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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-03-10 18:16:47 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-03-10 18:16:47 +0000 |
commit | 269c643607bb5ef99141928971e6bac98e3095ed (patch) | |
tree | 6e9bbcf7df24b554a77c39d3aaf5bcab10d6417e /src | |
parent | 70d50d2cf22c2e55d5c069797ccc0801d1ce8eed (diff) | |
download | hercules-269c643607bb5ef99141928971e6bac98e3095ed.tar.gz hercules-269c643607bb5ef99141928971e6bac98e3095ed.tar.bz2 hercules-269c643607bb5ef99141928971e6bac98e3095ed.tar.xz hercules-269c643607bb5ef99141928971e6bac98e3095ed.zip |
- Changed div behaviour. Skills with div above zero will get their total damage increased by the number of hits, div less than zero is just for "show", total number of hits displayed is abs(div), but damage isn't increased by number of hits.
- Adjusted several skill damage equations to make up for this.
- Moved the Shield Chain soul-linked bonus to the second layer.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5564 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/battle.c | 85 |
1 files changed, 46 insertions, 39 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 7c92f1517..a4dc67b91 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -1067,6 +1067,9 @@ static void battle_calc_base_damage(struct block_list *src, struct block_list *t (*damage2) += baseatk_;
return;
}
+
+//For quick div adjustment.
+#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
/*==========================================
* battle_calc_weapon_attack (by Skotlex)
*------------------------------------------
@@ -1200,8 +1203,12 @@ static struct Damage battle_calc_weapon_attack( break;
case MO_FINGEROFFENSIVE:
- if(sd && battle_config.finger_offensive_type == 0)
- wd.div_ = sd->spiritball_old;
+ if(sd) {
+ if (battle_config.finger_offensive_type)
+ wd.div_ = 1;
+ else
+ wd.div_ = sd->spiritball_old;
+ }
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
break;
@@ -1221,7 +1228,7 @@ static struct Damage battle_calc_weapon_attack( break;
case KN_PIERCE:
- wd.div_= t_size+1;
+ wd.div_= (wd.div_>0?t_size+1:-(t_size+1));
break;
case TF_DOUBLE: //For NPC used skill.
@@ -1304,6 +1311,7 @@ static struct Damage battle_calc_weapon_attack( {
wd.type=0x0b;
wd.dmg_lv=ATK_LUCKY;
+ if (wd.div_ < 0) wd.div_*=-1;
return wd;
}
}
@@ -1492,8 +1500,10 @@ static struct Damage battle_calc_weapon_attack( flag.hit =1;
} //End hit/miss calculation
- if(tsd && tsd->special_state.no_weapon_damage)
+ if(tsd && tsd->special_state.no_weapon_damage) {
+ if (wd.div_ < 0) wd.div_*=-1;
return wd;
+ }
if (flag.hit && !flag.infdef) //No need to do the math for plants
{ //Hitting attack
@@ -1553,8 +1563,6 @@ static struct Damage battle_calc_weapon_attack( ATK_RATE(75);
break;
}
- ATK_RATE(wd.div_*100); //Increase overall damage by number of this
- //FIXME: (shouldn't something like this apply to ALL weapon skills?) [Skotlex]
break;
}
case CR_SHIELDBOOMERANG:
@@ -1627,13 +1635,10 @@ static struct Damage battle_calc_weapon_attack( skillratio += 50*skill_lv;
break;
case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
- skillratio += 10*status_get_str(src);
- break;
- case TF_DOUBLE: //This is the mob-used Double Attack. [Skotlex]
- skillratio += 100;
+ skillratio += 5*status_get_str(src);
break;
case AC_DOUBLE:
- skillratio += 80+20*skill_lv;
+ skillratio += 10*(skill_lv-1);
break;
case AC_SHOWER:
skillratio += 5*skill_lv-25;
@@ -1642,7 +1647,7 @@ static struct Damage battle_calc_weapon_attack( skillratio += 50;
break;
case KN_PIERCE:
- skillratio += wd.div_*(100+10*skill_lv)-100;
+ skillratio += 10*skill_lv;
break;
case KN_SPEARSTAB:
skillratio += 15*skill_lv;
@@ -1677,7 +1682,7 @@ static struct Damage battle_calc_weapon_attack( skillratio += 30*skill_lv;
break;
case AS_SONICBLOW:
- skillratio += 300+40*skill_lv;
+ skillratio += -50+5*skill_lv;
break;
case TF_SPRINKLESAND:
skillratio += 30;
@@ -1690,7 +1695,6 @@ static struct Damage battle_calc_weapon_attack( skillratio += 150; //Max damage for non players.
