diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 178 |
1 files changed, 89 insertions, 89 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 32d0f38fe..a2de76a0a 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -356,45 +356,43 @@ int skill_get_range2 (struct block_list *bl, int id, int lv) return range; } -int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) -{ +int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) { int skill, hp; struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change* sc; - switch( skill_id ) - { - case BA_APPLEIDUN: - hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery - if( sd ) - hp += 5*pc_checkskill(sd,BA_MUSICALLESSON); - break; - case PR_SANCTUARY: - hp = (skill_lv>6)?777:skill_lv*100; - break; - case NPC_EVILLAND: - hp = (skill_lv>6)?666:skill_lv*100; - break; - default: - if (skill_lv >= battle_config.max_heal_lv) - return battle_config.max_heal; - #ifdef RENEWAL - /** - * Renewal Heal Formula (from Doddler) - * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out - * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10] - * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10] - **/ - hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ); - #else - hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); - #endif - if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) ) - hp += hp * skill * 2 / 100; - else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) - hp += hp * skill * 2 / 100; - break; + switch( skill_id ) { + case BA_APPLEIDUN: + hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery + if( sd ) + hp += 5*pc_checkskill(sd,BA_MUSICALLESSON); + break; + case PR_SANCTUARY: + hp = (skill_lv>6)?777:skill_lv*100; + break; + case NPC_EVILLAND: + hp = (skill_lv>6)?666:skill_lv*100; + break; + default: + if (skill_lv >= battle_config.max_heal_lv) + return battle_config.max_heal; + #ifdef RENEWAL + /** + * Renewal Heal Formula (from Doddler) + * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out + * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10] + * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10] + **/ + hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ); + #else + hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); + #endif + if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) ) + hp += hp * skill * 2 / 100; + else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) + hp += hp * skill * 2 / 100; + break; } if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) @@ -407,14 +405,15 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, int skill hp += hp*skill/100; sc = status_get_sc(target); - if( sc && sc->count ) - { + if( sc && sc->count ) { if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; if( sc->data[SC_DEATHHURT] && heal ) hp -= hp * 20/100; if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] + if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) + hp += hp / 10; } return hp; @@ -6010,34 +6009,27 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } case AM_BERSERKPITCHER: - case AM_POTIONPITCHER: - { + case AM_POTIONPITCHER: { int i,x,hp = 0,sp = 0,bonus=100; - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) - { + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { map_freeblock_unlock(); return 1; } - if( sd ) - { + if( sd ) { x = skilllv%11 - 1; i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); - if(i < 0 || skill_db[skillid].itemid[x] <= 0) - { + if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } - if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) - { + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } - if( skillid == AM_BERSERKPITCHER ) - { - if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) - { + if( skillid == AM_BERSERKPITCHER ) { + if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; @@ -6050,27 +6042,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in potion_flag = potion_target = 0; if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST ) bonus += sd->status.base_level; - if( potion_per_hp > 0 || potion_per_sp > 0 ) - { + if( potion_per_hp > 0 || potion_per_sp > 0 ) { hp = tstatus->max_hp * potion_per_hp / 100; hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - if( dstsd ) - { + if( dstsd ) { sp = dstsd->status.max_sp * potion_per_sp / 100; sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; } - } - else - { - if( potion_hp > 0 ) - { + } else { + if( potion_hp > 0 ) { hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } - if( potion_sp > 0 ) - { + if( potion_sp > 0 ) { sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; sp = sp * (100 + (tstatus->int_<<1)) / 100; if( dstsd ) @@ -6078,39 +6064,38 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } } - if (sd->itemgrouphealrate[IG_POTION]>0) - { + if (sd->itemgrouphealrate[IG_POTION]>0) { hp += hp * sd->itemgrouphealrate[IG_POTION] / 100; sp += sp * sd->itemgrouphealrate[IG_POTION] / 100; } - if( (i = pc_skillheal_bonus(sd, skillid)) ) - { + if( (i = pc_skillheal_bonus(sd, skillid)) ) { hp += hp * i / 100; sp += sp * i / 100; } - } - else - { + } else { hp = (1 + rnd()%400) * (100 + skilllv*10) / 100; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } - if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) - { + if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) { hp += hp * i / 100; sp += sp * i / 100; } - if( tsc && tsc->data[SC_CRITICALWOUND] ) - { - hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - } - if( tsc && tsc->data[SC_DEATHHURT] ) - { - hp -= hp * 20 / 100; - sp -= sp * 20 / 100; + if( tsc && tsc->count ) { + if( tsc->data[SC_CRITICALWOUND] ) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if( tsc->data[SC_DEATHHURT] ) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { + hp += hp / 10; + sp += sp / 10; + } } clif_skill_nodamage(src,bl,skillid,skilllv,1); if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) ) @@ -6792,15 +6777,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (sp) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100; } - if (tsc && tsc->data[SC_CRITICALWOUND]) - { - hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - } - if (tsc && tsc->data[SC_DEATHHURT]) - { - hp -= hp * 20 / 100; - sp -= sp * 20 / 100; + if( tsc && tsc->count ) { + if (tsc->data[SC_CRITICALWOUND]) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if (tsc->data[SC_DEATHHURT]) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { + hp += hp / 10; + sp += sp / 10; + } } if(hp > 0) clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); @@ -11215,6 +11204,13 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } break; + case UNT_FIRE_INSIGNIA: + case UNT_WATER_INSIGNIA: + case UNT_WIND_INSIGNIA: + case UNT_EARTH_INSIGNIA: + sc_start(bl,type, 100, sg->skill_lv, sg->interval); + break; + case UNT_VACUUM_EXTREME: sc_start(bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); break; @@ -11340,7 +11336,11 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int case SC_BLOODYLUST: case EL_WATER_BARRIER: case EL_ZEPHYR: - case EL_POWER_OF_GAIA: + case EL_POWER_OF_GAIA: + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: if (sce) status_change_end(bl, type, INVALID_TIMER); break; |