Fixed bugreport:6220 updated SR_SKYNETBLOW behavior to official and damage formula and other Sura skills(SR_TIGERCANNON,SR_FALLENEMPIRE,SR_GATEOFHELL,SR_WINDMILL,SR_RIDEINLIGHTING,SR_LIGHTNINGWALK) and more to come...:D

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16424 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
rud0lp20 2012-07-13 17:07:31 +00:00
parent b803e1ab9f
commit 0656981500
6 changed files with 59 additions and 42 deletions

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@ -667,7 +667,7 @@
2331,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HELLGATE#Hell Gate#
2332,0,0,110:120:130:140:150,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RAMPAGEBLASTER#Rampage Blaster#
2333,0,0,80,0,0,0,99,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CRESCENTELBOW#Crescent Elbow#
2334,0,0,40:60:80:100:120,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CURSEDCIRCLE#Cursed Circle#
2334,0,0,40:60:80:100:120,-1:-2:-3:-4:-5,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CURSEDCIRCLE#Cursed Circle#
2335,0,0,80:70:60:50:40,-5:-4:-3:-2:-1,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_LIGHTNINGWALK#Lightning Walk#
2336,0,0,10:15:20:25:30,0,0,0,99,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_KNUCKLEARROW#Knuckle Arrow#
2337,0,0,45,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_WINDMILL#Windmill#

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@ -668,7 +668,7 @@
2331,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HELLGATE#Hell Gate#
2332,0,0,110:120:130:140:150,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RAMPAGEBLASTER#Rampage Blaster#
2333,0,0,80,0,0,0,99,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CRESCENTELBOW#Crescent Elbow#
2334,0,0,40:60:80:100:120,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CURSEDCIRCLE#Cursed Circle#
2334,0,0,40:60:80:100:120,-1:-2:-3:-4:-5,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CURSEDCIRCLE#Cursed Circle#
2335,0,0,80:70:60:50:40,-5:-4:-3:-2:-1,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_LIGHTNINGWALK#Lightning Walk#
2336,0,0,10:15:20:25:30,0,0,0,99,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_KNUCKLEARROW#Knuckle Arrow#
2337,0,0,45,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_WINDMILL#Windmill#

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@ -2296,23 +2296,32 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
break;
case SR_DRAGONCOMBO:
skillratio += 40 * skill_lv;
RE_LVL_DMOD(100);
break;
case SR_SKYNETBLOW:
skillratio += 80 * skill_lv - 100 + ( sstatus->agi * 4 );
//ATK [{(Skill Level x 80) + (Casters AGI)} x Casters Base Level / 100] %
skillratio = 80 * skill_lv + sstatus->agi;
if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Casters AGI) + 150} x Casters Base Level / 100] %
skillratio = 100 * skill_lv + sstatus->agi + 150;
RE_LVL_DMOD(100);
break;
case SR_EARTHSHAKER:
skillratio += 50 * skill_lv - 50;// Need to code a check to make the ratio 3x when hitting a hidden player. [Rytech]
break;
case SR_FALLENEMPIRE:
skillratio += 150 * skill_lv; // Need official on how much enemy players weight affects damage. [Rytech]
//if( tsd && tsd->weight )
// skillratio = (100 + 150 * skill_lv) * tsd->weight / 10000;
//else
// skillratio = (100 + 150 * skill_lv) * 600 / 100;
break;
case SR_TIGERCANNON:
skillratio = 2000 + ( sstatus->hp * ( 10 + 2 * skill_lv ) / 100 );
break;
case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Casters Base Level / 150] %
skillratio += 150 *skill_lv;
RE_LVL_DMOD(100);
break;
case SR_TIGERCANNON:// ATK [((Casters consumed HP + SP) / 4) x Casters Base Level / 100] %
{
int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100,
sp = sstatus->max_sp * (6 + skill_lv) / 100;
skillratio = (hp+sp) / 4;
if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Casters consumed HP + SP) / 2) x Casters Base Level / 100] %
skillratio = (hp+sp) / 2;
RE_LVL_DMOD(100);
}
break;
case SR_RAMPAGEBLASTER:
if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
skillratio += 40 * skill_lv * (sd?sd->spiritball_old:5) - 100;
@ -2325,8 +2334,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
else
skillratio += 400 + (100 * skill_lv);
break;
case SR_WINDMILL:
skillratio += 150;
case SR_WINDMILL: // ATK [(Casters Base Level + Casters DEX) x Casters Base Level / 100] %
skillratio = status_get_lv(src) + sstatus->dex;
RE_LVL_DMOD(100);
break;
case SR_GATEOFHELL:
if( sc && sc->data[SC_COMBO]
@ -2342,8 +2352,11 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
case SR_HOWLINGOFLION:
skillratio += 300 * skill_lv - 100;
break;
case SR_RIDEINLIGHTNING:
skillratio += 200 * skill_lv -100;
case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Casters Base Level / 100] %
if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
skillratio += skill_lv * 50;
skillratio += -100 + 200 * skill_lv;
RE_LVL_DMOD(100);
break;
case WM_REVERBERATION_MELEE:
// ATK [{(Skill Level x 100) + 300} x Casters Base Level / 100]
@ -2486,10 +2499,19 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
}
break;
case SR_TIGERCANNON:
case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Targets Base Level x 40)
ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
if( sc && sc->data[SC_COMBO]
&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
ATK_ADDRATE(10);// +10% custom value.
&& sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Targets Base Level x 40)
ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );
break;
case SR_FALLENEMPIRE:// [(Targets Size value + Skill Level - 1) x Casters STR] + [(Targets current weight x Casters DEX / 120)]
ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
if( tsd && tsd->weight ){
ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
}else{
ATK_ADD( status_get_lv(target) * 50 ); //mobs
}
break;
}
}
@ -2549,10 +2571,6 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED]) )
ATK_ADDRATE(150+150*skill_lv);
break;
case SR_RIDEINLIGHTNING:
if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
ATK_ADDRATE(skill_lv*5);
break;
}
if( sd )

