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-rw-r--r--src/map/battle.c85
1 files changed, 46 insertions, 39 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 7c92f1517..a4dc67b91 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1067,6 +1067,9 @@ static void battle_calc_base_damage(struct block_list *src, struct block_list *t
(*damage2) += baseatk_;
return;
}
+
+//For quick div adjustment.
+#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
/*==========================================
* battle_calc_weapon_attack (by Skotlex)
*------------------------------------------
@@ -1200,8 +1203,12 @@ static struct Damage battle_calc_weapon_attack(
break;
case MO_FINGEROFFENSIVE:
- if(sd && battle_config.finger_offensive_type == 0)
- wd.div_ = sd->spiritball_old;
+ if(sd) {
+ if (battle_config.finger_offensive_type)
+ wd.div_ = 1;
+ else
+ wd.div_ = sd->spiritball_old;
+ }
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
break;
@@ -1221,7 +1228,7 @@ static struct Damage battle_calc_weapon_attack(
break;
case KN_PIERCE:
- wd.div_= t_size+1;
+ wd.div_= (wd.div_>0?t_size+1:-(t_size+1));
break;
case TF_DOUBLE: //For NPC used skill.
@@ -1304,6 +1311,7 @@ static struct Damage battle_calc_weapon_attack(
{
wd.type=0x0b;
wd.dmg_lv=ATK_LUCKY;
+ if (wd.div_ < 0) wd.div_*=-1;
return wd;
}
}
@@ -1492,8 +1500,10 @@ static struct Damage battle_calc_weapon_attack(
flag.hit =1;
} //End hit/miss calculation
- if(tsd && tsd->special_state.no_weapon_damage)
+ if(tsd && tsd->special_state.no_weapon_damage) {
+ if (wd.div_ < 0) wd.div_*=-1;
return wd;
+ }
if (flag.hit && !flag.infdef) //No need to do the math for plants
{ //Hitting attack
@@ -1553,8 +1563,6 @@ static struct Damage battle_calc_weapon_attack(
ATK_RATE(75);
break;
}
- ATK_RATE(wd.div_*100); //Increase overall damage by number of this
- //FIXME: (shouldn't something like this apply to ALL weapon skills?) [Skotlex]
break;
}
case CR_SHIELDBOOMERANG:
@@ -1627,13 +1635,10 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 50*skill_lv;
break;
case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
- skillratio += 10*status_get_str(src);
- break;
- case TF_DOUBLE: //This is the mob-used Double Attack. [Skotlex]
- skillratio += 100;
+ skillratio += 5*status_get_str(src);
break;
case AC_DOUBLE:
- skillratio += 80+20*skill_lv;
+ skillratio += 10*(skill_lv-1);
break;
case AC_SHOWER:
skillratio += 5*skill_lv-25;
@@ -1642,7 +1647,7 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 50;
break;
case KN_PIERCE:
- skillratio += wd.div_*(100+10*skill_lv)-100;
+ skillratio += 10*skill_lv;
break;
case KN_SPEARSTAB:
skillratio += 15*skill_lv;
@@ -1677,7 +1682,7 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 30*skill_lv;
break;
case AS_SONICBLOW:
- skillratio += 300+40*skill_lv;
+ skillratio += -50+5*skill_lv;
break;
case TF_SPRINKLESAND:
skillratio += 30;
@@ -1690,7 +1695,6 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 150; //Max damage for non players.
break;
case NPC_COMBOATTACK:
- skillratio += 100*wd.div_ -100;
break;
case NPC_RANDOMATTACK:
skillratio += rand()%150-50;
@@ -1706,10 +1710,6 @@ static struct Damage battle_calc_weapon_attack(
case NPC_TELEKINESISATTACK:
skillratio += 25*skill_lv;
break;
- case NPC_GUIDEDATTACK:
- case NPC_RANGEATTACK:
- case NPC_PIERCINGATT:
- break;
case RG_BACKSTAP:
if(sd && sd->status.weapon == 11 && battle_config.backstab_bow_penalty)
skillratio += (200+40*skill_lv)/2;
@@ -1727,8 +1727,6 @@ static struct Damage battle_calc_weapon_attack(
break;
case CR_SHIELDBOOMERANG:
skillratio += 30*skill_lv;
- if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
- skillratio += 100;
break;
case NPC_DARKCROSS:
case CR_HOLYCROSS:
@@ -1747,10 +1745,7 @@ static struct Damage battle_calc_weapon_attack(
flag.cardfix = 0;
break;
case MO_FINGEROFFENSIVE:
- if(battle_config.finger_offensive_type == 0)
- skillratio+= wd.div_ * (100 + 50*skill_lv) -100;
- else
- skillratio+= 50 * skill_lv;
+ skillratio+= 50 * skill_lv;
break;
case MO_INVESTIGATE:
skillratio += 75*skill_lv;
@@ -1827,7 +1822,7 @@ static struct Damage battle_calc_weapon_attack(
flag.idef = flag.idef2 = 1;
break;
case PA_SHIELDCHAIN:
- skillratio += wd.div_*(100+30*skill_lv)-100;
+ skillratio += 30*skill_lv;
break;
case WS_CARTTERMINATION:
if(sd && sd->cart_weight > 0)
@@ -1853,9 +1848,6 @@ static struct Damage battle_calc_weapon_attack(
if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
skillratio += 10*status_get_lv(src)/3;
break;
- case GS_TRIPLEACTION:
- skillratio += 200;
- break;
case GS_BULLSEYE:
skillratio += 400;
break;
@@ -1870,7 +1862,7 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 10*skill_lv;
break;
case GS_RAPIDSHOWER:
- skillratio += 400 + 50*skill_lv;
+ skillratio += 10*skill_lv;
break;
case GS_DESPERADO:
skillratio += 50*skill_lv-50;
@@ -1934,6 +1926,8 @@ static struct Damage battle_calc_weapon_attack(
}
}
}
+ //Div fix.
