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-rw-r--r--src/map/battle.c1243
1 files changed, 754 insertions, 489 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 928d14c22..e9e17708c 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -12,6 +12,7 @@
#include "../common/socket.h"
#include "../common/strlib.h"
#include "../common/utils.h"
+#include "../common/HPM.h"
#include "map.h"
#include "path.h"
@@ -196,7 +197,7 @@ struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int
return bl_list[rnd()%c];
}
-int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
+int battle_delay_damage_sub(int tid, int64 tick, int id, intptr_t data) {
struct delay_damage *dat = (struct delay_damage *)data;
if ( dat ) {
@@ -206,7 +207,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
if( !target || status->isdead(target) ) {/* nothing we can do */
if( dat->src_type == BL_PC && ( src = map->id2bl(dat->src_id) ) && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
((TBL_PC*)src)->state.hold_recalc = 0;
- status_calc_pc(((TBL_PC*)src),0);
+ status_calc_pc(((TBL_PC*)src),SCO_FORCE);
}
ers_free(battle->delay_damage_ers, dat);
return 0;
@@ -237,14 +238,14 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
((TBL_PC*)src)->state.hold_recalc = 0;
- status_calc_pc(((TBL_PC*)src),0);
+ status_calc_pc(((TBL_PC*)src),SCO_FORCE);
}
}
ers_free(battle->delay_damage_ers, dat);
return 0;
}
-int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects) {
+int battle_delay_damage(int64 tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects) {
struct delay_damage *dat;
struct status_change *sc;
nullpo_ret(src);
@@ -335,11 +336,11 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
if( atk_elem == ELE_FIRE && battle->get_current_skill(target) == GN_WALLOFTHORN ) {
struct skill_unit *su = (struct skill_unit*)target;
struct skill_unit_group *sg;
- struct block_list *src;
+ struct block_list *sgsrc;
if( !su || !su->alive
|| (sg = su->group) == NULL || sg->val3 == -1
- || (src = map->id2bl(sg->src_id)) == NULL || status->isdead(src)
+ || (sgsrc = map->id2bl(sg->src_id)) == NULL || status->isdead(sgsrc)
)
return 0;
@@ -347,9 +348,9 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
int x,y;
x = sg->val3 >> 16;
y = sg->val3 & 0xffff;
- skill->unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1);
+ skill->unitsetting(sgsrc,su->group->skill_id,su->group->skill_lv,x,y,1);
sg->val3 = -1;
- sg->limit = DIFF_TICK(timer->gettick(),sg->tick)+300;
+ sg->limit = DIFF_TICK32(timer->gettick(),sg->tick)+300;
}
}
}
@@ -365,8 +366,6 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
}
if( tsc->data[SC_THORNS_TRAP])
status_change_end(target, SC_THORNS_TRAP, INVALID_TIMER);
- if( tsc->data[SC_FIRE_CLOAK_OPTION])
- damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100;
if( tsc->data[SC_COLD] && target->type != BL_MOB)
status_change_end(target, SC_COLD, INVALID_TIMER);
if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2;
@@ -376,7 +375,7 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2;
break;
case ELE_POISON:
- if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
+ if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON ) ratio += tsc->data[SC_VENOMIMPRESS]->val2;
break;
case ELE_WIND:
if( tsc->data[SC_COLD] && target->type != BL_MOB) damage += damage/2;
@@ -408,7 +407,10 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
if( t < 5 && atk_elem == t )
damage -= damage * ( tsd->charm[t] * 3 ) / 100;// -3% custom value
}
- return damage*ratio/100;
+ if( ratio < 100 )
+ return damage - (damage * (100 - ratio) / 100);
+ else
+ return damage + (damage * (ratio - 100) / 100);
}
int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, struct weapon_atk *watk, int nk, bool n_ele, short s_ele, short s_ele_, int size, int type, int flag, int flag2){ // [malufett]
#ifdef RENEWAL
@@ -442,8 +444,8 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u
eatk += 200;
#ifdef RENEWAL_EDP
if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ){
- eatk = eatk * sc->data[SC_EDP]->val4 / 100;
- damage += damage * sc->data[SC_EDP]->val3 / 100;
+ eatk = eatk * (sc->data[SC_EDP]->val4 / 100 - 1);
+ damage = damage * (sc->data[SC_EDP]->val4 / 100);
}
#endif
}
@@ -607,7 +609,7 @@ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,in
if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (st->def_ele == ELE_FIRE || st->def_ele == ELE_EARTH) )
damage += (skill_lv * 10);
if( pc_ismadogear(sd) )
- damage += 20 + 20 * pc->checkskill(sd, NC_MADOLICENCE);
+ damage += 15 * pc->checkskill(sd, NC_MADOLICENCE);
#ifdef RENEWAL
if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 )
damage += (skill_lv * 2);
@@ -761,18 +763,18 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target,
if(sc->data[SC_IMPOSITIO])
damage += sc->data[SC_IMPOSITIO]->val2;
if(sc->data[SC_DRUMBATTLE]){
- if(tstatus->size == SZ_SMALL)
+ if(tstatus->size == SZ_MEDIUM)
damage += sc->data[SC_DRUMBATTLE]->val2;
- else if(tstatus->size == SZ_MEDIUM)
+ else if(tstatus->size == SZ_SMALL)
damage += 10 * sc->data[SC_DRUMBATTLE]->val1;
//else no bonus for large target
}
if(sc->data[SC_GS_MADNESSCANCEL])
damage += 100;
if(sc->data[SC_GS_GATLINGFEVER]){
- if(tstatus->size == SZ_SMALL)
+ if(tstatus->size == SZ_MEDIUM)
damage += 10 * sc->data[SC_GS_GATLINGFEVER]->val1;
- else if(tstatus->size == SZ_MEDIUM)
+ else if(tstatus->size == SZ_SMALL)
damage += -5 * sc->data[SC_GS_GATLINGFEVER]->val1;
else
damage += sc->data[SC_GS_GATLINGFEVER]->val1;
@@ -784,6 +786,8 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target,
// general skill masteries
#ifdef RENEWAL
+ if( div < 0 ) // div fix
+ div = 1;
if( skill_id == MO_FINGEROFFENSIVE )//The finger offensive spheres on moment of attack do count. [Skotlex]
damage += div * sd->spiritball_old * 3;
else
@@ -845,8 +849,12 @@ int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint
damage=battle->attr_fix(src, target, damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ if( skill_id == NC_ARMSCANNON )
+ damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ if( skill_id == GN_CARTCANNON )
+ damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
- damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
+ damage += battle->attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
}
}
@@ -944,11 +952,13 @@ int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_
break;
}
}
+#ifndef RENEWAL
//It was discovered that ranged defense also counts vs magic! [Skotlex]
if ( wflag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
+#endif
cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
@@ -1358,6 +1368,22 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_
return damage;
}
+// Minstrel/Wanderer number check for chorus skills.
+int battle_calc_chorusbonus(struct map_session_data *sd) {
+ int members = 0;
+
+ if (!sd || !sd->status.party_id)
+ return 0;
+
+ members = party->foreachsamemap(party->sub_count_chorus, sd, 0);
+
+ if (members < 3)
+ return 0; // Bonus remains 0 unless 3 or more Minstrel's/Wanderer's are in the party.
+ if (members > 7)
+ return 5; // Maximum effect possiable from 7 or more Minstrel's/Wanderer's
+ return members - 2; // Effect bonus from additional Minstrel's/Wanderer's if not above the max possible
+}
+
int battle_calc_skillratio(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int skillratio, int flag){
int i;
struct status_change *sc, *tsc;
@@ -1494,25 +1520,24 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
* Arch Bishop
**/
case AB_JUDEX:
- skillratio += 180 + 20 * skill_lv;
- if (skill_lv > 4) skillratio += 20;
+ skillratio = 300 + 20 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_ADORAMUS:
- skillratio += 400 + 100 * skill_lv;
+ skillratio = 500 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case AB_DUPLELIGHT_MAGIC:
- skillratio += 100 + 20 * skill_lv;
+ skillratio = 200 + 20 * skill_lv;
break;
/**
* Warlock
**/
- case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster?s INT )} x ( Caster?s Base Level / 100 )] %
- skillratio += 300 + 100 * skill_lv + status_get_int(src);
+ case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster's INT )} x ( Caster's Base Level / 100 )] %
+ skillratio = 100 * (skill_lv + 4) + st->int_;
RE_LVL_DMOD(100);
break;
- case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster?s Base Level / 100 )] %
+ case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster's Base Level / 100 )] %
skillratio += 100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
@@ -1560,7 +1585,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
c = 0;
memset (p_sd, 0, sizeof(p_sd));
party->foreachsamemap(skill->check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
- c = ( c > 1 ? rand()%c : 0 );
+ c = ( c > 1 ? rnd()%c : 0 );
if( (psd = map->id2sd(p_sd[c])) && pc->checkskill(psd,WL_COMET) > 0 ){
skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
@@ -1577,7 +1602,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 100 * flag;
break;
case WL_EARTHSTRAIN:
- skillratio += 1900 + 100 * skill_lv;
+ skillratio = 2000 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WL_TETRAVORTEX_FIRE:
@@ -1590,7 +1615,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case WL_SUMMON_ATK_WATER:
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]
+ skillratio = (1 + skill_lv) / 2 * (status->get_lv(src) + (sd ? sd->status.job_level : 50));
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
@@ -1601,82 +1626,68 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
bandingBonus = 200 * (sd ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0) : 1);
skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25;
}
- break;
- case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
- if( sd ) {
- skillratio = status->get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
- } else
- skillratio += 1900; //2000%
break;
- case WM_METALICSOUND:
- skillratio += 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 ) - 100;
+ case LG_SHIELDSPELL:
+ if ( sd && skill_lv == 2 ) // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
+ skillratio = 4 * status->get_lv(src) + 100 * sd->bonus.shieldmdef + 2 * st->int_;
+ else
+ skillratio = 0;
break;
- /*case WM_SEVERE_RAINSTORM:
- skillratio += 50 * skill_lv;
+ case WM_METALICSOUND:
+ skillratio = 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 );
+ RE_LVL_DMOD(100);
break;
-
- WM_SEVERE_RAINSTORM just set a unit place,
- refer to WM_SEVERE_RAINSTORM_MELEE to set the formula.
