diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/map/battle.c | 129 | ||||
-rw-r--r-- | src/map/config/const.h | 18 | ||||
-rw-r--r-- | src/map/config/renewal.h | 6 |
3 files changed, 80 insertions, 73 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index a010eed4f..2e72c2a46 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -2001,29 +2001,19 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo case NPC_VAMPIRE_GIFT: skillratio += ((skill_lv-1)%5+1)*100; break; - case RK_SONICWAVE: { - int level = status_get_lv(src); + case RK_SONICWAVE: skillratio += 400 + 100 * skill_lv; - if( level > 100 ) - skillratio += skillratio * (level - 100) / 200; - } + RE_LVL_DMOD(); break; - case RK_HUNDREDSPEAR: { - int level = status_get_lv(src); + case RK_HUNDREDSPEAR: skillratio += 500 + 40 * skill_lv; - if( level > 100 ) - skillratio += skillratio * (level - 100) / 200; - } + RE_LVL_DMOD(); break; - case RK_WINDCUTTER: { - int level = status_get_lv(src); + case RK_WINDCUTTER: skillratio += 50 * skill_lv; - if( level > 100 ) - skillratio += skillratio * (level - 50) / 200; - } + RE_LVL_DMOD(); break; - case RK_IGNITIONBREAK: { - int level = status_get_lv(src); + case RK_IGNITIONBREAK: i = distance_bl(src,target); if( i < 2 ) skillratio = 200 + 200 * skill_lv; @@ -2031,11 +2021,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo skillratio = 100 + 200 * skill_lv; else skillratio = 100 + 100 * skill_lv; - if( level > 100 ) - skillratio += skillratio * (level - 100) / 200; + RE_LVL_DMOD(); if( sstatus->rhw.ele == ELE_FIRE ) skillratio += skillratio / 2; - } break; case RK_CRUSHSTRIKE: if( sd ) @@ -2084,13 +2072,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo **/ case RA_ARROWSTORM: skillratio += 900 + 80 * skill_lv; - if( status_get_lv(src) > 100 ) - skillratio = skillratio * status_get_lv(src) / 100; // Base level bonus. + RE_LVL_DMOD(); break; case RA_AIMEDBOLT: skillratio += 400 + 50 * skill_lv; - if( status_get_lv(src) > 100 ) - skillratio = skillratio * status_get_lv(src) / 100; // Base level bonus. + RE_LVL_DMOD(); if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) ) wd.div_ = tstatus->size + 2 + rnd()%2; break; @@ -2115,20 +2101,20 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo **/ case NC_BOOSTKNUCKLE: skillratio += 100 + 100 * skill_lv + sstatus->dex; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case NC_PILEBUNKER: skillratio += 200 + 100 * skill_lv + sstatus->str; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case NC_VULCANARM: skillratio = 70 * skill_lv + sstatus->dex; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: skillratio += 200 + 300 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case NC_ARMSCANNON: switch( tstatus->size ) { @@ -2136,7 +2122,7 @@ 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 } - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech] break; case NC_AXEBOOMERANG: @@ -2146,15 +2132,15 @@ 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] } - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case NC_POWERSWING: skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case NC_AXETORNADO: skillratio += 100 + 100 * skill_lv + sstatus->vit; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case SC_FATALMENACE: skillratio += 100 * skill_lv; @@ -2167,28 +2153,28 @@ 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; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_BANISHINGPOINT: skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1))); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); 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); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_PINPOINTATTACK: skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) ); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_RAGEBURST: if( sd && sd->spiritball_old ) skillratio += -100 + (sd->spiritball_old * 200); else skillratio += -100 + 15 * 200; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_SHIELDSPELL: if( wflag&1 ) { @@ -2204,27 +2190,27 @@ 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); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_OVERBRAND: skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_OVERBRAND_BRANDISH: skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_OVERBRAND_PLUSATK: skillratio = 150 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_RAYOFGENESIS: skillratio = skillratio + 200 + 300 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_EARTHDRIVE: skillratio = (skillratio + 100) * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_HESPERUSLIT: skillratio += 120 * skill_lv - 100; @@ -2294,7 +2280,7 @@ 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; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); if( sc && sc->data[SC_GN_CARTBOOST] ) skillratio += 10 * sc->data[SC_GN_CARTBOOST]->val1; break; @@ -3348,11 +3334,11 @@ 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; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case AB_ADORAMUS: skillratio += 400 + 100 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case AB_DUPLELIGHT_MAGIC: skillratio += 100 + 20 * skill_lv; @@ -3362,39 +3348,36 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list **/ case WL_SOULEXPANSION: skillratio += 300 + 100 * skill_lv + sstatus->int_; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case