diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 762 |
1 files changed, 435 insertions, 327 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index fc159c921..ddad2c705 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -218,11 +218,11 @@ int battle_delay_damage_sub(int tid, int64 tick, int id, intptr_t data) { } src = map->id2bl(dat->src_id); - + //Check to see if you haven't teleported. [Skotlex] - if( src && target->m == src->m + if( src && (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) - && check_distance_bl(src, target, dat->distance) + && (dat->skill_id == MO_EXTREMITYFIST || (target->m == src->m && check_distance_bl(src, target, dat->distance)) ) ) { map->freeblock_lock(); status_fix_damage(src, target, dat->damage, dat->delay); @@ -239,7 +239,7 @@ int battle_delay_damage_sub(int tid, int64 tick, int id, intptr_t data) { status_fix_damage(target, target, dat->damage, dat->delay); map->freeblock_unlock(); } - + 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),SCO_FORCE); @@ -252,12 +252,16 @@ int battle_delay_damage_sub(int tid, int64 tick, int id, intptr_t data) { 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; + struct block_list *d_tbl = NULL; nullpo_ret(src); nullpo_ret(target); sc = status->get_sc(target); - if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) + if (sc && sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1) + d_tbl = map->id2bl(sc->data[SC_DEVOTION]->val1); + + if( d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3) && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) damage = 0; if ( !battle_config.delay_battle_damage || amotion <= 1 ) { @@ -279,7 +283,7 @@ int battle_delay_damage(int64 tick, int amotion, struct block_list *src, struct dat->damage = damage; dat->dmg_lv = dmg_lv; dat->delay = ddelay; - dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported. + dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : battle_config.area_size); dat->additional_effects = additional_effects; dat->src_type = src->type; if (src->type != BL_PC && amotion > 1000) @@ -288,7 +292,7 @@ int battle_delay_damage(int64 tick, int amotion, struct block_list *src, struct if( src->type == BL_PC ) { ((TBL_PC*)src)->delayed_damage++; } - + timer->add(tick+amotion, battle->delay_damage_sub, 0, (intptr_t)dat); return 0; @@ -397,24 +401,7 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d break; } } //end tsc check - if( src && src->type == BL_PC ){ - struct map_session_data *sd = BL_CAST(BL_PC, src); - int s; - - ARR_FIND(1, 6, s, sd->charm[s] > 0); - - if( s < 5 && atk_elem == s ) - ratio += sd->charm[s] * 2; // +2% custom value - } - if( target && target->type == BL_PC ) { - struct map_session_data *tsd = BL_CAST(BL_PC, target); - int t; - ARR_FIND(1, 6, t, tsd->charm[t] > 0); - - if( t < 5 && atk_elem == t ) - damage -= damage * ( tsd->charm[t] * 3 ) / 100;// -3% custom value - } if( ratio < 100 ) return damage - (damage * (100 - ratio) / 100); else @@ -433,13 +420,13 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u sd = BL_CAST(BL_PC, src); damage = status->get_weapon_atk(src, watk, flag); - + if( sd ){ if( type == EQI_HAND_R ) damage = battle->calc_sizefix(sd, damage, EQI_HAND_R, size, flag&8); else damage = battle->calc_sizefix(sd, damage, EQI_HAND_L, size, flag&8); - + if( flag&2 && sd->bonus.arrow_atk ) damage += sd->bonus.arrow_atk; @@ -447,15 +434,18 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u eatk = sd->base_status.equip_atk; } + if ( skill_id == TF_POISON ) + eatk += 15 * skill_lv; + if( sc && sc->count ){ if( sc->data[SC_ZENKAI] && watk->ele == sc->data[SC_ZENKAI]->val2 ) eatk += 200; - #ifdef RENEWAL_EDP +#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 - 1); damage = damage * (sc->data[SC_EDP]->val4 / 100); } - #endif +#endif } if( skill_id != ASC_METEORASSAULT ){ @@ -475,7 +465,7 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u // attacker side damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 2|(type == EQI_HAND_L), flag2); - + // target side damage = battle->calc_cardfix(BF_WEAPON, src, bl, nk, s_ele, s_ele_, damage, 0, flag2); @@ -500,14 +490,23 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2) { int64 damage, batk; struct status_data *st = status->get_status_data(src); - - batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, status->get_sc(src), st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag); + struct status_change *sc = status->get_sc(src); + + if (src->type == BL_PC){ + // Property from mild wind bypasses it + if (sc && sc->data[SC_TK_SEVENWIND]) + batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, sc, st->batk, false), nk, n_ele, s_ele, s_ele_, false, flag); + else + batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, sc, st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag); + if (type == EQI_HAND_L) + damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4; + else + damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2); + } + else{ + damage = st->batk + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2); + } - if( type == EQI_HAND_L ) - damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4; - else - damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2); - return damage; } int64 battle_calc_base_damage2(struct status_data *st, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) { @@ -654,10 +653,10 @@ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,in break; case W_1HSPEAR: case W_2HSPEAR: - if((skill_lv = pc->checkskill(sd,KN_SPEARMASTERY)) > 0) { - if(pc_isridingdragon(sd)) + if ((skill_lv = pc->checkskill(sd,KN_SPEARMASTERY)) > 0) { + if (pc_isridingdragon(sd)) damage += (skill_lv * 10); - else if(pc_isriding(sd)) + else if (pc_isridingpeco(sd)) damage += (skill_lv * 5); else damage += (skill_lv * 4); @@ -717,14 +716,14 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target, nullpo_ret(src); nullpo_ret(target); - + sc = status->get_sc(src); sd = BL_CAST(BL_PC, src); tstatus = status->get_status_data(target); if ( !sd ) return damage; - + damage = battle->add_mastery(sd, target, damage, left); switch( skill_id ){ // specific skill masteries @@ -759,7 +758,7 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target, damage += 40 * pc->checkskill(sd, RA_RESEARCHTRAP); break; } - + if( sc ){ // sc considered as masteries if(sc->data[SC_GN_CARTBOOST]) damage += 10 * sc->data[SC_GN_CARTBOOST]->val1; @@ -771,25 +770,27 @@ 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_MEDIUM) + if(tstatus->size == SZ_SMALL) damage += sc->data[SC_DRUMBATTLE]->val2; - else if(tstatus->size == SZ_SMALL) + else if(tstatus->size == SZ_MEDIUM) 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_MEDIUM) + if(tstatus->size == SZ_SMALL) damage += 10 * sc->data[SC_GS_GATLINGFEVER]->val1; - else if(tstatus->size == SZ_SMALL) + else if(tstatus->size == SZ_MEDIUM) damage += -5 * sc->data[SC_GS_GATLINGFEVER]->val1; else damage += sc->data[SC_GS_GATLINGFEVER]->val1; } - //if(sc->data[SC_SPECIALZONE]) - // damage += sc->data[SC_SPECIALZONE]->val2 >> 4; -#endif +#if 0 + if(sc->data[SC_SPECIALZONE]) + damage += sc->data[SC_SPECIALZONE]->val2 >> 4; +#endif // 0 +#endif // RENEWAL } // general skill masteries @@ -841,12 +842,12 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target, *------------------------------------------*/ int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int nk, int n_ele, int s_ele, int s_ele_, bool left, int flag){ struct status_data *tstatus; - + nullpo_ret(src); nullpo_ret(target); tstatus = status->get_status_data(target); - + if( (nk&NK_NO_ELEFIX) || n_ele ) return damage; @@ -865,12 +866,12 @@ int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint damage += battle->attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); } } - + #ifndef RENEWAL { struct status_data *sstatus; struct status_change *sc; - + sstatus = status->get_status_data(src); sc = status->get_sc(src); @@ -889,8 +890,8 @@ int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint /*========================================== * Calculates card bonuses damage adjustments. * cflag(cardfix flag): - * &1 - calc for left hand. - * &2 - atker side cardfix(BF_WEAPON) otherwise target side(BF_WEAPON). + * &1 - calc for left hand. + * &2 - atker side cardfix(BF_WEAPON) otherwise target side(BF_WEAPON). *------------------------------------------*/ int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int cflag, int wflag){ struct map_session_data *sd, *tsd; @@ -900,7 +901,7 @@ int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_ if( !damage ) return 0; - + nullpo_ret(src); nullpo_ret(target); @@ -911,7 +912,7 @@ int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_ sstatus = status->get_status_data(src); tstatus = status->get_status_data(target); s_race2 = status->get_race2(src); - + switch(attack_type){ case BF_MAGIC: if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) { @@ -1124,7 +1125,7 @@ int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_ } } cardfix = cardfix * (100-tsd->subsize[sstatus->size]) / 100; - cardfix = cardfix * (100-tsd->subrace2[s_race2]) / 100; + cardfix = cardfix * (100-tsd->subrace2[s_race2]) / 100; cardfix = cardfix * (100-tsd->subrace[sstatus->race]) / 100; cardfix = cardfix * (100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS]) / 100; if( sstatus->race != RC_DEMIHUMAN ) @@ -1202,13 +1203,13 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ struct map_session_data *sd, *tsd; struct status_change *sc, *tsc; int i; - + if( !damage ) return 0; - + nullpo_ret(src); nullpo_ret(target); - + sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); sstatus = status->get_status_data(src); @@ -1219,10 +1220,10 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ switch(attack_type){ case BF_WEAPON: { - /** Take note in RE - * def1 = equip def - * def2 = status def - **/ + /* Take note in RE + * def1 = equip def + * def2 = status def + */ defType def1 = status->get_def(target); //Don't use tstatus->def1 due to skill timer reductions. short def2 = tstatus->def2, vit_def; #ifdef RENEWAL @@ -1233,14 +1234,16 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ def2 = status->calc_def2(target, tsc, def2, false); // status def(RE) #endif - if( sd ){ - i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS]; + if ( sd ) { + i = sd->ignore_def[is_boss(target) ? RC_BOSS : RC_NONBOSS]; i += sd->ignore_def[tstatus->race]; - if( i ){ - if( i > 100 ) i = 100; + if ( i ) { + if ( i > 100 ) i = 100; def1 -= def1 * i / 100; def2 -= def2 * i / 100; } + if ( sd->spiritcharm[SPIRITS_TYPE_CHARM_LAND] > 0 ) // hidden from status window + def1 += 10 * def1 * sd->spiritcharm[SPIRITS_TYPE_CHARM_LAND] / 100; } if( sc && sc->data[SC_EXPIATIO] ){ @@ -1248,7 +1251,7 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ def1 -= def1 * i / 100; def2 -= def2 * i / 100; } - + if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) { unsigned char target_count; //256 max targets should be a sane max target_count = unit->counttargeted(target); @@ -1267,8 +1270,8 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ if(def2 < 1) def2 = 1; } //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def - if (tsd) //Sd vit-eq - { + if (tsd) { + //Sd vit-eq #ifndef RENEWAL //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) vit_def = def2*(def2-15)/150; @@ -1292,7 +1295,7 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ vit_def = def2; #endif } - + if (battle_config.weapon_defense_type) { vit_def += def1*battle_config.weapon_defense_type; def1 = 0; @@ -1316,7 +1319,6 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ else damage = (int)((100.0f - def1 / (def1 + 400.0f) * 90.0f) / 100.0f * damage - vit_def); } - #else if( def1 > 100 ) def1 = 100; if( !(flag&1) ){ @@ -1332,7 +1334,7 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ break; case BF_MAGIC: - { + { defType mdef = tstatus->mdef; short mdef2= tstatus->mdef2; #ifdef RENEWAL @@ -1370,7 +1372,7 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ else damage = damage * (100-mdef)/100 - mdef2; #endif - } + } break; } return damage; @@ -1396,7 +1398,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block int i; struct status_change *sc, *tsc; struct map_session_data *sd, *tsd; - struct status_data *st, *tst; + struct status_data *st, *tst, *bst; nullpo_ret(src); nullpo_ret(target); @@ -1406,6 +1408,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block sc = status->get_sc(src); tsc = status->get_sc(target); st = status->get_status_data(src); + bst = status->get_base_status(src); tst = status->get_status_data(target); switch(attack_type){ @@ -1452,9 +1455,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case WZ_FIREPILLAR: if (skill_lv > 10) - skillratio += 100; + skillratio += 2300; //200% MATK each hit else - skillratio -= 80; + skillratio += -60 + 20*skill_lv; //20% MATK each hit break; case WZ_SIGHTRASHER: skillratio += 20 * skill_lv; @@ -1479,20 +1482,38 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case NJ_KOUENKA: skillratio -= 10; + if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE] > 0 ) + skillratio += 20 * sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE]; break; case NJ_KAENSIN: skillratio -= 50; + if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE] > 0 ) + skillratio += 10 * sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE]; break; case NJ_BAKUENRYU: - skillratio += 50 * (skill_lv-1); + skillratio += 50 * (skill_lv - 1); + if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE] > 0 ) + skillratio += 15 * sd->spiritcharm[SPIRITS_TYPE_CHARM_FIRE]; break; +#ifdef RENEWAL + case NJ_HYOUSENSOU: + skillratio -= 30; + if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WATER] > 0 ) + skillratio += 5 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WATER]; +#endif case NJ_HYOUSYOURAKU: skillratio += 50 * skill_lv; + if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WATER] > 0 ) + skillratio += 25 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WATER]; break; case NJ_RAIGEKISAI: skillratio += 60 + 40 * skill_lv; + if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND] > 0 ) + skillratio += 15 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND]; break; case NJ_KAMAITACHI: + if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND] > 0 ) + skillratio += 10 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND]; case NPC_ENERGYDRAIN: skillratio += 100 * skill_lv; break; @@ -1505,19 +1526,21 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 25; break; case WZ_VERMILION: - { - int interval = 0, per = interval, ratio = per; - while( (per++) < skill_lv ){ - ratio += interval; - if(per%3==0) interval += 20; - } - if( skill_lv > 9 ) - ratio -= 10; - skillratio += ratio; + { + int interval = 0, per = interval, ratio = per; + while( (per++) < skill_lv ){ + ratio += interval; + if(per%3==0) interval += 20; } + if( skill_lv > 9 ) + ratio -= 10; + skillratio += ratio; + } break; case NJ_HUUJIN: skillratio += 50; + if ( sd && sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND] > 0 ) + skillratio += 20 * sd->spiritcharm[SPIRITS_TYPE_CHARM_WIND]; break; #else case WZ_VERMILION: @@ -1739,12 +1762,12 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 100 * skill_lv; break; case KO_KAIHOU: - if( sd ){ - ARR_FIND(1, 6, i, sd->charm[i] > 0); - if( i < 5 ){ - skillratio += -100 + 200 * sd->charm[i]; + if ( sd ) { + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); + if ( i < SPIRITS_TYPE_SPHERE ) { + skillratio += -100 + 200 * sd->spiritcharm[i]; RE_LVL_DMOD(100); - pc->del_charm(sd, sd->charm[i], i); + pc->del_charm(sd, sd->spiritcharm[i], i); } } break; @@ -1903,7 +1926,8 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; #ifndef RENEWAL case MO_EXTREMITYFIST: - { //Overflow check. [Skotlex] + { + //Overflow check. [Skotlex] unsigned int ratio = skillratio + 100*(8 + st->sp/10); //You'd need something like 6K SP to reach this max, so should be fine for most purposes. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. @@ -2054,11 +2078,6 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case NJ_KIRIKAGE: skillratio += 100 * (skill_lv-1); break; -#ifdef RENEWAL - case NJ_KUNAI: - skillratio += 50 + 150 * skill_lv; - break; -#endif case KN_CHARGEATK: { int k = (flag-1)/3; //+100% every 3 cells of distance @@ -2072,10 +2091,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case MO_BALKYOUNG: skillratio += 200; break; - case HFLI_MOON: //[orn] + case HFLI_MOON: //[orn] skillratio += 10 + 110 * skill_lv; break; - case HFLI_SBR44: //[orn] + case HFLI_SBR44: //[orn] skillratio += 100 * (skill_lv-1); break; case NPC_VAMPIRE_GIFT: @@ -2196,17 +2215,17 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case NC_VULCANARM: skillratio = 70 * skill_lv + status_get_dex(src); - RE_LVL_DMOD(100); + RE_LVL_DMOD(120); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: - skillratio += 200 + 100 * skill_lv + status_get_str(src); - RE_LVL_DMOD(100); + skillratio += 200 + 300 * skill_lv; + RE_LVL_DMOD(150); break; case NC_ARMSCANNON: switch( tst->size ) { - case SZ_MEDIUM: skillratio = 300 + 350 * skill_lv; break; // Medium - case SZ_SMALL: skillratio = 300 + 400 * skill_lv; break; // Small + case SZ_SMALL: skillratio = 300 + 350 * skill_lv; break; // Medium + case SZ_MEDIUM: skillratio = 300 + 400 * skill_lv; break; // Small case SZ_BIG: skillratio = 300 + 300 * skill_lv; break; // Large } RE_LVL_DMOD(120); @@ -2228,17 +2247,20 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block 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. + 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+1) * status->get_lv(src) / 100; + skillratio = 100 * (skill_lv+1); + RE_LVL_DMOD(100); break; case SC_TRIANGLESHOT: - skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 ) * status->get_lv(src) / 120; + skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 ); + RE_LVL_DMOD(120); break; case SC_FEINTBOMB: - skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10 * status->get_lv(src) / 120; + skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10; + RE_LVL_DMOD(120); break; case LG_CANNONSPEAR: skillratio = (50 + st->str) * skill_lv; @@ -2282,15 +2304,15 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(100); break; case LG_OVERBRAND: - skillratio += -100 + 50 * (((sd) ? pc->checkskill(sd,CR_SPEARQUICKEN) : 1) + 8 * skill_lv); - RE_LVL_DMOD(150); + skillratio += -100 + 400 * skill_lv + 50 * ((sd) ? pc->checkskill(sd,CR_SPEARQUICKEN) : 1); + RE_LVL_DMOD(100); break; case LG_OVERBRAND_BRANDISH: skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src); - RE_LVL_DMOD(150); + RE_LVL_DMOD(100); break; case LG_OVERBRAND_PLUSATK: - skillratio += -100 + 100 * skill_lv; + skillratio = 200 * skill_lv + rnd_value( 10, 100); RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: @@ -2306,7 +2328,14 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(100); break; case LG_HESPERUSLIT: - skillratio += 120 * skill_lv - 100; + skillratio = 120 * skill_lv; + if( sc && sc->data[SC_BANDING] ) + skillratio += 200 * sc->data[SC_BANDING]->val2; + if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 ) + skillratio = skillratio * 150 / 100; + if( sc && sc->data[SC_INSPIRATION] ) + skillratio += 600; + RE_LVL_DMOD(100); break; case SR_DRAGONCOMBO: skillratio += 40 * skill_lv; @@ -2334,7 +2363,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] % skillratio += 150 *skill_lv; RE_LVL_DMOD(150); - break; + break; case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] % { int hp = status_get_max_hp(src) * (10 + 2 * skill_lv) / 100, @@ -2411,9 +2440,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case GN_CART_TORNADO: { - 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. + int strbonus = bst->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; @@ -2489,6 +2516,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(120); if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] ) skillratio += status->get_lv(src) * skill_lv; + break; case KO_HUUMARANKA: skillratio += -100 + 150 * skill_lv + status_get_agi(src) + status_get_dex(src) + 100 * (sd ? pc->checkskill(sd, NJ_HUUMA) : 0); break; @@ -2496,11 +2524,6 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += -100 + 100 * skill_lv; RE_LVL_DMOD(100); break; - case KO_BAKURETSU: - skillratio += -100 + (50 + status_get_dex(src) / 4) * skill_lv * (sd?pc->checkskill(sd,NJ_TOBIDOUGU):10) * 4 / 100; - RE_LVL_DMOD(120); - skillratio += 10 * (sd ? sd->status.job_level : 0); - break; case MH_NEEDLE_OF_PARALYZE: skillratio += 600 + 100 * skill_lv; break; @@ -2689,14 +2712,11 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam 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 ) - { + if ((sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2) { int delay; - clif->skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1); + struct block_list *d_bl = NULL; + struct status_change_entry *sce_d = sc->data[SC_DEVOTION]; + // different delay depending on skill level [celest] if (sce->val1 <= 5) delay = 300; @@ -2704,12 +2724,31 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam delay = 200; else delay = 100; - unit->set_walkdelay(bl, timer->gettick(), delay, 1); - 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; + if (sce_d) { + // If the target is too far away from the devotion caster, autoguard has no effect + // Autoguard will be disabled later on + if ((d_bl = map->id2bl(sce_d->val1)) && check_distance_bl(bl, d_bl, sce_d->val3) + && ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) + || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) + ) { + // if player is target of devotion, show guard effect on the devotion caster rather than the target + clif->skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1); + unit->set_walkdelay(d_bl, timer->gettick(), delay, 1); + + d->dmg_lv = ATK_MISS; + return 0; + } + } else { + clif->skill_nodamage(bl, bl, CR_AUTOGUARD, sce->val1, 1); + unit->set_walkdelay(bl, timer->gettick(), delay, 1); + + 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; + } } if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) { @@ -2745,14 +2784,14 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam return 0; } - if((sc->data[SC_HERMODE] || sc->data[SC_HOVERING]) && flag&BF_MAGIC) + if((sc->data[SC_HERMODE]) && flag&BF_MAGIC) return 0; if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) return 0; - if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) - { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. + 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); //Shouldn't end until Breaker's non-weapon part connects. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON)) @@ -2786,7 +2825,11 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam } //Now damage increasing effects - if( sc->data[SC_LEXAETERNA] && skill_id != PF_SOULBURN ) + if( sc->data[SC_LEXAETERNA] && skill_id != PF_SOULBURN +#ifdef RENEWAL + && skill_id != CR_ACIDDEMONSTRATION +#endif + ) { if( src->type != BL_MER || skill_id == 0 ) damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries @@ -2862,14 +2905,21 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if(flag&BF_SKILL) { //25% reduction if ( !(skill->get_inf(skill_id)&INF_GROUND_SKILL) && !(skill->get_nk(skill_id)&NK_SPLASH) ) damage -= 25*damage/100; - } - else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) + } else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) { damage >>= 2; //75% reduction + } } if ( sc->data[SC_WATER_BARRIER] ) damage = damage * ( 100 - 20 ) / 100; + if( sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER] ) { + if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) ) + damage -= 15 * damage / 100;//15% reduction to physical melee attacks + else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) ) + damage -= 50 * damage / 100;//50% reduction to physical ranged attacks + } + // Compressed code, fixed by map.h [Epoque] if (src->type == BL_MOB) { int i; @@ -3044,10 +3094,10 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam 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); - } + if (sc->data[SC_STYLE_CHANGE] && rnd()%2) { + TBL_HOM *hd = BL_CAST(BL_HOM,bl); + if (hd) homun->addspiritball(hd, 10); + } } /* no data claims these settings affect anything other than players */ if( damage && sd && bl->type == BL_PC ) { @@ -3124,7 +3174,7 @@ int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 if( bl->type == BL_MOB ) { struct mob_data* md = BL_CAST(BL_MOB, bl); - + if( flag&BF_SKILL && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) ) return 0; // Crystal cannot receive skill damage on battlegrounds } @@ -3148,8 +3198,9 @@ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 switch (skill_id) { #ifndef RENEWAL case MO_TRIPLEATTACK: -#endif case HW_GRAVITATION: +#endif + case TF_DOUBLE: break; default: return 0; @@ -3181,7 +3232,6 @@ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 */ break; } - return damage; } @@ -3247,11 +3297,10 @@ int battle_adjust_skill_damage(int m, unsigned short skill_id) { if( map->list[m].skill_count ) { int i; ARR_FIND(0, map->list[m].skill_count, i, map->list[m].skills[i]->skill_id == skill_id ); - + if( i < map->list[m].skill_count ) { return map->list[m].skills[i]->modifier; } - } return 0; @@ -3275,17 +3324,17 @@ int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) { struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) { int i, nk; short s_ele = 0; - unsigned int skillratio = 100; //Skill dmg modifiers. + unsigned int skillratio = 100; //Skill dmg modifiers. - TBL_PC *sd; + TBL_PC *sd; struct status_change *sc; struct Damage ad; struct status_data *sstatus = status->get_status_data(src); struct status_data *tstatus = status->get_status_data(target); struct { - unsigned imdef : 1; + unsigned imdef : 2; unsigned infdef : 1; - } flag; + } flag; memset(&ad,0,sizeof(ad)); memset(&flag,0,sizeof(flag)); @@ -3313,9 +3362,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element s_ele = sstatus->rhw.ele; - if( sd ){ //Summoning 10 charm will endow your weapon - ARR_FIND(1, 6, i, sd->charm[i] >= 10); - if( i < 5 ) s_ele = i; + if( sd ){ //Summoning 10 spiritcharm will endow your weapon + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] >= MAX_SPIRITCHARM); + if( i < SPIRITS_TYPE_SPHERE ) s_ele = i; } }else if (s_ele == -2) //Use status element s_ele = status_get_attack_sc_element(src,status->get_sc(src)); @@ -3345,11 +3394,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list switch(skill_id) { case MG_FIREWALL: - case NJ_KAENSIN: - ad.dmotion = 0; //No flinch animation. if ( tstatus->def_ele == ELE_FIRE || battle->check_undead(tstatus->race, tstatus->def_ele) ) ad.blewcount = 0; //No knockback break; + case NJ_KAENSIN: case PR_SANCTUARY: ad.dmotion = 0; //No flinch animation. break; @@ -3359,8 +3407,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list break; case KO_KAIHOU: if( sd ){ - ARR_FIND(1, 6, i, sd->charm[i] > 0); - if( i < 5 ) + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); + if( i < SPIRITS_TYPE_SPHERE ) s_ele = i; } break; @@ -3368,7 +3416,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case CR_ACIDDEMONSTRATION: case ASC_BREAKER: case HW_MAGICCRASHER: - flag.imdef = 1; + flag.imdef = 2; break; #endif } @@ -3385,8 +3433,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list //Adds an absolute value to damage. 100 = +100 damage #define MATK_ADD( a ) ( ad.damage+= (a) ) - switch (skill_id) - { //Calc base damage according to skill + switch (skill_id) { + //Calc base damage according to skill case AL_HEAL: case PR_BENEDICTIO: case PR_SANCTUARY: @@ -3405,7 +3453,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case PR_TURNUNDEAD: //Undead check is on skill_castend_damageid code. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status->get_lv(src) - + 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett] + + 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett] if(i > 700) i = 700; if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS)) ad.damage = tstatus->hp; @@ -3429,7 +3477,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list break; default: { MATK_ADD( status->get_matk(src, 2) ); - + if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill if(mflag>0) ad.damage/= mflag; @@ -3456,7 +3504,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list } //Constant/misc additions from skills if (skill_id == WZ_FIREPILLAR) - MATK_ADD(50); + MATK_ADD(100+50*skill_lv); if( sd && ( sd->status.class_ == JOB_ARCH_BISHOP_T || sd->status.class_ == JOB_ARCH_BISHOP ) && (i=pc->checkskill(sd,AB_EUCHARISTICA)) > 0 && (tstatus->race == RC_DEMON || tstatus->def_ele == ELE_DARK) ) @@ -3526,11 +3574,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list )) flag.imdef = 1; } - - ad.damage = battle->calc_defense(BF_MAGIC, src, target, skill_id, skill_lv, ad.damage, (flag.imdef?1:0), 0); - - if (skill_id == NPC_EARTHQUAKE) - { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] + + ad.damage = battle->calc_defense(BF_MAGIC, src, target, skill_id, skill_lv, ad.damage, flag.imdef, 0); + + if (skill_id == NPC_EARTHQUAKE) { + //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] //Also divide the extra bonuses from atk2 based on the number in range [Kevin] if(mflag>0) ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag; @@ -3574,7 +3622,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list } } #ifndef RENEWAL - ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); + ad.damage = battle->calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); #endif } @@ -3582,8 +3630,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list if (flag.infdef && ad.damage) ad.damage = ad.damage>0?1:-1; - - ad.damage=battle->calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv); + if (skill_id != ASC_BREAKER) + ad.damage = battle->calc_damage(src, target, &ad, ad.damage, skill_id, skill_lv); if( map_flag_gvg2(target->m) ) ad.damage=battle->calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag); else if( map->list[target->m].flag.battleground ) @@ -3621,7 +3669,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * #ifdef RENEWAL struct status_change *sc = status->get_sc(src); #endif - + memset(&md,0,sizeof(md)); nullpo_retr(md, src); @@ -3742,7 +3790,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * }*/ }else{ float vitfactor = 0.0f, ftemp; - + if( (vitfactor=(status_get_vit(target)-120.0f)) > 0) vitfactor = (vitfactor * (matk + atk) / 10) / status_get_vit(target); ftemp = max(0, vitfactor) + (targetVit * (matk + atk)) / 10; @@ -3751,6 +3799,10 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * md.damage >>= 1; } md.damage -= totaldef; + if( tsc && tsc->data[SC_LEXAETERNA] ) { + md.damage <<= 1; + status_change_end(target, SC_LEXAETERNA, INVALID_TIMER); + } } #else // updated the formula based on a Japanese formula found to be exact [Reddozen] @@ -3764,8 +3816,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * if( md.damage < 0 ) md.damage = 0; if( md.damage > INT_MAX>>1 ) - //Overflow prevention, will anyone whine if I cap it to a few billion? - //Not capped to INT_MAX to give some room for further damage increase. + //Overflow prevention, will anyone whine if I cap it to a few billion? + //Not capped to INT_MAX to give some room for further damage increase. md.damage = INT_MAX>>1; break; @@ -3787,7 +3839,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * case GS_FLING: md.damage = sd?sd->status.job_level:status->get_lv(src); break; - case HVAN_EXPLOSION: //[orn] + case HVAN_EXPLOSION: //[orn] md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100; break ; case ASC_BREAKER: @@ -3800,7 +3852,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * int64 matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage; short totaldef = status->get_total_def(target) + status->get_total_mdef(target); int64 atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag); - + if( sc && sc->data[SC_EDP] ) ratio >>= 1; md.damage = (matk + atk) * ratio / 100; @@ -3827,7 +3879,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * **/ case RA_CLUSTERBOMB: case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: + case RA_ICEBOUNDTRAP: md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ; RE_LVL_TMDMOD(); if(sd) @@ -3867,19 +3919,21 @@ 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: - 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(target) * 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: { - struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag); + struct Damage wd = battle->calc_weapon_attack(src, target, 0, 1, mflag); #ifdef RENEWAL short totaldef = status->get_total_def(target); #else short totaldef = tstatus->def2 + (short)status->get_def(target); #endif - md.damage = 3 * wd.damage * (5 + skill_lv) / 5; + if ( sd ) wd.damage += sd->bonus.arrow_atk; + md.damage = (int)(3 * (1 + wd.damage) * (5 + skill_lv) / 5.0f); md.damage -= totaldef; + } break; } @@ -3927,7 +3981,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * #endif if( skill_id == KO_MUCHANAGE ) hitrate = (int)((10 - ((float)1 / (status_get_dex(src) + status_get_luk(src))) * 500) * ((float)skill_lv / 2 + 5)); - + hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); if(rnd()%100 < hitrate) @@ -3957,7 +4011,7 @@ 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); + md.damage = battle->calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag); if(skill_id){ uint16 rskill;/* redirect skill id */ switch(skill_id){ @@ -4001,7 +4055,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * switch( skill_id ) { case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: + case RA_ICEBOUNDTRAP: if( md.damage == 1 ) break; case RA_CLUSTERBOMB: { @@ -4027,7 +4081,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * *------------------------------------------*/ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag) { - unsigned int skillratio = 100; //Skill dmg modifiers. + unsigned int skillratio = 100; //Skill dmg modifiers. short temp=0; short s_ele, s_ele_; int i, nk; @@ -4040,21 +4094,21 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list struct status_data *sstatus = status->get_status_data(src); struct status_data *tstatus = status->get_status_data(target); struct { - unsigned hit : 1; //the attack Hit? (not a miss) - unsigned cri : 1; //Critical hit - unsigned idef : 1; //Ignore defense - unsigned idef2 : 1; //Ignore defense (left weapon) - unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick) - unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50 - unsigned infdef : 1; //Infinite defense (plants) - unsigned arrow : 1; //Attack is arrow-based - unsigned rh : 1; //Attack considers right hand (wd.damage) - unsigned lh : 1; //Attack considers left hand (wd.damage2) - unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that) + unsigned hit : 1; ///< the attack Hit? (not a miss) + unsigned cri : 1; ///< Critical hit + unsigned idef : 1; ///< Ignore defense + unsigned idef2 : 1; ///< Ignore defense (left weapon) + unsigned pdef : 2; ///< Pierces defense (Investigate/Ice Pick) + unsigned pdef2 : 2; ///< 1: Use def+def2/100, 2: Use def+def2/50 + unsigned infdef : 1; ///< Infinite defense (plants) + unsigned arrow : 1; ///< Attack is arrow-based + unsigned rh : 1; ///< Attack considers right hand (wd.damage) + unsigned lh : 1; ///< Attack considers left hand (wd.damage2) + unsigned weapon : 1; ///< It's a weapon attack (consider VVS, and all that) #ifdef RENEWAL - unsigned tdef : 1; //Total defense reduction + unsigned tdef : 1; ///< Total defense reduction #endif - } flag; + } flag; memset(&wd,0,sizeof(wd)); memset(&flag,0,sizeof(flag)); @@ -4083,7 +4137,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list wd.blewcount=skill->get_blewcount(skill_id,skill_lv); wd.flag = BF_WEAPON; //Initial Flag wd.flag |= (skill_id||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] - wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later + wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later nk = skill->get_nk(skill_id); if( !skill_id && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE; @@ -4165,25 +4219,35 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case LK_SPIRALPIERCE: if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC; break; - + + //When in banding, the number of hits is equal to the number of Royal Guards in banding. + case LG_HESPERUSLIT: + if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 ) + wd.div_ = sc->data[SC_BANDING]->val2; + break; + case MO_INVESTIGATE: flag.pdef = flag.pdef2 = 2; break; - + case RA_AIMEDBOLT: if( tsc && (tsc->data[SC_WUGBITE] || tsc->data[SC_ANKLESNARE] || tsc->data[SC_ELECTRICSHOCKER]) ) wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 ); break; #ifdef RENEWAL + case NJ_KUNAI: case HW_MAGICCRASHER: + case NJ_SYURIKEN: + case GS_MAGICALBULLET: + case KO_BAKURETSU: flag.tdef = 1; break; #endif } } else //Range for normal attacks. wd.flag |= flag.arrow?BF_LONG:BF_SHORT; - if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 ) - { //Check for Lucky Dodge + if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) { + //Check for Lucky Dodge wd.type=0x0b; wd.dmg_lv=ATK_LUCKY; if (wd.div_ < 0) wd.div_*=-1; @@ -4195,9 +4259,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list { //Take weapon's element s_ele = sstatus->rhw.ele; s_ele_ = sstatus->lhw.ele; - if( sd ){ //Summoning 10 charm will endow your weapon. - ARR_FIND(1, 6, i, sd->charm[i] >= 10); - if( i < 5 ) s_ele = s_ele_ = i; + if( sd ){ //Summoning 10 spiritcharm will endow your weapon. + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] >= MAX_SPIRITCHARM); + if( i < SPIRITS_TYPE_SPHERE ) s_ele = s_ele_ = i; } if( flag.arrow && sd && sd->bonus.arrow_ele ) s_ele = sd->bonus.arrow_ele; @@ -4216,6 +4280,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case LK_SPIRALPIERCE: if (!sd) n_ele = false; //forced neutral for monsters break; + case LG_HESPERUSLIT: + if ( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 == 5 ) + s_ele = ELE_HOLY; // Banding with 5 RGs: change atk element to Holy. + break; } if (!(nk & NK_NO_ELEFIX) && !n_ele) @@ -4226,8 +4294,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list n_ele = false; } - if(!skill_id) - { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) + if(!skill_id) { + //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) { flag.rh=0; @@ -4237,11 +4305,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list flag.lh=1; } - if( sd && !skill_id ) { //Check for double attack. - if( ( ( skill_lv = pc->checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER ) - || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed - || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation - { //Success chance is not added, the higher one is used [Skotlex] + if (sd && !skill_id) { + //Check for double attack. + if (( (skill_lv=pc->checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER ) + || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed + || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST ) // Need confirmation + ) { + //Success chance is not added, the higher one is used [Skotlex] if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) { wd.div_ = skill->get_num(TF_DOUBLE,skill_lv?skill_lv:1); @@ -4343,7 +4413,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list flag.idef = flag.idef2 = #endif flag.hit = 1; - } else { //Check for Perfect Hit + } else { + //Check for Perfect Hit if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) flag.hit = 1; if (sc && sc->data[SC_FUSION]) { @@ -4366,14 +4437,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list flag.hit = 1; } - if (!flag.hit) - { //Hit/Flee calculation - short - flee = tstatus->flee, + if (!flag.hit) { + //Hit/Flee calculation + short flee = tstatus->flee; #ifdef RENEWAL - hitrate = 0; //Default hitrate + short hitrate = 0; //Default hitrate #else - hitrate = 80; //Default hitrate + short hitrate = 80; //Default hitrate #endif if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { @@ -4400,9 +4470,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if( sd ) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window hitrate += pc->checkskill(sd,AC_VULTURE); #endif - if(skill_id) - switch(skill_id) - { //Hit skill modifiers + switch(skill_id) { + //Hit skill modifiers //It is proven that bonus is applied on final hitrate, not hit. case SM_BASH: case MS_BASH: @@ -4473,10 +4542,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } else flag.hit = 1; - } //End hit/miss calculation + } //End hit/miss calculation - if (flag.hit && !flag.infdef) //No need to do the math for plants - { //Hitting attack + if (flag.hit && !flag.infdef) { //No need to do the math for plants + //Hitting attack //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 @@ -4494,8 +4563,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list #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 + switch (skill_id) { + //Calc base damage according to skill case PA_SACRIFICE: wd.damage = sstatus->max_hp* 9/100; wd.damage2 = 0; @@ -4521,15 +4590,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list ATK_ADD(-totaldef); if( is_boss(target) ) ATK_RATE(50); - RE_SKILL_REDUCTION(); } break; case NJ_SYURIKEN: // [malufett] GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) ); - wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - status->get_total_def(target); - RE_SKILL_REDUCTION(); + wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon); break; - case MO_EXTREMITYFIST: // [malufett] + case MO_EXTREMITYFIST: // [malufett] { short totaldef = status->get_total_def(target); GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8 ); @@ -4537,7 +4604,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list wd.damage = (250 + 150 * skill_lv) + (10 * (status_get_sp(src)+1) * wd.damage / 100) + (8 * wd.damage); ATK_ADD(-totaldef); } - RE_SKILL_REDUCTION(); } #endif break; @@ -4559,10 +4625,10 @@ 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_MEDIUM: //Medium: 125% + case SZ_SMALL: //Small: 125% ATK_RATE(125); break; - //case SZ_SMALL: //Medium: 100% + //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(75); break; @@ -4582,7 +4648,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } else ATK_ADD(sstatus->rhw.atk2); //Else use Atk2 break; - case HFLI_SBR44: //[orn] + case HFLI_SBR44: //[orn] if(src->type == BL_HOM) { wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ; break; @@ -4648,7 +4714,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list #endif } break; - } //End default case + } //End default case } //End switch(skill_id) if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { @@ -4667,18 +4733,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER); } - - #ifdef RENEWAL - if( sd && skill_id == NJ_KUNAI ){ - flag.tdef = 1; - ATK_ADD( sd->bonus.arrow_atk ); - } - #endif switch(skill_id){ case SR_GATEOFHELL: - #ifdef RENEWAL - RE_SKILL_REDUCTION(); - #endif // RENEWAL if (wd.dmg_lv != ATK_FLEE) ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); else @@ -4694,14 +4750,14 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list 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; // 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] && sd->inventory_data[index]->type == IT_WEAPON) ATK_ADD(sd->inventory_data[index]->weight * 7 / 100); - + switch (tstatus->size) { - case SZ_MEDIUM: //Medium: 115% + case SZ_SMALL: //Small: 115% ATK_RATE(115); break; case SZ_BIG: //Large: 85% @@ -4710,6 +4766,17 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list wd.damage = battle->calc_masteryfix(src, target, skill_id, skill_lv, wd.damage, wd.div_, 0, flag.weapon); } #endif + + case KO_BAKURETSU: + { +#ifdef RENEWAL + GET_NORMAL_ATTACK((sc && sc->data[SC_MAXIMIZEPOWER] ? 1 : 0) | (sc && sc->data[SC_WEAPONPERFECT] ? 8 : 0)); +#endif + skillratio = skill_lv * (50 + status_get_dex(src) / 4); + skillratio = (int)(skillratio * (sd ? pc->checkskill(sd, NJ_TOBIDOUGU) : 10) * 40.f / 100.0f * status->get_lv(src) / 120); + ATK_RATE(skillratio + 10 * (sd ? sd->status.job_level : 0)); + } + break; default: ATK_RATE(battle->calc_skillratio(BF_WEAPON, src, target, skill_id, skill_lv, skillratio, wflag)); } @@ -4739,7 +4806,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list ATK_ADD( status->get_matk(src, 2) ); #else ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage ); - flag.tdef = 1; #endif #ifndef RENEWAL case NJ_SYURIKEN: @@ -4811,14 +4877,11 @@ 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 - #ifndef RENEWAL_EDP if( sc->data[SC_EDP] ){ switch(skill_id){ - case AS_SPLASHER: - case AS_GRIMTOOTH: + case AS_SPLASHER: // Needs more info case ASC_BREAKER: - case AS_VENOMKNIFE: case ASC_METEORASSAULT: break; default: ATK_ADDRATE(sc->data[SC_EDP]->val3); @@ -4916,8 +4979,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } } - if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) - { //Ignore Defense? + if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) { + //Ignore Defense? if (!flag.idef && ( sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_race & (1<<tstatus->race) || @@ -4959,8 +5022,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list damage_div_fix(wd.damage, wd.div_); #endif //Post skill/vit reduction damage increases - if( sc ) - { //SC skill damages + if (sc) { + //SC skill damages if(sc->data[SC_AURABLADE] #ifndef RENEWAL && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE @@ -4972,7 +5035,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list #endif ATK_ADD(20*lv); } - + if( !skill_id ) { if( sc->data[SC_ENCHANTBLADE] ) { //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt @@ -4984,7 +5047,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if( sc->data[SC_GIANTGROWTH] && rnd()%100 < 15 ) ATK_ADDRATE(200); // Triple Damage } - } #ifndef RENEWAL //Refine bonus @@ -5014,14 +5076,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list ATK_ADDRATE(40); #endif } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks - else if(wd.div_ < 0) //Since the attack missed... + else if(wd.div_ < 0) //Since the attack missed... wd.div_ *= -1; #ifndef RENEWAL if(sd && (temp=pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0) ATK_ADD(temp*2); #endif - if(skill_id==TF_POISON) - ATK_ADD(15*skill_lv); #ifndef RENEWAL wd.damage = battle->calc_elefix(src, target, skill_id, skill_lv, wd.damage, nk, n_ele, s_ele, s_ele_, false, flag.arrow); @@ -5051,7 +5111,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } #endif -#ifndef RENEWAL +#ifndef RENEWAL // Offensive damage increment in renewal is done somewhere else if (sd) { if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); @@ -5062,9 +5122,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } //Card Fix, sd side - wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag); - if( flag.lh ) - wd.damage2 = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag); + wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag); + if( flag.lh ) + wd.damage2 = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag); if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements. @@ -5073,11 +5133,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list ATK_ADD(10*sd->status.inventory[index].refine); } } - //Card Fix, tsd side - if(tsd){ //if player on player then it was already measured above +#endif + //Card Fix, tsd side + if(tsd){ //if player on player then it was already measured above wd.damage = battle->calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, (flag.lh?1:0), wd.flag); } -#endif if( flag.infdef ) { //Plants receive 1 damage when hit short class_ = status->get_class(target); if( flag.hit || wd.damage > 0 ) @@ -5101,12 +5161,14 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } if (sd) { - if (!flag.rh && flag.lh) { //Move lh damage to the rh + if (!flag.rh && flag.lh) { + //Move lh damage to the rh wd.damage = wd.damage2; wd.damage2 = 0; flag.rh=1; flag.lh=0; - } else if(flag.rh && flag.lh) { //Dual-wield + } else if(flag.rh && flag.lh) { + //Dual-wield if (wd.damage) { temp = pc->checkskill(sd,AS_RIGHT) * 10; if( (sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO ) @@ -5186,23 +5248,32 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list 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 (!wd.damage2) { +#ifdef RENEWAL + if (skill_id != ASC_BREAKER) +#endif + wd.damage = battle->calc_damage(src, target, &wd, wd.damage, skill_id, skill_lv); if( map_flag_gvg2(target->m) ) wd.damage=battle->calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); else if( map->list[target->m].flag.battleground ) wd.damage=battle->calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); - } else if(!wd.damage) { - wd.damage2 = battle->calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv); - if( map_flag_gvg2(target->m) ) - wd.damage2 = battle->calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); - else if( map->list[target->m].flag.battleground ) - wd.damage = battle->calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); + } + else if (!wd.damage) { +#ifdef RENEWAL + if (skill_id != ASC_BREAKER) +#endif + wd.damage2 = battle->calc_damage(src, target, &wd, wd.damage2, skill_id, skill_lv); + if (map_flag_gvg2(target->m)) + wd.damage2 = battle->calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag); + else if (map->list[target->m].flag.battleground) + wd.damage = battle->calc_bg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag); } else { #ifdef RENEWAL - wd.damage = battle->calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv); - wd.damage2 = battle->calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv); + if( skill_id != ASC_BREAKER ){ + wd.damage = battle->calc_damage(src, target, &wd, wd.damage, skill_id, skill_lv); + wd.damage2 = battle->calc_damage(src, target, &wd, wd.damage2, skill_id, skill_lv); + } #else int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2; wd.damage = battle->calc_damage(src,target,&wd,d1,skill_id,skill_lv); @@ -5217,9 +5288,9 @@ 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( 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; @@ -5233,9 +5304,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } else battle->reflect_damage(target, src, &wd, skill_id); - } - } //Reject Sword bugreport:4493 by Daegaladh if(wd.damage && tsc && tsc->data[SC_SWORDREJECT] && @@ -5253,7 +5322,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list status_change_end(target, SC_SWORDREJECT, INVALID_TIMER); } #ifndef RENEWAL - if(skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) + if(skill_id == ASC_BREAKER) { + //Breaker's int-based damage (a misc attack?) struct Damage md = battle->calc_misc_attack(src, target, skill_id, skill_lv, wflag); wd.damage += md.damage; } @@ -5278,7 +5348,7 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl memset(&d,0,sizeof(d)); break; } - + #ifdef HMAP_ZONE_DAMAGE_CAP_TYPE if( target && skill_id ) { int i; @@ -5299,7 +5369,7 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl } } #endif - + if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed //Weapon attacks should go through to cause additional effects. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss? @@ -5410,9 +5480,18 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st 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); + struct status_change_entry *sce_d = sc->data[SC_DEVOTION]; + struct block_list *d_bl = NULL; + + if (sce_d && sce_d->val1) + d_bl = map->id2bl(sce_d->val1); + + if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO + && !(d_bl && !(wd->flag&BF_SKILL)) // It should not be a basic attack if the target is under devotion + && !(d_bl && sce_d && !check_distance_bl(target, d_bl, sce_d->val3)) // It should not be out of range if the target is under devotion + ) { + 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 @@ -5622,7 +5701,10 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t { int index = sd->equip_index[EQI_AMMO]; if (index<0) { - clif->arrow_fail(sd,0); + if (sd->weapontype1 > W_KATAR || sd->weapontype1 < W_HUUMA) + clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0); + else + clif->arrow_fail(sd, 0); return ATK_NONE; } //Ammo check by Ishizu-chan @@ -5639,13 +5721,13 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t case W_GATLING: case W_SHOTGUN: if (sd->inventory_data[index]->look != A_BULLET) { - clif->arrow_fail(sd,0); + clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0); return ATK_NONE; } break; case W_GRENADE: if (sd->inventory_data[index]->look != A_GRENADE) { - clif->arrow_fail(sd,0); + clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0); return ATK_NONE; } break; @@ -5750,6 +5832,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t 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); wd.damage = ad.damage; + damage_div_fix(wd.damage, wd.div_); }else status_change_end(src,SC_SPELLFIST,INVALID_TIMER); } @@ -6033,7 +6116,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f 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 ) @@ -6072,7 +6155,8 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f if(((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras s_bl->type == BL_PC && src->type != BL_MOB) || (((TBL_MOB*)target)->special_state.ai == 4 && t_bl->id != s_bl->id)) //Zanzoe - { //Targetable by