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-rw-r--r--src/map/battle.c129
-rw-r--r--src/map/config/const.h18
-rw-r--r--src/map/config/renewal.h6
3 files changed, 80 insertions, 73 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index a010eed4f..2e72c2a46 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -2001,29 +2001,19 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
case NPC_VAMPIRE_GIFT:
skillratio += ((skill_lv-1)%5+1)*100;
break;
- case RK_SONICWAVE: {
- int level = status_get_lv(src);
+ case RK_SONICWAVE:
skillratio += 400 + 100 * skill_lv;
- if( level > 100 )
- skillratio += skillratio * (level - 100) / 200;
- }
+ RE_LVL_DMOD();
break;
- case RK_HUNDREDSPEAR: {
- int level = status_get_lv(src);
+ case RK_HUNDREDSPEAR:
skillratio += 500 + 40 * skill_lv;
- if( level > 100 )
- skillratio += skillratio * (level - 100) / 200;
- }
+ RE_LVL_DMOD();
break;
- case RK_WINDCUTTER: {
- int level = status_get_lv(src);
+ case RK_WINDCUTTER:
skillratio += 50 * skill_lv;
- if( level > 100 )
- skillratio += skillratio * (level - 50) / 200;
- }
+ RE_LVL_DMOD();
break;
- case RK_IGNITIONBREAK: {
- int level = status_get_lv(src);
+ case RK_IGNITIONBREAK:
i = distance_bl(src,target);
if( i < 2 )
skillratio = 200 + 200 * skill_lv;
@@ -2031,11 +2021,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
skillratio = 100 + 200 * skill_lv;
else
skillratio = 100 + 100 * skill_lv;
- if( level > 100 )
- skillratio += skillratio * (level - 100) / 200;
+ RE_LVL_DMOD();
if( sstatus->rhw.ele == ELE_FIRE )
skillratio += skillratio / 2;
- }
break;
case RK_CRUSHSTRIKE:
if( sd )
@@ -2084,13 +2072,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
**/
case RA_ARROWSTORM:
skillratio += 900 + 80 * skill_lv;
- if( status_get_lv(src) > 100 )
- skillratio = skillratio * status_get_lv(src) / 100; // Base level bonus.
+ RE_LVL_DMOD();
break;
case RA_AIMEDBOLT:
skillratio += 400 + 50 * skill_lv;
- if( status_get_lv(src) > 100 )
- skillratio = skillratio * status_get_lv(src) / 100; // Base level bonus.
+ RE_LVL_DMOD();
if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
wd.div_ = tstatus->size + 2 + rnd()%2;
break;
@@ -2115,20 +2101,20 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
**/
case NC_BOOSTKNUCKLE:
skillratio += 100 + 100 * skill_lv + sstatus->dex;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case NC_PILEBUNKER:
skillratio += 200 + 100 * skill_lv + sstatus->str;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case NC_VULCANARM:
skillratio = 70 * skill_lv + sstatus->dex;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case NC_FLAMELAUNCHER:
case NC_COLDSLOWER:
skillratio += 200 + 300 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case NC_ARMSCANNON:
switch( tstatus->size ) {
@@ -2136,7 +2122,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
}
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
//NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
break;
case NC_AXEBOOMERANG:
@@ -2146,15 +2132,15 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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]
}
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case NC_POWERSWING:
skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case NC_AXETORNADO:
skillratio += 100 + 100 * skill_lv + sstatus->vit;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case SC_FATALMENACE:
skillratio += 100 * skill_lv;
@@ -2167,28 +2153,28 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
break;
case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
skillratio += -100 + (50 + sstatus->str) * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_BANISHINGPOINT:
skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_SHIELDPRESS:
skillratio += 60 + 43 * skill_lv;
//if( sc && sc->data[SC_GLOOMYDAY_SK] )
// skillratio += 80 + (5 * sc->data[SC_GLOOMYDAY_SK]->val1);
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_PINPOINTATTACK:
skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_RAGEBURST:
if( sd && sd->spiritball_old )
skillratio += -100 + (sd->spiritball_old * 200);
else
skillratio += -100 + 15 * 200;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_SHIELDSPELL:
if( wflag&1 ) {
@@ -2204,27 +2190,27 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
break;
case LG_MOONSLASHER:
skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_OVERBRAND:
skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_OVERBRAND_BRANDISH:
skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_OVERBRAND_PLUSATK:
skillratio = 150 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_RAYOFGENESIS:
skillratio = skillratio + 200 + 300 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_EARTHDRIVE:
skillratio = (skillratio + 100) * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_HESPERUSLIT:
skillratio += 120 * skill_lv - 100;
@@ -2294,7 +2280,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
case GN_CART_TORNADO:
if( sd )
skillratio += 50 * skill_lv + pc_checkskill(sd, GN_REMODELING_CART) * 100 - 100;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
if( sc && sc->data[SC_GN_CARTBOOST] )
skillratio += 10 * sc->data[SC_GN_CARTBOOST]->val1;
break;
@@ -3348,11 +3334,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case AB_JUDEX:
skillratio += 180 + 20 * skill_lv;
if (skill_lv > 4) skillratio += 20;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case AB_ADORAMUS:
skillratio += 400 + 100 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case AB_DUPLELIGHT_MAGIC:
skillratio += 100 + 20 * skill_lv;
@@ -3362,39 +3348,36 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
**/
case WL_SOULEXPANSION:
skillratio += 300 + 100 * skill_lv + sstatus->int_;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case WL_FROSTMISTY:
skillratio += 100 + 100 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
- case WL_JACKFROST:
- {
+ case WL_JACKFROST: {
struct status_change *tsc = status_get_sc(target);
