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-rw-r--r--Changelog-Trunk.txt6
-rw-r--r--db/skill_db.txt2
-rw-r--r--db/skill_require_db.txt2
-rw-r--r--src/map/battle.c71
-rw-r--r--src/map/pc.c2
-rw-r--r--src/map/skill.c127
-rw-r--r--src/map/status.c99
7 files changed, 122 insertions, 187 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 7e3d69132..63776ef8f 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,12 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/07/28
+ * Cleaned up the NJ update code: [Skotlex]
+ - Restored code which was removed (stuff like SC_SKA)
+ - Fixed possible crashes on some NJ skills if used by non-players.
+ - Fixed most NJ magic spells doing more damage than they should.
+ - Fixed ZenyNage being able to do more damage than zeny you have.
+ - Cleaned up skill setting code for Suiton and Kaensin
* Some cleaning of battle_drain, Evil Druid card should work now. [Skotlex]
* Made status_damage allow damaging of objects not on a map, this should
fix pet-catching making the mob never respawn again. [Skotlex]
diff --git a/db/skill_db.txt b/db/skill_db.txt
index 58e67e409..d55892347 100644
--- a/db/skill_db.txt
+++ b/db/skill_db.txt
@@ -557,7 +557,7 @@
533,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //NJ_NINPOU#NJ_NINPOU#
534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //NJ_KOUENKA#NJ_KOUENKA#
535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0 //NJ_KAENSIN#NJ_KAENSIN#
-536,9,8,1,3,2,1,5,-3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
+536,9,8,1,3,2,1,5,3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0 //NJ_HYOUSENSOU#NJ_HYOUSENSOU#
538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0 //NJ_SUITON#NJ_SUITON#
539,0,6,4,1,1,0,5,1,yes,0,0,0,magic,0 //NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#
diff --git a/db/skill_require_db.txt b/db/skill_require_db.txt
index 225aa9b06..7936a178d 100644
--- a/db/skill_require_db.txt
+++ b/db/skill_require_db.txt
@@ -416,7 +416,7 @@
523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN
524,0,0,30:25:20:15:10,0,0,0,99,7,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KUNAI
525,0,0,20:25:30:35:40,0,0,0,22,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_HUUMA
-526,0,0,50,0,0,500:1000:1500:2000:2500:3000:3500:4000:4500:5000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_ZENYNAGE
+526,0,0,50,0,0,1000:2000:3000:4000:5000:6000:7000:8000:9000:10000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_ZENYNAGE
527,0,0,40,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_TATAMIGAESHI
528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KASUMIKIRI
529,0,0,40,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SHADOWJUMP
diff --git a/src/map/battle.c b/src/map/battle.c
index 23531c62b..d07123428 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1123,6 +1123,11 @@ static struct Damage battle_calc_weapon_attack(
switch (skill_num)
{ //Calc base damage according to skill
+ case NJ_ISSEN:
+ wd.damage = 80*sstatus->str +skill_lv*sstatus->hp*8/100;
+ wd.damage2 = 0;
+ status_set_hp(src, 1, 0);
+ break;
case PA_SACRIFICE:
skill = sstatus->max_hp* 9/100;
status_zap(src, skill, 0);//Damage to self is always 9%
@@ -1183,20 +1188,29 @@ static struct Damage battle_calc_weapon_attack(
wd.damage2 = hd->master->homunculus.intimacy ;
hd->master->homunculus.intimacy = 200;
clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
+ break;
}
- break;
default:
{
i = (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0);
- if ( flag.arrow && sd->status.weapon != W_BOW && sd->status.weapon != W_REVOLVER && sd->status.weapon != W_SHOTGUN
- && sd->status.weapon != W_GATLING && sd->status.weapon != W_GRENADE ) i |= 16; // for ex. shuriken must not be influenced by DEX
+ if (flag.arrow && sd)
+ switch(sd->status.weapon) {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_SHOTGUN:
+ case W_GATLING:
+ case W_GRENADE:
+ break;
+ default:
+ i |= 16; // for ex. shuriken must not be influenced by DEX
+ }
wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
if (sstatus->lhw)
wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i);
// Added split damage for Huuma
- if (skill_num == NJ_HUUMA) // Divide ATK in case of multiple targets skill
- {
+ if (skill_num == NJ_HUUMA)
+ { // Divide ATK in case of multiple targets skill
if(wflag>0)
wd.damage/= wflag;
else if(battle_config.error_log)
@@ -1378,7 +1392,7 @@ static struct Damage battle_calc_weapon_attack(
//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
skillratio = (unsigned short)ratio;
- status_zap(src, 0, sstatus->sp);
+ status_set_sp(src, 0, 0);
flag.idef= flag.idef2= 1;
}
break;
@@ -1549,6 +1563,9 @@ static struct Damage battle_calc_weapon_attack(
ATK_ADD(sstatus->matk_min);
}
break;
+ case NJ_SYURIKEN:
+ ATK_ADD(4*skill_lv);
+ break;
}
}
//Div fix.
