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-rw-r--r--src/map/battle.c684
1 files changed, 388 insertions, 296 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 1a04aeff9..fac8c791c 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -366,8 +366,6 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
}
if( tsc->data[SC_THORNS_TRAP])
status_change_end(target, SC_THORNS_TRAP, INVALID_TIMER);
- if( tsc->data[SC_FIRE_CLOAK_OPTION])
- damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
if( tsc->data[SC_COLD] && target->type != BL_MOB)
status_change_end(target, SC_COLD, INVALID_TIMER);
if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
@@ -377,7 +375,7 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
break;
case ELE_POISON:
- if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
+ if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON ) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
break;
case ELE_WIND:
if( tsc->data[SC_COLD] && target->type != BL_MOB) damage += damage/2;
@@ -446,8 +444,8 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u
eatk += 200;
#ifdef RENEWAL_EDP
if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ){
- eatk = eatk * sc->data[SC_EDP]->val4 / 100;
- damage += damage * sc->data[SC_EDP]->val3 / 100;
+ eatk = eatk * (sc->data[SC_EDP]->val4 / 100 - 1);
+ damage = damage * (sc->data[SC_EDP]->val4 / 100);
}
#endif
}
@@ -611,7 +609,7 @@ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,in
if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (st->def_ele == ELE_FIRE || st->def_ele == ELE_EARTH) )
damage += (skill_lv * 10);
if( pc_ismadogear(sd) )
- damage += 20 + 20 * pc->checkskill(sd, NC_MADOLICENCE);
+ damage += 15 * pc->checkskill(sd, NC_MADOLICENCE);
#ifdef RENEWAL
if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 )
damage += (skill_lv * 2);
@@ -788,6 +786,8 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target,
// general skill masteries
#ifdef RENEWAL
+ if( div < 0 ) // div fix
+ div = 1;
if( skill_id == MO_FINGEROFFENSIVE )//The finger offensive spheres on moment of attack do count. [Skotlex]
damage += div * sd->spiritball_old * 3;
else
@@ -849,6 +849,10 @@ int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint
damage=battle->attr_fix(src, target, damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ if( skill_id == NC_ARMSCANNON )
+ damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ if( skill_id == GN_CARTCANNON )
+ damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
damage += battle->attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
}
@@ -1364,6 +1368,22 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_
return damage;
}
+// Minstrel/Wanderer number check for chorus skills.
+int battle_calc_chorusbonus(struct map_session_data *sd) {
+ int members = 0;
+
+ if (!sd || !sd->status.party_id)
+ return 0;
+
+ members = party->foreachsamemap(party->sub_count_chorus, sd, 0);
+
+ if (members < 3)
+ return 0; // Bonus remains 0 unless 3 or more Minstrel's/Wanderer's are in the party.
+ if (members > 7)
+ return 5; // Maximum effect possiable from 7 or more Minstrel's/Wanderer's
+ return members - 2; // Effect bonus from additional Minstrel's/Wanderer's if not above the max possible
+}
+
int battle_calc_skillratio(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int skillratio, int flag){
int i;
struct status_change *sc, *tsc;
@@ -1500,25 +1520,24 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
* Arch Bishop
**/
case AB_JUDEX:
- skillratio += 180 + 20 * skill_lv;
- if (skill_lv > 4) skillratio += 20;
+ skillratio = 300 + 20 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_ADORAMUS:
- skillratio += 400 + 100 * skill_lv;
+ skillratio = 500 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_DUPLELIGHT_MAGIC:
- skillratio += 100 + 20 * skill_lv;
+ skillratio = 200 + 20 * skill_lv;
break;
/**
* Warlock
**/
- case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster?s INT )} x ( Caster?s Base Level / 100 )] %
- skillratio += 300 + 100 * skill_lv + status_get_int(src);
+ case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster's INT )} x ( Caster's Base Level / 100 )] %
+ skillratio = 100 * (skill_lv + 4) + st->int_;
RE_LVL_DMOD(100);
break;
- case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster?s Base Level / 100 )] %
+ case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster's Base Level / 100 )] %
skillratio += 100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
@@ -1566,7 +1585,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
c = 0;
memset (p_sd, 0, sizeof(p_sd));
party->foreachsamemap(skill->check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
- c = ( c > 1 ? rand()%c : 0 );
+ c = ( c > 1 ? rnd()%c : 0 );