+ damage_div_fix(wd.damage, wd.div_);
//Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
skillratio = 100;
//Skill damage modifiers that affect linearly stacked damage.
@@ -1951,6 +1945,10 @@ static struct Damage battle_calc_weapon_attack(
if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
skillratio += 10;
break;
+ case CR_SHIELDBOOMERANG:
+ if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
+ skillratio += 100;
+ break;
}
if (sd && sd->skillatk[0].id != 0)
{
@@ -1962,6 +1960,7 @@ static struct Damage battle_calc_weapon_attack(
}
if (skillratio != 100)
ATK_RATE(skillratio);
+
if(sd)
{
if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
@@ -2105,6 +2104,8 @@ static struct Damage battle_calc_weapon_attack(
}
}
} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
+ else if(wd.div_ < 0) //Since the attack missed...
+ wd.div_ *= -1;
if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
return wd; //Enough, rest is not needed.
@@ -2141,7 +2142,6 @@ static struct Damage battle_calc_weapon_attack(
}
}
-
if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0))
flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
@@ -2275,8 +2275,8 @@ static struct Damage battle_calc_weapon_attack(
{
if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
{
- wd.damage *=2;
wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
+ damage_div_fix(wd.damage, wd.div_);
wd.type = 0x08;
}
} else if (( (skill_lv = 5*pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
@@ -2284,8 +2284,8 @@ static struct Damage battle_calc_weapon_attack(
|| sd->weapontype1 == 0x14 || sd->weapontype1 == 0x15)) || sd->double_rate > 0) // Copied double attack
if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
{
- wd.damage *=2;
wd.div_=skill_get_num(GS_CHAINACTION,skill_lv?skill_lv:1);
+ damage_div_fix(wd.damage, wd.div_);
wd.type = 0x08;
}
}
@@ -2808,9 +2808,11 @@ struct Damage battle_calc_magic_attack(
}
}
- if(!flag.infdef && ad.div_>1 && skill_num != WZ_VERMILION)
- ad.damage *= ad.div_;
-
+ damage_div_fix(ad.damage, ad.div_);
+
+ if (flag.infdef && ad.damage > 0)
+ ad.damage = 1;
+
if (tsd && status_isimmune(target)) {
if (sd && battle_config.gtb_pvp_only) { // [MouseJstr]
MATK_RATE(100 - battle_config.gtb_pvp_only);
@@ -2942,8 +2944,14 @@ struct Damage battle_calc_misc_attack(
case SN_FALCONASSAULT: /* ファルコンアサルト */
if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
skill=0;
- damage=(dex/10+int_/2+skill*3+40)*2*skill_get_num(HT_BLITZBEAT, 5); //Blitz Beat lv5 Damage
- damage=damage*(150+70*skill_lv)/100; //Falcon Assault Modifier
+
+ //Blitz Beat lv5 Damage
+ damage=(dex/10+int_/2+skill*3+40)*2;
+ skill = skill_get_num(HT_BLITZBEAT, 5);
+ damage_div_fix(damage, skill);
+
+ //Falcon Assault Modifier
+ damage=damage*(150+70*skill_lv)/100;
if(flag > 1)
damage /= flag;
aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
@@ -3005,8 +3013,7 @@ struct Damage battle_calc_misc_attack(
}
div_=skill_get_num( skill_num,skill_lv );
- if(div_>1)
- damage*=div_;
+ damage_div_fix(damage, div_);
if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
damage = 1;