diff options
-rw-r--r-- | src/map/battle.c | 140 | ||||
-rw-r--r-- | src/map/skill.c | 8 |
2 files changed, 108 insertions, 40 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index f9472692e..c8862137f 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -497,7 +497,18 @@ int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uin int64 damage; struct status_data *st = status->get_status_data(src); struct status_change *sc = status->get_sc(src); - + + if ( !skill_id ) { + s_ele = st->rhw.ele; + s_ele_ = st->lhw.ele; + if ( src->type == BL_PC ) { + if ( ((TBL_PC*)src)->charm_type != CHARM_TYPE_NONE && ((TBL_PC*)src)->charm_count >= MAX_SPIRITCHARM ) { + s_ele = s_ele_ = ((TBL_PC*)src)->charm_type; + } + if ( flag & 2 && ((TBL_PC*)src)->bonus.arrow_ele ) + s_ele = ((TBL_PC*)src)->bonus.arrow_ele; + } + } if (src->type == BL_PC) { int64 batk; // Property from mild wind bypasses it @@ -1349,7 +1360,9 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } } +#ifndef RENEWAL if(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] +#endif if(def2 < 1) def2 = 1; } //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def @@ -2001,7 +2014,11 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 20 * skill_lv; break; case AM_ACIDTERROR: +#ifdef RENEWAL + skillratio += 80 * skill_lv + 100; +#else skillratio += 40 * skill_lv; +#endif break; case MO_FINGEROFFENSIVE: skillratio+= 50 * skill_lv; @@ -2009,8 +2026,8 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case MO_INVESTIGATE: skillratio += 75 * skill_lv; break; - #ifndef RENEWAL case MO_EXTREMITYFIST: + #ifndef RENEWAL { //Overflow check. [Skotlex] unsigned int ratio = skillratio + 100*(8 + st->sp/10); @@ -2018,8 +2035,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. skillratio = (unsigned short)ratio; } +#else + skillratio += 150 * (skill_lv + 1); +#endif break; - #endif case MO_TRIPLEATTACK: skillratio += 20 * skill_lv; break; @@ -2124,14 +2143,11 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case GS_TRACKING: skillratio += 100 * (skill_lv+1); break; +#ifndef RENEWAL case GS_PIERCINGSHOT: -#ifdef RENEWAL - if( sd && sd->weapontype1 == W_RIFLE ) - skillratio += 50 + 30 * skill_lv; - else -#endif skillratio += 20 * skill_lv; break; +#endif case GS_RAPIDSHOWER: skillratio += 10 * skill_lv; break; @@ -4204,6 +4220,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list unsigned weapon : 1; ///< It's a weapon attack (consider VVS, and all that) #ifdef RENEWAL unsigned tdef : 1; ///< Total defense reduction + unsigned distinct : 1; ///< Has its own battle calc formula #endif } flag; @@ -4332,12 +4349,19 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 ); break; #ifdef RENEWAL + case MO_EXTREMITYFIST: + case GS_PIERCINGSHOT: + case AM_ACIDTERROR: + case AM_DEMONSTRATION: + flag.distinct = 1; + break; case PA_SHIELDCHAIN: - case NJ_KUNAI: - case HW_MAGICCRASHER: - case NJ_SYURIKEN: case GS_MAGICALBULLET: + case NJ_SYURIKEN: case KO_BAKURETSU: + flag.distinct = 1; + case NJ_KUNAI: + case HW_MAGICCRASHER: flag.tdef = 1; break; #endif @@ -4666,8 +4690,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list #define ATK_ADD( a ) do { int64 temp__ = (a); wd.damage += temp__; if (flag.lh) wd.damage2 += temp__; } while(0) #define ATK_ADD2( a , b ) do { wd.damage += (a); if (flag.lh) wd.damage2 += (b); } while(0) #ifdef RENEWAL -#define GET_NORMAL_ATTACK( f ) ( wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (f), wd.flag) ) -#define GET_NORMAL_ATTACK2( f ) ( wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, (f), wd.flag) ) +#define GET_NORMAL_ATTACK( f , s ) ( wd.damage = battle->calc_base_damage(src, target, s, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (f), wd.flag) ) +#define GET_NORMAL_ATTACK2( f , s ) ( wd.damage2 = battle->calc_base_damage(src, target, s, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, (f), wd.flag) ) #endif switch (skill_id) { //Calc base damage according to skill @@ -4686,7 +4710,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list { short totaldef = status->get_total_def(target); i = 0; - GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) ); + GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0 ); if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 ) wd.div_ = ~( i++ + 2 ) + 1; if( wd.damage ){ @@ -4699,18 +4723,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } break; case NJ_SYURIKEN: // [malufett] - GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) ); - wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon); - break; - case MO_EXTREMITYFIST: // [malufett] - { - short totaldef = status->get_total_def(target); - GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8 ); - if( wd.damage ){ - wd.damage = (250 + 150 * skill_lv) + (10 * (status_get_sp(src)+1) * wd.damage / 100) + (8 * wd.damage); - ATK_ADD(-totaldef); - } - } + GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0); + ATK_ADD(battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon)); #endif break; #ifndef RENEWAL @@ -4786,11 +4800,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list i |= 16; // for ex. shuriken must not be influenced by DEX } #ifdef RENEWAL - GET_NORMAL_ATTACK( i ); + GET_NORMAL_ATTACK( i, skill_id); wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon); wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag); if (flag.lh){ - GET_NORMAL_ATTACK2( i ); + GET_NORMAL_ATTACK2( i, skill_id ); wd.damage2 = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage2, wd.div_, 1, flag.weapon); wd.damage2 = battle->calc_cardfix2(src, target, wd.damage2, s_ele, nk, wd.flag); } @@ -4855,7 +4869,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case KO_BAKURETSU: { #ifdef RENEWAL - GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0)); + GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id); #endif skillratio = skill_lv * (50 + status_get_dex(src) / 4); skillratio = (int)(skillratio * (sd ? pc->checkskill(sd, NJ_TOBIDOUGU) : 10) * 40.f / 100.0f * status->get_lv(src) / 120); @@ -4864,7 +4878,33 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list break; #ifdef RENEWAL + case GS_MAGICALBULLET: + GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id); + ATK_ADD(battle->attr_fix(src, target, + battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, status->get_matk(src, 2), 0, wd.flag), ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv)); + break; + case GS_PIERCINGSHOT: + GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), 0); + if ( wd.damage ) { + if ( sd && sd->weapontype1 == W_RIFLE ) + ATK_RATE(30 * (skill_lv + 5)); + else + ATK_RATE(20 * (skill_lv + 5)); + } + break; + case MO_EXTREMITYFIST: // [malufett] + { + short totaldef = status->get_total_def(target); + GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | 8, skill_id); + if ( wd.damage ) { + ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); + ATK_ADD((10 * (status_get_sp(src) + 1) * wd.damage / 100) + (8 * wd.damage)); + ATK_ADD(-totaldef); + } + } + break; case PA_SHIELDCHAIN: + GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), skill_id); if ( sd ) { short index = sd->equip_index[EQI_HAND_L]; if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) { @@ -4874,6 +4914,24 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list ATK_ADD(sstatus->rhw.atk2); //Else use Atk2 ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); break; + case AM_DEMONSTRATION: + case AM_ACIDTERROR: // [malufett/Hercules] + { + int64 matk; + int totaldef = status->get_total_def(target) + status->get_total_mdef(target); + matk = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, status->get_matk(src, 2), 0, wd.flag); + matk = battle->attr_fix(src, target, matk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); + matk = matk * battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag) / 100; + GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0), 0); + ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); + ATK_ADD(matk); + ATK_ADD(-totaldef); + if ( skill_id == AM_ACIDTERROR && is_boss(target) ) + ATK_RATE(50); + if ( skill_id == AM_DEMONSTRATION ) + wd.damage = max(wd.damage, 1); + } + break; case NJ_TATAMIGAESHI: ATK_RATE(200); /* Fall through */ @@ -4881,7 +4939,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case ML_SPIRALPIERCE: // [malufett] if( skill_id != NJ_TATAMIGAESHI ){ short index = sd?sd->equip_index[EQI_HAND_R]:0; - GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) ); + GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), 0); wd.damage = wd.damage * 70 / 100; //n_ele = true; // FIXME: This is has no effect if it's after GET_NORMAL_ATTACK (was this intended, or was it supposed to be put above?) @@ -4926,13 +4984,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST) ATK_ADD(10*pc->checkskill(sd, TK_RUN)); break; - case GS_MAGICALBULLET: + #ifndef RENEWAL + case GS_MAGICALBULLET: ATK_ADD( status->get_matk(src, 2) ); -#else - ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage ); -#endif -#ifndef RENEWAL + break; case NJ_SYURIKEN: ATK_ADD(4*skill_lv); #endif @@ -5126,7 +5182,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } } - if(!flag.idef || !flag.idef2) { //Defense reduction + if((!flag.idef || !flag.idef2) +#ifdef RENEWAL + && (!flag.distinct || flag.tdef) +#endif + ) { //Defense reduction wd.damage = battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, wd.damage, (flag.idef?1:0)|(flag.pdef?2:0) #ifdef RENEWAL @@ -5143,9 +5203,15 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } #ifdef RENEWAL + if ( flag.distinct ) { + wd.damage = battle->calc_cardfix2(src, target, wd.damage, s_ele, nk, wd.flag); + if ( flag.lh ) { + wd.damage2 = battle->calc_cardfix2(src, target, wd.damage2, s_ele, nk, wd.flag); + } + } //Div fix. damage_div_fix(wd.damage, wd.div_); - if ( skill_id > 0 && skill->get_ele(skill_id, skill_lv) == ELE_NEUTRAL ) { // re-evaluate forced neutral skills + if ( skill_id > 0 && (skill->get_ele(skill_id, skill_lv) == ELE_NEUTRAL || flag.distinct) ) { // re-evaluate forced neutral skills wd.damage = battle->attr_fix(src, target, wd.damage, s_ele_, tstatus->def_ele, tstatus->ele_lv); if ( flag.lh ) wd.damage2 = battle->attr_fix(src, target, wd.damage2, s_ele_, tstatus->def_ele, tstatus->ele_lv); diff --git a/src/map/skill.c b/src/map/skill.c index a351425e1..e73e49805 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -912,9 +912,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case AM_ACIDTERROR: - sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) - clif->emotion(bl,E_OMG); + sc_start2(src, bl, SC_BLOODING, (skill_lv * 3), skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); + if ( bl->type == BL_PC && rnd() % 1000 < 10 * skill->get_time(skill_id, skill_lv) ) { + skill->break_equip(bl, EQP_ARMOR, 10000, BCT_ENEMY); + clif->emotion(bl, E_OMG); // emote icon still shows even there is no armor equip. + } break; case AM_DEMONSTRATION: |