if( (psd = map->id2sd(p_sd[c])) && pc->checkskill(psd,WL_COMET) > 0 ){
skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
@@ -1583,7 +1602,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 100 * flag;
break;
case WL_EARTHSTRAIN:
- skillratio += 1900 + 100 * skill_lv;
+ skillratio = 2000 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_TETRAVORTEX_FIRE:
@@ -1596,7 +1615,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case WL_SUMMON_ATK_WATER:
case WL_SUMMON_ATK_WIND:
case WL_SUMMON_ATK_GROUND:
- skillratio = skill_lv * (status->get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
+ skillratio = (1 + skill_lv) / 2 * (status->get_lv(src) + (sd ? sd->status.job_level : 50));
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
@@ -1607,82 +1626,68 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
bandingBonus = 200 * (sd ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0) : 1);
skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
}
- break;
- case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
- if( sd ) {
- skillratio = status->get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
- } else
- skillratio += 1900; //2000%
break;
- case WM_METALICSOUND:
- skillratio += 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 ) - 100;
+ case LG_SHIELDSPELL:
+ if ( sd && skill_lv == 2 ) // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
+ skillratio = 4 * status->get_lv(src) + 100 * sd->bonus.shieldmdef + 2 * st->int_;
+ else
+ skillratio = 0;
break;
- /*case WM_SEVERE_RAINSTORM:
- skillratio += 50 * skill_lv;
+ case WM_METALICSOUND:
+ skillratio = 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 );
+ RE_LVL_DMOD(100);
break;
-
- WM_SEVERE_RAINSTORM just set a unit place,
- refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
- */
case WM_REVERBERATION_MAGIC:
- // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
- skillratio += 100 * (sd ? pc->checkskill(sd, WM_REVERBERATION) : 1);
+ skillratio = 100 * skill_lv + 100;
RE_LVL_DMOD(100);
break;
case SO_FIREWALK:
- skillratio = 300;
+ skillratio = 60 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_HEATER_OPTION] )
- skillratio += sc->data[SC_HEATER_OPTION]->val3;
+ skillratio += sc->data[SC_HEATER_OPTION]->val3 / 2;
break;
case SO_ELECTRICWALK:
- skillratio = 300;
+ skillratio = 60 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level / 2 : 0;
+ skillratio += sc->data[SC_BLAST_OPTION]->val2 / 2;
break;
case SO_EARTHGRAVE:
- skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_SEISMICWEAPON) : 10 ) + status_get_int(src) * skill_lv );
+ skillratio = st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd,SA_SEISMICWEAPON) : 1);
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
break;
case SO_DIAMONDDUST:
- skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 10 ) + status_get_int(src) * skill_lv );
- RE_LVL_DMOD(100);
+ skillratio = (st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 1)) * status->get_lv(src) / 100;
if( sc && sc->data[SC_COOLER_OPTION] )
- skillratio += sc->data[SC_COOLER_OPTION]->val3;
+ skillratio += sc->data[SC_COOLER_OPTION]->val3 * 5;
break;
case SO_POISON_BUSTER:
- skillratio += 1100 + 300 * skill_lv;
+ skillratio += 900 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
break;
case SO_PSYCHIC_WAVE:
- skillratio += -100 + skill_lv * 70 + (status_get_int(src) * 3);
+ skillratio = 70 * skill_lv + 3 * st->int_;
RE_LVL_DMOD(100);
- if( sc ){
- if( sc->data[SC_HEATER_OPTION] )
- skillratio += sc->data[SC_HEATER_OPTION]->val3;
- else if(sc->data[SC_COOLER_OPTION] )
- skillratio += sc->data[SC_COOLER_OPTION]->val3;
- else if(sc->data[SC_BLAST_OPTION] )
- skillratio += sc->data[SC_BLAST_OPTION]->val2;
- else if(sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
- }
+ if( sc && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION]
+ || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) )
+ skillratio += skillratio * 20 / 100;
break;
- case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
+ case SO_VARETYR_SPEAR:
skillratio = status_get_int(src) * skill_lv + ( sd ? pc->checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
+ skillratio += sc->data[SC_BLAST_OPTION]->val2 * 5;
break;
case SO_CLOUD_KILL:
- skillratio += -100 + skill_lv * 40;
+ skillratio = 40 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
break;
case GN_DEMONIC_FIRE:
if( skill_lv > 20)
@@ -2073,7 +2078,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += ((skill_lv-1)%5+1) * 100;
break;
case RK_SONICWAVE:
- skillratio += -100 + 100 * (skill_lv + 5);
+ skillratio = (skill_lv + 5) * 100;
skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100;
break;
case RK_HUNDREDSPEAR:
@@ -2087,20 +2092,20 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
}
break;
case RK_WINDCUTTER:
