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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-02-15 18:56:54 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-02-15 18:56:54 +0000
commitea2ae867ed32cdea9107b446ee7cdfe3a2be6d95 (patch)
tree43aab9b4180d956488810f96da7a003ba6c2d28e /src
parentaf3903eef455c03277036c972bc8c53e6ddacd28 (diff)
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- Made the warm skills BF_WEAPON type so that they may trigger effect cards.
- Also changed their pl to -1 so they carry the elemeso they carry the element. - Warm skills now damage other players for 60sp per hit. - Warm skill damage interval decreased to 100ms instead of 1000ms. - TK_DODGE now only dodges ranged weapon attacks, while under Spurt mode it dodges everything. - Cleaned up and expanded the sc_def_rate battle config. The new battle flags are mob_sc_def_rate, pc_sc_def_rate, mob_max_sc_def, pc_max_sc_def - Modified Marionette Control so that the max bonus stats you get is capped to your server's defined max stats instead of 99. - Mobs are no longer affected by the vs_traps_bctall switch. - Added function pc_damage_sp to damage the SP of players. - Modified Warm skills so that it only hurts SP of players while attacking/knocking back mobs. - Autospell loop breaks after one skill is successful. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5288 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r--src/map/battle.c37
-rw-r--r--src/map/battle.h6
-rw-r--r--src/map/charcommand.c8
-rw-r--r--src/map/pc.c40
-rw-r--r--src/map/pc.h1
-rw-r--r--src/map/skill.c128
-rw-r--r--src/map/status.c152
7 files changed, 215 insertions, 157 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 244cbe960..a0a6d932d 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -609,7 +609,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
return 0;
}
- if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 && (flag&BF_LONG || (sc->data[SC_SPURT].timer != -1 && flag&BF_WEAPON))
+ if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
+ ((flag&BF_LONG && flag&BF_WEAPON) || sc->data[SC_SPURT].timer != -1)
&& rand()%100 < 20) {
if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
@@ -651,16 +652,16 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
damage >>=1;
if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
- if(sd){
+ if(sd && sd->status.max_sp){
if(sd->status.sp>0){
- int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
- sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
- if( sd->status.sp < 0 ) sd->status.sp = 0;
- damage -= damage * ((per+1) * 6) / 100;
- clif_updatestatus(sd,SP_SP);
+ int per = 100*sd->status.sp / sd->status.max_sp;
+ per /=20; //Uses 20% SP intervals.
+ //SP Cost: 1% + 0.5% per every 20% SP
+ if (pc_damage_sp(sd, (10+5*per)*sd->status.max_sp/10000, 0) <= 0)
+ status_change_end( bl,SC_ENERGYCOAT,-1 );
+ //Reduction: 6% + 6% every 20%
+ damage -= damage * 6 * (1+per) / 100;
}
- if(sd->status.sp<=0)
- status_change_end( bl,SC_ENERGYCOAT,-1 );
}
else
damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100;
@@ -3824,11 +3825,14 @@ static const struct battle_data_short {
{ "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
{ "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
- { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
- { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
+ { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
+ { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
{ "skill_caster_check", &battle_config.skill_caster_check },
{ "status_cast_cancel", &battle_config.sc_castcancel },
- { "status_def_rate", &battle_config.sc_def_rate },
+ { "pc_status_def_rate", &battle_config.pc_sc_def_rate },
