diff options
-rw-r--r-- | conf/battle/status.conf | 8 | ||||
-rw-r--r-- | src/map/battle.c | 2 | ||||
-rw-r--r-- | src/map/battle.h | 2 | ||||
-rw-r--r-- | src/map/status.c | 211 |
4 files changed, 122 insertions, 101 deletions
diff --git a/conf/battle/status.conf b/conf/battle/status.conf index 6efe973b7..5341b606b 100644 --- a/conf/battle/status.conf +++ b/conf/battle/status.conf @@ -27,14 +27,6 @@ debuff_on_logout: 3 pc_status_def_rate: 100 mob_status_def_rate: 100 -// Required luk to gain inmunity to status changes. -// Luk increases resistance by closing the gap between natural resist and max -// linearly. This setting indicates required luk to gain complete immunity. -// Eg: 40 vit -> 40% resist. 150 luk -> +50% of the missing gap. -// So 40% + (50% of 60%) = 70% -pc_luk_status_def: 300 -mob_luk_status_def: 300 - // Maximum resistance to status changes. (100 = 100%) // NOTE: Cards and equipment can go over this limit, so it only applies to natural resist. pc_max_status_def: 100 diff --git a/src/map/battle.c b/src/map/battle.c index c8af6badc..81c616928 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -5782,8 +5782,6 @@ static const struct _battle_data { { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, }, { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, }, { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, }, - { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, }, - { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, }, { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, }, { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, }, { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, }, diff --git a/src/map/battle.h b/src/map/battle.h index 54f941de8..8b1f757f5 100644 --- a/src/map/battle.h +++ b/src/map/battle.h @@ -381,8 +381,6 @@ struct Battle_Config { int sc_castcancel; // [Skotlex] int pc_sc_def_rate; // [Skotlex] int mob_sc_def_rate; - int pc_luk_sc_def; - int mob_luk_sc_def; int pc_max_sc_def; int mob_max_sc_def; diff --git a/src/map/status.c b/src/map/status.c index 1ed8d91b5..72643e3c8 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -6078,7 +6078,12 @@ void status_change_init(struct block_list *bl) //the flag values are the same as in status_change_start. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { - int sc_def = 0, tick_def = 0; + //Percentual resistance: 10000 = 100% Resist + //Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms + int sc_def = 0, tick_def = -1; //-1 = use sc_def + //Linear resistance substracted from rate and tick after percentual resistance was applied + //Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms + int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2 struct status_data* status; struct status_change* sc; struct map_session_data *sd; @@ -6127,67 +6132,72 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti if( sc && !sc->count ) sc = NULL; switch (type) { - case SC_STUN: - case SC_POISON: - if( sc && sc->data[SC__UNLUCKY] ) - return tick; - case SC_DPOISON: - case SC_SILENCE: - case SC_BLEEDING: - sc_def = 3 +status->vit; - break; - case SC_SLEEP: - sc_def = 3 +status->int_; - break; - case SC_DEEPSLEEP: - tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int. - sc_def = 5 * status->int_ /10; - break; - case SC_DECREASEAGI: - case SC_ADORAMUS://Arch Bishop - if (sd) tick>>=1; //Half duration for players. - case SC_STONE: - case SC_FREEZE: - sc_def = 3 +status->mdef; - break; - case SC_CURSE: - //Special property: inmunity when luk is greater than level or zero - if (status->luk > status_get_lv(bl) || status->luk == 0) - return 0; - else - sc_def = 3 +status->luk; - tick_def = status->vit; - break; - case SC_BLIND: - if( sc && sc->data[SC__UNLUCKY] ) - return tick; - sc_def = 3 +(status->vit + status->int_)/2; - break; - case SC_CONFUSION: - sc_def = 3 +(status->str + status->int_)/2; - break; - case SC_ANKLE: - if(status->mode&MD_BOSS) // Lasts 5 times less on bosses - tick /= 5; - sc_def = status->agi / 2; - break; - case SC_MAGICMIRROR: - case SC_ARMORCHANGE: - if (sd) //Duration greatly reduced for players. - tick /= 15; - //No defense against it (buff). - rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate - break; + case SC_STUN: + case SC_POISON: + if( sc && sc->data[SC__UNLUCKY] ) + return tick; + case SC_DPOISON: + case SC_SILENCE: + case SC_BLEEDING: + sc_def = status->vit*100; + sc_def2 = status->luk*10; + break; + case SC_SLEEP: + sc_def = status->int_*100; + sc_def2 = status->luk*10; + break; + case SC_DEEPSLEEP: + sc_def = status->int_*50; + tick_def = status->int_*10 + status_get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. + break; + case SC_DECREASEAGI: + case SC_ADORAMUS: //Arch Bishop + if (sd) tick>>=1; //Half duration for players. + case SC_STONE: + //Impossible to reduce duration with stats + tick_def = 0; + tick_def2 = 0; + case SC_FREEZE: + sc_def = status->mdef*100; + sc_def2 = status->luk*10; + break; + case SC_CURSE: + //Special property: inmunity when luk is greater than level or zero + if (status->luk > status_get_lv(bl) || status->luk == 0) + return 0; + sc_def = status->luk*100; + sc_def2 = status->luk*10; + tick_def = status->vit*100; + break; + case SC_BLIND: + if( sc && sc->data[SC__UNLUCKY] ) + return tick; + sc_def = (status->vit + status->int_)*50; + sc_def2 = status->luk*10; + break; + case SC_CONFUSION: + sc_def = (status->str + status->int_)*50; + sc_def2 = status->luk*10; + break; + case SC_ANKLE: + if(status->mode&MD_BOSS) // Lasts 5 times less on bosses + tick /= 5; + sc_def = status->agi*50; + break; + case SC_MAGICMIRROR: + case SC_ARMORCHANGE: + if (sd) //Duration greatly reduced for players. + tick /= 15; + sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate + tick_def2 = 0; //No duration reduction + break; case SC_MARSHOFABYSS: //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second } - tick -= (status->int_ + status->luk) / 20 * 1000; + tick_def2 = (status->int_ + status->luk)*50; break; case SC_STASIS: //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 } - tick -= (status->vit + status->dex) / 20 * 1000; - break; - case SC_WHITEIMPRISON: - if( tick == 5000 ) // 100% on caster + tick_def2 = (status->vit + status->dex)*50; break; if( bl->type == BL_PC ) tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; @@ -6236,51 +6246,58 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti if (sd) { - if (battle_config.pc_sc_def_rate != 100) + if (battle_config.pc_sc_def_rate != 100) { sc_def = sc_def*battle_config.pc_sc_def_rate/100; + sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100; + } - if (sc_def < battle_config.pc_max_sc_def) - sc_def += (battle_config.pc_max_sc_def - sc_def)* - status->luk/battle_config.pc_luk_sc_def; - else - sc_def = battle_config.pc_max_sc_def; + sc_def = min(sc_def, battle_config.pc_max_sc_def*100); + sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100); - if (tick_def) { - if (battle_config.pc_sc_def_rate != 100) - tick_def = tick_def*battle_config.pc_sc_def_rate/100; + if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) { + tick_def = tick_def*battle_config.pc_sc_def_rate/100; + tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100; } - } else { - if (battle_config.mob_sc_def_rate != 100) + if (battle_config.mob_sc_def_rate != 100) { sc_def = sc_def*battle_config.mob_sc_def_rate/100; + sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100; + } - if (sc_def < battle_config.mob_max_sc_def) - sc_def += (battle_config.mob_max_sc_def - sc_def)* - status->luk/battle_config.mob_luk_sc_def; - else - sc_def = battle_config.mob_max_sc_def; + sc_def = min(sc_def, battle_config.mob_max_sc_def*100); + sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100); - if (tick_def) { - if (battle_config.mob_sc_def_rate != 100) - tick_def = tick_def*battle_config.mob_sc_def_rate/100; + if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) { + tick_def = tick_def*battle_config.mob_sc_def_rate/100; + tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100; } } if (sc) { if (sc->data[SC_SCRESIST]) - sc_def += sc->data[SC_SCRESIST]->val1; //Status resist + sc_def += sc->data[SC_SCRESIST]->val1*100; //Status resist else if (sc->data[SC_SIEGFRIED]) - sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance. + sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance. } //When no tick def, reduction is the same for both. - if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish] + if(tick_def < 0) tick_def = sc_def; + if(tick_def2 < 0) + tick_def2 = sc_def2; //Natural resistance if (!(flag&8)) { - rate -= rate*sc_def/100; + rate -= rate*sc_def/10000; + rate -= sc_def2; + + //Minimum chances + switch (type) { + case SC_BITE: + rate = max(rate, 5000); //Minimum of 50% + break; + } //Item resistance (only applies to rate%) if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) @@ -6291,22 +6308,38 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100; } } + if (!(rnd()%10000 < rate)) return 0; - //Why would a status start with no duration? Presume it has - //duration defined elsewhere. - if (!tick) return 1; + //Even if a status change doesn't have a duration, it should still trigger + if (tick < 1) return 1; //Rate reduction - if (flag&2) + if (flag&2) return tick; - tick -= tick*tick_def/100; - // Changed to 5 seconds according to recent tests [Playtester] - if (type == SC_ANKLE && tick < 5000) - tick = 5000; - return tick<=0?0:tick; + tick -= tick*tick_def/10000; + tick -= tick_def2; + + //Minimum durations + switch (type) { + case SC_ANKLE: + case SC_MARSHOFABYSS: + case SC_STASIS: + tick = max(tick, 5000); //Minimum duration 5s + break; + case SC_BURNING: + case SC_FREEZING: + tick = max(tick, 10000); //Minimum duration 10s + break; + default: + //Skills need to trigger even if the duration is reduced below 1ms + tick = max(tick, 1); + break; + } + + return tick; } /*========================================== |