@@ -1710,26 +1727,6 @@ static struct Damage battle_calc_weapon_attack(
if (flag.rh && wd.damage < 1) wd.damage = 1;
if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
- // Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
- switch(skill_num)
- {
- case NJ_SYURIKEN:
- if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0 && sd->status.weapon != W_HUUMA) { wd.damage+=skill*3+skill_lv*4; }
- else {wd.damage+=skill_lv*4; }
- break;
- case NJ_KUNAI:
- if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0 && sd->status.weapon != W_HUUMA) { wd.damage+=skill*3; }
- break;
- default:
- break;
- }
-
- if ( skill_num == NJ_ISSEN )
- {
- wd.damage=sstatus->str*80+skill_lv*sstatus->hp*8/100;
- status_zap(src, sstatus->hp-1, 0);
- }
-
if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
&& skill_num != CR_GRANDCROSS)
{ //Add mastery damage
@@ -1748,6 +1745,11 @@ static struct Damage battle_calc_weapon_attack(
skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1);
ATK_ADDRATE(skillratio);
}
+ // Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
+ if ((skill_num == NJ_SYURIKEN || skill_num == NJ_KUNAI) &&
+ sd->status.weapon != W_HUUMA &&
+ (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
+ ATK_ADD(3*skill);
}
} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
else if(wd.div_ < 0) //Since the attack missed...
@@ -2316,20 +2318,21 @@ struct Damage battle_calc_magic_attack(
skillratio -= 10;
break;
case NJ_BAKUENRYU:
- skillratio += 50 + 150*skill_lv;
+ skillratio += 50*(skill_lv-1);
break;
case NJ_HYOUSENSOU:
skillratio -= 30;
- if ( sc->data[SC_SUITON].timer != -1 ) skillratio += skillratio*sc->data[SC_SUITON].val1*2/100;
- break;
+ if (sc && sc->data[SC_SUITON].timer != -1)
+ skillratio += sc->data[SC_SUITON].val4;
+ break;
case NJ_HYOUSYOURAKU:
- skillratio += 100 + 50*skill_lv;
+ skillratio += 50*skill_lv;
break;
case NJ_RAIGEKISAI:
skillratio += 60 + 40*skill_lv;
break;
case NJ_KAMAITACHI:
- skillratio += 100 + 100*skill_lv;
+ skillratio += 100*skill_lv;
break;
}
@@ -2510,7 +2513,7 @@ struct Damage battle_calc_misc_attack(
switch(skill_num){
case PA_PRESSURE:
case GS_FLING:
- case NJ_ZENYNAGE: // Throw zeny not affected by cards, elements, race..
