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-rw-r--r--src/map/battle.c60
-rw-r--r--src/map/battle.h1
-rw-r--r--src/map/clif.c5
-rw-r--r--src/map/skill.c140
4 files changed, 118 insertions, 88 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 6c009ee64..28531f0c1 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -165,12 +165,10 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
{
map_freeblock_lock();
status_fix_damage(dat->src, target, dat->damage, dat->delay);
- if (dat->damage > 0 && dat->attack_type)
- {
- if (!status_isdead(target))
- skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
+ if( dat->attack_type && (dat->damage > 0 || dat->attack_type&0xf000) && !status_isdead(target) )
+ skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
+ if( dat->damage > 0 && dat->attack_type )
skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
- }
map_freeblock_unlock();
}
ers_free(delay_damage_ers, dat);
@@ -186,12 +184,10 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
if (!battle_config.delay_battle_damage) {
map_freeblock_lock();
status_fix_damage(src, target, damage, ddelay);
- if (damage > 0 && attack_type)
- {
- if (!status_isdead(target))
- skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
+ if( attack_type && (damage > 0 || attack_type&0xf000) && !status_isdead(target) )
+ skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
+ if( damage > 0 && attack_type )
skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
- }
map_freeblock_unlock();
return 0;
}
@@ -307,7 +303,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
{
//First, sc_*'s that reduce damage to 0.
if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
- return 0; // Basilica reduces damage to 0 except Pressure
+ return -1; // Trigger status effects.
if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
{
@@ -315,13 +311,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if (group) {
if (--group->val2<=0)
skill_delunitgroup(NULL,group);
- return 0;
+ return -1; // Trigger status effects.
}
status_change_end(bl,SC_SAFETYWALL,-1);
}
if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
- return 0;
+ return -1; // Trigger status effects.
if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
{
@@ -2134,25 +2130,43 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if(!flag.lh && wd.damage2)
wd.damage2=0;
- if(wd.damage + wd.damage2)
+ if( wd.damage + wd.damage2 )
{ //There is a total damage value
- if(!wd.damage2) {
+ if(!wd.damage2)
+ {
wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
+ if( wd.damage == -1 )
+ {
+ wd.flag |= 0xf000;
+ wd.damage = 0;
+ }
if( map_flag_gvg2(target->m) )
wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
- } else
- if(!wd.damage) {
+ }
+ else if(!wd.damage)
+ {
wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
+ if( wd.damage2 == -1 )
+ {
+ wd.flag |= 0xf000;
+ wd.damage2 = 0;
+ }
if( map_flag_gvg2(target->m) )
wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
wd.damage=battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
- } else
+ }
+ else
{
int d1=wd.damage+wd.damage2,d2=wd.damage2;
wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
+ if( wd.damage == -1 )
+ {
+ wd.flag |= 0xf000;
+ wd.damage = 0;
+ }
if( map_flag_gvg2(target->m) )
wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
@@ -2555,6 +2569,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = ad.damage>0?1:-1;
ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
+ if( ad.damage == -1 )
+ {
+ ad.flag |= 0xf000;
+ ad.damage = 0;
+ }
if( map_flag_gvg2(target->m) )
ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
else if( map[target->m].flag.battleground )
@@ -2784,6 +2803,11 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
+ if( md.damage == -1 )
+ {
+ md.flag |= 0xf000;
+ md.damage = 0;
+ }
if( map_flag_gvg2(target->m) )
md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
else if( map[target->m].flag.battleground )
diff --git a/src/map/battle.h b/src/map/battle.h
index 8cca3886c..951f32d8d 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -56,6 +56,7 @@ enum { // 最終計算のフラグ
BF_WEAPONMASK=0x000f,
BF_RANGEMASK= 0x00f0,
BF_SKILLMASK= 0x0f00,
+ //0xf000 is used for marking if a zero damage is resulted from SafetyWall and the like. [Inkfish]
};
int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay);
diff --git a/src/map/clif.c b/src/map/clif.c
index 95eddb1f4..a7b25d345 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -8129,10 +8129,9 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
if( sd->state.changemap )
{// restore information that gets lost on map-change
- if( (map_flag_gvg(sd->state.pmap) && battle_config.gvg_flee_penalty != 100) || (map[sd->state.pmap].flag.battleground && battle_config.bg_flee_penalty != 100) )
+ if( (battle_config.bg_flee_penalty != 100 || battle_config.gvg_flee_penalty != 100) &&
+ (map_flag_gvg(sd->state.pmap) || map_flag_gvg(sd->bl.m) || map[sd->state.pmap].flag.battleground || map[sd->bl.m].flag.battleground) )
status_calc_bl(&sd->bl, SCB_FLEE); //Refresh flee penalty
- else if( (map_flag_gvg(sd->bl.m) && battle_config.gvg_flee_penalty != 100) || (map[sd->bl.m].flag.battleground && battle_config.bg_flee_penalty != 100) )
- status_calc_bl(&sd->bl, SCB_FLEE);
if( night_flag && map[sd->bl.m].flag.nightenabled )
{ //Display night.