- */
case WM_REVERBERATION_MAGIC:
- // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
- skillratio += 100 * (sd ? pc->checkskill(sd, WM_REVERBERATION) : 1);
+ skillratio = 100 * skill_lv + 100;
RE_LVL_DMOD(100);
break;
case SO_FIREWALK:
- skillratio = 300;
+ skillratio = 60 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_HEATER_OPTION] )
- skillratio += sc->data[SC_HEATER_OPTION]->val3;
+ skillratio += sc->data[SC_HEATER_OPTION]->val3 / 2;
break;
case SO_ELECTRICWALK:
- skillratio = 300;
+ skillratio = 60 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level / 2 : 0;
+ skillratio += sc->data[SC_BLAST_OPTION]->val2 / 2;
break;
case SO_EARTHGRAVE:
- skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_SEISMICWEAPON) : 10 ) + status_get_int(src) * skill_lv );
+ skillratio = st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd,SA_SEISMICWEAPON) : 1);
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
break;
case SO_DIAMONDDUST:
- skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 10 ) + status_get_int(src) * skill_lv );
- RE_LVL_DMOD(100);
+ skillratio = (st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 1)) * status->get_lv(src) / 100;
if( sc && sc->data[SC_COOLER_OPTION] )
- skillratio += sc->data[SC_COOLER_OPTION]->val3;
+ skillratio += sc->data[SC_COOLER_OPTION]->val3 * 5;
break;
case SO_POISON_BUSTER:
- skillratio += 1100 + 300 * skill_lv;
+ skillratio += 900 + 300 * skill_lv;
+ RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5;
break;
case SO_PSYCHIC_WAVE:
- skillratio += -100 + skill_lv * 70 + (status_get_int(src) * 3);
+ skillratio = 70 * skill_lv + 3 * st->int_;
RE_LVL_DMOD(100);
- if( sc ){
- if( sc->data[SC_HEATER_OPTION] )
- skillratio += sc->data[SC_HEATER_OPTION]->val3;
- else if(sc->data[SC_COOLER_OPTION] )
- skillratio += sc->data[SC_COOLER_OPTION]->val3;
- else if(sc->data[SC_BLAST_OPTION] )
- skillratio += sc->data[SC_BLAST_OPTION]->val2;
- else if(sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
- }
+ if( sc && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION]
+ || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) )
+ skillratio += skillratio * 20 / 100;
break;
- case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
+ case SO_VARETYR_SPEAR:
skillratio = status_get_int(src) * skill_lv + ( sd ? pc->checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 );
RE_LVL_DMOD(100);
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
+ skillratio += sc->data[SC_BLAST_OPTION]->val2 * 5;
break;
case SO_CLOUD_KILL:
- skillratio += -100 + skill_lv * 40;
+ skillratio = 40 * skill_lv;
RE_LVL_DMOD(100);
if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
- skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2;
+ skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3;
break;
case GN_DEMONIC_FIRE:
if( skill_lv > 20)
@@ -2067,7 +2078,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += ((skill_lv-1)%5+1) * 100;
break;
case RK_SONICWAVE:
- skillratio += -100 + 100 * (skill_lv + 5);
+ skillratio = (skill_lv + 5) * 100;
skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100;
break;
case RK_HUNDREDSPEAR:
@@ -2081,20 +2092,20 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
}
break;
case RK_WINDCUTTER:
- skillratio += -100 + 50 * (skill_lv + 2);
+ skillratio = (skill_lv + 2) * 50;
RE_LVL_DMOD(100);
break;
case RK_IGNITIONBREAK:
- i = distance_bl(src,target);
- if( i < 2 )
- skillratio += 300 * skill_lv;
- else if( i < 4 )
- skillratio += 250 * skill_lv;
- else
- skillratio += 200 * skill_lv;
- skillratio = (skillratio - 100) * (100 + (status->get_lv(src)-100)) / 100;
- if( st->rhw.ele == ELE_FIRE )
- skillratio += 100 * skill_lv;
+ i = distance_bl(src,target);
+ if( i < 2 )
+ skillratio = 300 * skill_lv;
+ else if( i < 4 )
+ skillratio = 250 * skill_lv;
+ else
+ skillratio = 200 * skill_lv;
+ skillratio = skillratio * status->get_lv(src) / 100;
+ if( st->rhw.ele == ELE_FIRE )
+ skillratio += 100 * skill_lv;
break;
case RK_CRUSHSTRIKE:
if( sd )
@@ -2106,10 +2117,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
}
break;
case RK_STORMBLAST:
- skillratio += -100 + 100 *(sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8;
+ skillratio = ((sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8) * 100;
break;
case RK_PHANTOMTHRUST:
- skillratio += -100 + 50 * skill_lv + 10 * ( sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
+ skillratio = 50 * skill_lv + 10 * (sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10);
RE_LVL_DMOD(150);
break;
/**
@@ -2128,7 +2139,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(120);
break;
case GC_ROLLINGCUTTER:
- skillratio += -50 + 50 * skill_lv;
+ skillratio = 50 + 50 * skill_lv;
RE_LVL_DMOD(100);
break;
case GC_CROSSRIPPERSLASHER:
@@ -2161,127 +2172,142 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 100 + 100 * skill_lv;
break;
case RA_WUGDASH:// ATK 300%
- skillratio += 200;
+ skillratio = 300;
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
break;
case RA_WUGSTRIKE:
- skillratio += -100 + 200 * skill_lv;
+ skillratio = 200 * skill_lv;
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd));
break;
case RA_WUGBITE:
skillratio += 300 + 200 * skill_lv;
if ( skill_lv == 5 ) skillratio += 100;
break;
case RA_SENSITIVEKEEN:
- skillratio += 50 * skill_lv;
+ skillratio = 150 * skill_lv;
break;
/**
* Mechanic
**/
case NC_BOOSTKNUCKLE:
- skillratio += 100 + 100 * skill_lv + status_get_dex(src);
- RE_LVL_DMOD(100);
+ skillratio = skill_lv * 100 + 200 + st->dex;
+ RE_LVL_DMOD(120);
break;
case NC_PILEBUNKER:
- skillratio += 200 + 100 * skill_lv + status_get_str(src);
+ skillratio = skill_lv*100 + 300 + status_get_str(src);
RE_LVL_DMOD(100);
break;
case NC_VULCANARM:
- skillratio += -100 + 70 * skill_lv + status_get_dex(src);
+ skillratio = 70 * skill_lv + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case NC_FLAMELAUNCHER:
case NC_COLDSLOWER:
- skillratio += 200 + 300 * skill_lv;
+ skillratio += 200 + 100 * skill_lv + status_get_str(src);
RE_LVL_DMOD(100);
break;
case NC_ARMSCANNON:
switch( tst->size ) {
- case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small
- case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium
- case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large
+ case SZ_MEDIUM: skillratio = 300 + 350 * skill_lv; break; // Medium
+ case SZ_SMALL: skillratio = 300 + 400 * skill_lv; break; // Small
+ case SZ_BIG: skillratio = 300 + 300 * skill_lv; break; // Large
}
- RE_LVL_DMOD(100);
- //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
+ RE_LVL_DMOD(120);
break;
case NC_AXEBOOMERANG:
- skillratio += 60 + 40 * skill_lv;
+ skillratio = 250 + 50 * skill_lv;
if( sd ) {
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 / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
+ skillratio += sd->inventory_data[index]->weight / 10;
}
RE_LVL_DMOD(100);
break;
case NC_POWERSWING:
- skillratio += 80 + 20 * skill_lv + status_get_str(src) + status_get_dex(src);
- RE_LVL_DMOD(100);
+ skillratio = 300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) ) * status->get_lv(src) / 100;
break;
case NC_AXETORNADO:
- skillratio += 100 + 100 * skill_lv + status_get_vit(src);
+ skillratio = 200 + 100 * skill_lv + st->vit;
RE_LVL_DMOD(100);
+ if( st->rhw.ele == ELE_WIND )
+ skillratio = skillratio * 125 / 100;
+ if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area.