+ { "mob_status_def_rate", &battle_config.mob_sc_def_rate },
+ { "pc_max_status_def", &battle_config.pc_max_sc_def },
+ { "mob_max_status_def", &battle_config.mob_max_sc_def },
};
static const struct battle_data_int {
@@ -4218,7 +4222,10 @@ void battle_set_defaults() {
battle_config.skill_caster_check = 1;
battle_config.sc_castcancel = 0;
- battle_config.sc_def_rate = 100;
+ battle_config.pc_sc_def_rate = 100;
+ battle_config.mob_sc_def_rate = 100;
+ battle_config.pc_max_sc_def = 10000;
+ battle_config.mob_max_sc_def = 5000;
}
void battle_validate_conf() {
@@ -4407,6 +4414,10 @@ void battle_validate_conf() {
if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
battle_config.mobs_level_up_exp_rate = 1;
+ if (battle_config.pc_max_sc_def > 10000)
+ battle_config.pc_max_sc_def = 10000;
+ if (battle_config.mob_max_sc_def > 10000)
+ battle_config.mob_max_sc_def = 10000;
#ifdef CELL_NOSTACK
if (battle_config.cell_stack_limit < 1)
battle_config.cell_stack_limit = 1;
diff --git a/src/map/battle.h b/src/map/battle.h
index fc4af0788..ba631bdca 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -419,7 +419,11 @@ extern struct Battle_Config {
unsigned short cell_stack_limit; // [Skotlex]
unsigned short skill_caster_check; // [Skotlex]
unsigned short sc_castcancel; // [Skotlex]
- unsigned short sc_def_rate; // [Skotlex]
+ unsigned short pc_sc_def_rate; // [Skotlex]
+ unsigned short mob_sc_def_rate;
+ unsigned short pc_max_sc_def;
+ unsigned short mob_max_sc_def;
+
} battle_config;
void do_init_battle(void);
diff --git a/src/map/charcommand.c b/src/map/charcommand.c
index 69a5a9ac4..4e2f3f2c3 100644
--- a/src/map/charcommand.c
+++ b/src/map/charcommand.c
@@ -1267,7 +1267,7 @@ int charcommand_baselevel(
level = pc_maxbaselv(pl_sd) - pl_sd->status.base_level;
for (i = 1; i <= level; i++)
pl_sd->status.status_point += (pl_sd->status.base_level + i + 14) / 5;
- pl_sd->status.base_level += level;
+ pl_sd->status.base_level += (unsigned int)level;
clif_updatestatus(pl_sd, SP_BASELEVEL);
clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
clif_updatestatus(pl_sd, SP_STATUSPOINT);
@@ -1290,7 +1290,7 @@ int charcommand_baselevel(
pl_sd->status.status_point = 0;
clif_updatestatus(pl_sd, SP_STATUSPOINT);
} // to add: remove status points from stats
- pl_sd->status.base_level -= level;
+ pl_sd->status.base_level -= (unsigned int)level;
clif_updatestatus(pl_sd, SP_BASELEVEL);
clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
status_calc_pc(pl_sd, 0);
@@ -1338,7 +1338,7 @@ int charcommand_joblevel(
if ((unsigned int)level > pc_maxjoblv(pl_sd) ||
pl_sd->status.job_level > pc_maxjoblv(pl_sd) -level)
level = pc_maxjoblv(pl_sd) - pl_sd->status.job_level;
- pl_sd->status.job_level += level;
+ pl_sd->status.job_level += (unsigned int)level;
clif_updatestatus(pl_sd, SP_JOBLEVEL);
clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
pl_sd->status.skill_point += level;
@@ -1354,7 +1354,7 @@ int charcommand_joblevel(
level*=-1;
if ((unsigned int)level >= pl_sd->status.job_level)
level = pl_sd->status.job_level-1;
- pl_sd->status.job_level -= level;
+ pl_sd->status.job_level -= (unsigned int)level;
clif_updatestatus(pl_sd, SP_JOBLEVEL);
clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
if (pl_sd->status.skill_point < level)
diff --git a/src/map/pc.c b/src/map/pc.c
index fe435d73f..7604c8dd7 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -5272,6 +5272,33 @@ static int pc_respawn(int tid,unsigned int tick,int id,int data)
}
return 0;
}
+
+/*==========================================
+ * Damages a player's SP, returns remaining SP. [Skotlex]
+ * damage is absolute damage, rate is % damage (100 = 100%)
+ * Returns remaining SP, or -1 if the player did not have enough SP to substract from.
