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Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c67
1 files changed, 30 insertions, 37 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 0201e0e3a..d32a799ab 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1251,8 +1251,8 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_
def1 -= def1 * i / 100;
def2 -= def2 * i / 100;
}
- if ( sd->spiritcharm[SPIRITS_TYPE_CHARM_LAND] > 0 ) // hidden from status window
- def1 += 10 * def1 * sd->spiritcharm[SPIRITS_TYPE_CHARM_LAND] / 100;
+ if (sd->charm_type == CHARM_TYPE_LAND && sd->charm_count > 0 ) // hidden from status window
+ def1 += 10 * def1 * sd->charm_count / 100;
}
if( sc && sc->data[SC_EXPIATIO] ){
@@ -1491,39 +1491,39 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case NJ_KOUENKA:
skillratio -= 10;
- if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE] > 0 )
- skillratio += 20 * sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE];
+ if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
+ skillratio += 20 * sd->charm_count;
break;
case NJ_KAENSIN:
skillratio -= 50;
- if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE] > 0 )
- skillratio += 10 * sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE];
+ if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
+ skillratio += 10 * sd->charm_count;
break;
case NJ_BAKUENRYU:
skillratio += 50 * (skill_lv - 1);
- if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE] > 0 )
- skillratio += 15 * sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE];
+ if (sd && sd->charm_type == CHARM_TYPE_FIRE && sd->charm_count > 0)
+ skillratio += 15 * sd->charm_count;
break;
#ifdef RENEWAL
case NJ_HYOUSENSOU:
skillratio -= 30;
- if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WATER] > 0 )
- skillratio += 5 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WATER];
+ if (sd && sd->charm_type == CHARM_TYPE_WATER && sd->charm_count > 0)
+ skillratio += 5 * sd->charm_count;
#endif
/* Fall through */
case NJ_HYOUSYOURAKU:
skillratio += 50 * skill_lv;
- if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WATER] > 0 )
- skillratio += 25 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WATER];
+ if (sd && sd->charm_type == CHARM_TYPE_WATER && sd->charm_count > 0)
+ skillratio += 25 * sd->charm_count;
break;
case NJ_RAIGEKISAI:
skillratio += 60 + 40 * skill_lv;
- if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND] > 0 )
- skillratio += 15 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND];
+ if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
+ skillratio += 15 * sd->charm_count;
break;
case NJ_KAMAITACHI:
- if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND] > 0 )
- skillratio += 10 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND];
+ if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
+ skillratio += 10 * sd->charm_count;
/* Fall through */
case NPC_ENERGYDRAIN:
skillratio += 100 * skill_lv;
@@ -1550,8 +1550,8 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case NJ_HUUJIN:
skillratio += 50;
- if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND] > 0 )
- skillratio += 20 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND];
+ if (sd && sd->charm_type == CHARM_TYPE_WIND && sd->charm_count > 0)
+ skillratio += 20 * sd->charm_count;
break;
#else
case WZ_VERMILION:
@@ -1773,13 +1773,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 100 * skill_lv;
break;
case KO_KAIHOU:
- if ( sd ) {
- ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0);
- if ( i < SPIRITS_TYPE_SPHERE ) {
- skillratio += -100 + 200 * sd->spiritcharm[i];
- RE_LVL_DMOD(100);
- pc->del_charm(sd, sd->spiritcharm[i], i);
- }
+ if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) {
+ skillratio += -100 + 200 * sd->charm_count;
+ RE_LVL_DMOD(100);
+ pc->del_charm(sd, sd->charm_count, sd->charm_type);
}
break;
default:
@@ -3389,10 +3386,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
- if( sd ){ //Summoning 10 spiritcharm will endow your weapon
- int i;
- ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] >= MAX_SPIRITCHARM);
- if( i < SPIRITS_TYPE_SPHERE ) s_ele = i;
+ if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
+ //Summoning 10 spiritcharm will endow your weapon
+ s_ele = sd->charm_type;
}
}else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src,status->get_sc(src));
@@ -3434,11 +3430,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
s_ele = ELE_DARK;
break;
case KO_KAIHOU:
- if (sd) {
- int i;
- ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0);
- if( i < SPIRITS_TYPE_SPHERE )
- s_ele = i;
+ if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count > 0) {
+ s_ele = sd->charm_type;
}
break;
#ifdef RENEWAL
@@ -4296,9 +4289,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
{ //Take weapon's element
s_ele = sstatus->rhw.ele;
s_ele_ = sstatus->lhw.ele;
- if( sd ){ //Summoning 10 spiritcharm will endow your weapon.
- ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] >= MAX_SPIRITCHARM);
- if( i < SPIRITS_TYPE_SPHERE ) s_ele = s_ele_ = i;
+ if (sd && sd->charm_type != CHARM_TYPE_NONE && sd->charm_count >= MAX_SPIRITCHARM) {
+ //Summoning 10 spiritcharm will endow your weapon.
+ s_ele = s_ele_ = sd->charm_type;
}
if( flag.arrow && sd && sd->bonus.arrow_ele )
s_ele = sd->bonus.arrow_ele;