WL_FROSTMISTY: skillratio += 100 + 100 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; - case WL_JACKFROST: - { + 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; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. - } - else + RE_LVL_DMOD(); + } else skillratio += 400 + 100 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); } break; case WL_DRAINLIFE: skillratio = 200 * skill_lv + sstatus->int_; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case WL_CRIMSONROCK: skillratio += 1200 + 300 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case WL_HELLINFERNO: if( status_get_element(target) == ELE_FIRE ) skillratio = 60 * skill_lv; else skillratio = 240 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case WL_COMET: { struct status_change * sc = status_get_sc(src); @@ -3413,11 +3396,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list break; case WL_CHAINLIGHTNING_ATK: skillratio += 100 + 300 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case WL_EARTHSTRAIN: skillratio += 1900 + 100 * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: @@ -3430,11 +3413,11 @@ 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] - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case LG_RAYOFGENESIS: skillratio = (skillratio + 200) * skill_lv; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); break; case WM_METALICSOUND: skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100; @@ -3448,7 +3431,7 @@ 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; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); if( sc && sc->data[SC_HEATER_OPTION] ) skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; } @@ -3456,7 +3439,7 @@ 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; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; } @@ -3464,7 +3447,7 @@ 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 ); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; } @@ -3472,7 +3455,7 @@ 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 ); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); if( sc && sc->data[SC_COOLER_OPTION] ) skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100; } @@ -3487,7 +3470,7 @@ 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); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); if( sc ){ if( sc->data[SC_HEATER_OPTION] ) skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100; @@ -3503,7 +3486,7 @@ 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 ); - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100; } @@ -3511,7 +3494,7 @@ 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; - if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus. + RE_LVL_DMOD(); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100; } @@ -3872,7 +3855,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * break; case RK_DRAGONBREATH: md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv; - if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150; + RE_LVL_MDMOD(); if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100; break; /** @@ -3882,8 +3865,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: md.damage = (2 * skill_lv * (sstatus->dex + 100)); - if (status_get_lv(src) > 100) md.damage += md.damage * (status_get_lv(src) - 50) / 200 + 15 / 10; md.damage = md.damage * 2;// Without BaseLv Bonus + RE_LVL_TMDMOD(); md.damage = md.damage + (5 * sstatus->int_) + (40 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) ); break; /** @@ -3891,7 +3874,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * **/ case NC_SELFDESTRUCTION: md.damage = (sd?pc_checkskill(sd,NC_MAINFRAME):10) * skill_lv * (status_get_sp(src) + sstatus->vit); - if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;// Base level bonus. + RE_LVL_MDMOD(); if (sd) md.damage = md.damage + status_get_hp(src); status_set_sp(src, 0, 0); break; diff --git a/src/map/config/const.h b/src/map/config/const.h index 2f9560803..7acc5e522 100644 --- a/src/map/config/const.h +++ b/src/map/config/const.h @@ -82,6 +82,24 @@ #define MOB_HIT(mob) ( mob->lv + mob->status.agi ) #endif +/* Renewal's dmg level modifier, used as a macro for a easy way to turn off. */ +#ifdef RENEWAL_LVDMG + #define RE_LVL_DMOD() \ + if( status_get_lv(src) > 100 ) \ + skillratio = skillratio * status_get_lv(src) / 100; + #define RE_LVL_MDMOD() \ + if( status_get_lv(src) > 100 ) \ + md.damage = md.damage * status_get_lv(src) / 150; + /* ranger traps special */ + #define RE_LVL_TMDMOD() \ + if( status_get_lv(src) > 100 ) \ + md.damage = md.damage * 150 / 100 + md.damage * status_get_lv(src) / 100; +#else + #define RE_LVL_DMOD() + #define RE_LVL_MDMOD() + #define RE_LVL_TMDMOD() +#endif + /** * End of File **/ diff --git a/src/map/config/renewal.h b/src/map/config/renewal.h index 790eab936..f692a197b 100644 --- a/src/map/config/renewal.h +++ b/src/map/config/renewal.h @@ -43,6 +43,12 @@ /// while enabled a special modified based on the difference between the player and monster level is applied #define RENEWAL_EXP +/// renewal level modifier on damage +/// (disable by commenting the line) +/// +// leave this line to enable renewal base level modifier on skill damage (selected skills only) +#define RENEWAL_LVDMG + /// renewal cast time variable cast requirement /// /// this is the value required for no variable cast-time with stats. |