO_EXTREMITYFIST: // [malufett]
- wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8, wd.flag);
+ GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8 );
// first value is still not confirm.
- wd.damage = status_get_sp(src) + 10 * status_get_sp(src) * wd.damage / 100 + 8 * wd.damage;
+ if( wd.damage )
+ wd.damage = status_get_sp(src) + 10 * status_get_sp(src) * wd.damage / 100 + 8 * wd.damage + 250 + 150 * skill_lv;
flag.tdef = 1;
#endif
break;
@@ -4441,9 +4449,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
#endif
?1:0)|
(flag.arrow?2:0)|
-/* modifying until malufett can adjust the formula */
-//#ifndef RENEWAL
-#if 1
+#ifndef RENEWAL
(skill_id == HW_MAGICCRASHER?4:0)|
(skill_id == MO_EXTREMITYFIST?8:0)|
#endif
@@ -4460,13 +4466,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
default:
i |= 16; // for ex. shuriken must not be influenced by DEX
}
-/* modifying until malufett can adjust the formula */
-//#ifdef RENEWAL
-#if 0
- wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, i, wd.flag);
+#ifdef RENEWAL
+ GET_NORMAL_ATTACK( i );
wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon);
if (flag.lh){
- wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, i, wd.flag);
+ GET_NORMAL_ATTACK2( i );
wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon);
}
#else
@@ -4518,6 +4522,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( sc->data[SC_UNLIMIT] && wd.flag&BF_LONG )
ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 );
}
+
if( tsc && skill_id != PA_SACRIFICE ){
if( tsc->data[SC_DARKCROW] && wd.flag&BF_SHORT )
ATK_ADD( 30 * tsc->data[SC_DARKCROW]->val1 );
@@ -4529,6 +4534,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
else
{
+
+ #ifdef RENEWAL
+ if( sd && skill_id == NJ_KUNAI ){
+ flag.tdef = 1;
+ ATK_ADD( sd->bonus.arrow_atk );
+ }
+ #endif
switch(skill_id){
#ifdef RENEWAL
case LK_SPIRALPIERCE:
@@ -4553,13 +4565,14 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Constant/misc additions from skills
switch (skill_id) {
- case MO_EXTREMITYFIST:
- ATK_ADD(250 + 150*skill_lv);
- break;
#ifdef RENEWAL
case HW_MAGICCRASHER:
ATK_ADD(battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage / 5);
break;
+#else
+ case MO_EXTREMITYFIST:
+ ATK_ADD(250 + 150*skill_lv);
+ break;
#endif
case TK_DOWNKICK:
case TK_STORMKICK:
@@ -4577,8 +4590,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage );
flag.tdef = 1;
#endif
+#ifndef RENEWAL
case NJ_SYURIKEN:
ATK_ADD(4*skill_lv);
+#endif
break;
case HT_FREEZINGTRAP:
if(sd)
@@ -4588,6 +4603,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( sd && sd->weight )
ATK_ADD( sd->weight / 8 );
break;
+ case GC_COUNTERSLASH:
+ ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
+ break;
case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
if( sc && sc->data[SC_COMBOATTACK]
@@ -4629,18 +4647,20 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
skill_id == LG_SHIELDPRESS || skill_id == RK_HUNDREDSPEAR ||
skill_id == CR_SHIELDCHARGE ) )
ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
+
+#ifndef RENEWAL_EDP
if( sc->data[SC_EDP] ){
switch(skill_id){
-#ifndef RENEWAL_EDP
- case AS_SPLASHER: case AS_VENOMKNIFE:
+ case AS_SPLASHER:
case AS_GRIMTOOTH:
- break;
+ case ASC_BREAKER:
+ case AS_VENOMKNIFE:
case ASC_METEORASSAULT: break;
default:
ATK_ADDRATE(sc->data[SC_EDP]->val3);
-#endif
}
}
+#endif
if(sc->data[SC_STYLE_CHANGE]){
TBL_HOM *hd = BL_CAST(BL_HOM,src);
if (hd) ATK_ADD(hd->homunculus.spiritball * 3);
@@ -4789,9 +4809,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
#endif
if(skill_id==TF_POISON)
ATK_ADD(15*skill_lv);
-/* temp-fix until malufett adjusts */
-//#ifndef RENEWAL
-#if 1
+
+#ifndef RENEWAL
wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, flag.arrow);
if( flag.lh )
wd.damage2 = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage2, nk, n_ele, s_ele, s_ele_, true, flag.arrow);
@@ -4818,9 +4837,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
}
#endif
-/* modiftying until malufett adjusts */
-//#ifndef RENEWAL
-#if 1
+
+#ifndef RENEWAL
if (sd) {
if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
@@ -4846,7 +4864,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
//Card Fix, tsd side
