diff options
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/battle.c | 31 | ||||
-rw-r--r-- | src/map/skill.c | 23 | ||||
-rw-r--r-- | src/map/skill.h | 2 | ||||
-rw-r--r-- | src/map/status.c | 2 |
4 files changed, 31 insertions, 27 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 7b979a51f..d5f523208 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -1528,9 +1528,6 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case NPC_ENERGYDRAIN: skillratio += 100 * skill_lv; break; - case NPC_EARTHQUAKE: - skillratio += 100 + 100 * skill_lv + 100 * (skill_lv/2); - break; #ifdef RENEWAL case WZ_HEAVENDRIVE: case WZ_METEOR: @@ -1894,6 +1891,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case NPC_PULSESTRIKE: skillratio += 100 * (skill_lv-1); break; + case NPC_EARTHQUAKE: + skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2); + break; case RG_BACKSTAP: if( sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty ) skillratio += (200 + 40 * skill_lv) / 2; @@ -3601,15 +3601,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list ad.damage = battle->calc_defense(BF_MAGIC, src, target, skill_id, skill_lv, ad.damage, flag.imdef, 0); - if (skill_id == NPC_EARTHQUAKE) { - //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] - //Also divide the extra bonuses from atk2 based on the number in range [Kevin] - if(mflag>0) - ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag; - else - ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id)); - } - if(ad.damage<1) ad.damage=1; else if(sc){//only applies when hit @@ -4526,6 +4517,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLEEDING: + case NPC_EARTHQUAKE: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: hitrate += hitrate * 20 / 100; break; case KN_PIERCE: @@ -5068,6 +5065,16 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list //Div fix. damage_div_fix(wd.damage, wd.div_); #endif +#if 0 // Can't find any source about this one even in eagis + if (skill_id == NPC_EARTHQUAKE) { + //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] + //Also divide the extra bonuses from atk2 based on the number in range [Kevin] + if ( wflag>0 ) + ATK_ADD((sstatus->rhw.atk2*skillratio / 100) / wflag); + else + ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id)); + } +#endif //Post skill/vit reduction damage increases if (sc) { //SC skill damages diff --git a/src/map/skill.c b/src/map/skill.c index c6ddd883d..e1e60dbdb 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2213,7 +2213,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr } } - if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { + if( dmg.flag&BF_MAGIC && ( (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { //Magic reflection, switch caster/target @@ -3222,14 +3222,6 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { case KN_AUTOCOUNTER: clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); break; - case NPC_EARTHQUAKE: - if( skl->type > 1 ) - skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); - skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); - skill->area_temp[1] = src->id; - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); - break; case WZ_WATERBALL: skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify if (!status->isdead(target)) @@ -3855,7 +3847,6 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case ASC_METEORASSAULT: case GS_DESPERADO: case GS_SPREADATTACK: - case NPC_EARTHQUAKE: case NPC_PULSESTRIKE: case NPC_HELLJUDGEMENT: case NPC_VAMPIRE_GIFT: @@ -3925,8 +3916,6 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case MH_XENO_SLASHER: clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; - case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? - skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); default: break; } @@ -6242,7 +6231,6 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin /* Fall through */ case SR_EARTHSHAKER: case NC_INFRAREDSCAN: - case NPC_EARTHQUAKE: case NPC_VAMPIRE_GIFT: case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: @@ -10363,6 +10351,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui #ifdef RENEWAL case NJ_HUUMA: #endif + case NPC_EARTHQUAKE: case NPC_EVILLAND: case WL_COMET: case RA_ELECTRICSHOCKER: @@ -11399,6 +11388,9 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ } } break; + case NPC_EARTHQUAKE: + clif->skill_damage(src, src, timer->gettick(), status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; default: skill->unitsetting1_unknown(src, &skill_id, &skill_lv, &x, &y, &flag, &val1, &val2, &val3); break; @@ -11984,6 +11976,11 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 } break; + case UNT_EARTHQUAKE: + skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, + map->foreachinrange(skill->area_sub, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &src->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill->area_sub_count)); + break; + case UNT_FIREPILLAR_WAITING: skill->unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); skill->delunit(src); diff --git a/src/map/skill.h b/src/map/skill.h index 31a268971..b598b91c8 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -1568,7 +1568,7 @@ enum { UNT_DEATHWAVE, //TODO UNT_WATERATTACK, //TODO UNT_WINDATTACK, //TODO - UNT_EARTHQUAKE, //TODO + UNT_EARTHQUAKE, UNT_EVILLAND, UNT_DARK_RUNNER, //TODO UNT_DARK_TRANSFER, //TODO diff --git a/src/map/status.c b/src/map/status.c index 2595e8cf1..33287e472 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -3722,7 +3722,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { #else amotion = (1000 - 4 * st->agi - st->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000; - amotion = status->calc_aspd_rate(bl, sc, bst->aspd_rate); + amotion = status->calc_aspd_rate(bl, sc, amotion); if ( st->aspd_rate != 1000 ) amotion = amotion*st->aspd_rate / 1000; |