+ case NJ_ZENYNAGE:
flag.elefix = flag.cardfix = 0;
case HT_BLITZBEAT:
case TF_THROWSTONE:
@@ -2595,10 +2598,10 @@ struct Damage battle_calc_misc_attack(
if (tsd) md.damage>>=1;
break;
case NJ_ZENYNAGE:
- md.damage = skill_get_zeny(skill_num ,skill_lv);
+ md.damage = skill_get_zeny(skill_num ,skill_lv)/2;
if (!md.damage) md.damage = 2;
md.damage = md.damage + rand()%md.damage;
- if(is_boss(target)) // deleted || map_flag_vs(target->m) , seemed to reduce damage in PVP mode
+ if(is_boss(target))
md.damage=md.damage*60/100;
break;
case GS_FLING:
diff --git a/src/map/pc.c b/src/map/pc.c
index 5e20aaa4a..5af6a080e 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -3231,7 +3231,7 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
{ //Misc map-changing settings
party_send_dot_remove(sd); //minimap dot fix [Kevin]
guild_send_dot_remove(sd);
- skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
+ skill_clear_group(&sd->bl, 1|4|(battle_config.traps_setting&2));
if (sd->sc.count)
{ //Cancel some map related stuff.
if (sd->sc.data[SC_WARM].timer != -1)
diff --git a/src/map/skill.c b/src/map/skill.c
index 683a38e7e..1c09354d2 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2732,11 +2732,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
clif_slide(src,bl->x,bl->y);
break;
- case SN_SHARPSHOOTING: /* シャープシューティング */
- // Does it stop if touch an obstacle? it shouldn't shoot trough walls
- map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
+ case SN_SHARPSHOOTING:
+ case NJ_KAMAITACHI:
+ //It won't shoot through walls since on castend there has to be a direct
+ //line of sight between caster and target.
+ map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
+ skill_get_splash(skillid, skilllv),BL_CHAR,
+ BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
break;
case MO_INVESTIGATE: /* 発勁 */
@@ -2824,6 +2826,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case MC_CARTREVOLUTION:
case NPC_SPLASHATTACK:
case AC_SHOWER: //Targetted skill implementation.
+ case NJ_BAKUENRYU:
if(flag&1){
if(bl->id!=skill_area_temp[1]){
skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
@@ -2955,7 +2958,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
- /* 魔法系スキル */
case MG_SOULSTRIKE: /* ソウルストライク */
case NPC_DARKSTRIKE: /*闇ソウルストライク*/
case MG_COLDBOLT: /* コールドボルト */
@@ -2971,6 +2973,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case MG_FROSTDIVER: /* フロストダイバー */
case WZ_SIGHTBLASTER:
case WZ_SIGHTRASHER: /* サイトラッシャー */
+ case NJ_KOUENKA:
+ case NJ_HYOUSENSOU:
+ case NJ_HUUJIN:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -3088,7 +3093,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
@@ -3177,39 +3181,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
case NJ_HUUMA:
if (flag & 1) {
- if (bl->id != skill_area_temp[1])
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY,
skill_area_sub_count);
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
- case NJ_BAKUENRYU:
- if (flag & 1) {
- skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
- } else {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- if (flag & 0xf00000)
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
case NJ_KASUMIKIRI:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
@@ -3218,23 +3202,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
status_change_end(src, SC_HIDING, -1);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
- case NJ_KOUENKA:
- case NJ_HYOUSENSOU:
- case NJ_HUUJIN:
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
- case NJ_KAMAITACHI:
- // Does it stop if touch an obstacle? it shouldn't shoot trough walls
- map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
- break;
- //Not implemented yet [Vicious]
- //case NJ_KASUMIKIRI:
- //case NJ_KIRIKAGE:
case NJ_ISSEN:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
-
if (sc && sc->data[SC_NEN].timer != -1)
status_change_end(src,SC_NEN,-1);
break;
@@ -6123,7 +6092,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
case DC_SERVICEFORYOU:
case GS_DESPERADO:
case NJ_SUITON:
- case NJ_BAKUENRYU:
case NJ_KAENSIN:
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
@@ -6596,35 +6564,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
target = BCT_ALL;
break;
case NJ_SUITON:
- val1 = skilllv*2;
-
- {
- // don't call skill_clear_group(src,1), it deletes also kaensin... and I think it doesn't have to
