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authorrud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-18 07:52:11 +0000
committerrud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-18 07:52:11 +0000
commit611350370ef3ecf8fc939005df37a14b55a8f69c (patch)
tree1da4119c85685bed98adb79cad4cbcd144ca0ba8 /src/map/skill.c
parent15e7b5f4c91f2bd50fdaee6edcaa19ef849d3875 (diff)
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Implemented Renewal Casting System.
Fixed bugreport:2018 where CH_PALMSTRIKE deals damage to hidden targets. Fixed bugreport:6473, bugreport:6325 SC_DEADLYINFECT should now spread status ailments properly. Fixed bugreport:5541, bugreport:6179, bugreport:6281 where self buff skill is transfer to targets when doing a combo. Updated AC_VULTURE where in renewal it doesn't show the hit bonus anymore in the status window. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16661 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c141
1 files changed, 99 insertions, 42 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index f15c972aa..001386dfd 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -39,6 +39,7 @@
#include <stdlib.h>
#include <string.h>
#include <time.h>
+#include <math.h>
#define SKILLUNITTIMER_INTERVAL 100
@@ -3182,7 +3183,15 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
case GN_SPORE_EXPLOSION:
map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
- break;
+ break;
+ case CH_PALMSTRIKE:
+ {
+ struct status_change* tsc = status_get_sc(target);
+ if( tsc && tsc->option&OPTION_HIDE ){
+ skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
+ break;
+ }
+ }
default:
skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
break;
@@ -13353,12 +13362,12 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
-
+#ifndef RENEWAL_CAST
// calculate base cast time (reduced by dex)
if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
- int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if( scale > 0 ) // not instant cast
- time = time * scale / CONST_CASTRATE_SCALE;
+ time = time * scale / battle_config.castrate_dex_scale;
else
return 0; // instant cast
}
@@ -13378,6 +13387,7 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
}
}
}
+#endif
// config cast time multiplier
if (battle_config.cast_rate != 100)
time = time * battle_config.cast_rate / 100;
@@ -13388,69 +13398,116 @@ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
/*==========================================
* Does cast-time reductions based on sc data.
*------------------------------------------*/
-int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv) {
+int skill_castfix_sc (struct block_list *bl, int time)
+{
struct status_change *sc = status_get_sc(bl);
+
+ if( time < 0 )
+ return 0;
+
+ if (sc && sc->count) {
+ if (sc->data[SC_SLOWCAST])
+ time += time * sc->data[SC_SLOWCAST]->val2 / 100;
+ if (sc->data[SC_SUFFRAGIUM]) {
+ time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
+ status_change_end(bl, SC_SUFFRAGIUM, -1);
+ }
+ if (sc->data[SC_MEMORIZE]) {
+ time>>=1;
+ if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
+ status_change_end(bl, SC_MEMORIZE, -1);
+ }
+ if (sc->data[SC_POEMBRAGI])
+ time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
+ if (sc->data[SC_IZAYOI])
+ time -= time * 50 / 100;
+ }
+
+ return (time > 0) ? time : 0;
+}
#ifdef RENEWAL_CAST
+int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv)
+{
+ struct status_change *sc = status_get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
- int fixed = skill_get_fixed_cast(skill_id, skill_lv);
- if( !fixed ) {
- fixed = skill_get_cast(skill_id, skill_lv);
- fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 );
- }
- if(sd){// Increases/Decreases fixed cast time of a skill by item/card bonuses.
- int i;
- if( sd->fixcastrate != 100 )
- fixed = fixed * sd->fixcastrate / 100;
- for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
- if (sd->skillfixcast[i].id == skill_id){
+ int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
+
+ if( time < 0 )
+ return 0;
+
+ if( !fixed )
+ fixed = (int)time * 20 / 100; // fixed time
+ time = time * 80 / 100; // variable time
+
+ if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
+ if( sd->bonus.varcastrate < 0 )
+ VARCAST_REDUCTION(sd->bonus.varcastrate);
+ for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
+ if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
fixed += sd->skillfixcast[i].val;
break;
}
- }
+ for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
+ if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
+ time += sd->skillvarcast[i].val;
+ break;
+ }
+ for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
+ if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
+ if( (i=sd->skillcast[i].val) < 0)
+ VARCAST_REDUCTION(i);
+ break;
+ }
}
-#endif
- if( time < 0 ) return 0; // due to fixed castime so use -1 to nullify the casting. [malufett]
- if (sc && sc->count) {
+
+ if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
+ // All variable cast additive bonuses must come first
if (sc->data[SC_SLOWCAST])
- time += time * sc->data[SC_SLOWCAST]->val2 / 100;
+ VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
+
+ // Variable cast reduction bonuses
if (sc->data[SC_SUFFRAGIUM]) {
- time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
+ VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
}
if (sc->data[SC_MEMORIZE]) {
- time>>=1;
+ VARCAST_REDUCTION(50);
if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
}
if (sc->data[SC_POEMBRAGI])
- time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
+ VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
if (sc->data[SC_IZAYOI])
- time -= time * 50 / 100;
-#ifdef RENEWAL_CAST
+ VARCAST_REDUCTION(50);
+ // Fixed cast reduction bonuses
if( sc->data[SC__LAZINESS] )
- fixed += fixed * sc->data[SC__LAZINESS]->val2 / 100;
- /**
- * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
- **/
+ fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
if( sc->data[SC_SECRAMENT] )
- fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
+ fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
+ if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
+ fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
+ // Fixed cast non percentage bonuses
if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
fixed += 2000;
if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
fixed = 0;
-#endif
}
-#ifdef RENEWAL_CAST
- /**
- * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
- **/
- if( sd && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) )
- fixed -= fixed * (5+(skill_lv*5)) / 100;
- return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
-#else
- return (time > 0) ? time : 0;
-#endif
+
+ if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
+ VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
+ fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
+ }
+
+ if( varcast_r < 0 ) // now compute overall factors
+ time = time * (1 - (float)varcast_r / 100);
+ if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
+ time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
+ // underflow checking/capping
+ time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed;
+
+ return (int)time;
}
+#endif
/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...