+ skillratio = skillratio * 75 / 100;
break;
case SC_FATALMENACE:
- skillratio += 100 * skill_lv;
+ skillratio = 100 * (skill_lv+1) * status->get_lv(src) / 100;
break;
case SC_TRIANGLESHOT:
- skillratio += 270 + 30 * skill_lv;
+ skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 ) * status->get_lv(src) / 120;
break;
case SC_FEINTBOMB:
- skillratio += 100 + 100 * skill_lv;
+ skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10 * status->get_lv(src) / 120;
break;
- case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
- skillratio += -100 + (50 + status_get_str(src)) * skill_lv;
+ case LG_CANNONSPEAR:
+ skillratio = (50 + st->str) * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_BANISHINGPOINT:
- skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc->checkskill(sd,SM_BASH):1)));
+ skillratio = 50 * skill_lv + 30 * (sd ? pc->checkskill(sd,SM_BASH) : 10);
RE_LVL_DMOD(100);
break;
case LG_SHIELDPRESS:
- skillratio += 60 + 43 * skill_lv;
+ skillratio = 150 * skill_lv + st->str;
+ if( sd ) {
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ skillratio += sd->inventory_data[index]->weight / 10;
+ }
RE_LVL_DMOD(100);
break;
case LG_PINPOINTATTACK:
- skillratio += -100 + ((100 * skill_lv) + (10 * status_get_agi(src)) );
- RE_LVL_DMOD(100);
+ skillratio = 100 * skill_lv + 5 * st->agi;
+ RE_LVL_DMOD(120);
break;
case LG_RAGEBURST:
- if( sd && sd->spiritball_old )
- skillratio += -100 + (sd->spiritball_old * 200);
- else
- skillratio += -100 + 15 * 200;
+ if( sc ){
+ skillratio += -100 + (status_get_max_hp(src) - status_get_hp(src)) / 100 + sc->fv_counter * 200;
+ clif->millenniumshield(src, (sc->fv_counter = 0));
+ }
RE_LVL_DMOD(100);
break;
- case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
- if( sd ) {
+ case LG_SHIELDSPELL:
+ if ( sd && skill_lv == 1 ) {
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
- skillratio += -100 + status->get_lv(src) * 4 + status_get_vit(src) * 2;
if( shield_data )
- skillratio += shield_data->def * 10;
- } else
- skillratio += 2400; //2500%
+ skillratio = 4 * status->get_lv(src) + 10 * shield_data->def + 2 * st->vit;
+ }
+ else
+ skillratio = 0; // Prevents ATK damage from being done on LV 2 usage since LV 2 us MATK. [Rytech]
break;
case LG_MOONSLASHER:
- skillratio += -100 + (120 * skill_lv + ((sd) ? pc->checkskill(sd,LG_OVERBRAND) : 5) * 80);
+ skillratio = 120 * skill_lv + 80 * (sd ? pc->checkskill(sd,LG_OVERBRAND) : 5);
RE_LVL_DMOD(100);
break;
case LG_OVERBRAND:
- skillratio += -100 + 400 * skill_lv + (pc->checkskill(sd,CR_SPEARQUICKEN) * 30);
- RE_LVL_DMOD(100);
+ skillratio += -100 + 50 * (((sd) ? pc->checkskill(sd,CR_SPEARQUICKEN) : 1) + 8 * skill_lv);
+ RE_LVL_DMOD(150);
break;
case LG_OVERBRAND_BRANDISH:
- skillratio += -100 + 300 * skill_lv + (2 * (status_get_str(src) + status_get_dex(src)) / 3);
- RE_LVL_DMOD(100);
+ skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
+ RE_LVL_DMOD(150);
break;
case LG_OVERBRAND_PLUSATK:
- skillratio += -100 + 150 * skill_lv;
+ skillratio += -100 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
- skillratio += 200 + 300 * skill_lv;
+ skillratio = 300 + 300 * skill_lv;
RE_LVL_DMOD(100);
break;
case LG_EARTHDRIVE:
- skillratio = (skillratio + 100) * skill_lv;
+ if( sd ) {
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ skillratio = (1 + skill_lv) * sd->inventory_data[index]->weight / 10;
+ }
RE_LVL_DMOD(100);
break;
case LG_HESPERUSLIT:
@@ -2327,15 +2353,17 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case SR_RAMPAGEBLASTER:
skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100;
- if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){
+ if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20;
RE_LVL_DMOD(120);
- }else
+ } else {
RE_LVL_DMOD(150);
+ }
break;
case SR_KNUCKLEARROW:
- if( flag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
- skillratio += -100 + 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ;
+ if ( flag&4 || map->list[src->m].flag.gvg_castle || tst->mode&MD_BOSS ) {
+ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
+ skillratio = 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ;
if( tsd && tsd->weight )
skillratio += 100 * (tsd->weight / tsd->max_weight);
}else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
@@ -2343,7 +2371,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(100);
break;
case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
- skillratio += -100 + status->get_lv(src) + status_get_dex(src);
+ skillratio = status->get_lv(src) + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case SR_GATEOFHELL:
@@ -2369,66 +2397,69 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(100);
break;
case WM_REVERBERATION_MELEE:
- // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
- skillratio += 200 + 100 * pc->checkskill(sd, WM_REVERBERATION);
+ skillratio += 200 + 100 * skill_lv;
RE_LVL_DMOD(100);
break;
case WM_SEVERE_RAINSTORM_MELEE:
- //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
- skillratio += -100 + (status_get_dex(src) + status_get_agi(src)) * (skill_lv * 2);
+ skillratio = (st->agi + st->dex) * skill_lv / 5;
RE_LVL_DMOD(100);
- skillratio /= 10;
break;
case WM_GREAT_ECHO:
- skillratio += 800 + 100 * skill_lv;
- if( sd ) { // Still need official value [pakpil]
- uint16 lv = skill_lv;
- skillratio += 100 * skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0);
- }
- break;
- case WM_SOUND_OF_DESTRUCTION:
- skillratio += 400;
+ {
+ int chorusbonus = battle->calc_chorusbonus(sd);
+ skillratio += 300 + 200 * skill_lv;
+ //Chorus bonus dont count the first 2 Minstrel's/Wanderer's and only increases when their's 3 or more. [Rytech]
+ if (chorusbonus >= 1 && chorusbonus <= 5)
+ skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
+ RE_LVL_DMOD(100);
+ }
break;
case GN_CART_TORNADO:
- // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
- skillratio += -100 + 50 * skill_lv;
- if( sd && sd->cart_weight)
- skillratio += sd->cart_weight/10 / max(150-status_get_str(src),1) + pc->checkskill(sd, GN_REMODELING_CART) * 50;
+ {
+ int strbonus = st->str; // FIXME Supposed to take only base STR, but current code wont allow that. So well just take STR for now. [Rytech]
+ if ( strbonus > 130 ) // Max base stat limit on official is 130. So well allow no higher then 125 STR here. This limit prevents
+ strbonus = 130; // the division from going any lower then 30 so the server wont divide by 0 if someone has 150 STR.
+ skillratio = 50 * skill_lv + (sd ? sd->cart_weight : battle_config.max_cart_weight) / 10 / (150 - strbonus) + 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5);
+ }
break;
case GN_CARTCANNON:
- // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
- skillratio += -100 + 60 * skill_lv;
- if( sd ) skillratio += pc->checkskill(sd, GN_REMODELING_CART) * 50 * (status_get_int(src) / 40);
+ skillratio = 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5) * (st->int_ / 40) + 60 * skill_lv;
break;
case GN_SPORE_EXPLOSION:
- skillratio += 200 + 100 * skill_lv;
- break;
+ skillratio = 100 * skill_lv + (200 + st->int_) * status->get_lv(src) / 100;
case GN_CRAZYWEED_ATK:
skillratio += 400 + 100 * skill_lv;
break;
case GN_SLINGITEM_RANGEMELEEATK:
if( sd ) {
switch( sd->itemid ) {
- case 13260: // Apple Bomob
- case 13261: // Coconut Bomb
- case 13262: // Melon Bomb
- case 13263: // Pinapple Bomb
- skillratio += 400; // Unconfirded
+ case ITEMID_APPLE_BOMB:
+ skillratio = st->str + st->dex + 300;
+ break;
+ case ITEMID_MELON_BOMB:
+ skillratio = st->str + st->dex + 500;
break;
- case 13264: // Banana Bomb 2000%
- skillratio += 1900;
+ case ITEMID_COCONUT_BOMB:
+ case ITEMID_PINEAPPLE_BOMB:
+ case ITEMID_BANANA_BOMB:
+ skillratio = st->str + st->dex + 800;
+ break;
+ case ITEMID_BLACK_LUMP:
+ skillratio = (st->str + st->agi + st->dex) / 3; // Black Lump
+ break;
+ case ITEMID_BLACK_HARD_LUMP:
+ skillratio = (st->str + st->agi + st->dex) / 2; // Hard Black Lump
+ break;
+ case ITEMID_VERY_HARD_LUMP:
+ skillratio = st->str + st->agi + st->dex; // Extremely Hard Black Lump
break;
- case 13265: skillratio -= 75; break; // Black Lump 25%
- case 13266: skillratio -= 25; break; // Hard Black Lump 75%
- case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200%
}
- } else
- skillratio += 300; // Bombs
+ }
break;
case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
skillratio += -100 + 50 * skill_lv + ( sd ? pc->checkskill(sd, SO_STRIKING) * 50 : 0 );
if( sc && sc->data[SC_BLAST_OPTION] )
- skillratio += sd ? sd->status.job_level * 5 : 0;
+ skillratio += (sd ? sd->status.job_level * 5 : 0);
break;
// Physical Elemantal Spirits Attack Skills
case EL_CIRCLE_OF_FIRE:
@@ -2491,17 +2522,19 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
}
//Skill damage modifiers that stack linearly
if(sc && skill_id != PA_SACRIFICE){
+#ifdef RENEWAL_EDP
if( sc->data[SC_EDP] ){
if( skill_id == AS_SONICBLOW ||
skill_id == GC_COUNTERSLASH ||
skill_id == GC_CROSSIMPACT )
skillratio >>= 1;
}
+#endif
if(sc->data[SC_OVERTHRUST])
skillratio += sc->data[SC_OVERTHRUST]->val3;
if(sc->data[SC_OVERTHRUSTMAX])
skillratio += sc->data[SC_OVERTHRUSTMAX]->val2;
- if(sc->data[SC_BERSERK] || sc->data[SC_SATURDAY_NIGHT_FEVER])
+ if(sc->data[SC_BERSERK])
#ifndef RENEWAL
skillratio += 100;
#else
@@ -2526,7 +2559,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
*------------------------------------------*/
int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) {
struct map_session_data *sd = NULL;
- struct status_change *sc;
+ struct status_change *sc, *tsc;
struct status_change_entry *sce;
int div_ = d->div_, flag = d->flag;
@@ -2536,9 +2569,6 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
return 0;
if( battle_config.ksprotection && mob->ksprotected(src, bl) )
return 0;
- if( map->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill->get_type(skill_id) != BF_MISC
- && skill->get_casttype(skill_id) == CAST_GROUND )
- return 0;
if (bl->type == BL_PC) {
sd=(struct map_session_data *)bl;
//Special no damage states
@@ -2555,6 +2585,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
}
sc = status->get_sc(bl);
+ tsc = status->get_sc(src);
if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
return 1;
@@ -2595,30 +2626,38 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
{
struct skill_unit_group* group = skill->id2group(sc->data[SC_SAFETYWALL]->val3);
- uint16 skill_id = sc->data[SC_SAFETYWALL]->val2;
+ uint16 src_skill_id = sc->data[SC_SAFETYWALL]->val2;
if (group) {
- if(skill_id == MH_STEINWAND){
- if (--group->val2<=0)
- skill->del_unitgroup(group,ALC_MARK);
- d->dmg_lv = ATK_BLOCK;
- return 0;
+ d->dmg_lv = ATK_BLOCK;
+ if(src_skill_id == MH_STEINWAND){
+ if (--group->val2<=0)
+ skill->del_unitgroup(group,ALC_MARK);
+ if( (group->val3 - damage) > 0 )
+ group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
+ else
+ skill->del_unitgroup(group,ALC_MARK);
+ return 0;
+ }
+ if( skill_id == SO_ELEMENTAL_SHIELD ) {
+ if ( ( group->val2 - damage) > 0 ) {
+ group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
+ } else
+ skill->del_unitgroup(group,ALC_MARK);
+ return 0;
}
/**
* in RE, SW possesses a lifetime equal to 3 times the caster's health
**/
#ifdef RENEWAL
- d->dmg_lv = ATK_BLOCK;
if ( ( group->val2 - damage) > 0 ) {
group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
} else
skill->del_unitgroup(group,ALC_MARK);
- return 0;
#else
if (--group->val2<=0)
skill->del_unitgroup(group,ALC_MARK);
- d->dmg_lv = ATK_BLOCK;
- return 0;
#endif
+ return 0;
}
status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
}
@@ -2627,11 +2666,26 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
d->dmg_lv = ATK_BLOCK;
return 0;
}
+ if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG && skill_id != CR_ACIDDEMONSTRATION ) {
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
+ if( sc->data[SC__MAELSTROM] && (flag&BF_MAGIC) && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL) ) {
+ // {(Maelstrom Skill LevelxAbsorbed Skill Level)+(Caster's Job/5)}/2
+ int sp = (sc->data[SC__MAELSTROM]->val1 * skill_lv + sd->status.job_level / 5) / 2;
+ status->heal(bl, 0, sp, 3);
+ d->dmg_lv = ATK_BLOCK;
+ return 0;
+ }
if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
{
clif->skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
d->dmg_lv = ATK_BLOCK;
- sc_start2(bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000);
+ sc_start2(src,bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000);
+ return 0;
+ }
+ if( sc->data[SC_HOVERING] && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL || skill_id == SR_WINDMILL) ) {
+ d->dmg_lv = ATK_BLOCK;
return 0;
}
if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
@@ -2649,6 +2703,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if(sc->data[SC_CR_SHRINK] && rnd()%100<5*sce->val1)
skill->blown(bl,src,skill->get_blewcount(CR_SHRINK,1),-1,0);
+ d->dmg_lv = ATK_MISS;
return 0;
}
@@ -2656,12 +2711,11 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
clif->skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1);
sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
d->dmg_lv = ATK_BLOCK;
- sc_start(bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
+ sc_start(src,bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken.
