diff options
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/battle.c | 16 | ||||
-rw-r--r-- | src/map/pc.c | 10 | ||||
-rw-r--r-- | src/map/skill.c | 28 |
3 files changed, 39 insertions, 15 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 7aabcc39a..0c1fe65d2 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -257,8 +257,9 @@ int battle_get_agi(struct block_list *bl) if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア //agi >>= 1; - int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100; - agi -= agib > 50 ? 50 : agib; + //int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100; + //agi -= agib > 50 ? 50 : agib; + agi -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10; } if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト agi += 5; @@ -367,8 +368,9 @@ int battle_get_dex(struct block_list *bl) if(sc_data[SC_QUAGMIRE].timer!=-1 ) { // クァグマイア // dex >>= 1; - int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100; - dex -= dexb > 50 ? 50 : dexb; + //int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100; + //dex -= dexb > 50 ? 50 : dexb; + dex -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10; } if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) // トゥルーサイト dex += 5; @@ -556,9 +558,7 @@ int battle_get_baseatk(struct block_list *bl) if(sc_data[SC_CURSE].timer!=-1 ) //呪われていたら batk -= batk*25/100; //base_atkが25%減少 if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション - batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100; - if(sc_data[SC_EDP].timer != -1) // [Celest] - batk += batk*(50+50*sc_data[SC_EDP].val1)/100; + batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100; } if(batk < 1) batk = 1; //base_atkは最低でも1 return batk; @@ -3553,7 +3553,7 @@ static struct Damage battle_calc_pc_weapon_attack( // 状態異常中のダメージ追加でクリティカルにも有効なスキル if (sc_data) { // エンチャントデッドリーポイズン - if(sc_data[SC_EDP].timer != -1) { + if(sc_data[SC_EDP].timer != -1 && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) { damage += damage * (150 + sc_data[SC_EDP].val1 * 50) / 100; damage2 += damage2 * (150 + sc_data[SC_EDP].val1 * 50) / 100; no_cardfix = 1; diff --git a/src/map/pc.c b/src/map/pc.c index 72fa48646..c9083ce03 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -1517,10 +1517,12 @@ int pc_calcstatus(struct map_session_data* sd,int first) if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1) // ラウドボイス sd->paramb[0]+= 4; if(sd->sc_data[SC_QUAGMIRE].timer!=-1){ // クァグマイア - int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; - int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; - sd->paramb[1]-= agib > 50 ? 50 : agib; - sd->paramb[4]-= dexb > 50 ? 50 : dexb; + //int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; + //int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100; + //sd->paramb[1]-= agib > 50 ? 50 : agib; + //sd->paramb[4]-= dexb > 50 ? 50 : dexb; + sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5; + sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5; sd->speed = sd->speed*3/2; } if(sd->sc_data[SC_TRUESIGHT].timer!=-1){ // トゥル?サイト diff --git a/src/map/skill.c b/src/map/skill.c index 30b17f3e3..6cc9e7a8a 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1270,7 +1270,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case PF_FOGWALL: /* ホ?リ?クロス */ - if( rand()%100 < 3*skilllv*sc_def_int/100 ) + if(src!=bl && rand()%100 < 3*skilllv*sc_def_int/100 ) skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); break; case LK_HEADCRUSH: /* ヘッドクラッシュ */ @@ -5965,7 +5965,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int case 0xae: /* 幸運のキス */ case 0xaf: /* サ?ビスフォ?ユ? */ case 0xb4: - case 0xb6: /* フォグウォ?ル */ +// case 0xb6: /* フォグウォ?ル */ { struct skill_unit *unit2; struct status_change *sc_data=battle_get_sc_data(bl); @@ -6005,6 +6005,28 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int } } break; + case 0xb6: /* フォグウォ?ル */ + { + struct skill_unit *unit2; + struct status_change *sc_data=battle_get_sc_data(bl); + int type=SkillStatusChangeTable[sg->skill_id]; + if(sc_data) { + if (sc_data[type].timer==-1) { + skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, + (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); + skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); + } + else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){ + if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) { + skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, + (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); + skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); + } +// ts->tick-=sg->interval; + } + } + } break; + case 0xb1: /* デモンストレ?ション */ skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking) @@ -6168,7 +6190,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t sc_data[SC_BLIND].timer = add_timer( gettick() + 30000, skill_status_change_timer, bl->id, 0); } - sg->limit=DIFF_TICK(tick,sg->tick)+1000; + //sg->limit=DIFF_TICK(tick,sg->tick)+1000; } break; case 0x9a: /* ボルケ?ノ */ |