- if( tsc && tsc->data[SC_FREEZING] )
- {
+ if( tsc && tsc->data[SC_FREEZING] ) {
skillratio += 900 + 300 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
- }
- else
+ RE_LVL_DMOD();
+ } else
skillratio += 400 + 100 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
}
break;
case WL_DRAINLIFE:
skillratio = 200 * skill_lv + sstatus->int_;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case WL_CRIMSONROCK:
skillratio += 1200 + 300 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case WL_HELLINFERNO:
if( status_get_element(target) == ELE_FIRE )
skillratio = 60 * skill_lv;
else
skillratio = 240 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case WL_COMET: {
struct status_change * sc = status_get_sc(src);
@@ -3413,11 +3396,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
break;
case WL_CHAINLIGHTNING_ATK:
skillratio += 100 + 300 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case WL_EARTHSTRAIN:
skillratio += 1900 + 100 * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
@@ -3430,11 +3413,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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]
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case LG_RAYOFGENESIS:
skillratio = (skillratio + 200) * skill_lv;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
break;
case WM_METALICSOUND:
skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
@@ -3448,7 +3431,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case SO_FIREWALK: {
struct status_change * sc = status_get_sc(src);
skillratio = 300;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
if( sc && sc->data[SC_HEATER_OPTION] )
skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
}
@@ -3456,7 +3439,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case SO_ELECTRICWALK: {
struct status_change * sc = status_get_sc(src);
skillratio = 300;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
}
@@ -3464,7 +3447,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case SO_EARTHGRAVE: {
struct status_change * sc = status_get_sc(src);
skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
}
@@ -3472,7 +3455,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case SO_DIAMONDDUST: {
struct status_change * sc = status_get_sc(src);
skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
if( sc && sc->data[SC_COOLER_OPTION] )
skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
}
@@ -3487,7 +3470,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case SO_PSYCHIC_WAVE: {
struct status_change * sc = status_get_sc(src);
skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
if( sc ){
if( sc->data[SC_HEATER_OPTION] )
skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
@@ -3503,7 +3486,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case SO_VARETYR_SPEAR: {
struct status_change * sc = status_get_sc(src);
skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
if( sc && sc->data[SC_BLAST_OPTION] )
skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
}
@@ -3511,7 +3494,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case SO_CLOUD_KILL: {
struct status_change * sc = status_get_sc(src);
skillratio += -100 + skill_lv * 40;
- if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
+ RE_LVL_DMOD();
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
}
@@ -3872,7 +3855,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
break;
case RK_DRAGONBREATH:
md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
- if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;
+ RE_LVL_MDMOD();
if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
break;
/**
@@ -3882,8 +3865,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
md.damage = (2 * skill_lv * (sstatus->dex + 100));
- if (status_get_lv(src) > 100) md.damage += md.damage * (status_get_lv(src) - 50) / 200 + 15 / 10;
md.damage = md.damage * 2;// Without BaseLv Bonus
+ RE_LVL_TMDMOD();
md.damage = md.damage + (5 * sstatus->int_) + (40 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) );
break;
/**
@@ -3891,7 +3874,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
**/
case NC_SELFDESTRUCTION:
md.damage = (sd?pc_checkskill(sd,NC_MAINFRAME):10) * skill_lv * (status_get_sp(src) + sstatus->vit);
- if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;// Base level bonus.
+ RE_LVL_MDMOD();
if (sd) md.damage = md.damage + status_get_hp(src);
status_set_sp(src, 0, 0);
break;
diff --git a/src/map/config/const.h b/src/map/config/const.h
index 2f9560803..7acc5e522 100644
--- a/src/map/config/const.h
+++ b/src/map/config/const.h
@@ -82,6 +82,24 @@
#define MOB_HIT(mob) ( mob->lv + mob->status.agi )
#endif
+/* Renewal's dmg level modifier, used as a macro for a easy way to turn off. */
+#ifdef RENEWAL_LVDMG
+ #define RE_LVL_DMOD() \
+ if( status_get_lv(src) > 100 ) \
+ skillratio = skillratio * status_get_lv(src) / 100;
+ #define RE_LVL_MDMOD() \
+ if( status_get_lv(src) > 100 ) \
+ md.damage = md.damage * status_get_lv(src) / 150;
+ /* ranger traps special */
+ #define RE_LVL_TMDMOD() \
+ if( status_get_lv(src) > 100 ) \
+ md.damage = md.damage * 150 / 100 + md.damage * status_get_lv(src) / 100;
+#else
+ #define RE_LVL_DMOD()
+ #define RE_LVL_MDMOD()
+ #define RE_LVL_TMDMOD()
+#endif
+
/**
* End of File
**/
diff --git a/src/map/config/renewal.h b/src/map/config/renewal.h
index 790eab936..f692a197b 100644
--- a/src/map/config/renewal.h
+++ b/src/map/config/renewal.h
@@ -43,6 +43,12 @@
/// while enabled a special modified based on the difference between the player and monster level is applied
#define RENEWAL_EXP
+/// renewal level modifier on damage
+/// (disable by commenting the line)
+///
+// leave this line to enable renewal base level modifier on skill damage (selected skills only)
+#define RENEWAL_LVDMG
+
/// renewal cast time variable cast requirement
///
/// this is the value required for no variable cast-time with stats.