From e81fad940ac591a6a76ecd0aa0b1d26cff688705 Mon Sep 17 00:00:00 2001 From: glighta Date: Sun, 30 Dec 2012 16:00:24 +0000 Subject: -Harmonize skillid, skill_num, skillnum, skill, to skill_id and same for skill_lv -Optimise type from int to int16 in order to reduce ram consumtion. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@17065 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/battle.c | 465 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 233 insertions(+), 232 deletions(-) (limited to 'src/map/battle.c') diff --git a/src/map/battle.c b/src/map/battle.c index f80148d57..7910006e3 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -53,7 +53,7 @@ int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last s ud = unit_bl2ud(bl); - return ud?ud->skillid:0; + return ud?ud->skill_id:0; } /*========================================== @@ -207,8 +207,8 @@ struct delay_damage { int damage; int delay; unsigned short distance; - unsigned short skill_lv; - unsigned short skill_id; + uint16 skill_lv; + uint16 skill_id; enum damage_lv dmg_lv; unsigned short attack_type; }; @@ -251,7 +251,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { return 0; } -int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay) +int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int damage, enum damage_lv dmg_lv, int ddelay) { struct delay_damage *dat; struct status_change *sc; @@ -422,7 +422,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li if( !damage ) return 0; - + sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); t_class = status_get_class(target); @@ -729,7 +729,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status... * After this we apply bg/gvg reduction *------------------------------------------*/ -int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv) +int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = NULL; struct status_change *sc; @@ -763,7 +763,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) return 1; - if (skill_num == PA_PRESSURE) + if (skill_id == PA_PRESSURE) return damage; //This skill bypass everything else. if( sc && sc->count ) @@ -774,14 +774,14 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag d->dmg_lv = ATK_BLOCK; return 0; } - if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect - if( skill_num == MG_NAPALMBEAT || - skill_num == MG_SOULSTRIKE || - skill_num == WL_SOULEXPANSION || - (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) || - (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST) + if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect + if( skill_id == MG_NAPALMBEAT || + skill_id == MG_SOULSTRIKE || + skill_id == WL_SOULEXPANSION || + (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) || + (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) ){ - if( skill_num == WL_SOULEXPANSION ) + if( skill_id == WL_SOULEXPANSION ) damage <<= 1; // If used against a player in White Imprison, the skill deals double damage. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect }else{ @@ -799,7 +799,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) { struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3); - int skill_id = sc->data[SC_SAFETYWALL]->val2; + uint16 skill_id = sc->data[SC_SAFETYWALL]->val2; if (group) { if(skill_id == MH_STEINWAND){ if (--group->val2<=0) @@ -839,7 +839,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000); return 0; } - if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) + if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) { int delay; clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1); @@ -875,7 +875,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag } - if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) + if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) { // attack blocked by Parrying clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1); return 0; @@ -906,7 +906,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. clif_specialeffect(bl, 462, AREA); //Shouldn't end until Breaker's non-weapon part connects. - if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON)) + if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON)) if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. status_change_end(bl, SC_KAUPE, INVALID_TIMER); return 0; @@ -918,11 +918,11 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag } if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) - && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK)) { + && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) { - skill_additional_effect (src, bl, skill_num, skill_lv, flag, ATK_BLOCK, gettick() ); + skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() ); if( !status_isdead(src) ) - skill_counter_additional_effect( src, bl, skill_num, skill_lv, flag, gettick() ); + skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() ); if (sce) { clif_specialeffect(bl, 462, AREA); skill_blown(src,bl,sce->val3,-1,0); @@ -937,12 +937,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag } //Now damage increasing effects - if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN ) + if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN ) { - if( src->type != BL_MER || skill_num == 0 ) + if( src->type != BL_MER || skill_id == 0 ) damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries - if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) ) + if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) ) status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects. } @@ -1011,7 +1011,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) DAMAGE_SUBRATE(20) - if(sc->data[SC_FOGWALL] && skill_num != RK_DRAGONBREATH) { + if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH) { if(flag&BF_SKILL) //25% reduction DAMAGE_SUBRATE(25) else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) @@ -1040,9 +1040,9 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2) #ifdef RENEWAL - if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_num != WS_CARTTERMINATION) + if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION) #else - if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION) + if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION) #endif { struct status_data *status = status_get_status_data(bl); @@ -1074,7 +1074,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag #endif //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie] - if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) + if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) { status_change_end(bl, SC_BITE, INVALID_TIMER); status_change_end(bl, SC_ANKLE, INVALID_TIMER); @@ -1084,13 +1084,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag //Finally Kyrie because it may, or not, reduce damage to 0. if((sce = sc->data[SC_KYRIE]) && damage > 0){ sce->val2-=damage; - if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){ + if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){ if(sce->val2>=0) damage=0; else damage=-sce->val2; } - if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT) + if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT) status_change_end(bl, SC_KYRIE, INVALID_TIMER); } @@ -1103,7 +1103,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) { int dx[8]={0,-1,-1,-1,0,1,1,1}; int dy[8]={1,1,0,-1,-1,-1,0,1}; - int dir = map_calc_dir(bl, src->x, src->y); + uint8 dir = map_calc_dir(bl, src->x, src->y); if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) { clif_slide(bl,src->x-dx[dir],src->y-dy[dir]); unit_setdir(bl, dir); @@ -1180,7 +1180,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag break; } } - if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 ) + if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 ) sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1)); if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) status_change_spread(src, bl); @@ -1220,13 +1220,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) { if (damage > 0 ) mobskill_event((TBL_MOB*)bl,src,gettick(),flag); - if (skill_num) - mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16)); + if (skill_id) + mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16)); } if( sd ) { if( pc_ismadogear(sd) && rnd()%100 < 50 ) { - short element = skill_get_ele(skill_num, skill_lv); - if( !skill_num || element == -1 ) { //Take weapon's element + short element = skill_get_ele(skill_id, skill_lv); + if( !skill_id || element == -1 ) { //Take weapon's element struct status_data *sstatus = NULL; if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele ) element = ((TBL_PC*)src)->bonus.arrow_ele; @@ -1249,7 +1249,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag /*========================================== * Calculates BG related damage adjustments. *------------------------------------------*/ -int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag) +int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, uint16 skill_id, uint16 skill_lv, int flag) { if( !damage ) return 0; @@ -1261,7 +1261,7 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam return 0; // Crystal cannot receive skill damage on battlegrounds } - switch( skill_num ) + switch( skill_id ) { case PA_PRESSURE: case HW_GRAVITATION: @@ -1295,7 +1295,7 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam /*========================================== * Calculates GVG related damage adjustments. *------------------------------------------*/ -int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) +int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) { struct mob_data* md = BL_CAST(BL_MOB, bl); int class_ = status_get_class(bl); @@ -1306,7 +1306,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama if(md && md->guardian_data) { if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) { //Skill immunity. - switch (skill_num) { + switch (skill_id) { #ifndef RENEWAL case MO_TRIPLEATTACK: #endif @@ -1327,7 +1327,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama } } - switch (skill_num) { + switch (skill_id) { //Skills with no damage reduction. case PA_PRESSURE: case HW_GRAVITATION: @@ -1604,7 +1604,7 @@ void battle_consume_ammo(TBL_PC*sd, int skill, int lv) static int battle_range_type( struct block_list *src, struct block_list *target, - int skill_num, int skill_lv) + uint16 skill_id, uint16 skill_lv) { //Skill Range Criteria if (battle_config.skillrange_by_distance && (src->type&battle_config.skillrange_by_distance) @@ -1614,33 +1614,33 @@ static int battle_range_type( return BF_LONG; } //based on used skill's range - if (skill_get_range2(src, skill_num, skill_lv) < 5) + if (skill_get_range2(src, skill_id, skill_lv) < 5) return BF_SHORT; return BF_LONG; } -static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num) +static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) { int i; if (!sd->skillblown[0].id) return 0; //Apply the bonus blewcount. [Skotlex] for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) { - if (sd->skillblown[i].id == skill_num) + if (sd->skillblown[i].id == skill_id) return sd->skillblown[i].val; } return 0; } -struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag); -struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag); +struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag); +struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag); //For quick div adjustment. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; } /*========================================== * battle_calc_weapon_attack (by Skotlex) *------------------------------------------*/ -static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) +static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag) { unsigned int skillratio = 100; //Skill dmg modifiers. short skill=0; @@ -1679,9 +1679,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo //Initial flag flag.rh=1; flag.weapon=1; - flag.infdef=(tstatus->mode&MD_PLANT && skill_num != RA_CLUSTERBOMB + flag.infdef=(tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB #ifdef RENEWAL - && skill_num != HT_FREEZINGTRAP + && skill_id != HT_FREEZINGTRAP #endif ?1:0); if( target->type == BL_SKILL){ @@ -1692,17 +1692,17 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo //Initial Values wd.type=0; //Normal attack - wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1; - wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. - if(skill_num == KN_AUTOCOUNTER) + wd.div_=skill_id?skill_get_num(skill_id,skill_lv):1; + wd.amotion=(skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. + if(skill_id == KN_AUTOCOUNTER) wd.amotion >>= 1; wd.dmotion=tstatus->dmotion; - wd.blewcount=skill_get_blewcount(skill_num,skill_lv); + wd.blewcount=skill_get_blewcount(skill_id,skill_lv); wd.flag = BF_WEAPON; //Initial Flag - wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] + wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later - nk = skill_get_nk(skill_num); - if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits. + nk = skill_get_nk(skill_id); + if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE; flag.hit = nk&NK_IGNORE_FLEE?1:0; flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0; @@ -1716,18 +1716,18 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo tsd = BL_CAST(BL_PC, target); if(sd) - wd.blewcount += battle_blewcount_bonus(sd, skill_num); + wd.blewcount += battle_blewcount_bonus(sd, skill_id); //Set miscellaneous data that needs be filled regardless of hit/miss if( (sd && sd->state.arrow_atk) || - (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3)) + (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) ) flag.arrow = 1; - if(skill_num){ - wd.flag |= battle_range_type(src, target, skill_num, skill_lv); - switch(skill_num) + if(skill_id){ + wd.flag |= battle_range_type(src, target, skill_id, skill_lv); + switch(skill_id) { case MO_FINGEROFFENSIVE: if(sd) { @@ -1785,7 +1785,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } else //Range for normal attacks. wd.flag |= flag.arrow?BF_LONG:BF_SHORT; - if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 ) + if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 ) { //Check for Lucky Dodge wd.type=0x0b; wd.dmg_lv=ATK_LUCKY; @@ -1794,8 +1794,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } t_class = status_get_class(target); - s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv); - if( !skill_num || s_ele == -1 ) + s_ele = s_ele_ = skill_get_ele(skill_id, skill_lv); + if( !skill_id || s_ele == -1 ) { //Take weapon's element s_ele = sstatus->rhw.ele; s_ele_ = sstatus->lhw.ele; @@ -1812,7 +1812,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo s_ele = s_ele_ = status_get_attack_sc_element(src,sc); else if( s_ele == -3 ) //Use random element s_ele = s_ele_ = rnd()%ELE_MAX; - switch( skill_num ) + switch( skill_id ) { case GS_GROUNDDRIFT: s_ele = s_ele_ = wflag; //element comes in flag. @@ -1825,12 +1825,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if (!(nk & NK_NO_ELEFIX) && !n_ele) if (src->type == BL_HOM) n_ele = true; //skill is "not elemental" - if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_num && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_num == MH_STAHL_HORN)) { + if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN)) { s_ele = s_ele_ = ELE_HOLY; n_ele = false; } - if(!skill_num) + if(!skill_id) { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) { @@ -1841,7 +1841,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo flag.lh=1; } - if( sd && !skill_num ) { //Check for double attack. + if( sd && !skill_id ) { //Check for double attack. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER ) || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation @@ -1875,10 +1875,10 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo //Check for critical if( !flag.cri && !(wd.type&0x08) && sstatus->cri && - (!skill_num || - skill_num == KN_AUTOCOUNTER || - skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING || - skill_num == NJ_KIRIKAGE)) + (!skill_id || + skill_id == KN_AUTOCOUNTER || + skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING || + skill_id == NJ_KIRIKAGE)) { short cri = sstatus->cri; if (sd) @@ -1896,7 +1896,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( tsc && tsc->data[SC_SLEEP] ) { cri <<= 1; } - switch (skill_num) { + switch (skill_id) { case KN_AUTOCOUNTER: if(battle_config.auto_counter_type && (battle_config.auto_counter_type&src->type)) @@ -1929,7 +1929,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo flag.idef = flag.idef2 = 1; //def ignore [Komurka] } if( !flag.hit ) - switch(skill_num) + switch(skill_id) { case AS_SPLASHER: if( !wflag ) // Always hits the one exploding. @@ -1968,7 +1968,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo hitrate+= sstatus->hit - flee; - if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks. + if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks. tsc && tsc->data[SC_FOGWALL]) hitrate -= 50; @@ -1978,8 +1978,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window hitrate += pc_checkskill(sd,AC_VULTURE); #endif - if(skill_num) - switch(skill_num) + if(skill_id) + switch(skill_id) { //Hit skill modifiers //It is proven that bonus is applied on final hitrate, not hit. case SM_BASH: @@ -2057,7 +2057,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; } #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; } - switch (skill_num) + switch (skill_id) { //Calc base damage according to skill case NJ_ISSEN: wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35); @@ -2120,9 +2120,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo { i = (flag.cri?1:0)| (flag.arrow?2:0)| - (skill_num == HW_MAGICCRASHER?4:0)| - (!skill_num && sc && sc->data[SC_CHANGE]?4:0)| - (skill_num == MO_EXTREMITYFIST?8:0)| + (skill_id == HW_MAGICCRASHER?4:0)| + (!skill_id && sc && sc->data[SC_CHANGE]?4:0)| + (skill_id == MO_EXTREMITYFIST?8:0)| (sc && sc->data[SC_WEAPONPERFECTION]?8:0); if (flag.arrow && sd) switch(sd->status.weapon) { @@ -2143,7 +2143,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if(wflag>0) wd.damage/= wflag; else - ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); + ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } //Add any bonuses that modify the base baseatk+watk (pre-skills) @@ -2161,10 +2161,10 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } break; } //End default case - } //End switch(skill_num) + } //End switch(skill_id) //Skill damage modifiers that stack linearly - if(sc && skill_num != PA_SACRIFICE) + if(sc && skill_id != PA_SACRIFICE) { if(sc->data[SC_OVERTHRUST]) skillratio += sc->data[SC_OVERTHRUST]->val3; @@ -2175,13 +2175,13 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 ) skillratio += sc->data[SC_ZENKAI]->val1 * 2; } - if( !skill_num ) + if( !skill_id ) { ATK_RATE(skillratio); } else { - switch( skill_num ) + switch( skill_id ) { case SM_BASH: case MS_BASH: @@ -2435,7 +2435,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo break; case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; - if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num) + if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id) skillratio += 10*status_get_lv(src)/3; //Tumble bonus if (wflag) { @@ -2822,7 +2822,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo RE_LVL_DMOD(100); break; case WM_SEVERE_RAINSTORM_MELEE: - //ATK [{(Caster’s DEX + AGI) x (Skill Level / 5)} x Caster’s Base Level / 100] % + //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] % skillratio = (sstatus->dex + sstatus->agi) * (skill_lv * 2); RE_LVL_DMOD(100); skillratio /= 10; @@ -2831,7 +2831,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo skillratio += 800 + 100 * skill_lv; if( sd ) { // Still need official value [pakpil] short lv = (short)skill_lv; - skillratio += 100 * skill_check_pc_partner(sd,skill_num,&lv,skill_get_splash(skill_num,skill_lv),0); + skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0); } break; case WM_SOUND_OF_DESTRUCTION: @@ -2873,7 +2873,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } else skillratio += 300; // Bombs break; - case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster’s Base Level / 100 ] % + case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] % skillratio = 50 * skill_lv + ( sd ? pc_checkskill(sd, SO_STRIKING) * 50 : 0 ); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += sd ? sd->status.job_level * 5 : 0; @@ -2937,7 +2937,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo ATK_RATE(skillratio); //Constant/misc additions from skills - switch (skill_num) { + switch (skill_id) { case MO_EXTREMITYFIST: ATK_ADD(250 + 150*skill_lv); break; @@ -2975,7 +2975,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo case LG_RAYOFGENESIS: if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding. short lv = (short)skill_lv; - ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1)); + ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1)); } break; case SR_GATEOFHELL: @@ -3026,12 +3026,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( sc->data[SC_TRUESIGHT] ) ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1); if( sc->data[SC_GLOOMYDAY_SK] && - ( skill_num == LK_SPIRALPIERCE || skill_num == KN_BRANDISHSPEAR || - skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN || - skill_num == LG_SHIELDPRESS ) ) + ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR || + skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN || + skill_id == LG_SHIELDPRESS ) ) ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2); if( sc->data[SC_EDP] ){ - switch(skill_num){ + switch(skill_id){ case AS_SPLASHER: case AS_VENOMKNIFE: case AS_GRIMTOOTH: break; @@ -3054,7 +3054,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } } - switch (skill_num) { + switch (skill_id) { case AS_SONICBLOW: if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) @@ -3076,10 +3076,10 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( sd ) { - if (skill_num && (i = pc_skillatk_bonus(sd, skill_num))) + if (skill_id && (i = pc_skillatk_bonus(sd, skill_id))) ATK_ADDRATE(i); - if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri ) + if( skill_id != PA_SACRIFICE && skill_id != MO_INVESTIGATE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !flag.cri ) { //Elemental/Racial adjustments if( sd->right_weapon.def_ratio_atk_ele & (1<def_ele) || sd->right_weapon.def_ratio_atk_race & (1<race) || @@ -3099,7 +3099,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } } - if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS) + if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) { //Ignore Defense? if (!flag.idef && ( sd->right_weapon.ignore_def_ele & (1<def_ele) || @@ -3168,12 +3168,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } } - if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] + if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] if(def2 < 1) def2 = 1; } //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def if (tsd) //Sd vit-eq - { + { #ifndef RENEWAL //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) vit_def = def2*(def2-15)/150; @@ -3187,7 +3187,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 && (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) ) vit_def += skill*5; - } + } else { //Mob-Pet vit-eq #ifndef RENEWAL //VIT + rnd(0,[VIT/20]^2-1) @@ -3218,7 +3218,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def; if( flag.lh && !flag.idef2 ) wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def; - + #else if (def1 > 100) def1 = 100; @@ -3238,12 +3238,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo { //SC skill damages if(sc->data[SC_AURABLADE] #ifndef RENEWAL - && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE + && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE #endif ){ int lv = sc->data[SC_AURABLADE]->val1; #ifdef RENEWAL - lv *= ((skill_num == LK_SPIRALPIERCE || skill_num == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5 + lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5 #endif ATK_ADD(20*lv); } @@ -3262,9 +3262,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } //Refine bonus - if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST ) + if( sd && flag.weapon && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST ) { // Counts refine bonus multiple times - if( skill_num == MO_FINGEROFFENSIVE ) + if( skill_id == MO_FINGEROFFENSIVE ) { ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2); } else { @@ -3277,11 +3277,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if (flag.lh && wd.damage2 < 1) wd.damage2 = 1; if (sd && flag.weapon && - skill_num != MO_INVESTIGATE && - skill_num != MO_EXTREMITYFIST && - skill_num != CR_GRANDCROSS) + skill_id != MO_INVESTIGATE && + skill_id != MO_EXTREMITYFIST && + skill_id != CR_GRANDCROSS) { //Add mastery damage - if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR && + if(skill_id != ASC_BREAKER && sd->status.weapon == W_KATAR && (skill=pc_checkskill(sd,ASC_KATAR)) > 0) { //Adv Katar Mastery is does not applies to ASC_BREAKER, // but other masteries DO apply >_> @@ -3303,9 +3303,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo skillratio /= 12-3*skill; ATK_ADDRATE(skillratio); } - if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) + if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) ATK_ADD(3*skill); - if (skill_num == NJ_KUNAI) + if (skill_id == NJ_KUNAI) ATK_ADD(60); } } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks @@ -3315,7 +3315,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) ATK_ADD(skill*2); - if(skill_num==TF_POISON) + if(skill_id==TF_POISON) ATK_ADD(15*skill_lv); if( !(nk&NK_NO_ELEFIX) && !n_ele ) @@ -3323,9 +3323,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( wd.damage > 0 ) { wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv); - if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element + if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); - if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage. + if( skill_id== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); } if( flag.lh && wd.damage2 > 0 ) @@ -3346,19 +3346,19 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo * In RE Shield Bommerang takes weapon element only for damage calculation, * - resist calculation is always against neutral **/ - if ( skill_num == CR_SHIELDBOOMERANG ) + if ( skill_id == CR_SHIELDBOOMERANG ) s_ele = s_ele_ = ELE_NEUTRAL; #endif } - if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) + if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) return wd; //Enough, rest is not needed. if (sd) { - if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. + if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); - if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] + if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] ATK_ADD(wd.div_*sd->spiritball_old*3); } else { ATK_ADD(wd.div_*sd->spiritball*3); @@ -3369,7 +3369,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( flag.lh ) wd.damage2 = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag); - if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN ) + if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements. short index= sd->equip_index[EQI_HAND_L]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) @@ -3391,11 +3391,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( flag.hit && class_ == MOBID_EMPERIUM ) { if(wd.damage2 > 0) { wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv); - wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); } else if(wd.damage > 0) { wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv); - wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); } return wd; } @@ -3425,7 +3425,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo ATK_RATEL(50 + (skill * 10)) if(wd.damage2 < 1) wd.damage2 = 1; } - } else if(sd->status.weapon == W_KATAR && !skill_num) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) + } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) skill = pc_checkskill(sd,TF_DOUBLE); wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100; @@ -3444,28 +3444,28 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo { //There is a total damage value if(!wd.damage2) { - wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv); + wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) - wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) - wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); } else if(!wd.damage) { - wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv); + wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) - wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) - wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); } else { int d1 = wd.damage + wd.damage2,d2 = wd.damage2; - wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv); + wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) - wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) - wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); wd.damage2 = (int64)d2*100/d1 * wd.damage/100; if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1; wd.damage-=wd.damage2; @@ -3486,8 +3486,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 ) status_change_end(target, SC_REJECTSWORD, INVALID_TIMER); } - if(skill_num == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) - struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag); + if(skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) + struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wflag); wd.damage += md.damage; } if( sc ) { @@ -3505,7 +3505,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo /** * affecting non-skills **/ - if( !skill_num ) { + if( !skill_id ) { /** * RK Enchant Blade **/ @@ -3516,8 +3516,8 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo } status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); } - if( skill_num == LG_RAYOFGENESIS ) { - struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag); + if( skill_id == LG_RAYOFGENESIS ) { + struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wflag); wd.damage += md.damage; } @@ -3527,7 +3527,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo /*========================================== * battle_calc_magic_attack [DracoRPG] *------------------------------------------*/ -struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) +struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) { int i, nk; short s_ele = 0; @@ -3554,13 +3554,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list } //Initial Values ad.damage = 1; - ad.div_=skill_get_num(skill_num,skill_lv); - ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills. + ad.div_=skill_get_num(skill_id,skill_lv); + ad.