if( sce->val3 <= 0 ) { // Shield Down
sce->val2--;
if( sce->val2 > 0 ) {
- if( sd )
- clif->millenniumshield(sd,sce->val2);
+ clif->millenniumshield(bl,sce->val2);
sce->val3 = 1000; // Next Shield
} else
status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
@@ -2682,21 +2736,16 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if (sd && pc_issit(sd)) pc->setstand(sd); //Stand it to dodge.
clif->skill_nodamage(bl,bl,TK_DODGE,1,1);
if (!sc->data[SC_COMBOATTACK])
- sc_start4(bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
+ sc_start4(src, bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
return 0;
}
- if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
+ if((sc->data[SC_HERMODE] || sc->data[SC_HOVERING]) && flag&BF_MAGIC)
return 0;
if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
return 0;
- if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) {
- d->dmg_lv = ATK_MISS;
- return 0;
- }
-
if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
{ //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
clif->specialeffect(bl, 462, AREA);
@@ -2804,7 +2853,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
(flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
damage -= damage * 20 / 100;
- if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
+ if(sc->data[SC_FOGWALL]) {
if(flag&BF_SKILL) //25% reduction
damage -= damage * 25 / 100;
else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
@@ -2832,11 +2881,13 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
sce->val3&flag && sce->val4&flag)
damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
+ if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
#ifdef RENEWAL
- if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
+ ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
#else
- if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION))
+ (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
#endif
+ ) )
{
struct status_data *sstatus = status->get_status_data(bl);
int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval
@@ -2857,6 +2908,9 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,timer->gettick(),0);
}
+ if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
+ damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
+
if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) {
sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
if( src->type == BL_PC ) {
@@ -2867,7 +2921,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF);
// 30% chance to reduce monster's ATK by 25% for 10 seconds.
if( src->type == BL_MOB )
- sc_start(src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1));
+ sc_start(bl,src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1));
if( sce->val2 <= 0 )
status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
}
@@ -2927,36 +2981,17 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
rnd()%100 < sce->val3)
status->heal(src, damage*sce->val4/100, 0, 3);
- if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
- pc->addspiritball(sd,skill->get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
+ if( (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON
+ && rnd()%100 < sce->val2 && sc->fv_counter <= sce->val3 )
+ clif->millenniumshield(bl, sc->fv_counter++);
+
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) homun->addspiritball(hd, 10); //add a sphere
}
- if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
+ if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
status->change_spread(bl, src); // Deadly infect attacked side
-
- if( sc && sc->data[SC__SHADOWFORM] ) {
- struct block_list *s_bl = map->id2bl(sc->data[SC__SHADOWFORM]->val2);
- if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc.
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- } else if( status->isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- if( s_bl->type == BL_PC )
- ((TBL_PC*)s_bl)->shadowform_id = 0;
- } else {
- if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both.
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- if( s_bl->type == BL_PC )
- ((TBL_PC*)s_bl)->shadowform_id = 0;
- } else {
- status->damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, timer->gettick(), 500, 500, damage, -1, 0, 0), 0);
- return ATK_NONE;
- }
- }
- }
-
}
//SC effects from caster side.
@@ -2986,10 +3021,19 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
break;
}
}
- if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
- sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
- if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
+ if( tsc->data[SC_POISONINGWEAPON] ) {
+ short rate = 100;
+ struct status_data *tstatus = status->get_status_data(bl);
+ if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < tsc->data[SC_POISONINGWEAPON]->val3 ) {
+ if ( tsc->data[SC_POISONINGWEAPON]->val1 == 9 ) // Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech]
+ rate = 100 - tstatus->int_ * 4 / 5;
+ sc_start(src,bl,tsc->data[SC_POISONINGWEAPON]->val2,rate,tsc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000);
+ }
+ }
+ if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) )
status->change_spread(src, bl);
+ if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && damage > 0)
+ skill->break_equip(bl,EQP_ARMOR,10000,BCT_ENEMY );
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) homun->addspiritball(hd, 10);
@@ -3117,6 +3161,7 @@ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64
case HW_GRAVITATION:
case NJ_ZENYNAGE:
case KO_MUCHANAGE:
+ case NC_SELFDESTRUCTION:
break;
default:
/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
@@ -3205,7 +3250,7 @@ int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) {
return 0;
}
//For quick div adjustment.
-#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
+#define damage_div_fix(dmg, div) do { if ((div) > 1) (dmg)*=(div); else if ((div) < 0) (div)*=-1; } while(0)
/*==========================================
* battle_calc_magic_attack [DracoRPG]
*------------------------------------------*/
@@ -3227,11 +3272,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
memset(&ad,0,sizeof(ad));
memset(&flag,0,sizeof(flag));
- if(src==NULL || target==NULL)
- {
- nullpo_info(NLP_MARK);
- return ad;
- }
+ nullpo_retr(ad, src);
+ nullpo_retr(ad, target);
+
//Initial Values
ad.damage = 1;
ad.div_=skill->get_num(skill_id,skill_lv);
@@ -3279,11 +3322,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
//Skill Range Criteria
ad.flag |= battle->range_type(src, target, skill_id, skill_lv);
flag.infdef=(tstatus->mode&MD_PLANT?1:0);
- if( target->type == BL_SKILL){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- flag.infdef = 1;
- }
+ if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION )
+ flag.infdef = 1; // Reberberation takes 1 damage
switch(skill_id) {
case MG_FIREWALL:
@@ -3321,22 +3361,24 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = 0; //reinitialize..