if(tsd){ //if player on player then it was already measured above
- wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 0, wd.flag);
+ wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, (flag.lh?1:0), wd.flag);
}
#endif
if( flag.infdef ) { //Plants receive 1 damage when hit
@@ -5782,6 +5800,9 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
case ASC_METEORASSAULT:
case RG_RAID:
case MC_CARTREVOLUTION:
+ case HT_CLAYMORETRAP:
+ case RA_ICEBOUNDTRAP:
+ case RA_FIRINGTRAP:
#endif
state |= BCT_ENEMY;
strip_enemy = 0;
diff --git a/src/map/battle.h b/src/map/battle.h
index 2b502beaf..37968f53a 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -535,9 +535,7 @@ struct battle_interface {
/* skill range criteria */
int (*range_type) (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
int (*calc_base_damage)
-/* temporary until malufett is able to adjust the formula */
-//#ifdef RENEWAL
-#if 0
+#ifdef RENEWAL
(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2);
#else
(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag);
diff --git a/src/map/pc.c b/src/map/pc.c
index 0d1a99175..f7f06999f 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -5048,6 +5048,7 @@ int pc_checkallowskill(struct map_session_data *sd)
SC_DANCING,
SC_GS_GATLINGFEVER,
#ifdef RENEWAL
+ SC_LKCONCENTRATION,
SC_EDP,
#endif
SC_FEARBREEZE
diff --git a/src/map/skill.c b/src/map/skill.c
index 509de6f4a..a625fb9c1 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3781,6 +3781,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case SR_TIGERCANNON:
+ case GC_COUNTERSLASH:
+ case GC_ROLLINGCUTTER:
flag |= SD_ANIMATION;
case LG_MOONSLASHER:
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
@@ -5314,6 +5316,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
status_kill(bl);
break;
case SA_REVERSEORCISH:
+ case ALL_REVERSEORCISH:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)));
break;
@@ -5460,7 +5463,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
clif->skill_nodamage (src,src,skill_id,skill_lv,1);
// Initiate 10% of your damage becomes fire element.
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
+ sc_start4(src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
if( sd )
skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv), false);
else if( bl->type == BL_MER )
@@ -5634,6 +5637,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv), false);
break;
+ case ALL_ANGEL_PROTECT:
+ if( dstsd )
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
if (sd && dstsd && dstsd->sc.count) {
if (dstsd->sc.data[SC_PROPERTYFIRE] ||
@@ -7703,6 +7713,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case NPC_TALK:
case ALL_WEWISH:
+ case ALL_CATCRY:
+ case ALL_DREAM_SUMMERNIGHT:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case ALL_BUYING_STORE:
@@ -10025,6 +10037,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
if (!sg) break;
if (sce)
status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
+ status_change_clear_buffs(src,3);
sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
}
@@ -11374,14 +11387,17 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( bl->id == ss->id )// it won't trigger on caster
break;
case UNT_LANDMINE:
- case UNT_CLAYMORETRAP:
case UNT_BLASTMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_FIREPILLAR_ACTIVE:
- iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ case UNT_CLAYMORETRAP:
+ if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP )
+ iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick);
+ else
+ iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
@@ -14640,16 +14656,23 @@ int skill_detonator(struct block_list *bl, va_list ap)
case UNT_CLUSTERBOMB:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
- if( unit_id == UNT_TALKIEBOX ) {
- clif->talkiebox(bl,unit->group->valstr);
- unit->group->val2 = -1;
- } else
- iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
-
- clif->changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
- unit->group->unit_id = UNT_USED_TRAPS;
+ switch(unit_id){
+ case UNT_TALKIEBOX:
+ clif->talkiebox(bl,unit->group->valstr);
+ unit->group->val2 = -1;
+ break;
+ case UNT_CLAYMORETRAP:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
