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-rw-r--r--src/map/battle.c73
1 files changed, 39 insertions, 34 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index b138e651b..878f9e322 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -322,9 +322,31 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
return 0;
}
- if(sc->data[SC_BUNSINJYUTSU].timer != -1 && (flag&(BF_WEAPON|BF_MISC)) )
+ if ((sc->data[SC_UTSUSEMI].timer != -1 || sc->data[SC_BUNSINJYUTSU].timer != -1)
+ && (flag&(BF_WEAPON|BF_MISC))
+/* FIXME: This check is awful, there has to be some kind of logic behind this!
+ && (
+ // there is no rule for that, only some exceptions.. which I listed according to many tests and says
+ skill_num != ASC_BREAKER &&
+ skill_num != NJ_KUNAI &&
+ skill_num != SN_FALCONASSAULT &&
+ skill_num != MO_BALKYOUNG &&
+ skill_num != HT_BLITZBEAT &&
+ skill_num != NJ_SYURIKEN
+ )
+*/
+ )
{
- if (--sc->data[SC_BUNSINJYUTSU].val2 <= 0)
+ if (sc->data[SC_UTSUSEMI].timer != -1) {
+ clif_specialeffect(bl, 462, AREA);
+ skill_blown (src, bl, sc->data[SC_UTSUSEMI].val3);
+ };
+ //Both need to be consumed if they are active.
+ if (sc->data[SC_UTSUSEMI].timer != -1 &&
+ --sc->data[SC_UTSUSEMI].val2 <= 0)
+ status_change_end(bl, SC_UTSUSEMI, -1);
+ if (sc->data[SC_BUNSINJYUTSU].timer != -1 &&
+ --sc->data[SC_BUNSINJYUTSU].val2 <= 0)
status_change_end(bl, SC_BUNSINJYUTSU, -1);
return 0;
}
@@ -497,6 +519,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama
//Skills with no damage reduction.
case PA_PRESSURE:
case HW_GRAVITATION:
+ case NJ_ZENYNAGE:
break;
default:
if (md && md->guardian_data) {
@@ -877,7 +900,7 @@ static struct Damage battle_calc_weapon_attack(
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
case NJ_HUUMA:
- case GS_FLING:
+ case NJ_ISSEN:
case GS_TRIPLEACTION:
case GS_BULLSEYE:
case GS_MAGICALBULLET:
@@ -1048,7 +1071,8 @@ static struct Damage battle_calc_weapon_attack(
case NPC_ENERGYDRAIN:
case NPC_MENTALBREAKER:
case GS_GROUNDDRIFT:
- case NJ_TATAMIGAESHI:
+ case NJ_SYURIKEN:
+ case NJ_KUNAI:
case NJ_ISSEN:
flag.hit = 1;
break;
@@ -1151,7 +1175,7 @@ static struct Damage battle_calc_weapon_attack(
switch (skill_num)
{ //Calc base damage according to skill
case NJ_ISSEN:
- wd.damage = 80*sstatus->str +skill_lv*sstatus->hp*8/100;
+ wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
wd.damage2 = 0;
status_set_hp(src, 1, 0);
break;
@@ -1781,11 +1805,10 @@ static struct Damage battle_calc_weapon_attack(
skillratio /= 12-3*skill;
ATK_ADDRATE(skillratio);
}
- // Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
- if ((skill_num == NJ_SYURIKEN || skill_num == NJ_KUNAI) &&
- sd->status.weapon != W_HUUMA &&
- (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
+ if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
ATK_ADD(3*skill);
+ if (skill_num == NJ_KUNAI)
+ ATK_ADD(60);
}
} //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...
@@ -2098,7 +2121,6 @@ struct Damage battle_calc_magic_attack(
struct map_session_data *sd, *tsd;
struct Damage ad;
- struct status_change *tsc;
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
struct {
@@ -2212,8 +2234,6 @@ struct Damage battle_calc_magic_attack(
//Adds an absolute value to damage. 100 = +100 damage
#define MATK_ADD( a ) { ad.damage+= a; }
- tsc= status_get_sc(target); // used for NJ_SUITON increasing NJ_HYOUSENSOU damages
-
switch (skill_num)
{ //Calc base damage according to skill
case AL_HEAL:
@@ -2321,27 +2341,19 @@ struct Damage battle_calc_magic_attack(
skillratio -= 10;
break;
case NJ_KAENSIN:
- skillratio -= 40; // extrapolation from a vid (seems correct +/- 10%)
+ skillratio -= 50;
break;
case NJ_BAKUENRYU:
- skillratio += 50*(skill_lv-1); // recorrected after calculation from vids
- break;
- case NJ_HYOUSENSOU:
- skillratio -= 30;
- if (tsc && tsc->data[SC_SUITON].timer != -1)
- skillratio += tsc->data[SC_SUITON].val4;
+ skillratio += 50*(skill_lv-1);
break;
case NJ_HYOUSYOURAKU:
- skillratio += 50*skill_lv; // recorrected after calculation from vids
- break;
- case NJ_HUUJIN:
- skillratio += 50 + 50*skill_lv; // extrapolation from a vid (unsure)
+ skillratio += 50*skill_lv;
break;
case NJ_RAIGEKISAI:
- skillratio += 60 + 40*skill_lv; // idem
+ skillratio += 60 + 40*skill_lv;
break;
case NJ_KAMAITACHI:
- skillratio += 100*skill_lv; // idem
+ skillratio += 100*skill_lv;
break;
}
@@ -2621,8 +2633,8 @@ struct Damage battle_calc_misc_attack(
pc_payzeny(sd, md.damage);
}
- if(is_boss(target) || tsd)
- md.damage=md.damage*60/100;
+ if(is_boss(target) || tsd || map_flag_gvg2(target->m))
+ md.damage=md.damage/3;
break;
case GS_FLING:
md.damage = sd?sd->status.job_level:status_get_lv(src);
@@ -2947,13 +2959,6 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
return 0;
}
}
- if (tsc->data[SC_UTSUSEMI].timer != -1) {
- clif_specialeffect(target, 462, AREA);
- skill_blown (src, target, tsc->data[SC_UTSUSEMI].val3);
- if (--tsc->data[SC_UTSUSEMI].val2 <= 0)
- status_change_end(target, SC_UTSUSEMI, -1);
- return 0;
- }
}
//Recycled the damage variable rather than use a new one... [Skotlex]
if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)