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@ -1243,14 +1243,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
break;
case SR_DRAGONCOMBO:
sc_start(bl, SC_STUN, 1 + 1 * skilllv, skilllv, skill_get_time(skillid, skilllv));
sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
break;
case SR_FALLENEMPIRE:
sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
break;
case SR_TIGERCANNON:
status_percent_damage(src, bl, 0, 5+1*skilllv, false); // The hell is this? [Rytech]
break;
case SR_WINDMILL:
if( dstsd )
skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
@ -2649,6 +2646,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case WM_METALICSOUND:
status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
break;
case SR_TIGERCANNON:
status_zap(bl, 0, damage/10); // 10% of damage dealt
break;
}
if( sd )
skill_onskillusage(sd, bl, skillid, tick);
@ -5445,7 +5445,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,1);
i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
if( !i && skillid == NC_AXETORNADO )
if( !i && skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW )
clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
break;
@ -12519,7 +12519,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
}
if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
return 0;
}
@ -13039,6 +13039,7 @@ int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_l
}
}
#endif
if( time < 0 ) return 0; // due to fixed castime so use -1 to nullify the casting. [malufett]
if (sc && sc->count) {
if (sc->data[SC_SLOWCAST])
time += time * sc->data[SC_SLOWCAST]->val2 / 100;
@ -15874,7 +15875,7 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, un
tmp_item.nameid = product;
tmp_item.amount = add_amount;
tmp_item.identify = 1;
if( tmp_item.amount ) {
if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
clif_additem(sd,0,0,flag);

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@ -7441,8 +7441,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
struct unit_data *ud = unit_bl2ud(bl);
if (ud && !val3) {
tick += 300 * battle_config.combo_delay_rate/100;
if(val1 == SR_FALLENEMPIRE)//TODO: better option for this bonus. [malufett]
tick += 1000;
ud->attackabletime = gettick()+tick;
unit_set_walkdelay(bl, gettick(), tick, 1);
}
@ -8083,8 +8081,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 94 + val1;
val_flag |= 1|2;
break;
case SC_LIGHTNINGWALK:
val1 = 88 + 2 * val1;
case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
val_flag |= 1;
break;
case SC_RAISINGDRAGON:

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@ -1201,14 +1201,14 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
(sc->data[SC_COMBO]->val1 == MO_COMBOFINISH ||
sc->data[SC_COMBO]->val1 == CH_TIGERFIST ||
sc->data[SC_COMBO]->val1 == CH_CHAINCRUSH))
casttime = 0;
casttime = -1;
temp = 1;
break;
case SR_GATEOFHELL:
case SR_TIGERCANNON:
if (sc && sc->data[SC_COMBO] &&
sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
casttime = 0;
casttime = -1;
temp = 1;
break;
case SA_SPELLBREAKER:
@ -1216,15 +1216,15 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
break;
case ST_CHASEWALK:
if (sc && sc->data[SC_CHASEWALK])
casttime = 0;
casttime = -1;
break;
case TK_RUN:
if (sc && sc->data[SC_RUN])
casttime = 0;
casttime = -1;
break;
case HP_BASILICA:
if( sc && sc->data[SC_BASILICA] )
casttime = 0; // No Casting time on basilica cancel
casttime = -1; // No Casting time on basilica cancel
break;
case KN_CHARGEATK:
{
@ -1239,11 +1239,11 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
break;
case RA_WUGDASH:
if (sc && sc->data[SC_WUGDASH])
casttime = 0;
casttime = -1;
}
// moved here to prevent Suffragium from ending if skill fails
if (!(skill_get_castnodex(skill_num, skill_lv)&2))
if (!(skill_get_castnodex(skill_num, skill_lv)&2))
casttime = skill_castfix_sc(src, casttime, skill_num, skill_lv);
if( casttime > 0 || temp )