- // so this is a copy paste of skill_clear_group() function, which only deletes suiton (shoud maybe create a new function)
- struct unit_data *ud = unit_bl2ud(src);
- struct skill_unit_group *group[MAX_SKILLUNITGROUP];
- int i, count=0, tflag=1;
-
- nullpo_retr(0, src);
- if (!ud) break;
-
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- {
- switch (ud->skillunit[i]->skill_id) {
- case NJ_SUITON:
- if (tflag&1)
- group[count++]= ud->skillunit[i];
- break;
- default:
- if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
- group[count++]= ud->skillunit[i];
- break;
- }
-
- }
- for (i=0;i<count;i++)
- skill_delunitgroup(src, group[i]);
- }
+ skill_clear_group(src,1);
break;
case HT_SHOCKWAVE: /* ショックウェーブトラップ */
val1=skilllv*15+10;
@@ -6765,35 +6705,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
if (sd) val1 = sd->status.child;
break;
case NJ_KAENSIN:
- {
- // don't call skill_clear_group(src,1), it deletes also suiton... and I think it doesn't have to
- // so this is a copy paste of skill_clear_group() function, which only deletes kaesin (shoud maybe create a new function)
- struct unit_data *ud = unit_bl2ud(src);
- struct skill_unit_group *group[MAX_SKILLUNITGROUP];
- int i, count=0, tflag=1;
-
- val2 = (skilllv+1)/2 + 4;
-
- nullpo_retr(0, src);
- if (!ud) break;
-
- for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
- {
- switch (ud->skillunit[i]->skill_id) {
- case NJ_KAENSIN:
- if (tflag&1)
- group[count++]= ud->skillunit[i];
- break;
- default:
- if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
- group[count++]= ud->skillunit[i];
- break;
- }
-
- }
- for (i=0;i<count;i++)
- skill_delunitgroup(src, group[i]);
- }
+ skill_clear_group(src, 4); //Delete previous Kaensins
+ val2 = (skilllv+1)/2 + 4;
break;
case GS_GROUNDDRIFT:
@@ -7498,7 +7411,6 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
switch (skill_id)
{
case WZ_QUAGMIRE:
- case NJ_SUITON:
if (bl->type==BL_MOB)
break;
if (sc && sc->data[type].timer != -1)
@@ -7529,6 +7441,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
case SA_VIOLENTGALE:
case CG_HERMODE:
case HW_GRAVITATION:
+ case NJ_SUITON:
if (sc && sc->data[type].timer != -1)
status_change_end(bl, type, -1);
break;
@@ -8385,7 +8298,8 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
case NJ_ISSEN:
if (!sc || sc->data[SC_NEN].timer==-1) {
clif_skill_fail(sd,skill,0,0);
- return 0; }
+ return 0;
+ }
break;
case NJ_ZENYNAGE:
@@ -9281,10 +9195,13 @@ int skill_clear_group (struct block_list *bl, int flag)
case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
case NJ_SUITON:
- case NJ_KAENSIN:
if (flag&1)
group[count++]= ud->skillunit[i];
break;
+ case NJ_KAENSIN:
+ if (flag&4)
+ group[count++]= ud->skillunit[i];
+ break;
default:
if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
group[count++]= ud->skillunit[i];
diff --git a/src/map/status.c b/src/map/status.c
index a0483f0a9..91141855a 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -348,6 +348,15 @@ void initChangeTables(void) {
add_sc(CG_HERMODE, SC_HERMODE);
set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
+ set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
+ set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
+ set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
+ set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
+ set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
+ set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
+ set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
+ add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
+ set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
@@ -358,26 +367,13 @@ void initChangeTables(void) {
add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
- add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
- set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
- //Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
- set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
- set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
- set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
- set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
- set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
- set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
-
- //Uncomment and update when you plan on implementing.