diff --git a/src/map/skill.c b/src/map/skill.c
index 9449c6447..2e7a8016a 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -484,6 +484,74 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
+ if( sd )
+ { // These status will be applied anyway even if there is no actual damage. [Inkfish]
+ if( sd->special_state.bonus_coma && !skillid)
+ {
+ rate = sd->weapon_coma_ele[tstatus->def_ele];
+ rate += sd->weapon_coma_race[tstatus->race];
+ rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
+ if (rate)
+ status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
+ }
+
+ if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
+ { // Trigger status effects
+ enum sc_type type;
+ int i;
+ for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
+ {
+ rate = sd->addeff[i].rate;
+ if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
+ rate += sd->addeff[i].arrow_rate;
+ if( !rate ) continue;
+
+ if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
+ { // Trigger has attack type consideration.
+ if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
+ continue;
+ }
+
+ if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
+ { // Trigger has range consideration.
+ if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
+ (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
+ continue; //Range Failed.
+ }
+
+ type = sd->addeff[i].id;
+ skill = skill_get_time2(status_sc2skill(type),7);
+
+ if (sd->addeff[i].flag&ATF_TARGET)
+ status_change_start(bl,type,rate,7,0,0,0,skill,0);
+
+ if (sd->addeff[i].flag&ATF_SELF)
+ status_change_start(src,type,rate,7,0,0,0,skill,0);
+ }
+ }
+
+ if( skillid )
+ { // Trigger status effects on skills
+ enum sc_type type;
+ int i;
+ for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
+ {
+ if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
+ continue;
+ type = sd->addeff3[i].id;
+ skill = skill_get_time2(status_sc2skill(type),7);
+
+ if( sd->addeff3[i].target&ATF_TARGET )
+ status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
+ if( sd->addeff3[i].target&ATF_SELF )
+ status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
+ }
+ }
+ }
+
+ if( attack_type&0xf000 ) // no damage, return;
+ return 0;
+
switch(skillid)
{
case 0: // Normal attacks (no skill used)
@@ -529,14 +597,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
-
- if (sd->special_state.bonus_coma) {
- rate = sd->weapon_coma_ele[tstatus->def_ele];
- rate += sd->weapon_coma_race[tstatus->race];
- rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
- if (rate)
- status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
- }
}
if (sc) {
@@ -845,59 +905,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
}
- if( sd && skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
- { // Trigger status effects
- enum sc_type type;
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
- {
- rate = sd->addeff[i].rate;
- if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
- rate += sd->addeff[i].arrow_rate;
- if( !rate ) continue;
-
- if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
- { // Trigger has attack type consideration.
- if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
- continue;
- }
-
- if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
- { // Trigger has range consideration.
- if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
- (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
- continue; //Range Failed.
- }
-
- type = sd->addeff[i].id;
- skill = skill_get_time2(status_sc2skill(type),7);
-
- if (sd->addeff[i].flag&ATF_TARGET)
- status_change_start(bl,type,rate,7,0,0,0,skill,0);
-
- if (sd->addeff[i].flag&ATF_SELF)
- status_change_start(src,type,rate,7,0,0,0,skill,0);
- }
- }
-
- if( sd && skillid )
- { // Trigger status effects on skills
- enum sc_type type;
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
- {
- if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
- continue;
- type = sd->addeff3[i].id;
- skill = skill_get_time2(status_sc2skill(type),7);
-
- if( sd->addeff3[i].target&ATF_TARGET )
- status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
- if( sd->addeff3[i].target&ATF_SELF )
- status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
- }
- }
-
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
{ //Pass heritage to Master for status causing effects. [Skotlex]
sd = map_id2sd(md->master_id);
@@ -1778,14 +1785,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
ud->attackabletime = tick + type;
}
- if (!dmg.amotion) {
+ if( !dmg.amotion )
+ { //Instant damage
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if (damage > 0) {
- if (!status_isdead(bl))
- skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
- //Counter status effects [Skotlex]
+ if( (damage > 0 || attack_type&0xf000) && !status_isdead(bl) )
+ skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
+ if( damage > 0 ) //Counter status effects [Skotlex]
skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
- }
}
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]