+ *------------------------------------------
+ */
+int pc_damage_sp(struct map_session_data *sd, int damage, int rate)
+{
+ if (!sd->status.sp)
+ return 0;
+
+ if (rate)
+ damage += (rate*(sd->status.sp-damage)/sd->status.max_sp)/100;
+
+ if (sd->status.sp >= damage){
+ sd->status.sp -= damage;
+ clif_updatestatus(sd,SP_SP);
+ return sd->status.sp;
+ }
+ if (sd->status.sp) {
+ sd->status.sp = 0;
+ clif_updatestatus(sd,SP_SP);
+ return -1;
+ }
+ return 0;
+}
/*==========================================
* pcにダメ?ジを?える
*------------------------------------------
@@ -5918,14 +5945,11 @@ int pc_heal(struct map_session_data *sd,int hp,int sp)
nullpo_retr(0, sd);
- if(pc_checkoverhp(sd)) {
- if(hp > 0)
- hp = 0;
- }
- if(pc_checkoversp(sd)) {
- if(sp > 0)
- sp = 0;
- }
+ if(hp > 0 && pc_checkoverhp(sd))
+ hp = 0;
+
+ if(sp > 0 && pc_checkoversp(sd))
+ sp = 0;
if(sd->sc.count && sd->sc.data[SC_BERSERK].timer!=-1) //バ?サ?ク中は回復させないらしい
return 0;
diff --git a/src/map/pc.h b/src/map/pc.h
index 8e695cafc..4701f781e 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -138,6 +138,7 @@ int pc_unequipitem(struct map_session_data*,int,int);
int pc_checkitem(struct map_session_data*);
int pc_useitem(struct map_session_data*,int);
+int pc_damage_sp(struct map_session_data *, int, int);
int pc_damage(struct block_list *,struct map_session_data*,int);
int pc_heal(struct map_session_data *,int,int);
int pc_itemheal(struct map_session_data *sd,int hp,int sp);
diff --git a/src/map/skill.c b/src/map/skill.c
index 24298fb82..fd7f676a2 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -970,11 +970,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
- case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
- if(dstsd){
- dstsd->status.sp -= dstsd->status.sp*(15*skilllv+5)/100;
- clif_updatestatus(dstsd,SP_SP);
- }
+ case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
+ if(dstsd)
+ pc_damage_sp(dstsd, 0, 15*skilllv+5);
break;
case HT_SANDMAN: /* サンドマン */
@@ -1025,10 +1023,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case PA_PRESSURE: /* プレッシャ? */
- if (dstsd) {
- dstsd->status.sp -= dstsd->status.sp * (15 + 5 * skilllv) / 100;
- clif_updatestatus(dstsd,SP_SP);
- }
+ if (dstsd)
+ pc_damage_sp(dstsd, 0, 15 +5*skilllv);
break;
case RG_RAID: /* サプライズアタック */
@@ -1054,29 +1050,16 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case DC_UGLYDANCE:
if (dstsd) {
- int skill, sp = 5+5*skilllv;
- if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
- sp += 5+skill;
- dstsd->status.sp -= sp;
- if(dstsd->status.sp<0)
- dstsd->status.sp=0;
- clif_updatestatus(dstsd,SP_SP);
+ int skill, sp = 5+5*skilllv;
+ if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
+ sp += 5+skill;
+ pc_damage_sp(dstsd, sp, 0);
}
break;
case SL_STUN:
if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- if (dstsd) {
- dstsd->status.sp -= 5;
- if(dstsd->status.sp < 0)
- dstsd->status.sp = 0;
- clif_updatestatus(dstsd,SP_SP);
- }
- break;
/* MOBの追加?果付きスキル */
case NPC_PETRIFYATTACK:
@@ -1245,46 +1228,56 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
//Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
//Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
- if(sd && !status_isdead(bl) && src != bl &&
- (!skillid || skillid == KN_AUTOCOUNTER || skillid == CR_REFLECTSHIELD || skill_get_nk(skillid)!=NK_NO_DAMAGE))
- {
- struct block_list *tbl;
- int i, auto_skillid, auto_skilllv, rate;
-
- for (i = 0; i < MAX_PC_BONUS; i++) {
- if (sd->autospell[i].id == 0)
+ if(sd && !status_isdead(bl) && src != bl) {
+ switch (skillid) {
+ case KN_AUTOCOUNTER:
+ case CR_REFLECTSHIELD:
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ rate = 1;
break;
+ default:
+ rate = (!skillid || skill_get_nk(skillid)!=NK_NO_DAMAGE);
+ }
+ if (rate) {
+ struct block_list *tbl;
+ int i;
+ for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
- auto_skillid = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
-
- if (auto_skillid == skillid) //Prevents skill from retriggering themselves. [Skotlex]
- continue;
+ skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
+ //Prevents skill from retriggering themselves. [Skotlex]
+ if (skill == skillid)
+ continue;
- auto_skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
- rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
+ //skill2 reused to store skilllv.
+ skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
+ rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
- if (rand()%1000 > rate)
- continue;
- if (sd->autospell[i].id < 0)
- tbl = src;
- else
- tbl = bl;
-
- if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, auto_skillid, auto_skilllv)))
- continue; //Autoskills DO check for target-src range. [Skotlex]
-
- if (skill_get_inf(auto_skillid) & INF_GROUND_SKILL)
- skill_castend_pos2(src, tbl->x, tbl->y, auto_skillid, auto_skilllv, tick, 0);
- else {
- switch (skill_get_nk(auto_skillid)) {
- case NK_NO_DAMAGE:
- skill_castend_nodamage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
- break;
- case NK_SPLASH_DAMAGE:
- default:
- skill_castend_damage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
- break;
+ if (rand()%1000 > rate)
+ continue;
+ if (sd->autospell[i].id < 0)
+ tbl = src;
+ else
+ tbl = bl;
+
+ if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
+ continue; //Autoskills DO check for target-src range. [Skotlex]
+
+ if (skill_get_inf(skill) & INF_GROUND_SKILL)
+ skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
+ else {
+ switch (skill_get_nk(skill)) {
+ case NK_NO_DAMAGE:
+ skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
+ break;
+ case NK_SPLASH_DAMAGE:
+ default:
+ skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
+ break;
+ }
}
+ break; //Only one auto skill comes off at a time.
}
}
}
@@ -6434,8 +6427,10 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
if (map_flag_gvg(src->m))
limit *= 4; // longer trap times in WOE [celest]
- if (battle_config.vs_traps_bctall && map_flag_vs(src->m))
- target = BCT_ALL; //Change target to all [Skotlex]
+ if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
+ && src->type != BL_MOB)
+ //Change target to all with the exception of mob traps [Skotlex]
+ target = BCT_ALL;
break;
case SA_LANDPROTECTOR: /* グランドク?ス */
@@ -7510,12 +7505,7 @@ static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int
for (i = 0; i < c; i++)
{
if ((tsd = map_id2sd(p_sd[i])) != NULL)
- {
- tsd->status.sp -= 10;
- if (tsd->status.sp < 0)
- tsd->status.sp = 0;
- clif_updatestatus(tsd,SP_SP);
- }
+ pc_damage_sp(tsd, 10, 0);
}
return c;
case CG_MOONLIT:
diff --git a/src/map/status.c b/src/map/status.c
index f7f88aaa9..bb7fd47a0 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -1009,12 +1009,25 @@ int status_calc_pc(struct map_session_data* sd,int first)
else if(sd->sc.data[SC_MARIONETTE2].timer!=-1){
struct map_session_data *psd = map_id2sd(sd->sc.data[SC_MARIONETTE2].val3);
if (psd) { // if partner is found
- sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
- sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
- sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
- sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
- sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
- sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
+ bl = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
+ if (sd->status.str < bl)
+ sd->paramb[0] += sd->status.str+psd->status.str/2 > bl ?
