diff options
-rw-r--r-- | Changelog-Trunk.txt | 2 | ||||
-rw-r--r-- | src/map/battle.c | 39 | ||||
-rw-r--r-- | src/map/skill.c | 22 | ||||
-rw-r--r-- | src/map/status.c | 19 |
4 files changed, 48 insertions, 34 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index fbf59e359..e54523a6f 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -3,6 +3,8 @@ Date Added AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. +2010/09/12 + * All direct damages such as reflected damage or Tarot Card damage should not be redirected. (follow up to r14400)[Inkfish] 2010/09/08 * All mobs whose display sprites are those of a job id will now appropriately be identified to the client as players, not mobs. [Paradox924X] * Updated License from GNU GPLv2 to GNU GPLv3. [Paradox924X] diff --git a/src/map/battle.c b/src/map/battle.c index 66a64828c..b03d13417 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -163,14 +163,10 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data) (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex] { + struct status_change *sc = status_get_sc(target); map_freeblock_lock(); - if(dat->skill_id != CR_REFLECTSHIELD) - status_fix_damage(dat->src, target, dat->damage, dat->delay); // We have to seperate here between reflect damage and others [icescope] - else - { - status_damage(dat->src, map_id2bl(dat->target), dat->damage, 0, dat->delay, 16); - dat->skill_id = 0; - } + if( !sc || !sc->data[SC_DEVOTION] ) + status_fix_damage(dat->src, target, dat->damage, dat->delay); 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 ) @@ -188,14 +184,10 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, nullpo_retr(0, target); if (!battle_config.delay_battle_damage) { + struct status_change *sc = status_get_sc(target); map_freeblock_lock(); - if(skill_id != CR_REFLECTSHIELD) + if( !sc || !sc->data[SC_DEVOTION] ) status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] - else - { - status_damage(src, target, damage, 0, ddelay, 16); - skill_id = 0; - } 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 ) @@ -476,6 +468,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag damage -= damage * 6 * (1+per) / 100; } + // FIXME: + // So Reject Sword calculates the redirected damage before calculating WoE/BG reduction? This is weird. [Inkfish] if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON && // Fixed the condition check [Aalye] (src->type!=BL_PC || ( @@ -3182,6 +3176,23 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } } + if( tsc && tsc->data[SC_DEVOTION] ) + { + struct status_change_entry *sce = tsc->data[SC_DEVOTION]; + struct block_list *d_bl = map_id2bl(sce->val1); + + if( d_bl && ( + (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) || + (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id) + ) && check_distance_bl(target, d_bl, sce->val3) ) + { + clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0); + status_fix_damage(NULL, d_bl, damage, 0); + } + else + status_change_end(target, SC_DEVOTION, -1); + } + wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); if (sd && sd->splash_range > 0 && damage > 0) @@ -3228,7 +3239,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex] if(tsd && src != target) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); - battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay); // the skill id is needed we use CR_REFLECTSHIELD as default [icescope] + battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay); } if (tsc) { diff --git a/src/map/skill.c b/src/map/skill.c index 4e43ce6ba..2f1f9240e 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1715,6 +1715,23 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds && skillid != WS_CARTTERMINATION ) rdamage = battle_calc_return_damage(bl, damage, dmg.flag); + if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE ) + { + struct status_change_entry *sce = sc->data[SC_DEVOTION]; + struct block_list *d_bl = map_id2bl(sce->val1); + + if( d_bl && ( + (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || + (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id) + ) && check_distance_bl(bl, d_bl, sce->val3) ) + { + clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0); + status_fix_damage(NULL, d_bl, damage, 0); + } + else + status_change_end(bl, SC_DEVOTION, -1); + } + //Skill hit type type=(skillid==0)?5:skill_get_hit(skillid); @@ -1902,7 +1919,8 @@ 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( !sc || !sc->data[SC_DEVOTION] ) + status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. if( !status_isdead(bl) ) skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick); if( damage > 0 ) //Counter status effects [Skotlex] @@ -1948,7 +1966,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if( rdamage > 0 ) { if( dmg.amotion ) - battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); // also here the reflect shield, but for skills [icescope] + battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0); else status_fix_damage(bl,src,rdamage,0); clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0); diff --git a/src/map/status.c b/src/map/status.c index 1e9eaf178..d2865f5fa 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -640,7 +640,6 @@ int status_charge(struct block_list* bl, int hp, int sp) //If flag&2, fail if target does not has enough to substract. //If flag&4, if killed, mob must not give exp/loot. //If flag&8, sp loss on dead target. -//If flag&16, reflect damage is done, which can't be absorbed by Devotion. [icescope] int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) { struct status_data *status; @@ -681,25 +680,9 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) hp = 1; - if( hp && !(flag&(1|8|16)) ) { + if( hp && !(flag&(1|8)) ) { if( sc ) { struct status_change_entry *sce; - if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE ) - { // Devotion prevents any of the other ailments from ending. - struct block_list *d_bl = map_id2bl(sce->val1); - - if( d_bl && ( - (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) || - (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id) - ) && check_distance_bl(target, d_bl, sce->val3) ) - { - clif_damage(d_bl, d_bl, gettick(), 0, 0, hp, 0, 0, 0); - status_fix_damage(NULL, d_bl, hp, 0); - return 0; - } - - status_change_end(target, SC_DEVOTION, -1); - } if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(target,SC_STONE,-1); status_change_end(target,SC_FREEZE,-1); |