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-rw-r--r--src/map/battle.c6
-rw-r--r--src/map/clif.c12
-rw-r--r--src/map/skill.c11
3 files changed, 13 insertions, 16 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 1d0cbd046..eade2f167 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -1464,9 +1464,9 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 100+100*skill_lv;
break;
case AS_SPLASHER:
- i = 400+50*skill_lv;
- if (wflag>1) i /= 4; // FIXME: Should be 25% of damage inflicted to target, not 25% of skillratio bonus
- skillratio += i;
+ skillratio += 400+50*skill_lv;
+ if(sd)
+ skillratio += 30 * pc_checkskill(sd,AS_POISONREACT);
break;
case ASC_BREAKER:
skillratio += 100*skill_lv-100;
diff --git a/src/map/clif.c b/src/map/clif.c
index bb5d2a7ec..02bfe2e95 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -3712,9 +3712,6 @@ void clif_getareachar_unit(struct map_session_data* sd,struct block_list *bl)
}
}
-//Modifies the type of damage according to status changes [Skotlex]
-#define clif_calc_delay(type,delay) (type==1||type==4||type==0x0a)?type:(delay==0?9:type)
-
/*==========================================
* Estimates walk delay based on the damage criteria. [Skotlex]
*------------------------------------------*/
@@ -3758,10 +3755,10 @@ int clif_damage(struct block_list* src, struct block_list* dst, unsigned int tic
nullpo_retr(0, src);
nullpo_retr(0, dst);
- type = clif_calc_delay(type, ddelay); //Type defaults to 0 for normal attacks.
-
sc = status_get_sc(dst);
if(sc && sc->count) {
+ if(type != 4 && dst->type == BL_PC && sc->data[SC_ENDURE].timer != -1 && !map_flag_gvg(dst->m))
+ type = 9;
if(sc->data[SC_HALLUCINATION].timer != -1) {
if(damage > 0) damage = damage*(5+sc->data[SC_HALLUCINATION].val1) + rand()%100;
if(damage2 > 0) damage2 = damage2*(5+sc->data[SC_HALLUCINATION].val1) + rand()%100;
@@ -4329,11 +4326,10 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int
nullpo_retr(0, src);
nullpo_retr(0, dst);
- if( type == 0 ) type = skill_get_hit(skill_id);
- type = clif_calc_delay(type, ddelay);
sc = status_get_sc(dst);
-
if(sc && sc->count) {
+ if(type != 4 && dst->type == BL_PC && sc->data[SC_ENDURE].timer != -1 && !map_flag_gvg(dst->m))
+ type = 9;
if(sc->data[SC_HALLUCINATION].timer != -1 && damage > 0)
damage = damage*(5+sc->data[SC_HALLUCINATION].val1) + rand()%100;
}
diff --git a/src/map/skill.c b/src/map/skill.c
index c1617ab06..2d3f83ee1 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3126,8 +3126,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
// if skill damage should be split among targets, count them
//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
+ //special case: Venom Splasher uses a different range for searching than for splashing
if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
- skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+ skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
// recursive invocation of skill_castend_damage_id() with flag|1
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
@@ -5256,8 +5257,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
return 1;
}
clif_skill_nodamage(src,bl,skillid,skilllv,
- sc_start4(bl,type,100,
- skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
+ sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
+ if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
break;
case PF_MINDBREAKER:
@@ -5938,9 +5939,9 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
map_freeblock_unlock();
return 1;
} while(0);
+
//Skill failed.
- if (ud->skillid == MO_EXTREMITYFIST && sd &&
- !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
+ if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
{ //When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
skill_check_condition(sd,ud->skillid, ud->skilllv,1);