Corrected Lux Anima behavior (fixes #1110)

* Only transfers the most recent rune buff to the party.
* The source loses the rune buff that is passed to the party.
* There is a stack limit of 20 Lux Anima Runestones.
-- Stack only applies to renewal as the item isn't implemented in pre-renewal.
This commit is contained in:
aleos89 2016-11-25 15:42:44 -05:00
parent 2c3201116c
commit 09a0c29a39
3 changed files with 76 additions and 95 deletions

View File

@ -27,6 +27,7 @@
12731,20,1 // Thurisaz Rune
12732,20,1 // Wyrd Rune
12733,20,1 // Hagalaz Rune
22540,20,1 // Lux Anima Rune
// Arch Bishop
12333,3,1 // Ancilla

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@ -8865,55 +8865,37 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
break;
case RK_STONEHARDSKIN:
if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
{
int heal = sstatus->hp / 5; // 20% HP
if( status_charge(bl,heal,0) )
clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
else
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case RK_REFRESH:
if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
{
int heal = status_get_max_hp(bl) * 25 / 100;
clif_skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
status_heal(bl,heal,0,1);
status_change_clear_buffs(bl, SCCB_REFRESH);
}
break;
case RK_MILLENNIUMSHIELD:
if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
{
int8 rate = rnd()%100;
int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
clif_millenniumshield(bl,shields);
clif_skill_nodamage(src,bl,skill_id,1,1);
}
break;
case RK_GIANTGROWTH:
case RK_STONEHARDSKIN:
case RK_VITALITYACTIVATION:
case RK_ABUNDANCE:
case RK_CRUSHSTRIKE:
if( sd )
{
int lv = 1; // RK_GIANTGROWTH
if( skill_id == RK_VITALITYACTIVATION )
lv = 2;
else if( skill_id == RK_ABUNDANCE )
lv = 6;
else if( skill_id == RK_CRUSHSTRIKE )
lv = 7;
if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
}
break;
case RK_REFRESH:
case RK_MILLENNIUMSHIELD:
if (sd) {
uint8 rune_level = 1; // RK_GIANTGROWTH
if (skill_id == RK_VITALITYACTIVATION)
rune_level = 2;
else if (skill_id == RK_STONEHARDSKIN)
rune_level = 4;
else if (skill_id == RK_ABUNDANCE)
rune_level = 6;
else if (skill_id == RK_CRUSHSTRIKE)
rune_level = 7;
else if (skill_id == RK_REFRESH)
rune_level = 8;
else if (skill_id == RK_MILLENNIUMSHIELD)
rune_level = 9;
if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
else if (skill_id == RK_STONEHARDSKIN)
clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
} else
clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
}
break;
case RK_FIGHTINGSPIRIT: {
// val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
@ -8939,58 +8921,36 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case RK_LUXANIMA:
if( !sd || !sd->status.party_id || flag&1 ) {
if( src == bl ) break;
while( skill_area_temp[5] >= 0x10 ) {
type = SC_NONE;
i = 0;
if( skill_area_temp[5]&0x10 ) {
if( dstsd ) {
i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
clif_millenniumshield(bl,i);
skill_area_temp[5] &= ~0x10;
type = SC_MILLENNIUMSHIELD;
{
enum sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
if (sd == NULL || sd->status.party_id == 0 || flag&1) {
enum sc_type type = runes[skill_area_temp[5]];
if (src->id == bl->id) // Don't give it back to the RK
break;
sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
} else if (sd) { // Find which SC is going to be given
int i = 0, recent = 0, result = -1;
for (i = 0; i < ARRAYLENGTH(runes); i++) {
if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
recent = sd->sc.data[runes[i]]->timer;
result = i;
}
} else if( skill_area_temp[5]&0x20 ) {
i = status_get_max_hp(bl) * 25 / 100;
status_change_clear_buffs(bl, SCCB_REFRESH);
skill_area_temp[5] &= ~0x20;
status_heal(bl,i,0,1);
type = SC_REFRESH;
} else if( skill_area_temp[5]&0x40 ) {
skill_area_temp[5] &= ~0x40;
type = SC_GIANTGROWTH;
} else if( skill_area_temp[5]&0x80 ) {
if( dstsd ) {
i = sstatus->hp / 5;
if( status_charge(bl,i,0) )
type = SC_STONEHARDSKIN;
skill_area_temp[5] &= ~0x80;
}
} else if( skill_area_temp[5]&0x100 ) {
skill_area_temp[5] &= ~0x100;
type = SC_VITALITYACTIVATION;
} else if( skill_area_temp[5]&0x200 ) {
skill_area_temp[5] &= ~0x200;
type = SC_ABUNDANCE;
}
if( type > SC_NONE )
clif_skill_nodamage(bl,bl,skill_id,skill_lv,
sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
} //end while
} else if( sd ) {
if( tsc && tsc->count ) {
if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
if (result != -1) {
skill_area_temp[5] = result;
status_change_end(src, runes[result], INVALID_TIMER);
party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
}
}
clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
}
break;
break;
case GC_ROLLINGCUTTER:
{

View File

@ -9975,9 +9975,29 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
val2 = 500 + 100 * val1;
break;
case SC_STONEHARDSKIN:
if( sd )
val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
{
int hp = status->hp / 5; // 20% of HP
if (sd)
val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
if (!status_charge(bl, hp, 0))
return 0;
val2 = hp;
}
break;
case SC_REFRESH:
status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
status_change_clear_buffs(bl, SCCB_REFRESH);
break;
case SC_MILLENNIUMSHIELD:
{
int8 rate = rnd()%100;
val2 = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2); // Shield count
val3 = 1000; // Shield HP
clif_millenniumshield(bl, val2);
}
break;
case SC_ABUNDANCE:
val4 = tick / 10000;
tick_time = 10000; // [GodLesZ] tick time