-// set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI);
- set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
- set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
+ set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_GUILDAURA, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BATTLEORDERS, SCB_STR|SCB_INT|SCB_DEX);
@@ -2971,7 +2967,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
agi -= 2 + sc->data[SC_DECREASEAGI].val1;
if(sc->data[SC_QUAGMIRE].timer!=-1)
agi -= sc->data[SC_QUAGMIRE].val2;
- if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val4)
+ if(sc->data[SC_SUITON].timer!=-1)
agi -= sc->data[SC_SUITON].val2;
if(sc->data[SC_MARIONETTE].timer!=-1)
agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
@@ -3313,7 +3309,7 @@ static signed char status_calc_def(struct block_list *bl, struct status_change *
if(sc->data[SC_KEEPING].timer!=-1)
return 100;
if(sc->data[SC_SKA].timer != -1)
- return rand()%100; //Reports indicate SKA actually randomizes defense.
+ return sc->data[SC_SKA].val3;
if (sc->data[SC_DEFENCE].timer != -1) //[orn]
def += sc->data[SC_DEFENCE].val2 ;
if(sc->data[SC_STEELBODY].timer!=-1)
@@ -3455,8 +3451,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
speed = speed * 100/75;
if(sc->data[SC_QUAGMIRE].timer!=-1)
speed = speed * 100/50;
- if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val4)
- speed = speed * 100/50;
+ if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
+ speed = speed * 100/sc->data[SC_SUITON].val3;
if(sc->data[SC_DONTFORGETME].timer!=-1)
speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
if(sc->data[SC_DEFENDER].timer!=-1)
@@ -4766,29 +4762,29 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2 = 0;
break;
case SC_SUITON:
- if (status_get_class(bl) != JOB_NINJA) {
- if ( bl->type == BL_PC && !map[sd->bl.m].flag.pvp && !map_flag_gvg(sd->bl.m) ) val4=0;
- else val4=1;
-
- switch ((val1+1)/3) {
- case 3:
- val2 = 8;
- break;
- case 2:
- val2 = 5;
- break;
- case 1:
- val2 = 3;
- break;
- case 0:
- val2 = 0;
- break;
- default:
- val2 = 3*((val1+1)/3);
- break;
-
- }
- } else val2 = 0;
+ val2 = 0; //Agi penalty
+ val3 = 0; //Walk speed penalty
+ val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
+ if (status_get_class(bl) != JOB_NINJA && !map_flag_vs(bl->m)) {
+ val3 = 50;
+ switch ((val1+1)/3) {
+ case 3:
+ val2 = 8;
+ break;
+ case 2:
+ val2 = 5;
+ break;
+ case 1:
+ val2 = 3;
+ break;
+ case 0:
+ val2 = 0;
+ break;
+ default:
+ val2 = 3*((val1+1)/3);
+ break;
+ }
+ };
break;
case SC_ONEHAND:
case SC_TWOHANDQUICKEN:
@@ -5388,6 +5384,11 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2 = 20*val1; //matk increase.
val3 = 12*val1; //mdef2 reduction.
break;
+ case SC_SKA:
+ val2 = tick/1000;
+ val3 = rand()%100; //Def changes randomly every second...
+ tick = 1000;
+ break;
case SC_JAILED:
tick = val1>0?1000:250;
break;
@@ -6080,10 +6081,8 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
hp = status->max_hp - status->hp;
if (hp > sc->data[data].val2)
hp = sc->data[data].val2;
- if (hp) {
- status_heal(bl, hp, 0, 0);
- clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
- }
+ if (hp)
+ status_heal(bl, hp, 0, 2);
sc->data[data].val4=-1;
return 1;
}
@@ -6153,6 +6152,16 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
return 0;
break;
+ case SC_SKA:
+ if((--sc->data[type].val2)>0){
+ sc->data[type].val3 = rand()%100; //Random defense.
+ sc->data[type].timer=add_timer(
+ 1000+tick, status_change_timer,
+ bl->id, data);
+ return 0;
+ }
+ break;
+
case SC_HIDING:
if((--sc->data[type].val2)>0){