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-rw-r--r--db/re/skill_cast_db.txt2
-rw-r--r--src/map/battle.c29
-rw-r--r--src/map/status.c3
3 files changed, 19 insertions, 15 deletions
diff --git a/db/re/skill_cast_db.txt b/db/re/skill_cast_db.txt
index 8e3496284..ee394f6a9 100644
--- a/db/re/skill_cast_db.txt
+++ b/db/re/skill_cast_db.txt
@@ -1447,7 +1447,7 @@
//-- SR_CURSEDCIRCLE
2334,0,1000,0,3000:4000:5000:6000:7000,0,10000,-1
//-- SR_LIGHTNINGWALK
-2335,2000:1500:1000:500:0,1000,0,5000:6000:7000:8000:9000,0,5000,-1
+2335,0,1000,0,5000:6000:7000:8000:9000,0,5000,-1
//-- SR_KNUCKLEARROW
2336,0,1000,0,0,0,0,-1
//-- SR_WINDMILL
diff --git a/src/map/battle.c b/src/map/battle.c
index 24f39a35d..91db3202c 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -5317,20 +5317,21 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st
sc = NULL;
if( sc ) {
-
- if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
- //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125;
- if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
- rdamage = rdamage * ratio / 100 + (damage) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
- skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
- clif->skill_damage(target, src, tick, status_get_amotion(src), 0, rdamage,
- 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
- clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, 0);
- status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
- status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
- /* shouldn't this trigger skill->additional_effect? */
- return; // Just put here to minimize redundancy
+ if (wd->flag & BF_SHORT && !(skill->get_inf(skill_id) & (INF_GROUND_SKILL | INF_SELF_SKILL))) {
+ if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
+ //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
+ int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125;
+ if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
+ rdamage = rdamage * ratio / 100 + (damage) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
+ skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
+ clif->skill_damage(target, src, tick, status_get_amotion(src), 0, rdamage,
+ 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
+ clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, 0);
+ status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
+ status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
+ /* shouldn't this trigger skill->additional_effect? */
+ return; // Just put here to minimize redundancy
+ }
}
if( wd->flag & BF_SHORT ) {
diff --git a/src/map/status.c b/src/map/status.c
index 46f6d265d..c989b46b2 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -8736,6 +8736,9 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
tick_time = 5000; // [GodLesZ] tick time
status->change_clear_buffs(bl,3); //Remove buffs/debuffs
break;
+ case SC_CRESCENTELBOW:
+ val2 = (sd ? sd->status.job_level : 2) / 2 + 50 + 5 * val1;
+ break;
case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
break;