- skillratio += -100 + 50 * (skill_lv + 2);
+ skillratio = (skill_lv + 2) * 50;
RE_LVL_DMOD(100);
break;
case RK_IGNITIONBREAK:
- i = distance_bl(src,target);
- if( i < 2 )
- skillratio += 300 * skill_lv;
- else if( i < 4 )
- skillratio += 250 * skill_lv;
- else
- skillratio += 200 * skill_lv;
- skillratio = (skillratio - 100) * (100 + (status->get_lv(src)-100)) / 100;
- if( st->rhw.ele == ELE_FIRE )
- skillratio += 100 * skill_lv;
+ i = distance_bl(src,target);
+ if( i < 2 )
+ skillratio = 300 * skill_lv;
+ else if( i < 4 )
+ skillratio = 250 * skill_lv;
+ else
+ skillratio = 200 * skill_lv;
+ skillratio = skillratio * status->get_lv(src) / 100;
+ if( st->rhw.ele == ELE_FIRE )
+ skillratio += 100 * skill_lv;
break;
case RK_CRUSHSTRIKE:
if( sd )
@@ -2112,10 +2117,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
}
break;
case RK_STORMBLAST:
- skillratio += -100 + 100 *(sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8;
+ skillratio = ((sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8) * 100;
break;
case RK_PHANTOMTHRUST:
- skillratio += -100 + 50 * skill_lv + 10 * ( sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
+ skillratio = 50 * skill_lv + 10 * (sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
RE_LVL_DMOD(150);
break;
/**
@@ -2134,7 +2139,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(120);
break;
case GC_ROLLINGCUTTER:
- skillratio += -50 + 50 * skill_lv;
+ skillratio = 50 + 50 * skill_lv;
RE_LVL_DMOD(100);
break;
case GC_CROSSRIPPERSLASHER:
@@ -2167,88 +2172,99 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 100 + 100 * skill_lv;
break;
case RA_WUGDASH:// ATK 300%
- skillratio += 200;
+ skillratio = 300;
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
break;
case RA_WUGSTRIKE:
- skillratio += -100 + 200 * skill_lv;
+ skillratio = 200 * skill_lv;
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
break;
case RA_WUGBITE:
skillratio += 300 + 200 * skill_lv;
if ( skill_lv == 5 ) skillratio += 100;
break;
case RA_SENSITIVEKEEN:
- skillratio += 50 * skill_lv;
+ skillratio = 150 * skill_lv;
break;
/**
* Mechanic
**/
case NC_BOOSTKNUCKLE:
- skillratio += 100 + 100 * skill_lv + status_get_dex(src);
- RE_LVL_DMOD(100);
+ skillratio = skill_lv * 100 + 200 + st->dex;
+ RE_LVL_DMOD(120);
break;
case NC_PILEBUNKER:
- skillratio += 200 + 100 * skill_lv + status_get_str(src);
+ skillratio = skill_lv*100 + 300 + status_get_str(src);
RE_LVL_DMOD(100);
break;
case NC_VULCANARM:
- skillratio += -100 + 70 * skill_lv + status_get_dex(src);
+ skillratio = 70 * skill_lv + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case NC_FLAMELAUNCHER:
case NC_COLDSLOWER:
- skillratio += 200 + 300 * skill_lv;
+ skillratio += 200 + 100 * skill_lv + status_get_str(src);
RE_LVL_DMOD(100);
break;
case NC_ARMSCANNON:
switch( tst->size ) {
- case SZ_MEDIUM: skillratio += 100 + 500 * skill_lv; break;// Medium
- case SZ_SMALL: skillratio += 100 + 400 * skill_lv; break;// Small
- case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
+ case SZ_MEDIUM: skillratio = 300 + 350 * skill_lv; break; // Medium
+ case SZ_SMALL: skillratio = 300 + 400 * skill_lv; break; // Small
+ case SZ_BIG: skillratio = 300 + 300 * skill_lv; break; // Large
}
- RE_LVL_DMOD(100);
- //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
+ RE_LVL_DMOD(120);
break;
case NC_AXEBOOMERANG:
- skillratio += 60 + 40 * skill_lv;
+ skillratio = 250 + 50 * skill_lv;
if( sd ) {
short index = sd->equip_index[EQI_HAND_R];
if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
- skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
+ skillratio += sd->inventory_data[index]->weight / 10;
}
RE_LVL_DMOD(100);
break;
case NC_POWERSWING:
- skillratio += 80 + 20 * skill_lv + status_get_str(src) + status_get_dex(src);
- RE_LVL_DMOD(100);
+ skillratio = 300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) ) * status->get_lv(src) / 100;
break;
case NC_AXETORNADO:
- skillratio += 100 + 100 * skill_lv + status_get_vit(src);
+ skillratio = 200 + 100 * skill_lv + st->vit;
RE_LVL_DMOD(100);
+ if( st->rhw.ele == ELE_WIND )
+ skillratio = skillratio * 125 / 100;
+ if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
+ skillratio = skillratio * 75 / 100;
break;
case SC_FATALMENACE:
- skillratio += 100 * skill_lv;
+ skillratio = 100 * (skill_lv+1) * status->get_lv(src) / 100;
break;
case SC_TRIANGLESHOT:
- skillratio += 270 + 30 * skill_lv;
+ skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 ) * status->get_lv(src) / 120;
break;
case SC_FEINTBOMB:
- skillratio += 100 + 100 * skill_lv;
+ skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10 * status->get_lv(src) / 120;
break;
case LG_CANNONSPEAR:
- skillratio += -100 + (50 + status_get_str(src)) * skill_lv;
+ skillratio = (50 + st->str) * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_BANISHINGPOINT:
- skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc->checkskill(sd,SM_BASH):1)));
+ skillratio = 50 * skill_lv + 30 * (sd ? pc->checkskill(sd,SM_BASH) : 10);
RE_LVL_DMOD(100);
break;
case LG_SHIELDPRESS:
- skillratio += 60 + 43 * skill_lv;
+ skillratio = 150 * skill_lv + st->str;
+ if( sd ) {
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ skillratio += sd->inventory_data[index]->weight / 10;
+ }
RE_LVL_DMOD(100);
break;
case LG_PINPOINTATTACK:
- skillratio += -100 + ((100 * skill_lv) + (10 * status_get_agi(src)) );
- RE_LVL_DMOD(100);
+ skillratio = 100 * skill_lv + 5 * st->agi;
+ RE_LVL_DMOD(120);
break;
case LG_RAGEBURST:
if( sc ){
@@ -2257,17 +2273,17 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
}
RE_LVL_DMOD(100);
break;
- case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
- if( sd ) {
+ case LG_SHIELDSPELL:
+ if ( sd && skill_lv == 1 ) {
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
- skillratio += -100 + status->get_lv(src) * 4 + status_get_vit(src) * 2;
if( shield_data )
- skillratio += shield_data->def * 10;
- } else
- skillratio += 2400; //2500%
+ skillratio = 4 * status->get_lv(src) + 10 * shield_data->def + 2 * st->vit;
+ }
+ else
+ skillratio = 0; // Prevents ATK damage from being done on LV 2 usage since LV 2 us MATK. [Rytech]
break;
case LG_MOONSLASHER:
- skillratio += -100 + (120 * skill_lv + ((sd) ? pc->checkskill(sd,LG_OVERBRAND) : 5) * 80);
+ skillratio = 120 * skill_lv + 80 * (sd ? pc->checkskill(sd,LG_OVERBRAND) : 5);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND:
@@ -2283,11 +2299,15 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
- skillratio += 200 + 300 * skill_lv;
+ skillratio = 300 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_EARTHDRIVE:
- skillratio = (skillratio + 100) * skill_lv;
+ if( sd ) {
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ skillratio = (1 + skill_lv) * sd->inventory_data[index]->weight / 10;
+ }
RE_LVL_DMOD(100);
break;
case LG_HESPERUSLIT:
@@ -2341,8 +2361,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
}
break;
case SR_KNUCKLEARROW:
- if( flag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
- skillratio += -100 + 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ;
+ if ( flag&4 || map->list[src->m].flag.gvg_castle || tst->mode&MD_BOSS ) {
+ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
+ skillratio = 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ;
if( tsd && tsd->weight )
skillratio += 100 * (tsd->weight / tsd->max_weight);
}else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
@@ -2350,7 +2371,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(100);
break;
case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
- skillratio += -100 + status->get_lv(src) + status_get_dex(src);
+ skillratio = status->get_lv(src) + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case SR_GATEOFHELL:
@@ -2376,40 +2397,36 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(100);
break;
case WM_REVERBERATION_MELEE:
- // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
- skillratio += 200 + 100 * pc->checkskill(sd, WM_REVERBERATION);
+ skillratio += 200 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WM_SEVERE_RAINSTORM_MELEE:
- //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
- skillratio += -100 + (status_get_dex(src) + status_get_agi(src)) * (skill_lv * 2);
+ skillratio = (st->agi + st->dex) * skill_lv / 5;
RE_LVL_DMOD(100);
- skillratio /= 10;
break;
case WM_GREAT_ECHO:
- skillratio += 800 + 100 * skill_lv;
- if( sd ) { // Still need official value [pakpil]
- uint16 lv = skill_lv;
- skillratio += 100 * skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0);
- }
- break;
- case WM_SOUND_OF_DESTRUCTION:
- skillratio += 400;
+ {
+ int chorusbonus = battle->calc_chorusbonus(sd);
+ skillratio += 300 + 200 * skill_lv;
+ //Chorus bonus dont count the first 2 Minstrel's/Wanderer's and only increases when their's 3 or more. [Rytech]
+ if (chorusbonus >= 1 && chorusbonus <= 5)
+ skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
+ RE_LVL_DMOD(100);
+ }
break;
case GN_CART_TORNADO:
- // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
- skillratio += -100 + 50 * skill_lv;
- if( sd && sd->cart_weight)
- skillratio += sd->cart_weight/10 / max(150-status_get_str(src),1) + pc->checkskill(sd, GN_REMODELING_CART) * 50;
+ {
+ int strbonus = st->str; // FIXME Supposed to take only base STR, but current code wont allow that. So well just take STR for now. [Rytech]
+ if ( strbonus > 130 ) // Max base stat limit on official is 130. So well allow no higher then 125 STR here. This limit prevents
+ strbonus = 130; // the division from going any lower then 30 so the server wont divide by 0 if someone has 150 STR.
