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authorHaru <haru@dotalux.com>2014-08-02 20:58:22 +0200
committerHaru <haru@dotalux.com>2014-08-02 21:04:06 +0200
commitb791b665c87589548c9c57afbe0fe50ec7c32676 (patch)
treec356cb0d145e68c9ca5912a2aa0ba55fb9790a09 /src/map/elemental.c
parent3961c4cba6e4686d0babb59be917b971479f7780 (diff)
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Fixed several issues with SO_EL_SYMPATHY
- Corrected an issue that caused the elemental's HP and SP would _decrease to_ summon_level*5% instead of _increasing by_ said amount. - Corrected an issue that decreased the SP cost of summon elemental skills by 5% even when the Spirit Sympathy skill wasn't present. - Added/renamed some variables to prevent confusion. Please don't reuse 'i' variables for things that aren't array indices. Or don't reuse variables altogether for different purposes than their original one. - Special thanks to Kisuka. Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map/elemental.c')
-rw-r--r--src/map/elemental.c62
1 files changed, 33 insertions, 29 deletions
diff --git a/src/map/elemental.c b/src/map/elemental.c
index 7ffeea410..caba02692 100644
--- a/src/map/elemental.c
+++ b/src/map/elemental.c
@@ -64,7 +64,7 @@ struct view_data * elemental_get_viewdata(int class_) {
int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
struct s_elemental ele;
struct s_elemental_db *db;
- int i;
+ int i, summon_level, skill_level;
nullpo_retr(1,sd);
@@ -77,63 +77,67 @@ int elemental_create(struct map_session_data *sd, int class_, unsigned int lifet
ele.char_id = sd->status.char_id;
ele.class_ = class_;
ele.mode = EL_MODE_PASSIVE; // Initial mode
- i = db->status.size+1; // summon level
+ summon_level = db->status.size+1; // summon level
//[(Caster's Max HP/ 3 ) + (Caster's INT x 10 )+ (Caster's Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
- ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((i + 2) / 3);
+ ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((summon_level + 2) / 3);
//Caster's Max SP /4
ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
//Caster's [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
- ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
+ ele.atk = (sd->battle_status.max_sp / (18 / summon_level) * 1 - 100);
//Caster's [ Max SP / (18 / Elemental Summon Skill Level) ]
ele.atk2 = sd->battle_status.max_sp / 18;
//Caster's HIT + (Caster's Base Level)
ele.hit = sd->battle_status.hit + sd->status.base_level;
//[Elemental Summon Skill Level x (Caster's INT / 2 + Caster's DEX / 4)]
- ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
+ ele.matk = summon_level * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
//150 + [Caster's DEX / 10] + [Elemental Summon Skill Level x 3 ]
- ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
+ ele.amotion = 150 + sd->battle_status.dex / 10 + summon_level * 3;
//Caster's DEF + (Caster's Base Level / (5 - Elemental Summon Skill Level)
- ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
+ ele.def = sd->battle_status.def + sd->status.base_level / (5-summon_level);
//Caster's MDEF + (Caster's INT / (5 - Elemental Summon Skill Level)
- ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
+ ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-summon_level);
//Caster's FLEE + (Caster's Base Level / (5 - Elemental Summon Skill Level)
- ele.flee = sd->status.base_level / (5-i);
+ ele.flee = sd->status.base_level / (5-summon_level);
//Caster's HIT + (Caster's Base Level)
ele.hit = sd->battle_status.hit + sd->status.base_level;
//per individual bonuses
switch(db->class_){
- case 2114: case 2115:
+ case 2114:
+ case 2115:
case 2116: //ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
- ele.atk += i * 20;
- ele.atk2 += i * 20;
- ele.hit += i * 10;
+ ele.atk += summon_level * 20;
+ ele.atk2 += summon_level * 20;
+ ele.hit += summon_level * 10;
break;
- case 2117: case 2118:
+ case 2117:
+ case 2118:
case 2119: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
- ele.mdef += i * 10;
- ele.matk += i * 20;
+ ele.mdef += summon_level * 10;
+ ele.matk += summon_level * 20;
break;
- case 2120: case 2121:
+ case 2120:
+ case 2121:
case 2122: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
- ele.flee += i * 20;
- ele.matk += i * 10;
+ ele.flee += summon_level * 20;
+ ele.matk += summon_level * 10;
break;
- case 2123: case 2124:
+ case 2123:
+ case 2124:
case 2125: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
- ele.def += i * 25;
- ele.atk += i * 5;
- ele.atk2 += i * 5;
+ ele.def += summon_level * 25;
+ ele.atk += summon_level * 5;
+ ele.atk2 += summon_level * 5;
break;
}
- if( (i=pc->checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
- ele.hp = ele.max_hp = ele.max_hp * 5 * i / 100;
- ele.sp = ele.max_sp = ele.max_sp * 5 * i / 100;
- ele.atk += 25 * i;
- ele.atk2 += 25 * i;
- ele.matk += 25 * i;
+ if ((skill_level=pc->checkskill(sd,SO_EL_SYMPATHY)) > 0) {
+ ele.hp = ele.max_hp += ele.max_hp * 5 * skill_level / 100;
+ ele.sp = ele.max_sp += ele.max_sp * 5 * skill_level / 100;
+ ele.atk += 25 * skill_level;
+ ele.atk2 += 25 * skill_level;
+ ele.matk += 25 * skill_level;
}
ele.life_time = lifetime;