#endif
//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
-#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
+#define MATK_RATE( a ) ( ad.damage= ad.damage*(a)/100 )
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
-#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
+#define MATK_ADDRATE( a ) ( ad.damage+= ad.damage*(a)/100 )
//Adds an absolute value to damage. 100 = +100 damage
-#define MATK_ADD( a ) { ad.damage+= a; }
+#define MATK_ADD( a ) ( ad.damage+= (a) )
switch (skill_id)
{ //Calc base damage according to skill
case AL_HEAL:
case PR_BENEDICTIO:
case PR_SANCTUARY:
+ ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
+ break;
/**
* Arch Bishop
**/
case AB_HIGHNESSHEAL:
- ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false);
+ ad.damage = skill->calc_heal(src, target, AL_HEAL, 10, false) * ( 17 + 3 * skill_lv ) / 10;
break;
case PR_ASPERSIO:
ad.damage = 40;
@@ -3351,7 +3393,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = tstatus->hp;
else {
#ifdef RENEWAL
- MATK_ADD(status->get_matk(src, 2));
+ MATK_ADD(status->get_matk(src, 2));
#else
ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10;
#endif
@@ -3365,9 +3407,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
**/
case AB_RENOVATIO:
//Damage calculation from iRO wiki. [Jobbie]
- ad.damage = (int)((15 * status->get_lv(src)) + (1.5 * sstatus->int_));
+ ad.damage = status->get_lv(src) * 10 + sstatus->int_;
break;
- default: {
+ default: {
MATK_ADD( status->get_matk(src, 2) );
if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
@@ -3379,14 +3421,14 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (sc){
if( sc->data[SC_TELEKINESIS_INTENSE] && s_ele == ELE_GHOST )
- skillratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
+ ad.damage += sc->data[SC_TELEKINESIS_INTENSE]->val3;
}
switch(skill_id){
case MG_FIREBOLT:
case MG_COLDBOLT:
case MG_LIGHTNINGBOLT:
if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) {
- skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
+ skillratio = sc->data[SC_SPELLFIST]->val2 * 50 + sc->data[SC_SPELLFIST]->val4 * 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax]
ad.flag = BF_WEAPON|BF_SHORT;
ad.type = 0;
@@ -3426,11 +3468,36 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
if(sd) {
+ uint16 rskill;/* redirect skill */
//Damage bonuses
if ((i = pc->skillatk_bonus(sd, skill_id)))
ad.damage += ad.damage*i/100;
-
- if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
+ switch(skill_id){
+ case WL_CHAINLIGHTNING_ATK:
+ rskill = WL_CHAINLIGHTNING;
+ break;
+ case AB_DUPLELIGHT_MAGIC:
+ rskill = AB_DUPLELIGHT;
+ break;
+ case WL_TETRAVORTEX_FIRE:
+ case WL_TETRAVORTEX_WATER:
+ case WL_TETRAVORTEX_WIND:
+ case WL_TETRAVORTEX_GROUND:
+ rskill = WL_TETRAVORTEX;
+ break;
+ case WL_SUMMON_ATK_FIRE:
+ case WL_SUMMON_ATK_WIND:
+ case WL_SUMMON_ATK_WATER:
+ case WL_SUMMON_ATK_GROUND:
+ rskill = WL_RELEASE;
+ break;
+ case WM_REVERBERATION_MAGIC:
+ rskill = WM_REVERBERATION;
+ break;
+ default:
+ rskill = skill_id;
+ }
+ if( (i = battle->adjust_skill_damage(src->m,rskill)) )
MATK_RATE(i);
//Ignore Defense?
@@ -3515,6 +3582,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
return ad;
+#undef MATK_RATE
+#undef MATK_ADDRATE
+#undef MATK_ADD
}
/*==========================================
@@ -3536,10 +3606,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
memset(&md,0,sizeof(md));
- if( src == NULL || target == NULL ){
- nullpo_info(NLP_MARK);
- return md;
- }
+ nullpo_retr(md, src);
+ nullpo_retr(md, target);
//Some initial values
md.amotion=skill->get_inf(skill_id)&INF_GROUND_SKILL?0:sstatus->amotion;
@@ -3657,12 +3725,12 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = 7 * md.damage / 20;
}*/
}else{
- float vitfactor = 0.0f, temp;
+ float vitfactor = 0.0f, ftemp;
if( (vitfactor=(status_get_vit(target)-120.0f)) > 0)
vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target);
- temp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10;
- md.damage = (int64)(temp * 70 * skill_lv / 100);
+ ftemp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10;
+ md.damage = (int64)(ftemp * 70 * skill_lv / 100);
}
md.damage -= totaldef;
}
@@ -3730,7 +3798,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case RK_DRAGONBREATH_WATER:
md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
RE_LVL_MDMOD(150);
- if (sd) md.damage = md.damage * (100 + 5 * (pc->checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
+ if (sd) md.damage = md.damage * (95 + 5 * pc->checkskill(sd,RK_DRAGONTRAINING)) / 100;
md.flag |= BF_LONG|BF_WEAPON;
break;
/**
@@ -3752,6 +3820,10 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
break;
+ case WM_SOUND_OF_DESTRUCTION:
+ md.damage = 1000 * skill_lv + sstatus->int_ * (sd ? pc->checkskill(sd,WM_LESSON) : 10);
+ md.damage += md.damage * 10 * battle->calc_chorusbonus(sd) / 100;
+ break;
/**
* Mechanic
**/
@@ -3774,8 +3846,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage = 100 + 200 * skill_lv + sstatus->int_;
break;
case GN_HELLS_PLANT_ATK:
- //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
- md.damage = ( skill_lv * status->get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) );
+ md.damage = skill_lv * status->get_lv(src) * 10 + sstatus->int_ * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * (5 / (10 - (sd ? pc->checkskill(sd, AM_CANNIBALIZE) : 0)));
+ md.damage = md.damage*(1000 + tstatus->mdef) / (1000 + tstatus->mdef * 10) - tstatus->mdef2;
break;
case KO_HAPPOKUNAI:
{
@@ -3865,10 +3937,18 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
}
#endif
md.damage = battle->calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
-
- if (sd && (i = pc->skillatk_bonus(sd, skill_id)))
- md.damage += md.damage*i/100;
-
+ if(skill_id){
+ uint16 rskill;/* redirect skill id */
+ switch(skill_id){
+ case GN_HELLS_PLANT_ATK:
+ rskill = GN_HELLS_PLANT;
+ break;
+ default:
+ rskill = skill_id;
+ }
+ if (sd && (i = pc->skillatk_bonus(sd, rskill)))
+ md.damage += md.damage*i/100;
+ }
if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
md.damage = md.damage * i / 100;
@@ -3887,10 +3967,6 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
default:
md.damage = 1;
}
- }else if( target->type == BL_SKILL ){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- md.damage = 1;
}
if(!(nk&NK_NO_ELEFIX))
@@ -3962,11 +4038,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
memset(&wd,0,sizeof(wd));
memset(&flag,0,sizeof(flag));
- if(src==NULL || target==NULL)
- {
- nullpo_info(NLP_MARK);
- return wd;
- }
+ nullpo_retr(wd, src);
+ nullpo_retr(wd, target);
+
//Initial flag
flag.rh=1;
flag.weapon=1;
@@ -3975,11 +4049,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
&& skill_id != HT_FREEZINGTRAP
#endif
?1:0);
- if( target->type == BL_SKILL){
- TBL_SKILL *su = (TBL_SKILL*)target;
- if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
- flag.infdef = 1;
- }
+ if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION )
+ flag.infdef = 1; // Reberberation takes 1 damage
//Initial Values
wd.type=0; //Normal attack
@@ -4163,7 +4234,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
&& (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){
- int chance = rand()%100;
+ int chance = rnd()%100;
wd.type = 0x08;
switch(sc->data[SC_FEARBREEZE]->val1){
case 5:
@@ -4347,6 +4418,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
case GC_VENOMPRESSURE:
hitrate += 10 + 4 * skill_lv;
break;
+ case SC_FATALMENACE:
+ hitrate -= 35 - 5 * skill_lv;
+ break;
+ case LG_BANISHINGPOINT:
+ hitrate += 3 * skill_lv;
+ break;
}
if( sd ) {
@@ -4375,19 +4452,19 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
-#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
-#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
-#define ATK_RATER(a){ wd.damage = wd.damage*(a)/100;}
-#define ATK_RATEL(a){ wd.damage2 = wd.damage2*(a)/100;}
+#define ATK_RATE( a ) do { int64 temp__ = (a); wd.damage= wd.damage*temp__/100 ; if(flag.lh) wd.damage2= wd.damage2*temp__/100; } while(0)
+#define ATK_RATE2( a , b ) do { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } while(0)
+#define ATK_RATER(a) ( wd.damage = wd.damage*(a)/100 )
+#define ATK_RATEL(a) ( wd.damage2 = wd.damage2*(a)/100 )
//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
-#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
-#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
+#define ATK_ADDRATE( a ) do { int64 temp__ = (a); wd.damage+= wd.damage*temp__/100; if(flag.lh) wd.damage2+= wd.damage2*temp__/100; } while(0)
+#define ATK_ADDRATE2( a , b ) do { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } while(0)
//Adds an absolute value to damage. 100 = +100 damage
-#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
-#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
+#define ATK_ADD( a ) do { int64 temp__ = (a); wd.damage += temp__; if (flag.lh) wd.damage2 += temp__; } while(0)
+#define ATK_ADD2( a , b ) do { wd.damage += (a); if (flag.lh) wd.damage2 += (b); } while(0)
#ifdef RENEWAL
-#define GET_NORMAL_ATTACK( f ) { wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, f, wd.flag); }
-#define GET_NORMAL_ATTACK2( f ) { wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, f, wd.flag); }
+#define GET_NORMAL_ATTACK( f ) ( wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (f), wd.flag) )
+#define GET_NORMAL_ATTACK2( f ) ( wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, (f), wd.flag) )
#endif
switch (skill_id)
{ //Calc base damage according to skill
@@ -4454,10 +4531,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
i*=i;
ATK_ADD(i); //Add str bonus.
switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
- case SZ_SMALL: //Small: 125%
+ case SZ_MEDIUM: //Medium: 125%
ATK_RATE(125);
break;
- //case SZ_MEDIUM: //Medium: 100%
+ //case SZ_SMALL: //Medium: 100%
case SZ_BIG: //Large: 75%
ATK_RATE(75);
break;
@@ -4466,16 +4543,14 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
#endif
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
- case LG_SHIELDPRESS:
- case LG_EARTHDRIVE:
wd.damage = sstatus->batk;
if (sd) {
+ int damagevalue = 0;
short index = sd->equip_index[EQI_HAND_L];
- if (index >= 0 &&
- sd->inventory_data[index] &&
- sd->inventory_data[index]->type == IT_ARMOR)
- ATK_ADD(sd->inventory_data[index]->weight/10);
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ damagevalue = sd->inventory_data[index]->weight/10;
+ ATK_ADD(damagevalue);
} else
ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
break;
@@ -4534,6 +4609,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
ATK_ADDRATE(sd->bonus.atk_rate);
if(flag.cri && sd->bonus.crit_atk_rate)
ATK_ADDRATE(sd->bonus.crit_atk_rate);
+ if(flag.cri && sc && sc->data[SC_MTF_CRIDAMAGE])
+ ATK_ADDRATE(25);// temporary it should be 'bonus.crit_atk_rate'
#ifndef RENEWAL
if(sd->status.party_id && (temp=pc->checkskill(sd,TK_POWER)) > 0){
@@ -4546,16 +4623,21 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
} //End default case
} //End switch(skill_id)
- if( sc && skill_id != PA_SACRIFICE ){
- if( sc->data[SC_UNLIMIT] && wd.flag&BF_LONG )
- ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 );
+ if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
+ switch(skill_id) {
+ case RA_WUGDASH:
+ case RA_WUGSTRIKE:
+ case RA_WUGBITE:
+ break;
+ default:
+ ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 );
+ }
}
- if( tsc && skill_id != PA_SACRIFICE ){
- if( tsc->data[SC_DARKCROW] && wd.flag&BF_SHORT )
- ATK_ADD( 30 * tsc->data[SC_DARKCROW]->val1 );
+ if ( sc && !skill_id && sc->data[SC_EXEEDBREAK] ) {
+ ATK_ADDRATE(sc->data[SC_EXEEDBREAK]->val1);
+ status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
}
-
#ifdef RENEWAL
if( sd && skill_id == NJ_KUNAI ){
flag.tdef = 1;
@@ -4572,7 +4654,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
short index = sd?sd->equip_index[EQI_HAND_R]:0;
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
wd.damage = wd.damage * 70 / 100;
- n_ele = true;
+ //n_ele = true; // FIXME: This is has no effect if it's after GET_NORMAL_ATTACK (was this intended, or was it supposed to be put above?)
