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-rw-r--r--src/map/battle.c213
1 files changed, 83 insertions, 130 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 810b44e48..0c3c2c24d 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -2868,10 +2868,10 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
} else
skillratio += 300; // Bombs
break;
- case SO_VARETYR_SPEAR: //Assumed Formula.
- skillratio += -100 + 200 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 1 );
+ case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster’s Base Level / 100 ] %
+ skillratio = 50 * skill_lv + ( sd ? pc_checkskill(sd, SO_STRIKING) * 50 : 0 );
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
+ skillratio += sd ? sd->status.job_level * 5 : 0;
break;
// Physical Elemantal Spirits Attack Skills
case EL_CIRCLE_OF_FIRE:
@@ -3513,6 +3513,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
TBL_PC *sd;
// TBL_PC *tsd;
+ struct status_change *sc, *tsc;
struct Damage ad;
struct status_data *sstatus = status_get_status_data(src);
struct status_data *tstatus = status_get_status_data(target);
@@ -3530,6 +3531,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
return ad;
}
//Initial Values
+ ad.damage = 1;
ad.div_=skill_get_num(skill_num,skill_lv);
ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
ad.dmotion=tstatus->dmotion;
@@ -3541,43 +3543,32 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
sd = BL_CAST(BL_PC, src);
// tsd = BL_CAST(BL_PC, target);
+ sc = status_get_sc(src);
+ tsc = status_get_sc(target);
+
+ //Initialize variables that will be used afterwards
+ s_ele = skill_get_ele(skill_num, skill_lv);
+
+ if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
+ s_ele = sstatus->rhw.ele;
+ if( sd ){ //Summoning 10 talisman will endow your weapon
+ ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
+ if( i < 5 ) s_ele = i;
+ }
+ }else if (s_ele == -2) //Use status element
+ s_ele = status_get_attack_sc_element(src,status_get_sc(src));
+ else if( s_ele == -3 ) //Use random element
+ s_ele = rnd()%ELE_MAX;
if( skill_num == SO_PSYCHIC_WAVE ) {
- struct status_change *sc = status_get_sc(src);
- if( sc && sc->count && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
- sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) ) {
+ if( sc && sc->count ) {
if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4;
else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4;
else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3;
else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4;
- } else {
- //#HALP# I didn't get a clue on how to do this without unnecessary adding a overhead of status_change on every call while this is a per-skill case.
- //, - so i duplicated this code. make yourself comfortable to fix if you have any better ideas.
- //Initialize variables that will be used afterwards
- s_ele = skill_get_ele(skill_num, skill_lv);
-
- if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
- s_ele = sstatus->rhw.ele;
- else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,status_get_sc(src));
- else if( s_ele == -3 ) //Use random element
- s_ele = rnd()%ELE_MAX;
}
- } else {
- //Initialize variables that will be used afterwards
- s_ele = skill_get_ele(skill_num, skill_lv);
-
- if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element
- s_ele = sstatus->rhw.ele;
- if( sd ){ //Summoning 10 talisman will endow your weapon
- ARR_FIND(1, 6, i, sd->talisman[i] >= 10);
- if( i < 5 ) s_ele = i;
- }
- }else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,status_get_sc(src));
- else if( s_ele == -3 ) //Use random element
- s_ele = rnd()%ELE_MAX;
}
+
//Set miscellaneous data that needs be filled
if(sd) {
sd->state.arrow_atk = 0;
@@ -3608,7 +3599,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (!flag.infdef) //No need to do the math for plants
{
-
+#ifdef RENEWAL
+ ad.damage = 0; //reinitialize..
+#endif
//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
@@ -3695,66 +3688,26 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (battle_check_undead(tstatus->race,tstatus->def_ele))
skillratio += 5*skill_lv;
break;
- case MG_FIREWALL: {
- struct status_change *sc = status_get_sc(src);
- skillratio -= 50;
- if( sc && sc->data[SC_PYROTECHNIC_OPTION] )
- skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
- }
- break;
- case MG_COLDBOLT: {
- struct status_change *sc = status_get_sc(src);
- if ( sc && sc->count ) {
- if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
- skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
- ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
- ad.flag = BF_WEAPON|BF_SHORT;
- ad.type = 0;
- }
- if( sc->data[SC_AQUAPLAY_OPTION] )
- skillratio += skillratio * sc->data[SC_AQUAPLAY_OPTION]->val3 / 100;
- }
- }
- break;
- case MG_FIREBOLT: {
- struct status_change *sc = status_get_sc(src);
- if ( sc && sc->count ) {
- if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
- skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
- ad.div_ = 1;
- ad.flag = BF_WEAPON|BF_SHORT;
- ad.type = 0;
- }
- if( sc->data[SC_PYROTECHNIC_OPTION] )
- skillratio += skillratio * sc->data[SC_PYROTECHNIC_OPTION]->val3 / 100;
- }
- }
+ case MG_FIREWALL:
+ skillratio -= 50;
break;
- case MG_LIGHTNINGBOLT: {
- struct status_change *sc = status_get_sc(src);
- if ( sc && sc->count ) {
- if ( sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
- skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;
- ad.div_ = 1;
- ad.flag = BF_WEAPON|BF_SHORT;
- ad.type = 0;
- }
- if( sc->data[SC_GUST_OPTION] )
- skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
- }
+ case MG_FIREBOLT:
+ case MG_COLDBOLT:
+ case MG_LIGHTNINGBOLT:
+ if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
+ skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
+ ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
+ ad.flag = BF_WEAPON|BF_SHORT;
+ ad.type = 0;
}
break;
- case MG_THUNDERSTORM: {
- struct status_change *sc = status_get_sc(src);
+ case MG_THUNDERSTORM:
/**
* in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
**/
#ifndef RENEWAL
skillratio -= 20;
#endif
- if( sc && sc->data[SC_GUST_OPTION] )
- skillratio += skillratio * sc->data[SC_GUST_OPTION]->val2 / 100;
- }
break;
case MG_FROSTDIVER:
skillratio += 10*skill_lv;
@@ -3870,15 +3823,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
skillratio += 100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
- case WL_JACKFROST: {
- struct status_change *tsc = status_get_sc(target);
- if( tsc && tsc->data[SC_FREEZING] ){
- skillratio += 900 + 300 * skill_lv;
- RE_LVL_DMOD(100);
- }else{
- skillratio += 400 + 100 * skill_lv;
- RE_LVL_DMOD(150);
- }
+ case WL_JACKFROST:
+ if( tsc && tsc->data[SC_FREEZING] ){
+ skillratio += 900 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
+ }else{
+ skillratio += 400 + 100 * skill_lv;
+ RE_LVL_DMOD(150);
}
break;
case WL_DRAINLIFE:
@@ -3954,76 +3905,60 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
RE_LVL_DMOD(100);
break;
- case SO_FIREWALK: {
- struct status_change * sc = status_get_sc(src);
+ case SO_FIREWALK:
skillratio = 300;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_HEATER_OPTION] )
- skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
- }
+ skillratio += sc->data[SC_HEATER_OPTION]->val3;
break;
- case SO_ELECTRICWALK: {
- struct status_change * sc = status_get_sc(src);
+ case SO_ELECTRICWALK:
skillratio = 300;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
- }
+ skillratio += sd ? sd->status.job_level / 2 : 0;
break;
- case SO_EARTHGRAVE: {
- struct status_change * sc = status_get_sc(src);
+ case SO_EARTHGRAVE:
skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
- }
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
break;
- case SO_DIAMONDDUST: {
- struct status_change * sc = status_get_sc(src);
+ case SO_DIAMONDDUST:
skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_COOLER_OPTION] )
- skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
- }
+ skillratio += sc->data[SC_COOLER_OPTION]->val3;
break;
- case SO_POISON_BUSTER: {
- struct status_change * sc = status_get_sc(src);
+ case SO_POISON_BUSTER:
skillratio += 1100 + 300 * skill_lv;
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
- }
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
break;
- case SO_PSYCHIC_WAVE: {
- struct status_change * sc = status_get_sc(src);
+ case SO_PSYCHIC_WAVE:
skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
RE_LVL_DMOD(100);
if( sc ){
if( sc->data[SC_HEATER_OPTION] )
- skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
+ skillratio += sc->data[SC_HEATER_OPTION]->val3;
else if(sc->data[SC_COOLER_OPTION] )
- skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
+ skillratio += sc->data[SC_COOLER_OPTION]->val3;
else if(sc->data[SC_BLAST_OPTION] )
- skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
+ skillratio += sc->data[SC_BLAST_OPTION]->val2;
else if(sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100;
- }
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
}
break;
- case SO_VARETYR_SPEAR: {
- struct status_change * sc = status_get_sc(src);
- skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
+ case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster’s INT x Varetyr Spear Skill level )} x Caster’s Base Level / 100 ] %
+ skillratio = status_get_int(src) * skill_lv + ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
- }
+ skillratio += sd ? sd->status.job_level * 5 : 0;
break;
- case SO_CLOUD_KILL: {
- struct status_change * sc = status_get_sc(src);
+ case SO_CLOUD_KILL:
skillratio += -100 + skill_lv * 40;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
- }
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
break;
case GN_DEMONIC_FIRE:
if( skill_lv > 20)
@@ -4136,6 +4071,23 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if(ad.damage<1)
ad.damage=1;
+ else if(sc){//only applies when hit
+ // TODO: there is another factor that contribute with the damage and need to be formulated. [malufett]
+ switch(skill_num){
+ case MG_LIGHTNINGBOLT:
+ case MG_THUNDERSTORM:
+ case MG_FIREBOLT:
+ case MG_FIREWALL:
+ case MG_COLDBOLT:
+ case MG_FROSTDIVER:
+ case WZ_EARTHSPIKE:
+ case WZ_HEAVENDRIVE:
+ if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION]
+ || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION])
+ ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30;
+ break;
+ }
+ }
if (!(nk&NK_NO_ELEFIX))
ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
@@ -4172,7 +4124,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
switch( skill_num ) { /* post-calc modifiers */
case SO_VARETYR_SPEAR: { // Physical damage.
struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
- ad.damage += wd.damage;
+ if(!flag.infdef && ad.damage > 1)
+ ad.damage += wd.damage;
break;
}
//case HM_ERASER_CUTTER: