diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 118 |
1 files changed, 62 insertions, 56 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 35860da0c..112e8b723 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -2025,15 +2025,15 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo break; case RK_SONICWAVE: skillratio += 400 + 100 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case RK_HUNDREDSPEAR: skillratio += 500 + 40 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case RK_WINDCUTTER: skillratio += 50 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case RK_IGNITIONBREAK: i = distance_bl(src,target); @@ -2043,16 +2043,17 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo skillratio = 100 + 200 * skill_lv; else skillratio = 100 + 100 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sstatus->rhw.ele == ELE_FIRE ) skillratio += skillratio / 2; break; case RK_CRUSHSTRIKE: if( sd ) - { + {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]% short index = sd->equip_index[EQI_HAND_R]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) - skillratio = sd->inventory_data[index]->weight + sstatus->rhw.atk + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6); + skillratio = sd->inventory_data[index]->weight/10 + sstatus->rhw.atk + + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6); } break; case RK_STORMBLAST: @@ -2067,21 +2068,25 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo * GC Guilotine Cross **/ case GC_CROSSIMPACT: - skillratio += 1050 + 50 * skill_lv; + skillratio += 900 + 100 * skill_lv; + RE_LVL_DMOD(120); break; case GC_PHANTOMMENACE: skillratio += 200; break; case GC_COUNTERSLASH: - skillratio += 200 + (100 * skill_lv) + sstatus->agi; + //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]% + skillratio += 200 + (100 * skill_lv); + RE_LVL_DMOD(120); + skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4; break; case GC_ROLLINGCUTTER: - skillratio += 20 * skill_lv; - RE_LVL_DMOD(); + skillratio += -50 + 50 * skill_lv; + RE_LVL_DMOD(100); break; case GC_CROSSRIPPERSLASHER: skillratio += 300 + 80 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc && sc->data[SC_ROLLINGCUTTER] ) skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi; break; @@ -2096,11 +2101,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo **/ case RA_ARROWSTORM: skillratio += 900 + 80 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case RA_AIMEDBOLT: skillratio += 400 + 50 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) ) wd.div_ = tstatus->size + 2 + rnd()%2; break; @@ -2125,20 +2130,20 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo **/ case NC_BOOSTKNUCKLE: skillratio += 100 + 100 * skill_lv + sstatus->dex; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case NC_PILEBUNKER: skillratio += 200 + 100 * skill_lv + sstatus->str; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case NC_VULCANARM: skillratio = 70 * skill_lv + sstatus->dex; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: skillratio += 200 + 300 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case NC_ARMSCANNON: switch( tstatus->size ) { @@ -2146,7 +2151,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large } - RE_LVL_DMOD(); + RE_LVL_DMOD(100); //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech] break; case NC_AXEBOOMERANG: @@ -2156,15 +2161,15 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech] } - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case NC_POWERSWING: skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case NC_AXETORNADO: skillratio += 100 + 100 * skill_lv + sstatus->vit; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case SC_FATALMENACE: skillratio += 100 * skill_lv; @@ -2177,28 +2182,28 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo break; case LG_CANNONSPEAR:// Stimated formula. Still need confirm it. skillratio += -100 + (50 + sstatus->str) * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_BANISHINGPOINT: skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1))); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_SHIELDPRESS: skillratio += 60 + 43 * skill_lv; //if( sc && sc->data[SC_GLOOMYDAY_SK] ) // skillratio += 80 + (5 * sc->data[SC_GLOOMYDAY_SK]->val1); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_PINPOINTATTACK: skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) ); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_RAGEBURST: if( sd && sd->spiritball_old ) skillratio += -100 + (sd->spiritball_old * 200); else skillratio += -100 + 15 * 200; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_SHIELDSPELL:// [(Caster’s Base Level x 4) + (Shield DEF x 10) + (Caster’s VIT x 2)] % if( sd ) { @@ -2211,27 +2216,27 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo break; case LG_MOONSLASHER: skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_OVERBRAND: skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_OVERBRAND_BRANDISH: skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_OVERBRAND_PLUSATK: skillratio = 150 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: skillratio = skillratio + 200 + 300 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_EARTHDRIVE: skillratio = (skillratio + 100) * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_HESPERUSLIT: skillratio += 120 * skill_lv - 100; @@ -2276,7 +2281,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo skillratio += 800 * skill_lv -100; else skillratio += 500 * skill_lv -100; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case SR_GENTLETOUCH_QUIET: skillratio += 100 * skill_lv - 100 + sstatus->dex; @@ -2306,7 +2311,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo case GN_CART_TORNADO: if( sd ) skillratio += 50 * skill_lv + pc_checkskill(sd, GN_REMODELING_CART) * 100 - 100; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc && sc->data[SC_GN_CARTBOOST] ) skillratio += 10 * sc->data[SC_GN_CARTBOOST]->val1; break; @@ -3402,11 +3407,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case AB_JUDEX: skillratio += 180 + 20 * skill_lv; if (skill_lv > 4) skillratio += 20; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case AB_ADORAMUS: skillratio += 400 + 100 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case AB_DUPLELIGHT_MAGIC: skillratio += 100 + 20 * skill_lv; @@ -3416,36 +3421,37 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list **/ case WL_SOULEXPANSION: skillratio += 300 + 100 * skill_lv + sstatus->int_; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case WL_FROSTMISTY: skillratio += 100 + 100 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case WL_JACKFROST: { struct status_change *tsc = status_get_sc(target); - if( tsc && tsc->data[SC_FREEZING] ) { + if( tsc && tsc->data[SC_FREEZING] ){ skillratio += 900 + 300 * skill_lv; - RE_LVL_DMOD(); - } else + RE_LVL_DMOD(100); + }else{ skillratio += 400 + 100 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(150); + } } break; case WL_DRAINLIFE: skillratio = 200 * skill_lv + sstatus->int_; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case WL_CRIMSONROCK: skillratio += 1200 + 300 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case WL_HELLINFERNO: if( status_get_element(target) == ELE_FIRE ) skillratio = 60 * skill_lv; else skillratio = 240 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case WL_COMET: { struct status_change * sc = status_get_sc(src); @@ -3464,11 +3470,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list break; case WL_CHAINLIGHTNING_ATK: skillratio += 100 + 300 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case WL_EARTHSTRAIN: skillratio += 1900 + 100 * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: @@ -3481,11 +3487,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_GROUND: skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech] - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: skillratio = (skillratio + 200) * skill_lv; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); break; case LG_SHIELDSPELL:// [(Caster’s Base Level x 4) + (Shield MDEF x 100) + (Caster’s INT x 2)] % if( sd ) { @@ -3505,7 +3511,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case SO_FIREWALK: { struct status_change * sc = status_get_sc(src); skillratio = 300; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc && sc->data[SC_HEATER_OPTION] ) skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; } @@ -3513,7 +3519,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case SO_ELECTRICWALK: { struct status_change * sc = status_get_sc(src); skillratio = 300; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; } @@ -3521,7 +3527,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case SO_EARTHGRAVE: { struct status_change * sc = status_get_sc(src); skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv ); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; } @@ -3529,7 +3535,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case SO_DIAMONDDUST: { struct status_change * sc = status_get_sc(src); skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv ); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc && sc->data[SC_COOLER_OPTION] ) skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100; } @@ -3544,7 +3550,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case SO_PSYCHIC_WAVE: { struct status_change * sc = status_get_sc(src); skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc ){ if( sc->data[SC_HEATER_OPTION] ) skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; @@ -3560,7 +3566,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list 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 ); - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; } @@ -3568,7 +3574,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case SO_CLOUD_KILL: { struct status_change * sc = status_get_sc(src); skillratio += -100 + skill_lv * 40; - RE_LVL_DMOD(); + RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; } |