players + { + //Targetable by players state |= BCT_ENEMY; strip_enemy = 0; } @@ -6082,7 +6166,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f TBL_SKILL *su = (TBL_SKILL*)target; if( !su->group ) return 0; - if( skill->get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps... + if( skill->get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) { //Only a few skills can target traps... switch( battle->get_current_skill(src) ) { case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps case RK_DRAGONBREATH_WATER: @@ -6129,8 +6213,10 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f 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. + } else { + //Excepting traps and icewall, you should not be able to target skills. return 0; + } } break; //Valid targets with no special checks here. @@ -6141,7 +6227,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f //All else not specified is an invalid target. default: return 0; - } //end switch actual target + } //end switch actual target switch( t_bl->type ) { //Checks on target master case BL_PC: @@ -6181,6 +6267,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f break; case BL_SKILL: { struct skill_unit *su = (struct skill_unit *)src; + struct status_change* sc = status->get_sc(target); if (!su->group) return 0; @@ -6191,6 +6278,11 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f if (inf2&INF2_TARGET_SELF) return 1; } + //Status changes that prevent traps from triggering + if (sc && sc->count && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { + if( sc->data[SC_WZ_SIGHTBLASTER] && sc->data[SC_WZ_SIGHTBLASTER]->val2 > 0 && sc->data[SC_WZ_SIGHTBLASTER]->val4%2 == 0) + return -1; + } } break; case BL_MER: @@ -6281,7 +6373,7 @@ 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 && !( s_guild && s_guild == status->get_guild_id(t_bl) )) @@ -6330,7 +6422,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild)))) state |= BCT_GUILD; } - } //end non pvp/gvg chk rivality + } //end non pvp/gvg chk rivality if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. state = BCT_NEUTRAL; @@ -6355,8 +6447,7 @@ bool battle_check_range(struct block_list *src, struct block_list *bl, int range #ifndef CIRCULAR_AREA if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus] - int dx = src->x - bl->x, dy = src->y - bl->y; - if( !path->check_distance(dx, dy, range) ) + if ( !check_distance_client_bl(src, bl, range) ) return false; } else #endif @@ -6394,7 +6485,7 @@ static const struct battle_data { { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, }, { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, }, { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, }, - { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, }, + { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, }, { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, }, { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, }, { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, }, @@ -6445,7 +6536,7 @@ static const struct battle_data { { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, }, { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, }, { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, }, -// { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated + //{ "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, }, { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, }, { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, }, @@ -6571,7 +6662,8 @@ static const struct battle_data { { "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, { "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, - { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, }, + { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 1, 255, }, + { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, }, { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, }, // eAthena additions @@ -6714,7 +6806,7 @@ static const struct battle_data { { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, }, { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, }, { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, }, - { "knockback_left", &battle_config.knockback_left, 1, 0, 1, }, + { "knockback_left", &battle_config.knockback_left, 1, 0, 1, }, { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, }, { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, }, { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, }, @@ -6726,6 +6818,7 @@ static const struct battle_data { { "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, }, @@ -6750,6 +6843,7 @@ static const struct battle_data { **/ { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 1, }, { "item_restricted_consumption_type", &battle_config.item_restricted_consumption_type,1, 0, 1, }, + { "unequip_restricted_equipment", &battle_config.unequip_restricted_equipment, 0, 0, 3, }, { "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, }, @@ -6763,8 +6857,15 @@ static const struct battle_data { { "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, }, - { "guild_castle_invite", &battle_config.guild_castle_invite, 0, 0, 1, }, - { "guild_castle_expulsion", &battle_config.guild_castle_expulsion, 0, 0, 1, }, + { "guild_castle_invite", &battle_config.guild_castle_invite, 0, 0, 1, }, + { "guild_castle_expulsion", &battle_config.guild_castle_expulsion, 0, 0, 1, }, + { "song_timer_reset", &battle_config.song_timer_reset, 0, 0, 1, }, + { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, }, + { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, }, + { "monster_chase_refresh", &battle_config.mob_chase_refresh, 1, 0, 30, }, + { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, }, + { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, }, + { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, }, }; #ifndef STATS_OPT_OUT /** @@ -6805,7 +6906,7 @@ void Hercules_report(char* date, char *time_c) { /* we get the current time */ time(&curtime); strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime)); - + #ifdef CIRCULAR_AREA config |= C_CIRCULAR_AREA; #endif @@ -6817,7 +6918,7 @@ void Hercules_report(char* date, char *time_c) { #ifdef CONSOLE_INPUT config |= C_CONSOLE_INPUT; #endif - + #ifdef SCRIPT_CALLFUNC_CHECK config |= C_SCRIPT_CALLFUNC_CHECK; #endif @@ -6861,7 +6962,7 @@ void Hercules_report(char* date, char *time_c) { #ifdef PACKETVER_RE config |= C_PACKETVER_RE; #endif - + /* non-define part */ if( map->db_use_sql_item_db ) config |= C_SQL_DB_ITEM; @@ -7008,7 +7109,7 @@ 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"); @@ -7016,6 +7117,13 @@ void battle_adjust_conf(void) { } #endif +#if PACKETVER < 20141022 + if( battle_config.feature_roulette ) { + ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n"); + battle_config.feature_roulette = 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"); @@ -7026,8 +7134,8 @@ void battle_adjust_conf(void) { #ifndef CELL_NOSTACK - if (battle_config.cell_stack_limit != 1) - ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support (CELL_NOSTACK).\n"); + if (battle_config.custom_cell_stack_limit != 1) + ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); #endif } @@ -7094,15 +7202,15 @@ void do_final_battle(void) { /* initialize the interface */ void battle_defaults(void) { battle = &battle_s; - + battle->bc = &battle_config; - + memset(battle->attr_fix_table, 0, sizeof(battle->attr_fix_table)); battle->delay_damage_ers = NULL; - + battle->init = do_init_battle; battle->final = do_final_battle; - + battle->calc_attack = battle_calc_attack; battle->calc_damage = battle_calc_damage; battle->calc_gvg_damage = battle_calc_gvg_damage; |