diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 62 |
1 files changed, 42 insertions, 20 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 384d2e71f..b2ee9cf1d 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -263,7 +263,7 @@ int battle_delay_damage(int64 tick, int amotion, struct block_list *src, struct if (d_tbl && sc && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3) && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD) damage = 0; - + if ( !battle_config.delay_battle_damage || amotion <= 1 ) { map->freeblock_lock(); status_fix_damage(src, target, damage, ddelay); // We have to separate here between reflect damage and others [icescope] @@ -1528,9 +1528,6 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case NPC_ENERGYDRAIN: skillratio += 100 * skill_lv; break; - case NPC_EARTHQUAKE: - skillratio += 100 + 100 * skill_lv + 100 * (skill_lv/2); - break; #ifdef RENEWAL case WZ_HEAVENDRIVE: case WZ_METEOR: @@ -1894,6 +1891,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case NPC_PULSESTRIKE: skillratio += 100 * (skill_lv-1); break; + case NPC_EARTHQUAKE: + skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2); + break; case RG_BACKSTAP: if( sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty ) skillratio += (200 + 40 * skill_lv) / 2; @@ -3160,9 +3160,9 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam } if( bl->type == BL_MOB && !status->isdead(bl) && src != bl) { - if (damage > 0 ) + if ( damage > 0 ) mob->skill_event((TBL_MOB*)bl,src,timer->gettick(),flag); - if (skill_id) + if (skill_id) mob->skill_event((TBL_MOB*)bl,src,timer->gettick(),MSC_SKILLUSED|(skill_id<<16)); } if( sd ) { @@ -3601,15 +3601,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list ad.damage = battle->calc_defense(BF_MAGIC, src, target, skill_id, skill_lv, ad.damage, flag.imdef, 0); - if (skill_id == NPC_EARTHQUAKE) { - //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] - //Also divide the extra bonuses from atk2 based on the number in range [Kevin] - if(mflag>0) - ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag; - else - ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id)); - } - if(ad.damage<1) ad.damage=1; else if(sc){//only applies when hit @@ -4265,6 +4256,7 @@ 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 PA_SHIELDCHAIN: case NJ_KUNAI: case HW_MAGICCRASHER: case NJ_SYURIKEN: @@ -4356,7 +4348,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){ int chance = rnd()%100; - wd.type = 0x08; switch(sc->data[SC_FEARBREEZE]->val1){ case 5: if( chance < 3){// 3 % chance to attack 5 times. @@ -4380,8 +4371,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list break; } } - wd.div_ = min(wd.div_,sd->status.inventory[i].amount); - sc->data[SC_FEARBREEZE]->val4 = wd.div_-1; + if ( wd.div_ > 1 ) { + wd.div_ = min(wd.div_, sd->status.inventory[i].amount); + sc->data[SC_FEARBREEZE]->val4 = wd.div_ - 1; + wd.type = 0x08; + } } } @@ -4523,6 +4517,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLEEDING: + case NPC_EARTHQUAKE: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: hitrate += hitrate * 20 / 100; break; case KN_PIERCE: @@ -4664,9 +4664,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list break; } break; + + case PA_SHIELDCHAIN: #endif case CR_SHIELDBOOMERANG: - case PA_SHIELDCHAIN: wd.damage = sstatus->batk; if (sd) { int damagevalue = 0; @@ -4783,6 +4784,16 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list break; #ifdef RENEWAL + case PA_SHIELDCHAIN: + if ( sd ) { + short index = sd->equip_index[EQI_HAND_L]; + if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) { + ATK_ADD(sd->inventory_data[index]->weight / 10 + 4 * sd->status.inventory[index].refine); + } + } else + 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 NJ_TATAMIGAESHI: ATK_RATE(200); /* Fall through */ @@ -5054,6 +5065,16 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list //Div fix. damage_div_fix(wd.damage, wd.div_); #endif +#if 0 // Can't find any source about this one even in eagis + if (skill_id == NPC_EARTHQUAKE) { + //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] + //Also divide the extra bonuses from atk2 based on the number in range [Kevin] + if ( wflag>0 ) + ATK_ADD((sstatus->rhw.atk2*skillratio / 100) / wflag); + else + ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill->get_name(skill_id)); + } +#endif //Post skill/vit reduction damage increases if (sc) { //SC skill damages @@ -6704,9 +6725,10 @@ static const struct battle_data { { "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, { "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, - { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 1, 255, }, + { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, }, { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, }, { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, }, + { "check_occupied_cells", &battle_config.check_occupied_cells, 1, 0, 1, }, // eAthena additions { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, }, |