if (sd && index >= 0 &&
sd->inventory_data[index] &&
@@ -4580,7 +4662,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
ATK_ADD(sd->inventory_data[index]->weight * 7 / 100);
switch (tstatus->size) {
- case SZ_SMALL: //Small: 115%
+ case SZ_MEDIUM: //Medium: 115%
ATK_RATE(115);
break;
case SZ_BIG: //Large: 85%
@@ -4628,12 +4710,40 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
case GC_COUNTERSLASH:
ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
break;
- case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
+ case RA_WUGDASH:
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
+ break;
+ case SR_TIGERCANNON:
ATK_ADD( skill_lv * 240 + status->get_lv(target) * 40 );
if( sc && sc->data[SC_COMBOATTACK]
- && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
+ && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
ATK_ADD( skill_lv * 500 + status->get_lv(target) * 40 );
break;
+ case RA_WUGSTRIKE:
+ case RA_WUGBITE:
+ if(sd)
+ ATK_ADD(30*pc->checkskill(sd, RA_TOOTHOFWUG));
+ if( sc && sc->data[SC_DANCE_WITH_WUG] )
+ ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)));
+ break;
+ case LG_SHIELDPRESS:
+ if( sd ) {
+ int damagevalue = 0;
+ short index = sd->equip_index[EQI_HAND_L];
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
+ damagevalue = sstatus->vit * sd->status.inventory[index].refine;
+ ATK_ADD(damagevalue);
+ }
+ break;
+ case SR_GATEOFHELL:
+ ATK_ADD (sstatus->max_hp - status_get_hp(src));
+ if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE) {
+ ATK_ADD( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src) );
+ } else {
+ ATK_ADD( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src) );
+ }
+ break;
case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
if( tsd && tsd->weight ){
@@ -4662,12 +4772,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( sc->data[SC_TRUESIGHT] )
ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
#endif
- if( sc->data[SC_GLOOMYDAY_SK] &&
- ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR ||
- skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ||
- skill_id == LG_SHIELDPRESS || skill_id == RK_HUNDREDSPEAR ||
- skill_id == CR_SHIELDCHARGE ) )
- ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2);
#ifndef RENEWAL_EDP
if( sc->data[SC_EDP] ){
@@ -4702,25 +4806,53 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
ATK_ADDRATE(100);
break;
- case NC_AXETORNADO:
- if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
- ATK_ADDRATE(50);
- break;
}
-
- if( (i = battle->adjust_skill_damage(src->m,skill_id)) )
- ATK_RATE(i);
- #ifdef RENEWAL
- if( skill_id && (wd.damage+wd.damage2) ){
- RE_SKILL_REDUCTION();
+ if( skill_id ){
+ uint16 rskill;/* redirect skill id */
+ switch(skill_id){
+ case AB_DUPLELIGHT_MELEE:
+ rskill = AB_DUPLELIGHT;
+ break;
+ case LG_OVERBRAND_BRANDISH:
+ case LG_OVERBRAND_PLUSATK:
+ rskill = LG_OVERBRAND;
+ break;
+ case WM_SEVERE_RAINSTORM_MELEE:
+ rskill = WM_SEVERE_RAINSTORM;
+ break;
+ case WM_REVERBERATION_MELEE:
+ rskill = WM_REVERBERATION;
+ break;
+ case GN_CRAZYWEED_ATK:
+ rskill = GN_CRAZYWEED;
+ break;
+ case GN_SLINGITEM_RANGEMELEEATK:
+ rskill = GN_SLINGITEM;
+ break;
+ case RL_R_TRIP_PLUSATK:
+ rskill = RL_R_TRIP;
+ break;
+ case RL_B_FLICKER_ATK:
+ rskill = RL_FLICKER;
+ break;
+ case RL_GLITTERING_GREED_ATK:
+ rskill = RL_GLITTERING_GREED;
+ break;
+ default:
+ rskill = skill_id;
+ }
+ if( (i = battle->adjust_skill_damage(src->m,rskill)) )
+ ATK_RATE(i);
}
- #endif
+
if( sd ) {
if (skill_id && (i = pc->skillatk_bonus(sd, skill_id)))
ATK_ADDRATE(i);
#ifdef RENEWAL
if( wd.flag&BF_LONG )
ATK_ADDRATE(sd->bonus.long_attack_atk_rate);
+ if( sc && sc->data[SC_MTF_RANGEATK] )
+ ATK_ADDRATE(25);// temporary it should be 'bonus.long_attack_atk_rate'
#endif
if( (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 &&
(tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) )
@@ -4975,6 +5107,19 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if(!flag.lh && wd.damage2)
wd.damage2=0;
+ if( sc && sc->data[SC_GLOOMYDAY] ) {
+ switch( skill_id ) {
+ case KN_BRANDISHSPEAR:
+ case LK_SPIRALPIERCE:
+ case CR_SHIELDCHARGE:
+ case CR_SHIELDBOOMERANG:
+ case PA_SHIELDCHAIN:
+ case RK_HUNDREDSPEAR:
+ case LG_SHIELDPRESS:
+ wd.damage += wd.damage * sc->data[SC_GLOOMYDAY]->val2 / 100;
+ }
+ }
+
if( sc ) {
//SG_FUSION hp penalty [Komurka]
if (sc->data[SC_FUSION]) {
@@ -4997,55 +5142,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
wd.damage += md.damage;
break;
}
- case SR_GATEOFHELL:
- ATK_ADD (sstatus->max_hp - status_get_hp(src));
- if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE){
- ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src) );
- }else{
- ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src) );
- }
- break;
}
- if( wd.damage + wd.damage2 )
- { //There is a total damage value
- int64 damage = wd.damage + wd.damage2, rdamage = 0;
- int rdelay = 0;
-
- if( src != target &&
- (!skill_id || skill_id ||
- ( src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) )) ){
-
- rdamage = battle->calc_return_damage(target, src, &damage, wd.flag, 0, &rdelay);
-
- if( tsc && tsc->count ) {
- if( tsc && tsc->data[SC_DEATHBOUND] ){
- wd.damage = damage;
- wd.damage2 = 0;
- status_change_end(target,SC_DEATHBOUND,INVALID_TIMER);
- }
- }
- if( rdamage > 0 ) {
- if( tsc && tsc->data[SC_LG_REFLECTDAMAGE] ) {
- if( src != target ) {// Don't reflect your own damage (Grand Cross)
- bool change = false;
- if( sd && !sd->state.autocast )
- change = true;
- if( change )
- sd->state.autocast = 1;
- map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,timer->gettick(),target,wd.amotion,sstatus->dmotion,rdamage,tstatus->race);
- if( change )
- sd->state.autocast = 0;
- }
- } else {
- //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- if( tsd && src != target )
- battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- battle->delay_damage(timer->gettick(), wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,timer->gettick());
- }
- }
- }
+ if( wd.damage + wd.damage2 ) { //There is a total damage value
+ int64 damage = wd.damage + wd.damage2;
+
if(!wd.damage2) {
wd.damage = battle->calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
@@ -5076,6 +5177,25 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
wd.damage-=wd.damage2;
#endif
}
+
+ if( src != target ) { // Don't reflect your own damage (Grand Cross)
+
+ if( wd.dmg_lv == ATK_MISS || wd.dmg_lv == ATK_BLOCK ) {
+ int64 prev1 = wd.damage, prev2 = wd.damage2;
+
+ wd.damage = damage;
+ wd.damage2 = 0;
+
+ battle->reflect_damage(target, src, &wd, skill_id);
+
+ wd.damage = prev1;
+ wd.damage2 = prev2;
+
+ } else
+ battle->reflect_damage(target, src, &wd, skill_id);
+
+ }
+
}
//Reject Sword bugreport:4493 by Daegaladh
if(wd.damage && tsc && tsc->data[SC_SWORDREJECT] &&
@@ -5086,8 +5206,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
)) &&
rnd()%100 < tsc->data[SC_SWORDREJECT]->val2
) {
- ATK_RATER(50)
- status_fix_damage(target,src,wd.damage,clif->damage(target,src,timer->gettick(),0,0,wd.damage,0,0,0));
+ ATK_RATER(50);
+ status_fix_damage(target,src,wd.damage,clif->damage(target,src,0,0,wd.damage,0,0,0));
clif->skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_SWORDREJECT]->val1,1);
if( --(tsc->data[SC_SWORDREJECT]->val3) <= 0 )
status_change_end(target, SC_SWORDREJECT, INVALID_TIMER);
@@ -5148,90 +5268,191 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
d.dmg_lv = ATK_DEF;
return d;
}
-
-//Calculates BF_WEAPON returned damage.
-int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, int *delay){
- int64 rdamage = 0, damage = *dmg, trdamage = 0;
- struct map_session_data* sd;
- struct status_change* sc;
+//Performs reflect damage (magic (maya) is performed over skill.c).
+void battle_reflect_damage(struct block_list *target, struct block_list *src, struct Damage *wd,uint16 skill_id) {
+ int64 damage = wd->damage + wd->damage2, rdamage = 0, trdamage = 0;
+ struct map_session_data *sd, *tsd;
+ struct status_change *sc;
+ struct status_change *ssc;
+ int64 tick = timer->gettick();
+ int delay = 50, rdelay = 0;
#ifdef RENEWAL
int max_reflect_damage;
- max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * status->get_lv(bl) / 100);
+ max_reflect_damage = max(status_get_max_hp(target), status_get_max_hp(target) * status->get_lv(target) / 100);
#endif
- sd = BL_CAST(BL_PC, bl);
- sc = status->get_sc(bl);
+
+ sd = BL_CAST(BL_PC, src);
+
+ tsd = BL_CAST(BL_PC, target);
+ sc = status->get_sc(target);
#ifdef RENEWAL
-#define NORMALIZE_RDAMAGE(d){ trdamage += rdamage = max(1, min(max_reflect_damage, d)); }
+#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) )
#else
-#define NORMALIZE_RDAMAGE(d){ trdamage += rdamage = max(1, d); }
+#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) )
#endif
- if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
- //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(bl) / 125;
- if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
- rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
- skill->blown(bl, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
- clif->skill_damage(bl, src, timer->gettick(), status_get_amotion(src), 0, rdamage,
- 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
- clif->damage(src, bl, timer->gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
- status->damage(src, bl, status->damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
- status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
- return 0; // Just put here to minimize redundancy
- }
- if( flag & BF_SHORT) {//Bounces back part of the damage.
- if ( sd && sd->bonus.short_weapon_damage_return ){
- NORMALIZE_RDAMAGE(damage * sd->bonus.short_weapon_damage_return / 100);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
- }
- if( sc && sc->count ) {
- if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ){
- NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100);
- *delay = clif->skill_damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4);
- }
- if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
- if( skill_id != HT_LANDMINE && skill_id != HT_CLAYMORETRAP
- && skill_id != RA_CLUSTERBOMB && (skill_id <= RA_VERDURETRAP || skill_id > RA_ICEBOUNDTRAP) && skill_id != MA_LANDMINE ){
- NORMALIZE_RDAMAGE((*dmg) * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+ if( sc && !sc->count )
+ sc = NULL;
+
+ if( sc ) {
+
+ if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
+ //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
+ int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125;
+ if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
+ rdamage = rdamage * ratio / 100 + (damage) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
+ skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
+ clif->skill_damage(target, src, tick, status_get_amotion(src), 0, rdamage,
+ 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
+ clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, 0);
+ status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
+ status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
+ /* shouldn't this trigger skill->additional_effect? */
+ return; // Just put here to minimize redundancy
+ }
+
+ if( wd->flag & BF_SHORT ) {
+ if( !is_boss(src) ) {
+ if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION ) {
+ uint8 dir = map->calc_dir(target,src->x,src->y),
+ t_dir = unit->getdir(target);
+
+ if( !map->check_dir(dir,t_dir) ) {
+ int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
+
+ trdamage += rdamage = rd1 - (damage = rd1 * 30 / 100); // not normalized as intended.
+ rdelay = clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(src), -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6);
+ skill->blown(target, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0);
+
+ if( tsd ) /* is this right? rdamage as both left and right? */
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
+ wd->damage = wd->damage + wd->damage2;
+ wd->damage2 = 0;
+ status_change_end(target,SC_DEATHBOUND,INVALID_TIMER);
}
}
- if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !is_boss(src) ) {
- uint8 dir = map->calc_dir(bl,src->x,src->y),
- t_dir = unit->getdir(bl);
-
- if( !map->check_dir(dir,t_dir) ) {
- int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
- trdamage += rdamage = rd1 - (*dmg = rd1 * 30 / 100); // not normalized as intended.
- clif->skill_damage(src, bl, timer->gettick(), status_get_amotion(src), 0, -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6);
- skill->blown(bl, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0);
- if( skill_id )
- status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+ }
+
+ if( sc->data[SC_KYOMU] ){
+ // Nullify reflecting ability of the conditions onwards
+ return;
+ }
+
+ }
+
+ if( wd->flag & BF_SHORT ) {
+ if ( tsd && tsd->bonus.short_weapon_damage_return ) {
+ NORMALIZE_RDAMAGE(damage * tsd->bonus.short_weapon_damage_return / 100);
+
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
+
+ if( wd->dmg_lv >= ATK_BLOCK ) {/* yes block still applies, somehow gravity thinks it makes sense. */
+ if( sc ) {
+ if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100);
+
+#ifndef RENEWAL
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+#else
+ rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4);
+#endif
+ /* is this right? rdamage as both left and right? */
+ if( tsd )
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
+ if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
+ bool change = false;
+
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
+
+ trdamage -= rdamage;/* wont count towards total */
+
+ if( sd && !sd->state.autocast ) {
+ change = true;
+ sd->state.autocast = 1;
+ }
+
+ map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,delay,wd->dmotion,rdamage,status_get_race(target));
+
+ if( change )
+ sd->state.autocast = 0;
+
+ delay += 150;/* gradual increase so the numbers don't clip in the client */
+
+ if( (--sc->data[SC_LG_REFLECTDAMAGE]->val3) <= 0 )
+ status_change_end(target, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
+ }
+ if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
+
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ if( tsd )
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
}
}
- if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !is_boss(src) ){
- NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+ if( ( ssc = status->get_sc(src) ) ) {
+ if( ssc->data[SC_INSPIRATION] ) {
+ NORMALIZE_RDAMAGE(damage / 100);
+
+ rdelay = clif->delay_damage(tick+delay,target, target, status_get_amotion(target), status_get_dmotion(target), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ if( sd )
+ battle->drain(sd, target, rdamage, rdamage, status_get_race(target), 0);
+ battle->delay_damage(tick, wd->amotion,src,target,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
+ }
}
}
- } else {
- if (sd && sd->bonus.long_weapon_damage_return){
- NORMALIZE_RDAMAGE(damage * sd->bonus.long_weapon_damage_return / 100);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+ } else {/* long */
+ if ( tsd && tsd->bonus.long_weapon_damage_return ) {
+ NORMALIZE_RDAMAGE(damage * tsd->bonus.long_weapon_damage_return / 100);
+
+ rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4);
+
+ /* is this right? rdamage as both left and right? */
+ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0);
+ battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+
+ delay += 100;/* gradual increase so the numbers don't clip in the client */
}
}
-
- if( !(sc && sc->data[SC_DEATHBOUND]) ){
- if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
- return 0;
+
+#ifdef __clang_analyzer__
+ // Tell Clang's static analyzer that we want to += it even the value is currently unused (it'd be used if we added new checks)
+ (void)delay;
+#endif // __clang_analyzer
+
+ /* something caused reflect */
+ if( trdamage ) {
+ skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
- return max(0, trdamage);
+ return;
+#undef NORMALIZE_RDAMAGE
}
-
void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss)
{
struct weapon_data *wd;
@@ -5284,14 +5505,14 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldama
status_zap(tbl, rhp, rsp);
}
// Deals the same damage to targets in area. [pakpil]
-int battle_damage_area( struct block_list *bl, va_list ap) {
- unsigned int tick;
+int battle_damage_area(struct block_list *bl, va_list ap) {
+ int64 tick;
int amotion, dmotion, damage;
struct block_list *src;
nullpo_ret(bl);
- tick=va_arg(ap, unsigned int);
+ tick = va_arg(ap, int64);
src=va_arg(ap,struct block_list *);
amotion=va_arg(ap,int);
dmotion=va_arg(ap,int);
@@ -5306,7 +5527,7 @@ int battle_damage_area( struct block_list *bl, va_list ap) {
battle->delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true);
else
status_fix_damage(src,bl,damage,0);
- clif->damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
+ clif->damage(bl,bl,amotion,dmotion,damage,1,ATK_BLOCK,0);
if( !(src && src->type == BL_PC && ((TBL_PC*)src)->state.autocast) )
skill->additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
map->freeblock_unlock();
@@ -5317,7 +5538,7 @@ int battle_damage_area( struct block_list *bl, va_list ap) {
/*==========================================
* Do a basic physical attack (call trough unit_attack_timer)
*------------------------------------------*/
-enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
+enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, int64 tick, int flag) {
struct map_session_data *sd = NULL, *tsd = NULL;
struct status_data *sstatus, *tstatus;
struct status_change *sc, *tsc;
@@ -5395,7 +5616,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if(dist <= 0 || (!map->check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
clif->skillcastcancel(target); //Remove the casting bar. [Skotlex]
- clif->damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
+ clif->damage(src, target, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
skill->attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
return ATK_BLOCK;
@@ -5407,11 +5628,11 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
int duration = skill->get_time2(MO_BLADESTOP,skill_lv);
status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
- if(sc_start4(src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) {
+ if(sc_start4(target, src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) {
//Target locked.
