diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 85 |
1 files changed, 26 insertions, 59 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 /*========================================== * ƒ_??[ƒW??IŒvŽZ *------------------------------------------*/ -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, }, |