diff options
author | Inkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2009-05-14 16:15:17 +0000 |
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committer | Inkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2009-05-14 16:15:17 +0000 |
commit | 5ccb3f48c51beb25cf12898693c06af518de89f1 (patch) | |
tree | a503b5d23c88dbfe2d2cea601a0b1b19f05f3550 /src | |
parent | e9c2b4fc0618a71b1560c635a8bfc7f9e773b097 (diff) | |
download | hercules-5ccb3f48c51beb25cf12898693c06af518de89f1.tar.gz hercules-5ccb3f48c51beb25cf12898693c06af518de89f1.tar.bz2 hercules-5ccb3f48c51beb25cf12898693c06af518de89f1.tar.xz hercules-5ccb3f48c51beb25cf12898693c06af518de89f1.zip |
* More logical modifications on skill_additional_effect thing. Thanks to ultramage.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13771 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/battle.c | 85 | ||||
-rw-r--r-- | src/map/battle.h | 4 | ||||
-rw-r--r-- | src/map/skill.c | 38 | ||||
-rw-r--r-- | src/map/skill.h | 2 |
4 files changed, 49 insertions, 80 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 84e711dc6..b36b22a45 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -165,11 +165,8 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data) { map_freeblock_lock(); status_fix_damage(dat->src, target, dat->damage, dat->delay); - if( dat->attack_type && (dat->damage > 0 || dat->attack_type&0xf000) && !status_isdead(target) ) - { - if( dat->damage > 0 ) dat->attack_type &= ~0xf000; - skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); - } + if( dat->attack_type && !status_isdead(target) ) + skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); if( dat->damage > 0 && dat->attack_type ) skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); map_freeblock_unlock(); @@ -187,11 +184,8 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, if (!battle_config.delay_battle_damage) { map_freeblock_lock(); status_fix_damage(src, target, damage, ddelay); - if( attack_type && (damage > 0 || attack_type&0xf000) && !status_isdead(target) ) - { - if( damage > 0 ) attack_type &= ~0xf000; - skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); - } + if( attack_type && !status_isdead(target) ) + skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick()); if( damage > 0 && attack_type ) skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); map_freeblock_unlock(); @@ -272,11 +266,12 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag /*========================================== * ダ??[ジ??I計算 *------------------------------------------*/ -int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) +int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv) { struct map_session_data *sd = NULL; struct status_change *sc; struct status_change_entry *sce; + int div_ = d->div_, flag = d->flag; nullpo_retr(0, bl); @@ -309,7 +304,10 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i { //First, sc_*'s that reduce damage to 0. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE ) - return (damage > 0 ? -1 : 0); // Trigger status effects. + { + d->dmg_lv = ATK_BLOCK; + return 0; + } if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) { @@ -317,13 +315,17 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i if (group) { if (--group->val2<=0) skill_delunitgroup(NULL,group); - return (damage > 0 ? -1 : 0); // Trigger status effects. + d->dmg_lv = ATK_BLOCK; + return 0; } status_change_end(bl,SC_SAFETYWALL,-1); } if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) - return (damage > 0 ? -1 : 0); // Trigger status effects. + { + d->dmg_lv = ATK_BLOCK; + return 0; + } if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 ) { @@ -2140,13 +2142,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo { //There is a total damage value if(!wd.damage2) { - bool flag = (wd.damage > 0); - wd.damage = battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); - if( flag && wd.damage == -1 ) - { - wd.flag |= 0xf000; - wd.damage = 0; - } + wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) @@ -2154,13 +2150,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } else if(!wd.damage) { - bool flag = (wd.damage2 > 0); - wd.damage2 = battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); - if( flag && wd.damage2 == -1 ) - { - wd.flag |= 0xf000; - wd.damage2 = 0; - } + wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) @@ -2169,14 +2159,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo else { int d1 = wd.damage + wd.damage2,d2 = wd.damage2; - bool flag; - flag = (d1 > 0); - wd.damage = battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag); - if( flag && wd.damage == -1 ) - { - wd.flag |= 0xf000; - wd.damage = 0; - } + wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) @@ -2578,15 +2561,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list if (flag.infdef && ad.damage) ad.damage = ad.damage>0?1:-1; - { - bool flag = (ad.damage > 0); - ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); - if( flag && ad.damage == -1 ) - { - ad.flag |= 0xf000; - ad.damage = 0; - } - } + ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); else if( map[target->m].flag.battleground ) @@ -2815,15 +2790,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * if(!(nk&NK_NO_ELEFIX)) md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); - { - bool flag = (md.damage > 0); - md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); - if( flag && md.damage == -1 ) - { - md.flag |= 0xf000; - md.damage = 0; - } - } + md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv); if( map_flag_gvg2(target->m) ) md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); else if( map[target->m].flag.battleground ) @@ -2853,11 +2820,11 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl memset(&d,0,sizeof(d)); break; } - if (d.damage + d.damage2 < 1) + if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed //Weapon attacks should go through to cause additional effects. - if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC)) - d.dmg_lv = ATK_FLEE; + if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss? + d.dmg_lv = ATK_MISS; d.dmotion = 0; } return d; @@ -3079,7 +3046,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t { rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0); //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] - skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick); + skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } } @@ -3673,7 +3640,7 @@ static const struct _battle_data { { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, }, { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, }, { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, }, - { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_DEF, 