+ break;
+ default:
+ iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
+ }
+ clif->changetraplook(bl, UNT_USED_TRAPS);
unit->group->limit = DIFF_TICK(iTimer->gettick(),unit->group->tick) +
- (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
+ (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
+ unit->group->unit_id = UNT_USED_TRAPS;
break;
}
return 0;
@@ -14831,12 +14854,6 @@ int skill_trap_splash (struct block_list *bl, va_list ap) {
case UNT_ELECTRICSHOCKER:
clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
break;
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
- case UNT_CLUSTERBOMB:
- if( ss != bl )
- skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
- break;
case UNT_MAGENTATRAP:
case UNT_COBALTTRAP:
case UNT_MAIZETRAP:
@@ -14848,6 +14865,38 @@ int skill_trap_splash (struct block_list *bl, va_list ap) {
skill->addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
skill->addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
break;
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ if( src->id == bl->id ) break;
+ if( bl->type == BL_SKILL ){
+ struct skill_unit *su = (struct skill_unit *)bl;
+ if( su->group->unit_id == UNT_USED_TRAPS )
+ break;
+ }
+ case UNT_CLUSTERBOMB:
+ if( ss != bl )
+ skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
+ break;
+ case UNT_CLAYMORETRAP:
+ if( src->id == bl->id ) break;
+ if( bl->type == BL_SKILL ){
+ struct skill_unit *su = (struct skill_unit *)bl;
+ switch( su->group->unit_id ){
+ case UNT_CLAYMORETRAP:
+ case UNT_LANDMINE:
+ case UNT_BLASTMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ clif->changetraplook(bl, UNT_USED_TRAPS);
+ su->group->limit = DIFF_TICK(iTimer->gettick(),su->group->tick) + 1500;
+ su->group->unit_id = UNT_USED_TRAPS;
+ }
+ break;
+ }
default:
skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
@@ -16789,16 +16838,18 @@ int skill_destroy_trap( struct block_list *bl, va_list ap ) {
if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) {
switch( sg->unit_id ) {
- case UNT_LANDMINE:
case UNT_CLAYMORETRAP:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ iMap->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
+ break;
+ case UNT_LANDMINE:
case UNT_BLASTMINE:
case UNT_SHOCKWAVE:
case UNT_SANDMAN:
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_CLUSTERBOMB:
- case UNT_FIRINGTRAP:
- case UNT_ICEBOUNDTRAP:
iMap->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
break;
}
diff --git a/src/map/status.c b/src/map/status.c
index fdee5b954..f209ebea4 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -196,7 +196,7 @@ void initChangeTables(void) {
//The main status definitions
add_sc( SM_BASH , SC_STUN );
set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
- add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
+ add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY );
set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
add_sc( MG_SIGHT , SC_SIGHT );
add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
@@ -348,9 +348,9 @@ void initChangeTables(void) {
set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
#ifndef RENEWAL
- set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2);
+ set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2);
#else
- set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_CONCENTRATION , SCB_HIT|SCB_DEF);
+ set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF);
#endif
set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
@@ -511,7 +511,7 @@ void initChangeTables(void) {
add_sc( MER_CRASH , SC_STUN );
set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
- add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
+ add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY );
add_sc( MER_SIGHT , SC_SIGHT );
set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED );
set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
@@ -757,6 +757,9 @@ void initChangeTables(void) {
set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ add_sc( ALL_REVERSEORCISH , SC_ORCISH );
+ set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN );
+
// Storing the target job rather than simply SC_SOULLINK simplifies code later on.
SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
@@ -3295,7 +3298,6 @@ static unsigned short status_calc_vit(struct block_list *,struct status_change *
static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool);
static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool);
static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool);
static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool);
@@ -4398,18 +4400,21 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang
return (unsigned short)cap_value(luk,0,USHRT_MAX);
}
-static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
+unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
{
if(!sc || !sc->count)
return cap_value(batk,0,USHRT_MAX);
if( !viewable ){
/* some statuses that are hidden in the status window */
+ if(sc->data[SC_PLUSATTACKPOWER])
+ batk += sc->data[SC_PLUSATTACKPOWER]->val1;
return (unsigned short)cap_value(batk,0,USHRT_MAX);
}
-
+#ifndef RENEWAL
if(sc->data[SC_PLUSATTACKPOWER])
batk += sc->data[SC_PLUSATTACKPOWER]->val1;
+#endif
if(sc->data[SC_BATKFOOD])
batk += sc->data[SC_BATKFOOD]->val1;
if(sc->data[SC_GS_GATLINGFEVER])
@@ -10863,7 +10868,7 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl
struct status_change *sc = status_get_sc(bl);
if ( bl->type == BL_PC && watk->atk ){
- if ( flag&16 )
+ if ( flag&2 )
dstr = status_get_dex(bl);
else
dstr = status_get_str(bl);
@@ -10884,10 +10889,10 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl
else
max = min;
}
-
- if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0)
- max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1;
+ if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) )
+ max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1;
+
max = status_calc_watk(bl, sc, max, false);
return max;
@@ -11000,11 +11005,15 @@ int status_change_clear_buffs (struct block_list* bl, int type)
if( !sc->data[i] || !status_get_sc_type(i) )
continue;
- if( type&1 && !(status_get_sc_type(i)&SC_BUFF) )
+ if( type&3 && !(status_get_sc_type(i)&SC_BUFF) && !(status_get_sc_type(i)&SC_DEBUFF) )
continue;
- if( type&2 && !(status_get_sc_type(i)&SC_DEBUFF) )
- continue;
+ if( !(type&3) ){
+ if( type&1 && !(status_get_sc_type(i)&SC_BUFF) )
+ continue;
+ if( type&2 && !(status_get_sc_type(i)&SC_DEBUFF) )
+ continue;
+ }
switch (i) {
case SC_DEEP_SLEEP:
diff --git a/src/map/status.h b/src/map/status.h
index fbce95f17..a469dc71f 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -147,7 +147,7 @@ typedef enum sc_type {
SC_VOLCANO, //100,
SC_DELUGE,
SC_VIOLENTGALE,
- SC_WATK_ELEMENT,
+ SC_SUB_WEAPONPROPERTY,
SC_ARMOR,
SC_ARMORPROPERTY,
SC_NOCHAT,
@@ -672,6 +672,7 @@ typedef enum sc_type {
SC_HANBOK,
SC_MONSTER_TRANSFORM,
+ SC_ANGEL_PROTECT,
SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
} sc_type;
@@ -993,7 +994,7 @@ enum si_type {
SI_INVINCIBLE = 311,
SI_CASH_PLUSONLYJOBEXP = 312,
SI_PARTYFLEE = 313,
-// SI_ANGEL_PROTECT = 314,
+ SI_ANGEL_PROTECT = 314,
// SI_ENDURE_MDEF = 315,
SI_ENCHANTBLADE = 316,
SI_DEATHBOUND = 317,
@@ -1850,11 +1851,12 @@ int status_check_visibility(struct block_list *src, struct block_list *target);
int status_change_spread( struct block_list *src, struct block_list *bl );
defType status_calc_def(struct block_list *bl, struct status_change *sc, int, bool);
-signed short status_calc_def2(struct block_list *,struct status_change *, int, bool);
+signed short status_calc_def2(struct block_list *, struct status_change *, int, bool);
defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int, bool);
-signed short status_calc_mdef2(struct block_list *,struct status_change *, int, bool);
+signed short status_calc_mdef2(struct block_list *, struct status_change *, int, bool);
#ifdef RENEWAL
+unsigned short status_calc_batk(struct block_list *, struct status_change *, int, bool);
unsigned short status_base_matk(const struct status_data* status, int level);
int status_get_weapon_atk(struct block_list *src, struct weapon_atk *watk, int flag);
int status_get_total_mdef(struct block_list *src);