+ skillratio = 50 * skill_lv + (sd ? sd->cart_weight : battle_config.max_cart_weight) / 10 / (150 - strbonus) + 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5);
+ }
break;
case GN_CARTCANNON:
- // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
- skillratio += -100 + 60 * skill_lv;
- if( sd ) skillratio += pc->checkskill(sd, GN_REMODELING_CART) * 50 * (status_get_int(src) / 40);
+ skillratio = 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5) * (st->int_ / 40) + 60 * skill_lv;
break;
case GN_SPORE_EXPLOSION:
- skillratio += 200 + 100 * skill_lv;
- break;
+ skillratio = 100 * skill_lv + (200 + st->int_) * status->get_lv(src) / 100;
case GN_CRAZYWEED_ATK:
skillratio += 400 + 100 * skill_lv;
break;
@@ -2417,25 +2434,32 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
if( sd ) {
switch( sd->itemid ) {
case ITEMID_APPLE_BOMB:
- case ITEMID_COCONUT_BOMB:
+ skillratio = st->str + st->dex + 300;
+ break;
case ITEMID_MELON_BOMB:
+ skillratio = st->str + st->dex + 500;
+ break;
+ case ITEMID_COCONUT_BOMB:
case ITEMID_PINEAPPLE_BOMB:
- skillratio += 400; // Unconfirmed
+ case ITEMID_BANANA_BOMB:
+ skillratio = st->str + st->dex + 800;
break;
- case ITEMID_BANANA_BOMB: // 2000%
- skillratio += 1900;
+ case ITEMID_BLACK_LUMP:
+ skillratio = (st->str + st->agi + st->dex) / 3; // Black Lump
+ break;
+ case ITEMID_BLACK_HARD_LUMP:
+ skillratio = (st->str + st->agi + st->dex) / 2; // Hard Black Lump
+ break;
+ case ITEMID_VERY_HARD_LUMP:
+ skillratio = st->str + st->agi + st->dex; // Extremely Hard Black Lump
break;
- case ITEMID_BLACK_LUMP: skillratio -= 75; break; // 25%
- case ITEMID_BLACK_HARD_LUMP: skillratio -= 25; break; // 75%
- case ITEMID_VERY_HARD_LUMP: skillratio += 100; break; // 200%
}
- } else
- skillratio += 300; // Bombs
+ }
break;
case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
skillratio += -100 + 50 * skill_lv + ( sd ? pc->checkskill(sd, SO_STRIKING) * 50 : 0 );
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
+ skillratio += (sd ? sd->status.job_level * 5 : 0);
break;
// Physical Elemantal Spirits Attack Skills
case EL_CIRCLE_OF_FIRE:
@@ -2510,7 +2534,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += sc->data[SC_OVERTHRUST]->val3;
if(sc->data[SC_OVERTHRUSTMAX])
skillratio += sc->data[SC_OVERTHRUSTMAX]->val2;
- if(sc->data[SC_BERSERK] || sc->data[SC_SATURDAY_NIGHT_FEVER])
+ if(sc->data[SC_BERSERK])
#ifndef RENEWAL
skillratio += 100;
#else
@@ -2535,7 +2559,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
*------------------------------------------*/
int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) {
struct map_session_data *sd = NULL;
- struct status_change *sc;
+ struct status_change *sc, *tsc;
struct status_change_entry *sce;
int div_ = d->div_, flag = d->flag;
@@ -2545,9 +2569,6 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
return 0;
if( battle_config.ksprotection && mob->ksprotected(src, bl) )
return 0;
- if( map->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill->get_type(skill_id) != BF_MISC
- && skill->get_casttype(skill_id) == CAST_GROUND )
- return 0;
if (bl->type == BL_PC) {
sd=(struct map_session_data *)bl;
//Special no damage states
@@ -2564,6 +2585,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
}
sc = status->get_sc(bl);
+ tsc = status->get_sc(src);
if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
return 1;
@@ -2608,9 +2630,20 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if (group) {
d->dmg_lv = ATK_BLOCK;
if(src_skill_id == MH_STEINWAND){
- if (--group->val2<=0)
- skill->del_unitgroup(group,ALC_MARK);
- return 0;
+ if (--group->val2<=0)
+ skill->del_unitgroup(group,ALC_MARK);
+ if( (group->val3 - damage) > 0 )
+ group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
+ else
+ skill->del_unitgroup(group,ALC_MARK);
+ return 0;
+ }
+ if( skill_id == SO_ELEMENTAL_SHIELD ) {
+ if ( ( group->val2 - damage) > 0 ) {
+ group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
+ } else
+ skill->del_unitgroup(group,ALC_MARK);
+ return 0;
}
/**
* in RE, SW possesses a lifetime equal to 3 times the caster's health
@@ -2633,6 +2666,17 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
d->dmg_lv = ATK_BLOCK;
return 0;
}
+ if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG && skill_id != CR_ACIDDEMONSTRATION ) {
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
+ if( sc->data[SC__MAELSTROM] && (flag&BF_MAGIC) && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL) ) {
+ // {(Maelstrom Skill LevelxAbsorbed Skill Level)+(Caster's Job/5)}/2
+ int sp = (sc->data[SC__MAELSTROM]->val1 * skill_lv + sd->status.job_level / 5) / 2;
+ status->heal(bl, 0, sp, 3);
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
{
clif->skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
@@ -2640,6 +2684,10 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
sc_start2(bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000);
return 0;
}
+ if( sc->data[SC_HOVERING] && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL || skill_id == SR_WINDMILL) ) {
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
{
int delay;
@@ -2692,17 +2740,12 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
return 0;
}
- if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
+ if((sc->data[SC_HERMODE] || sc->data[SC_HOVERING]) && flag&BF_MAGIC)
return 0;
if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
return 0;
- if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
- d->dmg_lv = ATK_MISS;
- return 0;
- }
-
if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
{ //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
clif->specialeffect(bl, 462, AREA);
@@ -2810,7 +2853,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage -= damage * 20 / 100;
- if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
+ if(sc->data[SC_FOGWALL]) {
if(flag&BF_SKILL) //25% reduction
damage -= damage * 25 / 100;
else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
@@ -2838,11 +2881,13 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
sce->val3&flag && sce->val4&flag)
damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
+ if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