+ bl-sd->status.str : psd->status.str/2;
+ if (sd->status.agi < bl)
+ sd->paramb[1] += sd->status.agi+psd->status.agi/2 > bl ?
+ bl-sd->status.agi : psd->status.agi/2;
+ if (sd->status.vit < bl)
+ sd->paramb[2] += sd->status.vit+psd->status.vit/2 > bl ?
+ bl-sd->status.vit : psd->status.vit/2;
+ if (sd->status.int_ < bl)
+ sd->paramb[3] += sd->status.int_+psd->status.int_/2 > bl ?
+ bl-sd->status.int_ : psd->status.int_/2;
+ if (sd->status.dex < bl)
+ sd->paramb[4] += sd->status.dex+psd->status.dex/2 > bl ?
+ bl-sd->status.dex : psd->status.dex/2;
+ if (sd->status.luk < bl)
+ sd->paramb[5] += sd->status.luk+psd->status.luk/2 > bl ?
+ bl-sd->status.luk : psd->status.luk/2;
}
}
}
@@ -3286,46 +3299,48 @@ int status_get_sc_def(struct block_list *bl, int type)
switch (type)
{
+ //Note that stats that are *100/3 were simplified to *33
case SP_MDEF1: // mdef
case SC_STONE:
case SC_FREEZE:
case SC_DECREASEAGI:
- sc_def = 3 + status_get_mdef(bl) + status_get_luk(bl)/3;
+ case SC_COMA:
+ sc_def = 300 +100*status_get_mdef(bl) +33*status_get_luk(bl);
break;
case SP_MDEF2: // int
case SC_SLEEP:
case SC_CONFUSION:
- sc_def = 3 + status_get_int(bl) + status_get_luk(bl)/3;
+ sc_def = 300 +100*status_get_int(bl) +33*status_get_luk(bl);
break;
case SP_DEF1: // def
- sc_def = 3 + status_get_def(bl) + status_get_luk(bl)/3;
+ sc_def = 300 +100*status_get_def(bl) +33*status_get_luk(bl);
break;
case SP_DEF2: // vit
case SC_STUN:
case SC_POISON:
case SC_SILENCE:
case SC_STOP:
- sc_def = 3 + status_get_vit(bl) + status_get_luk(bl)/3;
+ sc_def = 300 +100*status_get_vit(bl) +33*status_get_luk(bl);
break;
case SP_LUK: // luck
- sc_def = 3 + status_get_luk(bl);
+ sc_def = 300 +100*status_get_luk(bl);
break;
case SC_BLIND:
- sc_def = 3 + status_get_int(bl) + status_get_vit(bl)/3;
+ sc_def = 300 +100*status_get_int(bl) +33*status_get_vit(bl);
break;
case SC_CURSE:
- sc_def = 3 + status_get_luk(bl) + status_get_vit(bl)/3;
- break;
- case SC_COMA:
- sc_def = 3 + status_get_mdef(bl);
+ sc_def = 300 +100*status_get_luk(bl) +33*status_get_vit(bl);
break;
default:
return 0; //Effect that cannot be reduced? Likely a buff.
}
- sc_def*=100; //Send it on the interval 0->10000
- if (battle_config.sc_def_rate != 100)
- sc_def = sc_def*battle_config.sc_def_rate/100;
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+ } else
+ if (battle_config.mob_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.mob_sc_def_rate/100;
sc = status_get_sc(bl);
if (sc && sc->count)
@@ -3336,15 +3351,18 @@ int status_get_sc_def(struct block_list *bl, int type)
sc_def += 100*sc->data[SC_SIEGFRIED].val2; //Status resistance.
}
- if(bl->type == BL_MOB && sc_def > 5000)
- sc_def = 5000; //Are mobs really capped to 50% defense?
