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-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--src/map/battle.c17
-rw-r--r--src/map/skill.c18
3 files changed, 10 insertions, 28 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 46332b02e..9a2eed08a 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,9 @@ 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.
2006/05/25
+ * Simplified ASC_BREAKER by making it a BF_WEAPON attack with an additional
+ int-based damage component (which is added right before elemental
+ modifiers) as described by AuronX. Pending further refining. [Skotlex]
* Resolved differences between Stable/Trunk msg_athena.conf. [Lupus]
Fixed atcommand @request MSG numbers accordinly.
On adding new MSG strings, plzm reserve them in STABLE msg_athena.conf, too
diff --git a/src/map/battle.c b/src/map/battle.c
index b1e211189..77e5bc7d7 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -399,8 +399,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
- (flag&BF_MISC && skill_num != PA_PRESSURE) ||
- (flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex]
+ (flag&BF_MISC && skill_num != PA_PRESSURE)
+ )){
return 0;
}
@@ -474,8 +474,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
//Now damage increasing effects
if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
damage<<=1;
- if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
- status_change_end( bl,SC_AETERNA,-1 );
+ status_change_end( bl,SC_AETERNA,-1 );
}
if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
@@ -1985,6 +1984,9 @@ static struct Damage battle_calc_weapon_attack(
if(skill_num==TF_POISON)
ATK_ADD(15*skill_lv);
+ if(skill_num==ASC_BREAKER) //Breaker's int-based damage.
+ ATK_ADD(rand()%500 + 500 + skill_lv * status_get_int(src) * 5);
+
if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) ||
(md && (skill_num || !battle_config.mob_attack_attr_none)) ||
(pd && (skill_num || !battle_config.pet_attack_attr_none)))
@@ -2373,9 +2375,6 @@ struct Damage battle_calc_magic_attack(
else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src);
- if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element
- s_ele = 0;
-
//Set miscellaneous data that needs be filled
if(sd) {
sd->state.arrow_atk = 0;
@@ -2422,7 +2421,6 @@ struct Damage battle_calc_magic_attack(
flag.elefix = 0;
break;
case PR_ASPERSIO:
- case ASC_BREAKER:
flag.imdef = 1;
case PF_SOULBURN: //Does not ignores mdef
flag.elefix = 0;
@@ -2486,9 +2484,6 @@ struct Damage battle_calc_magic_attack(
} else
ad.damage = tsd->status.sp * 2;
break;
- case ASC_BREAKER:
- ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5;
- break;
case HW_GRAVITATION:
ad.damage = 200+200*skill_lv;
break;
diff --git a/src/map/skill.c b/src/map/skill.c
index 7c6af9178..689844657 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1704,7 +1704,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
struct status_change *sc;
struct map_session_data *sd=NULL, *tsd=NULL;
int type,lv,damage,rdamage=0;
- static int tmpdmg = 0;
if(skillid > 0 && skilllv <= 0) return 0;
@@ -1944,17 +1943,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
- case ASC_BREAKER: // [celest]
- if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
- tmpdmg = damage; // store the temporary weapon damage
- return 0; //Wait for the second iteration to do all the work below.
- }
- if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
- clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
- damage += tmpdmg; // add weapon and magic damage
- tmpdmg = 0; // clear the temporary weapon damage
- dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
- break;
case NPC_SELFDESTRUCTION:
if(src->type==BL_PC)
dmg.blewcount = 10;
@@ -2546,6 +2534,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
case HT_POWER:
case TK_DOWNKICK:
case TK_COUNTER:
+ case ASC_BREAKER:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -2574,11 +2563,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
if (unit_movepos(src, bl->x, bl->y, 0, 0))
clif_slide(src,bl->x,bl->y);
break;
- case ASC_BREAKER: /* ソウルブレ?カ? */ // [DracoRPG]
- // Separate weapon and magic attacks
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
// Does it stop if touch an obstacle? it shouldn't shoot trough walls