summaryrefslogtreecommitdiff
path: root/src/map
diff options
context:
space:
mode:
Diffstat (limited to 'src/map')
-rw-r--r--src/map/battle.c39
-rw-r--r--src/map/skill.c22
-rw-r--r--src/map/status.c19
3 files changed, 46 insertions, 34 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 66a64828c..b03d13417 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -163,14 +163,10 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) &&
check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
{
+ struct status_change *sc = status_get_sc(target);
map_freeblock_lock();
- if(dat->skill_id != CR_REFLECTSHIELD)
- status_fix_damage(dat->src, target, dat->damage, dat->delay); // We have to seperate here between reflect damage and others [icescope]
- else
- {
- status_damage(dat->src, map_id2bl(dat->target), dat->damage, 0, dat->delay, 16);
- dat->skill_id = 0;
- }
+ if( !sc || !sc->data[SC_DEVOTION] )
+ status_fix_damage(dat->src, target, dat->damage, dat->delay);
if( dat->attack_type && !status_isdead(target) )
skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->damage > 0 && dat->attack_type )
@@ -188,14 +184,10 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
nullpo_retr(0, target);
if (!battle_config.delay_battle_damage) {
+ struct status_change *sc = status_get_sc(target);
map_freeblock_lock();
- if(skill_id != CR_REFLECTSHIELD)
+ if( !sc || !sc->data[SC_DEVOTION] )
status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
- else
- {
- status_damage(src, target, damage, 0, ddelay, 16);
- skill_id = 0;
- }
if( attack_type && !status_isdead(target) )
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
if( damage > 0 && attack_type )
@@ -476,6 +468,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
damage -= damage * 6 * (1+per) / 100;
}
+ // FIXME:
+ // So Reject Sword calculates the redirected damage before calculating WoE/BG reduction? This is weird. [Inkfish]
if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
// Fixed the condition check [Aalye]
(src->type!=BL_PC || (
@@ -3182,6 +3176,23 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
}
+ if( tsc && tsc->data[SC_DEVOTION] )
+ {
+ struct status_change_entry *sce = tsc->data[SC_DEVOTION];
+ struct block_list *d_bl = map_id2bl(sce->val1);
+
+ if( d_bl && (
+ (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
+ (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
+ ) && check_distance_bl(target, d_bl, sce->val3) )
+ {
+ clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
+ status_fix_damage(NULL, d_bl, damage, 0);
+ }
+ else
+ status_change_end(target, SC_DEVOTION, -1);
+ }
+
wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
if (sd && sd->splash_range > 0 && damage > 0)
@@ -3228,7 +3239,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
if(tsd && src != target)
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay); // the skill id is needed we use CR_REFLECTSHIELD as default [icescope]
+ battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
}
if (tsc) {
diff --git a/src/map/skill.c b/src/map/skill.c
index 4e43ce6ba..2f1f9240e 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1715,6 +1715,23 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
&& skillid != WS_CARTTERMINATION )
rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
+ if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
+ {
+ struct status_change_entry *sce = sc->data[SC_DEVOTION];
+ struct block_list *d_bl = map_id2bl(sce->val1);
+
+ if( d_bl && (
+ (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
+ (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
+ ) && check_distance_bl(bl, d_bl, sce->val3) )
+ {
+ clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
+ status_fix_damage(NULL, d_bl, damage, 0);
+ }
+ else
+ status_change_end(bl, SC_DEVOTION, -1);
+ }
+
//Skill hit type
type=(skillid==0)?5:skill_get_hit(skillid);
@@ -1902,7 +1919,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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( !sc || !sc->data[SC_DEVOTION] )
+ status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if( !status_isdead(bl) )
skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
if( damage > 0 ) //Counter status effects [Skotlex]
@@ -1948,7 +1966,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( rdamage > 0 )
{
if( dmg.amotion )
- battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); // also here the reflect shield, but for skills [icescope]
+ battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
else
status_fix_damage(bl,src,rdamage,0);
clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
diff --git a/src/map/status.c b/src/map/status.c
index 1e9eaf178..d2865f5fa 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -640,7 +640,6 @@ int status_charge(struct block_list* bl, int hp, int sp)
//If flag&2, fail if target does not has enough to substract.
//If flag&4, if killed, mob must not give exp/loot.
//If flag&8, sp loss on dead target.
-//If flag&16, reflect damage is done, which can't be absorbed by Devotion. [icescope]
int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
{
struct status_data *status;
@@ -681,25 +680,9 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
hp = 1;
- if( hp && !(flag&(1|8|16)) ) {
+ if( hp && !(flag&(1|8)) ) {
if( sc ) {
struct status_change_entry *sce;
- if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE )
- { // Devotion prevents any of the other ailments from ending.
- struct block_list *d_bl = map_id2bl(sce->val1);
-
- if( d_bl && (
- (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
- (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
- ) && check_distance_bl(target, d_bl, sce->val3) )
- {
- clif_damage(d_bl, d_bl, gettick(), 0, 0, hp, 0, 0, 0);
- status_fix_damage(NULL, d_bl, hp, 0);
- return 0;
- }
-
- status_change_end(target, SC_DEVOTION, -1);
- }
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(target,SC_STONE,-1);
status_change_end(target,SC_FREEZE,-1);