diff options
-rw-r--r-- | src/map/battle.c | 180 | ||||
-rw-r--r-- | src/map/battle.h | 2 |
2 files changed, 92 insertions, 90 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 75885085a..8ede99509 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -4994,45 +4994,44 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list break; } - if( wd.damage + wd.damage2 ) - { //There is a total damage value - int64 damage = wd.damage + wd.damage2, rdamage = 0; - int rdelay = 0; - - if( src != target && - (!skill_id || skill_id || - ( src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) )) ){ + if( wd.damage + wd.damage2 ) { //There is a total damage value + if( src != target ) { // Don't reflect your own damage (Grand Cross) + int64 rdamage = 0; + + rdamage = battle->calc_return_damage(target, src, wd.damage + wd.damage2, wd.flag, skill_id); + + if( tsc && tsc->data[SC_DEATHBOUND] ) { + wd.damage = wd.damage + wd.damage2; + wd.damage2 = 0; + status_change_end(target,SC_DEATHBOUND,INVALID_TIMER); + } - rdamage = battle->calc_return_damage(target, src, &damage, wd.flag, 0, &rdelay); + if( rdamage > 0 ) { + + if( tsc && tsc->data[SC_LG_REFLECTDAMAGE] ) { + bool change = false; + if( sd && !sd->state.autocast ) + change = true; + if( change ) + sd->state.autocast = 1; + map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,timer->gettick(),target,wd.amotion,sstatus->dmotion,rdamage,tstatus->race); + if( change ) + sd->state.autocast = 0; + } else { + int rdelay; + + rdelay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0); - if( tsc && tsc->count ) { - if( tsc && tsc->data[SC_DEATHBOUND] ){ - wd.damage = damage; - wd.damage2 = 0; - status_change_end(target,SC_DEATHBOUND,INVALID_TIMER); - } - } - if( rdamage > 0 ) { - if( tsc && tsc->data[SC_LG_REFLECTDAMAGE] ) { - if( src != target ) {// Don't reflect your own damage (Grand Cross) - bool change = false; - if( sd && !sd->state.autocast ) - change = true; - if( change ) - sd->state.autocast = 1; - map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,timer->gettick(),target,wd.amotion,sstatus->dmotion,rdamage,tstatus->race); - if( change ) - sd->state.autocast = 0; - } - } else { - //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] - if( tsd && src != target ) - battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); - battle->delay_damage(timer->gettick(), wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); - skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,timer->gettick()); - } + //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] + if( tsd ) + battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); + battle->delay_damage(timer->gettick(), wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); + skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,timer->gettick()); } + + } } + if(!wd.damage2) { wd.damage = battle->calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) @@ -5137,97 +5136,100 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl } //Calculates BF_WEAPON returned damage. -int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, int *delay){ - int64 rdamage = 0, damage = *dmg, trdamage = 0; +int64 battle_calc_return_damage(struct block_list *target, struct block_list *src, int64 damage, int flag, uint16 skill_id){ + int64 rdamage = 0, trdamage = 0; struct map_session_data* sd; struct status_change* sc; #ifdef RENEWAL int max_reflect_damage; - max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * status->get_lv(bl) / 100); + max_reflect_damage = max(status_get_max_hp(target), status_get_max_hp(target) * status->get_lv(target) / 100); #endif - sd = BL_CAST(BL_PC, bl); - sc = status->get_sc(bl); + sd = BL_CAST(BL_PC, target); + sc = status->get_sc(target); #ifdef RENEWAL -#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) ) + #define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) ) #else -#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) ) + #define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) ) #endif + + if( sc && !sc->count ) + sc = NULL; + + if( sc ) { + + if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){ + //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}] + int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125; + if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK + rdamage = rdamage * ratio / 100 + (damage) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; + skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0); + clif->skill_damage(target, src, timer->gettick(), status_get_amotion(src), 0, rdamage, + 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does + clif->damage(src, target, timer->gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0); + status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1); + status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER); + return 0; // Just put here to minimize redundancy + } + + if( sc->data[SC_KYOMU] && !sc->data[SC_DEATHBOUND] ){ + // Nullify reflecting ability + return 0; + } - if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){ - //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}] - int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(bl) / 125; - if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK - rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; - skill->blown(bl, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0); - clif->skill_damage(bl, src, timer->gettick(), status_get_amotion(src), 0, rdamage, - 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does - clif->damage(src, bl, timer->gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0); - status->damage(src, bl, status->damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1); - status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER); - return 0; // Just put here to minimize redundancy - } + } + if( flag & BF_SHORT) {//Bounces back part of the damage. - if ( sd && sd->bonus.short_weapon_damage_return ){ + if ( sd && sd->bonus.short_weapon_damage_return ) { NORMALIZE_RDAMAGE(damage * sd->bonus.short_weapon_damage_return / 100); - *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0); } - if( sc && sc->count ) { + if( sc ) { if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ){ int64 t = damage * sc->data[SC_REFLECTSHIELD]->val2 / 100; if (flag & BF_SKILL) { if (flag&BF_WEAPON) - t = t * map->list[bl->m].weapon_damage_rate / 100; + t = t * map->list[src->m].weapon_damage_rate / 100; if (flag&BF_MISC) - t = t * map->list[bl->m].misc_damage_rate / 100; + t = t * map->list[src->m].misc_damage_rate / 100; } else { if (flag & BF_SHORT) - t = t * map->list[bl->m].short_damage_rate / 100; + t = t * map->list[src->m].short_damage_rate / 100; } NORMALIZE_RDAMAGE(t); - *delay = clif->skill_damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4); } if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) { - if( skill_id != HT_LANDMINE && skill_id != HT_CLAYMORETRAP - && skill_id != RA_CLUSTERBOMB && (skill_id <= RA_VERDURETRAP || skill_id > RA_ICEBOUNDTRAP) && skill_id != MA_LANDMINE ){ - NORMALIZE_RDAMAGE((*dmg) * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100); - *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0); - } + NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100); } - if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !is_boss(src) ) { - uint8 dir = map->calc_dir(bl,src->x,src->y), - t_dir = unit->getdir(bl); - - if( !map->check_dir(dir,t_dir) ) { - int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. - trdamage += rdamage = rd1 - (*dmg = rd1 * 30 / 100); // not normalized as intended. - clif->skill_damage(src, bl, timer->gettick(), status_get_amotion(src), 0, -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6); - skill->blown(bl, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0); - if( skill_id ) - status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER); - *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0); + + if( !is_boss(src) ) { + + if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION ) { + uint8 dir = map->calc_dir(target,src->x,src->y), + t_dir = unit->getdir(target); + + if( !map->check_dir(dir,t_dir) ) { + int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. + trdamage += rdamage = rd1 - (damage = rd1 * 30 / 100); // not normalized as intended. + clif->skill_damage(src, target, timer->gettick(), status_get_amotion(src), 0, -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6); + skill->blown(target, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0); + } } - } - if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !is_boss(src) ){ - NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100); - *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0); + + if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){ + NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100); + } + } } } else { if (sd && sd->bonus.long_weapon_damage_return){ NORMALIZE_RDAMAGE(damage * sd->bonus.long_weapon_damage_return / 100); - *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0); } } - if( !(sc && sc->data[SC_DEATHBOUND]) ){ - if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability - return 0; - } - return max(0, trdamage); #undef NORMALIZE_RDAMAGE } diff --git a/src/map/battle.h b/src/map/battle.h index a8b291818..645b1761f 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -527,7 +527,7 @@ struct battle_interface { /* drain damage */ void (*drain) (struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss); /* damage return/reflect */ - int64 (*calc_return_damage) (struct block_list *bl, struct block_list *src, int64 *, int flag, uint16 skill_id, int *rdelay); + int64 (*calc_return_damage) (struct block_list *target, struct block_list *src, int64 damage, int flag, uint16 skill_id); /* attribute rate */ int (*attr_ratio) (int atk_elem, int def_type, int def_lv); /* applies attribute modifiers */ |