-
sd = bl->type==BL_PC?(struct map_session_data*)bl:NULL;
if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX &&
sd->reseff[type-SC_COMMON_MIN] > 0)
sc_def += sd->reseff[type-SC_COMMON_MIN];
+ if(bl->type == BL_PC) {
+ if (sc_def > battle_config.pc_max_sc_def)
+ sc_def = battle_config.pc_max_sc_def;
+ } else if (sc_def > battle_config.mob_max_sc_def)
+ sc_def = battle_config.mob_max_sc_def;
+
return sc_def;
}
@@ -3352,6 +3370,9 @@ int status_get_sc_def(struct block_list *bl, int type)
int status_get_sc_tick(struct block_list *bl, int type, int tick)
{
struct map_session_data *sd;
+ int rate=0, min=0;
+ //If rate is positive, it is a % reduction (10000 -> 100%)
+ //if it is negative, it is an absolute reduction in ms.
sd = bl->type == BL_PC?(struct map_session_data *)bl:NULL;
switch (type) {
case SC_DECREASEAGI: /* 速度減少 */
@@ -3366,55 +3387,68 @@ int status_get_sc_tick(struct block_list *bl, int type, int tick)
tick += tick / 10;
break;
case SC_STONE: /* 石化 */
- tick = tick-status_get_mdef(bl)*200;
+ rate = -200*status_get_mdef(bl);
break;
case SC_FREEZE: /* 凍結 */
- tick -= tick*status_get_mdef(bl)/100;
+ rate = 100*status_get_mdef(bl);
break;
case SC_STUN: /* スタン(val2にミリ秒セット) */
- tick -= tick*status_get_sc_def_vit(bl)/10000;
+ rate = status_get_sc_def_vit(bl);
break;
case SC_DPOISON: /* 猛毒 */
case SC_POISON: /* 毒 */
- tick -= tick*(status_get_vit(bl) + status_get_luk(bl)/5)/100;
+ rate = 100*status_get_vit(bl) + 20*status_get_luk(bl);
break;
case SC_SILENCE: /* 沈?(レックスデビ?ナ) */
case SC_CONFUSION:
case SC_CURSE:
- tick -= tick * status_get_vit(bl)/100;
+ rate = 100*status_get_vit(bl);
break;
case SC_BLIND: /* 暗? */
- if(tick < 1000)
- tick = 30000;
- tick -= tick*(status_get_lv(bl)/10 + status_get_int(bl)/15)/100;
- if (tick < 5000) //Minimum 5 secs?
- tick = 5000;
+ rate = 10*status_get_lv(bl) + 7*status_get_int(bl);
+ min = 5000; //Minimum 5 secs?
break;
case SC_BLEEDING:
- tick -= tick*(status_get_lv(bl)/5 +status_get_vit(bl))/100;
- if(tick < 10000) //Minimum bleed time is 10 secs or this sc does nothing! [Skotlex]
- tick = 10000;
+ rate = 20*status_get_lv(bl) +100*status_get_vit(bl);
+ min = 10000; //Need a min of 10 secs for it to hurt at least once.
break;
case SC_SWOO:
if (status_get_mode(bl)&MD_BOSS)
- tick /= 5; //Reduce skill's duration. But for how long?
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
break;
case SC_ANKLE:
- tick -= status_get_agi(bl)*100;
if(status_get_mode(bl)&MD_BOSS) // Lasts 5 times less on bosses
tick /= 5;
+ rate = -100*status_get_agi(bl);
// Minimum trap time of 3+0.03*skilllv seconds [celest]
// Changed to 3 secs and moved from skill.c [Skotlex]
- if (tick < 3000)
- tick = 3000;
+ min = 3000;
break;
case SC_STOP:
// Unsure of this... but I get a feeling that agi reduces this
// (it was on Tiger Fist Code, but at -1 ms per 10 agi....