0, INT_MAX, }, + { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_MISS, 0, INT_MAX, }, { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, }, { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, }, { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, }, diff --git a/src/map/battle.h b/src/map/battle.h index 951f32d8d..692fcc0a8 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -9,6 +9,8 @@ typedef enum damage_lv { ATK_NONE, // not an attack ATK_LUCKY, // attack was lucky-dodged ATK_FLEE, // attack was dodged + ATK_MISS, // attack missed because of element/race modifier. + ATK_BLOCK, // attack was blocked by some skills. ATK_DEF // attack connected } damage_lv; @@ -41,7 +43,7 @@ int battle_attr_ratio(int atk_elem,int def_type, int def_lv); int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv); // ダメージ最終計算 -int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag); +int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv); int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag); int battle_calc_bg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag); diff --git a/src/map/skill.c b/src/map/skill.c index 9f448cd10..8ea6ca7b5 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -454,7 +454,7 @@ struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, str /*========================================== * *------------------------------------------*/ -int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) +int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick) { struct map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; @@ -471,6 +471,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if(skillid < 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest + if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. + return 0; + sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); dstsd = BL_CAST(BL_PC, bl); @@ -485,7 +488,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int return 0; if( sd ) - { // These status will be applied anyway even if there is no actual damage. [Inkfish] + { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] if( sd->special_state.bonus_coma && !skillid) { rate = sd->weapon_coma_ele[tstatus->def_ele]; @@ -549,7 +552,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int } } - if( attack_type&0xf000 ) // no damage, return; + if( dmg_lv < ATK_DEF ) // no damage, return; return 0; switch(skillid) @@ -1575,7 +1578,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds type = 0; if (type >= 0) { dmg.damage = dmg.damage2 = 0; - dmg.dmg_lv = ATK_FLEE; + dmg.dmg_lv = ATK_MISS; sc->data[SC_SPIRIT]->val3 = skillid; sc->data[SC_SPIRIT]->val4 = dsrc->id; } @@ -1585,7 +1588,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if(sc && sc->data[SC_MAGICROD] && src == dsrc) { int sp = skill_get_sp(skillid,skilllv); dmg.damage = dmg.damage2 = 0; - dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex] + dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] sp = sp * sc->data[SC_MAGICROD]->val2 / 100; if(skillid == WZ_WATERBALL && skilllv > 1) sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball @@ -1777,7 +1780,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin] } - if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0) + if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0) { //Skills with can't walk delay also stop normal attacking for that //duration when the attack connects. [Skotlex] struct unit_data *ud = unit_bl2ud(src); @@ -1788,11 +1791,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if( !dmg.amotion ) { //Instant damage status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. - if( (damage > 0 || attack_type&0xf000) && !status_isdead(bl) ) - { - if( damage > 0 ) attack_type &= ~0xf000; - skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); - } + if( !status_isdead(bl) ) + skill_additional_effect(src,bl,skillid,skilllv,attack_type,dmg.dmg_lv,tick); if( damage > 0 ) //Counter status effects [Skotlex] skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick); } @@ -1839,7 +1839,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] if( tsd && src != bl ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); - skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,tick); + skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } if (!(flag&2) && @@ -3773,7 +3773,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] if (skill_area_temp[1] != bl->id) { skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0); - skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback + skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback } break; @@ -7077,7 +7077,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un { sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) - skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick); + skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); } break; @@ -7374,12 +7374,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_LULLABY: if (ss->id == bl->id) break; - skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick); + skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); break; case UNT_UGLYDANCE: //Ugly Dance [Skotlex] if (ss->id != bl->id) - skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick); + skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); break; case UNT_DISSONANCE: @@ -9266,9 +9266,9 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap) } //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] if(battle_check_target(src,bl,BCT_ENEMY) > 0) - skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); + skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick); else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10) - skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); + skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick); return 0; } @@ -9561,7 +9561,7 @@ static int skill_trap_splash (struct block_list *bl, va_list ap) case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: - skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); + skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick); break; case UNT_GROUNDDRIFT_WIND: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) diff --git a/src/map/skill.h b/src/map/skill.h index 4a2b7bfcf..c52f5ccc1 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -261,7 +261,7 @@ int skill_cleartimerskill(struct block_list *src); int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag); // 追加?果 -int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); +int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,int dmg_lv,unsigned int tick); int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag); int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag); |