#ifdef RENEWAL
- if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
+ ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
#else
- if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION))
+ (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
#endif
+ ) )
{
struct status_data *sstatus = status->get_status_data(bl);
int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval
@@ -2863,6 +2908,9 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,timer->gettick(),0);
}
+ if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
+ damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
+
if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) {
sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
if( src->type == BL_PC ) {
@@ -2942,7 +2990,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if (hd) homun->addspiritball(hd, 10); //add a sphere
}
- if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
+ if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
status->change_spread(bl, src); // Deadly infect attacked side
}
@@ -2973,10 +3021,19 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
break;
}
}
- if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
- sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
- if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
+ if( tsc->data[SC_POISONINGWEAPON] ) {
+ short rate = 100;
+ struct status_data *tstatus = status->get_status_data(bl);
+ if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < tsc->data[SC_POISONINGWEAPON]->val3 ) {
+ if ( tsc->data[SC_POISONINGWEAPON]->val1 == 9 ) // Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech]
+ rate = 100 - tstatus->int_ * 4 / 5;
+ sc_start(bl,tsc->data[SC_POISONINGWEAPON]->val2,rate,tsc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000);
+ }
+ }
+ if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
status->change_spread(src, bl);
+ if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && damage > 0)
+ skill->break_equip(bl,EQP_ARMOR,10000,BCT_ENEMY );
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) homun->addspiritball(hd, 10);
@@ -3104,6 +3161,7 @@ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64
case HW_GRAVITATION:
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
+ case NC_SELFDESTRUCTION:
break;
default:
/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
@@ -3264,11 +3322,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
//Skill Range Criteria
ad.flag |= battle->range_type(src, target, skill_id, skill_lv);
flag.infdef=(tstatus->mode&MD_PLANT?1:0);
- if( target->type == BL_SKILL){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- flag.infdef = 1;
- }
+ if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION )
+ flag.infdef = 1; // Reberberation takes 1 damage
switch(skill_id) {
case MG_FIREWALL:
@@ -3317,11 +3372,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case AL_HEAL:
case PR_BENEDICTIO:
case PR_SANCTUARY:
+ ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
+ break;
/**
* Arch Bishop
**/
case AB_HIGHNESSHEAL:
- ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
+ ad.damage = skill->calc_heal(src, target, AL_HEAL, 10, false) * ( 17 + 3 * skill_lv ) / 10;
break;
case PR_ASPERSIO:
ad.damage = 40;
@@ -3336,7 +3393,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = tstatus->hp;
else {
#ifdef RENEWAL
- MATK_ADD(status->get_matk(src, 2));
+ MATK_ADD(status->get_matk(src, 2));
#else
ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10;
#endif
@@ -3350,9 +3407,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
**/
case AB_RENOVATIO:
//Damage calculation from iRO wiki. [Jobbie]
- ad.damage = (int)((15 * status->get_lv(src)) + (1.5 * sstatus->int_));
+ ad.damage = status->get_lv(src) * 10 + sstatus->int_;
break;
- default: {
+ default: {
MATK_ADD( status->get_matk(src, 2) );
if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
@@ -3364,14 +3421,14 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (sc){
if( sc->data[SC_TELEKINESIS_INTENSE] && s_ele == ELE_GHOST )
- skillratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
+ ad.damage += sc->data[SC_TELEKINESIS_INTENSE]->val3;
}
switch(skill_id){
case MG_FIREBOLT:
case MG_COLDBOLT:
case MG_LIGHTNINGBOLT:
if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
- skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
+ skillratio = sc->data[SC_SPELLFIST]->val2 * 50 + sc->data[SC_SPELLFIST]->val4 * 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = 0;
@@ -3741,7 +3798,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case RK_DRAGONBREATH_WATER:
md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
RE_LVL_MDMOD(150);
- if (sd) md.damage = md.damage * (100 + 5 * (pc->checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
+ if (sd) md.damage = md.damage * (95 + 5 * pc->checkskill(sd,RK_DRAGONTRAINING)) / 100;
md.flag |= BF_LONG|BF_WEAPON;
break;
/**
@@ -3763,6 +3820,10 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
break;
+ case WM_SOUND_OF_DESTRUCTION:
+ md.damage = 1000 * skill_lv + sstatus->int_ * (sd ? pc->checkskill(sd,WM_LESSON) : 10);
+ md.damage += md.damage * 10 * battle->calc_chorusbonus(sd) / 100;
+ break;
/**
* Mechanic
**/
@@ -3785,8 +3846,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = 100 + 200 * skill_lv + sstatus->int_;
break;
case GN_HELLS_PLANT_ATK:
- //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
- md.damage = ( skill_lv * status->get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) );
+ md.damage = skill_lv * status->get_lv(src) * 10 + sstatus->int_ * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * (5 / (10 - (sd ? pc->checkskill(sd, AM_CANNIBALIZE) : 0)));
+ md.damage = md.damage*(1000 + tstatus->mdef) / (1000 + tstatus->mdef * 10) - tstatus->mdef2;
break;
case KO_HAPPOKUNAI:
{
@@ -3906,10 +3967,6 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
default:
md.damage = 1;
}
- }else if( target->type == BL_SKILL ){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- md.damage = 1;
}
if(!(nk&NK_NO_ELEFIX))
@@ -3992,11 +4049,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
&& skill_id != HT_FREEZINGTRAP
#endif
?1:0);