- clif->damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
+ clif->damage(src, target, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
clif->bladestop(target, src->id, 1);
- sc_start4(target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
+ sc_start4(target, target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
return ATK_BLOCK;
}
}
@@ -5472,6 +5693,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
return ATK_DEF;
return ATK_MISS;
}
+ if( tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20 )
+ clif->skill_nodamage(target, target, SM_ENDURE, 5,
+ sc_start(target,target, SC_ENDURE, 100, 5, skill->get_time(SM_ENDURE, 5)));
}
if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
@@ -5480,10 +5704,6 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
wd = battle->calc_attack(BF_WEAPON, src, target, 0, 0, flag);
if( sc && sc->count ) {
- if (sc->data[SC_EXEEDBREAK]) {
- ATK_RATER(sc->data[SC_EXEEDBREAK]->val1)
- status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
- }
if( sc->data[SC_SPELLFIST] ) {
if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){
struct Damage ad = battle->calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT);
@@ -5513,7 +5733,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
}
- wd.dmotion = clif->damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
+ wd.dmotion = clif->damage(src, target, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
if (sd && sd->bonus.splash_range > 0 && damage > 0)
skill->castend_damage_id(src, target, 0, 1, tick, 0);
@@ -5524,7 +5744,13 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
map->freeblock_lock();
- battle->delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
+ if( skill->check_shadowform(target, damage, wd.div_) ){
+ if( !status->isdead(target) )
+ skill->additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
+ if( wd.dmg_lv > ATK_BLOCK)
+ skill->counter_additional_effect(src, target, 0, 0, wd.flag,tick);
+ }else
+ battle->delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true);
if( tsc ) {
if( tsc->data[SC_DEVOTION] ) {
struct status_change_entry *sce = tsc->data[SC_DEVOTION];
@@ -5535,7 +5761,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
(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, timer->gettick(), 0, 0, damage, 0, 0, 0);
+ clif->damage(d_bl, d_bl, 0, 0, damage, 0, 0, 0);
status_fix_damage(NULL, d_bl, damage, 0);
}
else
@@ -5549,10 +5775,10 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
} else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
struct block_list *e_bl = map->id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
if( e_bl && !status->isdead(e_bl) ) {
- clif->damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
+ clif->damage(e_bl,e_bl,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
status->damage(target,e_bl,damage,0,0,0);
// Just show damage in target.
- clif->damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
+ clif->damage(src, target, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
map->freeblock_unlock();
return ATK_NONE;
}
@@ -5677,22 +5903,32 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
map->freeblock_unlock();
return wd.dmg_lv;
}
-
-int battle_check_undead(int race,int element)
+#undef ATK_RATE
+#undef ATK_RATE2
+#undef ATK_RATER
+#undef ATK_RATEL
+#undef ATK_ADDRATE
+#undef ATK_ADDRATE2
+#undef ATK_ADD
+#undef ATK_ADD2
+#undef GET_NORMAL_ATTACK
+#undef GET_NORMAL_ATTACK2
+
+bool battle_check_undead(int race,int element)
{
if(battle_config.undead_detect_type == 0) {
if(element == ELE_UNDEAD)
- return 1;
+ return true;
}
else if(battle_config.undead_detect_type == 1) {
if(race == RC_UNDEAD)
- return 1;
+ return true;
}
else {
if(element == ELE_UNDEAD || race == RC_UNDEAD)
- return 1;
+ return true;
}
- return 0;
+ return false;
}
//Returns the upmost level master starting with the given object
@@ -5752,6 +5988,10 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
m = target->m;
+ if (flag&BCT_ENEMY && ( map->getcell(m,src->x,src->y,CELL_CHKBASILICA) || map->getcell(m,target->x,target->y,CELL_CHKBASILICA) ) ) {
+ return -1;
+ }
+
//t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
//objects involved.
if( (t_bl = battle->get_master(target)) == NULL )
@@ -5763,11 +6003,11 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
if ( s_bl->type == BL_PC ) {
switch( t_bl->type ) {
case BL_MOB: // Source => PC, Target => MOB
- if (pc->has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
+ if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
return 0;
break;
case BL_PC:
- if (pc->has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
+ if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
return 0;
break;
default:/* anything else goes */
@@ -5817,12 +6057,9 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
case MS_MAGNUM:
case RA_DETONATOR:
case RA_SENSITIVEKEEN:
- case GN_CRAZYWEED_ATK:
case RK_STORMBLAST:
- case RK_PHANTOMTHRUST:
case SR_RAMPAGEBLASTER:
case NC_COLDSLOWER:
- case NC_SELFDESTRUCTION:
#ifdef RENEWAL
case KN_BOWLINGBASH:
case KN_SPEARSTAB:
@@ -5844,14 +6081,10 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
strip_enemy = 0;
break;
default:
- if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){
- state |= BCT_ENEMY;
- strip_enemy = 0;
- }else
- return 0;
+ return 0;
}
} else if (su->group->skill_id==WZ_ICEWALL ||
- su->group->skill_id == GN_WALLOFTHORN) {
+ su->group->skill_id == GN_WALLOFTHORN) {
state |= BCT_ENEMY;
strip_enemy = 0;
} else //Excepting traps and icewall, you should not be able to target skills.
@@ -6003,9 +6236,11 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
}
if( flag&(BCT_PARTY|BCT_ENEMY) ) {
int s_party = status->get_party_id(s_bl);
+ int s_guild = status->get_guild_id(s_bl);
+
if( s_party && s_party == status->get_party_id(t_bl)
&& !(map->list[m].flag.pvp && map->list[m].flag.pvp_noparty)
- && !(map_flag_gvg(m) && map->list[m].flag.gvg_noparty)
+ && !(map_flag_gvg(m) && map->list[m].flag.gvg_noparty && !( s_guild && s_guild == status->get_guild_id(t_bl) ))
&& (!map->list[m].flag.battleground || sbg_id == tbg_id) )
state |= BCT_PARTY;
else
@@ -6393,7 +6628,7 @@ static const struct _battle_data {
{ "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
{ "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
{ "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
- { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, 100, 1, INT_MAX, },
+ { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, 100, 1, INT_MAX, },
{ "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
{ "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
{ "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
@@ -6445,6 +6680,7 @@ static const struct _battle_data {
{ "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
{ "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
{ "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
+ { "client_emblem_max_blank_percent", &battle_config.client_emblem_max_blank_percent, 100, 0, 100, },
// BattleGround Settings
{ "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
{ "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
@@ -6461,19 +6697,25 @@ static const struct _battle_data {
{ "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
{ "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
{ "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
- { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
+ { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
/**
* Hercules
**/
{ "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, },
{ "item_restricted_consumption_type", &battle_config.item_restricted_consumption_type,1, 0, 1, },
- { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
- { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
- { "gm_ignore_warpable_area", &battle_config.gm_ignore_warpable_area, 0, 2, 100, },
- { "packet_obfuscation", &battle_config.packet_obfuscation, 1, 0, 3, },
- { "client_accept_chatdori", &battle_config.client_accept_chatdori, 0, 0, INT_MAX, },
- { "snovice_call_type", &battle_config.snovice_call_type, 0, 0, 1, },
- { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
+ { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
+ { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
+ { "gm_ignore_warpable_area", &battle_config.gm_ignore_warpable_area, 0, 2, 100, },
+ { "packet_obfuscation", &battle_config.packet_obfuscation, 1, 0, 3, },
+ { "client_accept_chatdori", &battle_config.client_accept_chatdori, 0, 0, INT_MAX, },
+ { "snovice_call_type", &battle_config.snovice_call_type, 0, 0, 1, },
+ { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
+ { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
+ { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
+ { "idletime_criteria", &battle_config.idletime_criteria, 0x25, 1, INT_MAX, },
+
+ { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
+ { "case_sensitive_aegisnames", &battle_config.case_sensitive_aegisnames, 1, 0, 1, },
};
#ifndef STATS_OPT_OUT
/**
@@ -6618,7 +6860,7 @@ void Hercules_report(char* date, char *time_c) {
#undef BFLAG_LENGTH
}
-static int Hercules_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
+static int Hercules_report_timer(int tid, int64 tick, int id, intptr_t data) {
if( chrif->isconnected() ) {/* char server relays it, so it must be online. */
Hercules_report(__DATE__,__TIME__);
}
@@ -6632,8 +6874,11 @@ int battle_set_value(const char* w1, const char* w2)
int i;
ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
- if (i == ARRAYLENGTH(battle_data))
+ if (i == ARRAYLENGTH(battle_data)) {
+ if( HPM->parseConf(w1,w2,HPCT_BATTLE) ) /* if plugin-owned, succeed */
+ return 1;
return 0; // not found
+ }
if (val < battle_data[i].min || val > battle_data[i].max)
{
@@ -6695,6 +6940,22 @@ void battle_adjust_conf(void) {
battle_config.feature_search_stores = 0;
}
#endif
+
+#if PACKETVER < 20130724
+ if( battle_config.feature_banking ) {
+ ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
+ battle_config.feature_banking = 0;
+ }
+#endif
+
+#if PACKETVER > 20120000 && PACKETVER < 20130515 /* exact date (when it started) not known */
+ if( battle_config.feature_auction == 1 ) {
+ ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
+ ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
+ battle_config.feature_auction = 0;
+ }
+#endif
+
#ifndef CELL_NOSTACK
if (battle_config.cell_stack_limit != 1)
@@ -6744,9 +7005,12 @@ int battle_config_read(const char* cfgName)
return 0;
}
-void do_init_battle(void) {
+void do_init_battle(bool minimal) {
+ if (minimal)
+ return;
+
battle->delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
- timer->add_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
+ timer->add_func_list(battle->delay_damage_sub, "battle_delay_damage_sub");
#ifndef STATS_OPT_OUT
timer->add_func_list(Hercules_report_timer, "Hercules_report_timer");
@@ -6779,12 +7043,13 @@ void battle_defaults(void) {
battle->calc_weapon_attack = battle_calc_weapon_attack;
battle->delay_damage = battle_delay_damage;
battle->drain = battle_drain;
- battle->calc_return_damage = battle_calc_return_damage;
+ battle->reflect_damage = battle_reflect_damage;
battle->attr_ratio = battle_attr_ratio;
battle->attr_fix = battle_attr_fix;
battle->calc_cardfix = battle_calc_cardfix;
battle->calc_elefix = battle_calc_elefix;
battle->calc_masteryfix = battle_calc_masteryfix;
+ battle->calc_chorusbonus = battle_calc_chorusbonus;
battle->calc_skillratio = battle_calc_skillratio;
battle->calc_sizefix = battle_calc_sizefix;
battle->calc_weapon_damage = battle_calc_weapon_damage;