Updated Sorcerer Insignia Skills (#2645)
* Updated Sorcerer Insignia Skills * Fixes #2630. * Added missing Elemental 20% damage bonus for level 1 Insignia. * Adjusted the recovery bonus to only apply to Elementals. * Adjusted 25% magic damage bonus calculation. * Added the missing ASPD bonus for Wind Insignia. * Insignias should not affect status immune. * Removed the BATK addition. * Miscellaneous cleanups. Thanks to @admkakaroto and @exneval!
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@@ -1908,11 +1908,16 @@ static int battle_calc_base_weapon_attack(struct block_list *src, struct status_
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* Initial refactoring by Baalberith
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* Refined and optimized by helvetica
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*/
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static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
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static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
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{
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unsigned int atkmin = 0, atkmax = 0;
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short type = 0;
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int64 damage = 0;
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struct map_session_data *sd = NULL;
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nullpo_retr(damage, src);
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sd = BL_CAST(BL_PC, src);
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if (!sd) { //Mobs/Pets
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if(flag&4) {
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@@ -1962,6 +1967,38 @@ static int64 battle_calc_base_damage(struct status_data *status, struct weapon_a
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// Size fix only for players
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if (!(sd->special_state.no_sizefix || (flag&8)))
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damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
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} else if (src->type == BL_ELEM) {
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struct status_change *ele_sc = status_get_sc(src);
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int ele_class = status_get_class(src);
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if (ele_sc) {
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switch (ele_class) {
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case ELEMENTALID_AGNI_S:
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case ELEMENTALID_AGNI_M:
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case ELEMENTALID_AGNI_L:
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if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
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damage += damage * 20 / 100;
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break;
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case ELEMENTALID_AQUA_S:
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case ELEMENTALID_AQUA_M:
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case ELEMENTALID_AQUA_L:
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if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
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damage += damage * 20 / 100;
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break;
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case ELEMENTALID_VENTUS_S:
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case ELEMENTALID_VENTUS_M:
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case ELEMENTALID_VENTUS_L:
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if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
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damage += damage * 20 / 100;
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break;
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case ELEMENTALID_TERA_S:
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case ELEMENTALID_TERA_M:
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case ELEMENTALID_TERA_L:
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if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
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damage += damage * 20 / 100;
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break;
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}
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}
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}
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//Finally, add baseatk
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@@ -2833,11 +2870,11 @@ static struct Damage battle_calc_element_damage(struct Damage wd, struct block_l
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wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
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if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
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// Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
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int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
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int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
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wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
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if (is_attack_left_handed(src, skill_id)) {
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damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
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damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
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wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
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}
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}
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@@ -3077,7 +3114,7 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
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wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
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wd.masteryAtk = 0; // weapon mastery is ignored for spiral
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} else {
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
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wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
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}
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switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
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@@ -3108,7 +3145,7 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
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ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
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} else {
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
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wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
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}
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i = sstatus->str/10;
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@@ -3197,9 +3234,9 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
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i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
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(!skill_id && sc && sc->data[SC_CHANGE]?4:0);
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
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wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
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if (is_attack_left_handed(src, skill_id))
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wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
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wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
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}
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#else
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i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
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@@ -3221,9 +3258,9 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
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break;
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}
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}
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
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wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
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if (is_attack_left_handed(src, skill_id))
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wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
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wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
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#endif
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if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
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if(wd.miscflag > 0) {
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@@ -5064,7 +5101,7 @@ struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct bl
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int64 rdamage = 0;
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int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
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if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
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rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
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rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
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rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
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skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
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clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
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@@ -6177,6 +6214,14 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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break;
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}
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if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
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if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
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(sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
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(sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
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(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
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skillratio += 25;
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}
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MATK_RATE(skillratio);
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//Constant/misc additions from skills
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