- if( target->type == BL_SKILL){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- flag.infdef = 1;
- }
+ if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION )
+ flag.infdef = 1; // Reberberation takes 1 damage
//Initial Values
wd.type=0; //Normal attack
@@ -4180,7 +4234,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
&& (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
- int chance = rand()%100;
+ int chance = rnd()%100;
wd.type = 0x08;
switch(sc->data[SC_FEARBREEZE]->val1){
case 5:
@@ -4364,6 +4418,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
case GC_VENOMPRESSURE:
hitrate += 10 + 4 * skill_lv;
break;
+ case SC_FATALMENACE:
+ hitrate -= 35 - 5 * skill_lv;
+ break;
case LG_BANISHINGPOINT:
hitrate += 3 * skill_lv;
break;
@@ -4486,16 +4543,14 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
#endif
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
- case LG_SHIELDPRESS:
- case LG_EARTHDRIVE:
wd.damage = sstatus->batk;
if (sd) {
+ int damagevalue = 0;
short index = sd->equip_index[EQI_HAND_L];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_ARMOR)
- ATK_ADD(sd->inventory_data[index]->weight/10);
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ damagevalue = sd->inventory_data[index]->weight/10;
+ ATK_ADD(damagevalue);
} else
ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
break;
@@ -4568,14 +4623,15 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
} //End default case
} //End switch(skill_id)
- if( sc && skill_id != PA_SACRIFICE ){
- if( sc->data[SC_UNLIMIT] && wd.flag&BF_LONG )
- ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 );
- }
-
- if( tsc && skill_id != PA_SACRIFICE ){
- if( tsc->data[SC_DARKCROW] && wd.flag&BF_SHORT )
- ATK_ADD( 30 * tsc->data[SC_DARKCROW]->val1 );
+ if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
+ switch(skill_id) {
+ case RA_WUGDASH:
+ case RA_WUGSTRIKE:
+ case RA_WUGBITE:
+ break;
+ default:
+ ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 );
+ }
}
if ( sc && !skill_id && sc->data[SC_EXEEDBREAK] ) {
@@ -4654,12 +4710,40 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
case GC_COUNTERSLASH:
ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
break;
- case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
+ case RA_WUGDASH:
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
+ break;
+ case SR_TIGERCANNON:
ATK_ADD( skill_lv * 240 + status->get_lv(target) * 40 );
if( sc && sc->data[SC_COMBOATTACK]
- && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
+ && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
ATK_ADD( skill_lv * 500 + status->get_lv(target) * 40 );
break;
+ case RA_WUGSTRIKE:
+ case RA_WUGBITE:
+ if(sd)
+ ATK_ADD(30*pc->checkskill(sd, RA_TOOTHOFWUG));
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
+ break;
+ case LG_SHIELDPRESS:
+ if( sd ) {
+ int damagevalue = 0;
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ damagevalue = sstatus->vit * sd->status.inventory[index].refine;
+ ATK_ADD(damagevalue);
+ }
+ break;
+ case SR_GATEOFHELL:
+ ATK_ADD (sstatus->max_hp - status_get_hp(src));
+ if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE) {
+ ATK_ADD( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src) );
+ } else {
+ ATK_ADD( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src) );
+ }
+ break;
case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
if( tsd && tsd->weight ){
@@ -4688,12 +4772,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( sc->data[SC_TRUESIGHT] )
ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
#endif
- if( sc->data[SC_GLOOMYDAY_SK] &&
- ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
- skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
- skill_id == LG_SHIELDPRESS || skill_id == RK_HUNDREDSPEAR ||
- skill_id == CR_SHIELDCHARGE ) )
- ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
#ifndef RENEWAL_EDP
if( sc->data[SC_EDP] ){
@@ -4728,10 +4806,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
ATK_ADDRATE(100);
break;
- case NC_AXETORNADO:
- if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
- ATK_ADDRATE(50);
- break;
}
if( skill_id ){
uint16 rskill;/* redirect skill id */
@@ -5033,6 +5107,19 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if(!flag.lh && wd.damage2)
wd.damage2=0;
+ if( sc && sc->data[SC_GLOOMYDAY] ) {
+ switch( skill_id ) {
+ case KN_BRANDISHSPEAR:
+ case LK_SPIRALPIERCE:
+ case CR_SHIELDCHARGE:
+ case CR_SHIELDBOOMERANG:
+ case PA_SHIELDCHAIN:
+ case RK_HUNDREDSPEAR:
+ case LG_SHIELDPRESS:
+ wd.damage += wd.damage * sc->data[SC_GLOOMYDAY]->val2 / 100;
+ }
+ }
+
if( sc ) {
//SG_FUSION hp penalty [Komurka]
if (sc->data[SC_FUSION]) {
@@ -5055,14 +5142,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
wd.damage += md.damage;
break;
}
- case SR_GATEOFHELL:
- ATK_ADD (sstatus->max_hp - status_get_hp(src));
- if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE){
- ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src) );
- }else{
- ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src) );
- }
- break;
}
if( wd.damage + wd.damage2 ) { //There is a total damage value
@@ -5194,30 +5273,31 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st
int64 damage = wd->damage + wd->damage2, rdamage = 0, trdamage = 0;
struct map_session_data *sd, *tsd;
struct status_change *sc;
+ struct status_change *ssc;
int64 tick = timer->gettick();
int delay = 50, rdelay = 0;
#ifdef RENEWAL
int max_reflect_damage;
-
+
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, src);
-
+
tsd = 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;
@@ -5225,31 +5305,31 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st
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, tick, status_get_amotion(src), 0, rdamage,
- 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
+ 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, 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);
/* shouldn't this trigger skill->additional_effect? */
return; // Just put here to minimize redundancy
}
-
+
if( wd->flag & BF_SHORT ) {
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);
-
+ 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.