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills. ad.dmotion=tstatus->dmotion; - ad.blewcount = skill_get_blewcount(skill_num,skill_lv); + ad.blewcount = skill_get_blewcount(skill_id,skill_lv); ad.flag=BF_MAGIC|BF_SKILL; ad.dmg_lv=ATK_DEF; - nk = skill_get_nk(skill_num); + nk = skill_get_nk(skill_id); flag.imdef = nk&NK_IGNORE_DEF?1:0; sd = BL_CAST(BL_PC, src); @@ -3569,7 +3569,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list tsc = status_get_sc(target); //Initialize variables that will be used afterwards - s_ele = skill_get_ele(skill_num, skill_lv); + s_ele = skill_get_ele(skill_id, skill_lv); if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element s_ele = sstatus->rhw.ele; @@ -3582,7 +3582,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; - if( skill_num == SO_PSYCHIC_WAVE ) { + if( skill_id == SO_PSYCHIC_WAVE ) { if( sc && sc->count ) { if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4; else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4; @@ -3590,15 +3590,15 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4; } } - + //Set miscellaneous data that needs be filled if(sd) { sd->state.arrow_atk = 0; - ad.blewcount += battle_blewcount_bonus(sd, skill_num); + ad.blewcount += battle_blewcount_bonus(sd, skill_id); } //Skill Range Criteria - ad.flag |= battle_range_type(src, target, skill_num, skill_lv); + ad.flag |= battle_range_type(src, target, skill_id, skill_lv); flag.infdef=(tstatus->mode&MD_PLANT?1:0); if( target->type == BL_SKILL){ TBL_SKILL *su = (TBL_SKILL*)target; @@ -3606,7 +3606,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list flag.infdef = 1; } - switch(skill_num) + switch(skill_id) { case MG_FIREWALL: case NJ_KAENSIN: @@ -3631,7 +3631,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list //Adds an absolute value to damage. 100 = +100 damage #define MATK_ADD( a ) { ad.damage+= a; } - switch (skill_num) + switch (skill_id) { //Calc base damage according to skill case AL_HEAL: case PR_BENEDICTIO: @@ -3640,7 +3640,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list * Arch Bishop **/ case AB_HIGHNESSHEAL: - ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false); + ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false); break; case PR_ASPERSIO: ad.damage = 40; @@ -3692,10 +3692,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list if(mflag>0) ad.damage/= mflag; else - ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); + ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } - switch(skill_num){ + switch(skill_id){ case MG_NAPALMBEAT: skillratio += skill_lv*10-30; break; @@ -3922,7 +3922,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list /*case WM_SEVERE_RAINSTORM: skillratio += 50 * skill_lv; break; - + WM_SEVERE_RAINSTORM just set a unit place, refer to WM_SEVERE_RAINSTORM_MELEE to set the formula. */ @@ -3974,7 +3974,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3; } break; - case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster’s INT x Varetyr Spear Skill level )} x Caster’s Base Level / 100 ] % + case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] % skillratio = status_get_int(src) * skill_lv + ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 ); RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) @@ -4036,7 +4036,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list MATK_RATE(skillratio); //Constant/misc additions from skills - if (skill_num == WZ_FIREPILLAR) + if (skill_id == WZ_FIREPILLAR) MATK_ADD(50); } } @@ -4045,7 +4045,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list #endif if(sd) { //Damage bonuses - if ((i = pc_skillatk_bonus(sd, skill_num))) + if ((i = pc_skillatk_bonus(sd, skill_id))) ad.damage += (int64)ad.damage*i/100; //Ignore Defense? @@ -4084,20 +4084,20 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list #endif } - if (skill_num == NPC_EARTHQUAKE) + 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_num, skill_get_name(skill_num)); + 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 // TODO: there is another factor that contribute with the damage and need to be formulated. [malufett] - switch(skill_num){ + switch(skill_id){ case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_FIREBOLT: @@ -4106,7 +4106,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case MG_FROSTDIVER: case WZ_EARTHSPIKE: case WZ_HEAVENDRIVE: - if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION] + if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION] || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION]) ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30; break; @@ -4116,9 +4116,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list if (!(nk&NK_NO_ELEFIX)) ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); - if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS ) + if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS ) { //Apply the physical part of the skill's damage. [Skotlex] - struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100; if( src == target ) { @@ -4139,15 +4139,15 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list if (flag.infdef && ad.damage) ad.damage = ad.damage>0?1:-1; - ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv); + ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) - ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); + ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag); else if( map[target->m].flag.battleground ) - ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); + ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag); - switch( skill_num ) { /* post-calc modifiers */ + switch( skill_id ) { /* post-calc modifiers */ case SO_VARETYR_SPEAR: { // Physical damage. - struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); if(!flag.infdef && ad.damage > 1) ad.damage += wd.damage; break; @@ -4159,9 +4159,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list } /*========================================== - * Calculate Misc dammage for skillid + * Calculate Misc dammage for skill_id *------------------------------------------*/ -struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) +struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) { int skill; short i, nk; @@ -4180,33 +4180,33 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * } //Some initial values - md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; + md.amotion=skill_get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion; md.dmotion=tstatus->dmotion; - md.div_=skill_get_num( skill_num,skill_lv ); - md.blewcount=skill_get_blewcount(skill_num,skill_lv); + md.div_=skill_get_num( skill_id,skill_lv ); + md.blewcount=skill_get_blewcount(skill_id,skill_lv); md.dmg_lv=ATK_DEF; md.flag=BF_MISC|BF_SKILL; - nk = skill_get_nk(skill_num); + nk = skill_get_nk(skill_id); sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if(sd) { sd->state.arrow_atk = 0; - md.blewcount += battle_blewcount_bonus(sd, skill_num); + md.blewcount += battle_blewcount_bonus(sd, skill_id); } - s_ele = skill_get_ele(skill_num, skill_lv); + s_ele = skill_get_ele(skill_id, skill_lv); if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] s_ele = ELE_NEUTRAL; else if (s_ele == -3) //Use random element s_ele = rnd()%ELE_MAX; //Skill Range Criteria - md.flag |= battle_range_type(src, target, skill_num, skill_lv); + md.flag |= battle_range_type(src, target, skill_id, skill_lv); - switch( skill_num ) + switch( skill_id ) { #ifdef RENEWAL case HT_LANDMINE: @@ -4238,7 +4238,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * if(mflag > 1) //Autocasted Blitz. nk|=NK_SPLASHSPLIT; - if (skill_num == SN_FALCONASSAULT) + if (skill_id == SN_FALCONASSAULT) { //Div fix of Blitzbeat skill = skill_get_num(HT_BLITZBEAT, 5); @@ -4285,11 +4285,11 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * break; case NJ_ZENYNAGE: case KO_MUCHANAGE: - md.damage = skill_get_zeny(skill_num ,skill_lv); + md.damage = skill_get_zeny(skill_id ,skill_lv); if (!md.damage) md.damage = 2; - md.damage = rand()%md.damage + md.damage / (skill_num==NJ_ZENYNAGE?1:2) ; + md.damage = rand()%md.damage + md.damage / (skill_id==NJ_ZENYNAGE?1:2) ; if (is_boss(target)) - md.damage=md.damage / (skill_num==NJ_ZENYNAGE?3:2); + md.damage=md.damage / (skill_id==NJ_ZENYNAGE?3:2); else if (tsd) // need confirmation for KO_MUCHANAGE md.damage=md.damage/2; break; @@ -4308,7 +4308,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * md.dmotion = 0; //No flinch animation. break; case NPC_EVILLAND: - md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false); + md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false); break; case RK_DRAGONBREATH: md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv; @@ -4326,13 +4326,13 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * RE_LVL_TMDMOD(); if(sd) { - int researchSkillLv = pc_checkskill(sd,RA_RESEARCHTRAP); - if(researchSkillLv) - md.damage = (int64)md.damage * 20 * researchSkillLv / (skill_num == RA_CLUSTERBOMB?50:100); + int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP); + if(researchskill_lv) + md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100); else md.damage = 0; }else - md.damage = (int64)md.damage * 200 / (skill_num == RA_CLUSTERBOMB?50:100); + md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100); break; /** @@ -4355,7 +4355,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * break; case KO_HAPPOKUNAI: { - struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); short totaldef = tstatus->def2 + (short)status_get_def(target); md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100; md.damage -= totaldef; @@ -4370,7 +4370,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * if(mflag>0) md.damage/= mflag; else - ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num)); + ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } damage_div_fix(md.damage, md.div_); @@ -4421,13 +4421,13 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * md.damage = battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag); - if (sd && (i = pc_skillatk_bonus(sd, skill_num))) + if (sd && (i = pc_skillatk_bonus(sd, skill_id))) md.damage += (int64)md.damage*i/100; if(md.damage < 0) md.damage = 0; else if(md.damage && tstatus->mode&MD_PLANT){ - switch(skill_num){ + switch(skill_id){ case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: @@ -4448,20 +4448,20 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * if(!(nk&NK_NO_ELEFIX)) md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); - md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv); + md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) - md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); + md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag); else if( map[target->m].flag.battleground ) - md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); + md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag); - switch( skill_num ) { + switch( skill_id ) { case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: if( md.damage == 1 ) break; case RA_CLUSTERBOMB: { struct Damage wd; - wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); md.damage += wd.damage; } break; @@ -4479,13 +4479,13 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * /*========================================== * Battle main entry, from skill_attack *------------------------------------------*/ -struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count) +struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count) { struct Damage d; switch(attack_type) { - case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break; - case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break; - case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break; + case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break; + case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break; + case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break; default: ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); memset(&d,0,sizeof(d)); @@ -4504,7 +4504,7 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl } //Calculates BF_WEAPON returned damage. -int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, int skillid){ +int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag, uint16 skill_id){ struct map_session_data* sd = NULL; int rdamage = 0, damage = *dmg; struct status_change* sc; @@ -4534,12 +4534,12 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int if(rdamage < 1) rdamage = 1; } if( sc && sc->count ) { - if ( sc->data[SC_REFLECTSHIELD] && skillid != WS_CARTTERMINATION ) { + if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) { rdamage += (int64)damage * sc->data[SC_REFLECTSHIELD]->val2 / 100; if (rdamage < 1) rdamage = 1; } - if(sc->data[SC_DEATHBOUND] && skillid != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) { - int dir = map_calc_dir(bl,src->x,src->y), + if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) { + uint8 dir = map_calc_dir(bl,src->x,src->y), t_dir = unit_getdir(bl), rd1 = 0; if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) { @@ -4721,30 +4721,30 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) { - int dir = map_calc_dir(target,src->x,src->y); + uint8 dir = map_calc_dir(target,src->x,src->y); int t_dir = unit_getdir(target); int dist = distance_bl(src, target); if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) { - int skilllv = tsc->data[SC_AUTOCOUNTER]->val1; + uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1; clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER); - skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0); + skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0); return ATK_BLOCK; } } if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) ) { - int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1; - int duration = skill_get_time2(MO_BLADESTOP,skilllv); + uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1; + int duration = skill_get_time2(MO_BLADESTOP,skill_lv); status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER); if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) { //Target locked. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. clif_bladestop(target, src->id, 1); - sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration); + sc_start4(target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration); return ATK_BLOCK; } } @@ -4764,7 +4764,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t if (sc) { if (sc->data[SC_SACRIFICE]) { - int skilllv = sc->data[SC_SACRIFICE]->val1; + uint16 skill_lv = sc->data[SC_SACRIFICE]->val1; damage_lv ret_val; if( --sc->data[SC_SACRIFICE]->val2 <= 0 ) @@ -4774,7 +4774,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t * We need to calculate the DMG before the hp reduction, because it can kill the source. * For futher information: bugreport:4950 **/ - ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0); + ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0); status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9% if( ret_val == ATK_NONE ) @@ -4799,9 +4799,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t tsc->data[SC_GT_ENERGYGAIN]->val1); } if( sc && sc->data[SC_CRUSHSTRIKE] ){ - int skilllv = sc->data[SC_CRUSHSTRIKE]->val1; + uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1; status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER); - if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skilllv,tick,0) ) + if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) ) return ATK_DEF; return ATK_MISS; } @@ -4840,12 +4840,12 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t { if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 ) { // Activates it only from melee damage - int skillid; + uint16 skill_id; if( rnd()%2 == 1 ) - skillid = AB_DUPLELIGHT_MELEE; + skill_id = AB_DUPLELIGHT_MELEE; else - skillid = AB_DUPLELIGHT_MAGIC; - skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL); + skill_id = AB_DUPLELIGHT_MAGIC; + skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL); } rdamage = battle_calc_return_damage(target,src, &damage, wd.flag, 0); @@ -4908,26 +4908,26 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) { int sp = 0; - int skillid = sc->data[SC_AUTOSPELL]->val2; - int skilllv = sc->data[SC_AUTOSPELL]->val3; + uint16 skill_id = sc->data[SC_AUTOSPELL]->val2; + uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3; int i = rnd()%100; if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE) - i = 0; //Max chance, no skilllv reduction. [Skotlex] - if (i >= 50) skilllv -= 2; - else if (i >= 15) skilllv--; - if (skilllv < 1) skilllv = 1; - sp = skill_get_sp(skillid,skilllv) * 2 / 3; + i = 0; //Max chance, no skill_lv reduction. [Skotlex] + if (i >= 50) skill_lv -= 2; + else if (i >= 15) skill_lv--; + if (skill_lv < 1) skill_lv = 1; + sp = skill_get_sp(skill_id,skill_lv) * 2 / 3; if (status_charge(src, 0, sp)) { - switch (skill_get_casttype(skillid)) { + switch (skill_get_casttype(skill_id)) { case CAST_GROUND: - skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag); + skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag); break; case CAST_NODAMAGE: - skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag); + skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag); break; case CAST_DAMAGE: - skill_castend_damage_id(src, target, skillid, skilllv, tick, flag); + skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag); break; } } @@ -5091,7 +5091,8 @@ struct block_list* battle_get_master(struct block_list *src) *------------------------------------------*/ int battle_check_target( struct block_list *src, struct block_list *target,int flag) { - int m,state = 0; //Initial state none + int16 m; //map + int state = 0; //Initial state none int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally. struct block_list *s_bl = src, *t_bl = target; -- cgit v1.2.3-60-g2f50