break;
case NPC_COMBOATTACK:
- skillratio += 100*wd.div_ -100;
break;
case NPC_RANDOMATTACK:
skillratio += rand()%150-50;
@@ -1706,10 +1710,6 @@ static struct Damage battle_calc_weapon_attack( case NPC_TELEKINESISATTACK:
skillratio += 25*skill_lv;
break;
- case NPC_GUIDEDATTACK:
- case NPC_RANGEATTACK:
- case NPC_PIERCINGATT:
- break;
case RG_BACKSTAP:
if(sd && sd->status.weapon == 11 && battle_config.backstab_bow_penalty)
skillratio += (200+40*skill_lv)/2;
@@ -1727,8 +1727,6 @@ static struct Damage battle_calc_weapon_attack( break;
case CR_SHIELDBOOMERANG:
skillratio += 30*skill_lv;
- if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
- skillratio += 100;
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS:
@@ -1747,10 +1745,7 @@ static struct Damage battle_calc_weapon_attack( flag.cardfix = 0;
break;
case MO_FINGEROFFENSIVE:
- if(battle_config.finger_offensive_type == 0)
- skillratio+= wd.div_ * (100 + 50*skill_lv) -100;
- else
- skillratio+= 50 * skill_lv;
+ skillratio+= 50 * skill_lv;
break;
case MO_INVESTIGATE:
skillratio += 75*skill_lv;
@@ -1827,7 +1822,7 @@ static struct Damage battle_calc_weapon_attack( flag.idef = flag.idef2 = 1;
break;
case PA_SHIELDCHAIN:
- skillratio += wd.div_*(100+30*skill_lv)-100;
+ skillratio += 30*skill_lv;
break;
case WS_CARTTERMINATION:
if(sd && sd->cart_weight > 0)
@@ -1853,9 +1848,6 @@ static struct Damage battle_calc_weapon_attack( if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
skillratio += 10*status_get_lv(src)/3;
break;
- case GS_TRIPLEACTION:
- skillratio += 200;
- break;
case GS_BULLSEYE:
skillratio += 400;
break;
@@ -1870,7 +1862,7 @@ static struct Damage battle_calc_weapon_attack( skillratio += 10*skill_lv;
break;
case GS_RAPIDSHOWER:
- skillratio += 400 + 50*skill_lv;
+ skillratio += 10*skill_lv;
break;
case GS_DESPERADO:
skillratio += 50*skill_lv-50;
@@ -1934,6 +1926,8 @@ static struct Damage battle_calc_weapon_attack( }
}
}
+ //Div fix.
+ damage_div_fix(wd.damage, wd.div_);
//Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
skillratio = 100;
//Skill damage modifiers that affect linearly stacked damage.
@@ -1951,6 +1945,10 @@ static struct Damage battle_calc_weapon_attack( if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
skillratio += 10;
break;
+ case CR_SHIELDBOOMERANG:
+ if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
+ skillratio += 100;
+ break;
}
if (sd && sd->skillatk[0].id != 0)
{
@@ -1962,6 +1960,7 @@ static struct Damage battle_calc_weapon_attack( }
if (skillratio != 100)
ATK_RATE(skillratio);
+
if(sd)
{
if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
@@ -2105,6 +2104,8 @@ static struct Damage battle_calc_weapon_attack( }
}
} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
+ else if(wd.div_ < 0) //Since the attack missed...
+ wd.div_ *= -1;
if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
return wd; //Enough, rest is not needed.
@@ -2141,7 +2142,6 @@ static struct Damage battle_calc_weapon_attack( }
}
-
if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0))
flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
@@ -2275,8 +2275,8 @@ static struct Damage battle_calc_weapon_attack( {
if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
{
- wd.damage *=2;
wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
+ damage_div_fix(wd.damage, wd.div_);
wd.type = 0x08;
}
} else if (( (skill_lv = 5*pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
@@ -2284,8 +2284,8 @@ static struct Damage battle_calc_weapon_attack( || sd->weapontype1 == 0x14 || sd->weapontype1 == 0x15)) || sd->double_rate > 0) // Copied double attack
if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
{
- wd.damage *=2;
wd.div_=skill_get_num(GS_CHAINACTION,skill_lv?skill_lv:1);
+ damage_div_fix(wd.damage, wd.div_);
wd.type = 0x08;
}
}
@@ -2808,9 +2808,11 @@ struct Damage battle_calc_magic_attack( }
}
- if(!flag.infdef && ad.div_>1 && skill_num != WZ_VERMILION)
- ad.damage *= ad.div_;
-
+ damage_div_fix(ad.damage, ad.div_);
+
+ if (flag.infdef && ad.damage > 0)
+ ad.damage = 1;
+
if (tsd && status_isimmune(target)) {
if (sd && battle_config.gtb_pvp_only) { // [MouseJstr]
MATK_RATE(100 - battle_config.gtb_pvp_only);
@@ -2942,8 +2944,14 @@ struct Damage battle_calc_misc_attack( case SN_FALCONASSAULT: /* ファルコンアサルト */
if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
skill=0;
- damage=(dex/10+int_/2+skill*3+40)*2*skill_get_num(HT_BLITZBEAT, 5); //Blitz Beat lv5 Damage
- damage=damage*(150+70*skill_lv)/100; //Falcon Assault Modifier
+
+ //Blitz Beat lv5 Damage
+ damage=(dex/10+int_/2+skill*3+40)*2;
+ skill = skill_get_num(HT_BLITZBEAT, 5);
+ damage_div_fix(damage, skill);
+
+ //Falcon Assault Modifier
+ damage=damage*(150+70*skill_lv)/100;
if(flag > 1)
damage /= flag;
aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
@@ -3005,8 +3013,7 @@ struct Damage battle_calc_misc_attack( }
div_=skill_get_num( skill_num,skill_lv );
- if(div_>1)
- damage*=div_;
+ damage_div_fix(damage, div_);
if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
damage = 1;
|