rdelay = clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(src), -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( tsd ) /* is this right? rdamage as both left and right? */
battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
-
+
delay += 100;/* gradual increase so the numbers don't clip in the client */
}
wd->damage = wd->damage + wd->damage2;
@@ -5258,85 +5338,103 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st
}
}
}
-
+
if( sc->data[SC_KYOMU] ){
// Nullify reflecting ability of the conditions onwards
return;
}
-
+
}
-
+
if( wd->flag & BF_SHORT ) {
if ( tsd && tsd->bonus.short_weapon_damage_return ) {
NORMALIZE_RDAMAGE(damage * tsd->bonus.short_weapon_damage_return / 100);
rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
-
+
/* is this right? rdamage as both left and right? */
battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
-
+
delay += 100;/* gradual increase so the numbers don't clip in the client */
}
-
- if( sc && wd->dmg_lv >= ATK_BLOCK ) {/* yes block still applies, somehow gravity thinks it makes sense. */
- if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
- NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100);
-
+
+ if( wd->dmg_lv >= ATK_BLOCK ) {/* yes block still applies, somehow gravity thinks it makes sense. */
+ if( sc ) {
+ if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100);
+
#ifndef RENEWAL
- rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
#else
- rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4);
+ rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4);
#endif
- /* is this right? rdamage as both left and right? */
- if( tsd )
- battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
- battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
-
- delay += 100;/* gradual increase so the numbers don't clip in the client */
- }
- if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
- bool change = false;
+ /* is this right? rdamage as both left and right? */
+ if( tsd )
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
-
- trdamage -= rdamage;/* wont count towards total */
-
- if( sd && !sd->state.autocast ) {
- change = true;
- sd->state.autocast = 1;
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
+ if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
+ bool change = false;
+
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
+
+ trdamage -= rdamage;/* wont count towards total */
+
+ if( sd && !sd->state.autocast ) {
+ change = true;
+ sd->state.autocast = 1;
+ }
+
+ map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,delay,wd->dmotion,rdamage,status_get_race(target));
+
+ if( change )
+ sd->state.autocast = 0;
+
+ delay += 150;/* gradual increase so the numbers don't clip in the client */
+
+ if( (--sc->data[SC_LG_REFLECTDAMAGE]->val3) <= 0 )
+ status_change_end(target, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
+ }
+ if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
+
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ if( tsd )
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
}
-
- map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,delay,wd->dmotion,rdamage,status_get_race(target));
-
- if( change )
- sd->state.autocast = 0;
-
- delay += 150;/* gradual increase so the numbers don't clip in the client */
}
- if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){
- NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
-
- rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+ if( ( ssc = status->get_sc(src) ) ) {
+ if( ssc->data[SC_INSPIRATION] ) {
+ NORMALIZE_RDAMAGE(damage / 100);
+
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
- /* is this right? rdamage as both left and right? */
- if( tsd )
+ /* is this right? rdamage as both left and right? */
battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
- battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
-
- delay += 100;/* gradual increase so the numbers don't clip in the client */
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
}
}
} else {/* long */
if ( tsd && tsd->bonus.long_weapon_damage_return ) {
NORMALIZE_RDAMAGE(damage * tsd->bonus.long_weapon_damage_return / 100);
-
+
rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
-
+
/* is this right? rdamage as both left and right? */
battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
-
+
delay += 100;/* gradual increase so the numbers don't clip in the client */
}
}
@@ -5345,12 +5443,12 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st
// Tell Clang's static analyzer that we want to += it even the value is currently unused (it'd be used if we added new checks)
(void)delay;
#endif // __clang_analyzer
-
+
/* something caused reflect */
if( trdamage ) {
skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
-
+
return;
#undef NORMALIZE_RDAMAGE
}
@@ -5958,12 +6056,9 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
case MS_MAGNUM:
case RA_DETONATOR:
case RA_SENSITIVEKEEN:
- case GN_CRAZYWEED_ATK:
case RK_STORMBLAST:
- case RK_PHANTOMTHRUST:
case SR_RAMPAGEBLASTER:
case NC_COLDSLOWER:
- case NC_SELFDESTRUCTION:
#ifdef RENEWAL
case KN_BOWLINGBASH:
case KN_SPEARSTAB:
@@ -5985,14 +6080,10 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
strip_enemy = 0;
break;
default:
- if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
- state |= BCT_ENEMY;
- strip_enemy = 0;
- }else
- return 0;
+ return 0;
}
} else if (su->group->skill_id==WZ_ICEWALL ||
- su->group->skill_id == GN_WALLOFTHORN) {
+ su->group->skill_id == GN_WALLOFTHORN) {
state |= BCT_ENEMY;
strip_enemy = 0;
} else //Excepting traps and icewall, you should not be able to target skills.
@@ -6957,6 +7048,7 @@ void battle_defaults(void) {
battle->calc_cardfix = battle_calc_cardfix;
battle->calc_elefix = battle_calc_elefix;
battle->calc_masteryfix = battle_calc_masteryfix;
+ battle->calc_chorusbonus = battle_calc_chorusbonus;
battle->calc_skillratio = battle_calc_skillratio;
battle->calc_sizefix = battle_calc_sizefix;
battle->calc_weapon_damage = battle_calc_weapon_damage;