- tick -= 100*status_get_agi(bl);
+ rate = -100*status_get_agi(bl);
break;
}
- return tick;
+ if (rate) {
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_sc_def_rate != 100)
+ rate = rate*battle_config.pc_sc_def_rate/100;
+ if (battle_config.pc_max_sc_def != 10000)
+ min = tick*(10000-battle_config.pc_max_sc_def)/10000;
+ } else {
+ if (battle_config.mob_sc_def_rate != 100)
+ rate = rate*battle_config.mob_sc_def_rate/100;
+ if (battle_config.mob_max_sc_def != 10000)
+ min = tick*(10000-battle_config.mob_max_sc_def)/10000;
+ }
+
+ if (rate >0)
+ tick -= tick*rate/10000;
+ else
+ tick -= rate;
+ }
+ return tick<min?min:tick;
}
/*==========================================
* Starts a status change.
@@ -4089,8 +4123,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
case SC_WARM: //SG skills [Komurka]
if (!(flag&4)) {
- val2 = tick/1000;
- tick = 1000;
+ val2 = tick/100;
+ tick = 100;
}
break;
@@ -5099,9 +5133,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
if(sd){
int sp = 10+sc->data[SC_CHASEWALK].val1*2;
if (map_flag_gvg(sd->bl.m)) sp *= 5;
- if (sd->status.sp > sp){
- sd->status.sp -= sp; // update sp cost [Celest]
- clif_updatestatus(sd,SP_SP);
+ if (pc_damage_sp(sd, sp, 0) > 0) {
if ((++sc->data[SC_CHASEWALK].val4) == 1) {
status_change_start(bl, SC_INCSTR,10000,
1<<(sc->data[SC_CHASEWALK].val1-1), 0, 0, 0,
@@ -5163,7 +5195,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
map_foreachinarea( status_change_timer_sub,
bl->m, bl->x-sc->data[type].val4, bl->y-sc->data[type].val4, bl->x+sc->data[type].val4,bl->y+sc->data[type].val4,BL_CHAR,
bl,sc,type,tick);
- sc->data[type].timer=add_timer(tick+1000, status_change_timer,bl->id, data);
+ sc->data[type].timer=add_timer(tick+100, status_change_timer,bl->id, data);
return 0;
}
break;
@@ -5339,11 +5371,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
if (s && ((sc->data[type].val3 % s) == 0)) {
if (sc->data[SC_LONGING].timer != -1)
sp = s;
- if (sp > sd->status.sp)
- sp = sd->status.sp;
- sd->status.sp -= sp;
- clif_updatestatus(sd,SP_SP);
- if (sd->status.sp <= 0)
+ if (pc_damage_sp(sd, sp, 0) <= 0)
break;
}
}
@@ -5521,18 +5549,18 @@ int status_change_timer_sub(struct block_list *bl, va_list ap )
}
break;
case SC_WARM: //SG skills [Komurka]
- if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
- if(sd){
- if(sd->status.sp<2) {
+ if(sc && sc->data[type].val2 &&
+ battle_check_target( src,bl, BCT_ENEMY ) > 0)
+ {
+ if(tsd)
+ //Only damage SP [Skotlex]
+ // case SG_SUN_WARM:
+ pc_damage_sp(tsd, 60, 0);
+ else { //Otherwise, Knockback attack.
+ if(sd && pc_damage_sp(sd, 2, 0) <= 0)
sd->sc.data[type].val2 = 0; //Makes it end on the next tick.
- break;
- }
- sd->status.sp -= 2;
- clif_updatestatus(sd,SP_SP);
+ skill_attack(BF_WEAPON,src,src,bl,sc->data[type].val3,sc->data[type].val1,tick,0);
}
- skill_attack(BF_WEAPON,src,src,bl,
- sc?sc->data[type].val3:SG_SUN_WARM,sc?sc->data[type].val1:1,
- tick,0);
}
break;
case SC_CLOSECONFINE: