Renewal Skill Cast Formula Fixes

* Resolves several issues with renewal cast times. Includes fixes for for items and skills that grant additions/reductions to cast time.
* Fixes #549
* Fixes #592
* Fixes #657
-- Thanks to @exneval.
This commit is contained in:
aleos89 2015-11-09 11:03:29 -05:00
parent 21603f0f69
commit 10fcd20fa8
4 changed files with 145 additions and 156 deletions

View File

@ -88,12 +88,10 @@
// Renewal variable cast time reduction
#ifdef RENEWAL_CAST
// Multiply the Variable CastTime
#define VARCAST_REDUCTION(val) ( time = time * (1 + (val) * 0.01) )
// Get the highest rate TO REDUCE Fixed CastTime
// -100 is "the highest" rate than 100.
#define FIXEDCASTRATE(fcast,val) ( ((fcast) == 0) ? ((fcast) = (val)) : ((fcast) = min((fcast),(val))) )
#define VARCAST_REDUCTION(val){ \
if( (varcast_r += val) != 0 && varcast_r >= 0 ) \
time = time * (1 - (float)min(val, 100) / 100); \
}
#endif
/**
* End of File

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@ -2994,7 +2994,7 @@ void pc_bonus(struct map_session_data *sd,int type,int val)
#ifdef RENEWAL_CAST
case SP_FIXCASTRATE:
if(sd->state.lr_flag != 2)
FIXEDCASTRATE(sd->bonus.fixcastrate,val);
sd->bonus.fixcastrate = min(sd->bonus.fixcastrate,val);
break;
case SP_ADD_FIXEDCAST:
if(sd->state.lr_flag != 2)
@ -3003,7 +3003,7 @@ void pc_bonus(struct map_session_data *sd,int type,int val)
case SP_CASTRATE:
case SP_VARCASTRATE:
if(sd->state.lr_flag != 2)
sd->bonus.varcastrate += val;
sd->bonus.varcastrate -= val;
break;
case SP_ADD_VARIABLECAST:
if(sd->state.lr_flag != 2)
@ -3576,10 +3576,10 @@ void pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
break;
}
if(sd->skillcastrate[i].id == type2)
sd->skillcastrate[i].val += val;
sd->skillcastrate[i].val -= val;
else {
sd->skillcastrate[i].id = type2;
sd->skillcastrate[i].val += val;
sd->skillcastrate[i].val -= val;
}
break;
case SP_FIXCASTRATE: // bonus2 bFixedCastrate,sk,n;
@ -3592,10 +3592,10 @@ void pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
break;
}
if(sd->skillfixcastrate[i].id == type2)
FIXEDCASTRATE(sd->skillfixcastrate[i].val,val);
sd->skillfixcastrate[i].val -= val;
else {
sd->skillfixcastrate[i].id = type2;
sd->skillfixcastrate[i].val = val;
sd->skillfixcastrate[i].val -= val;
}
break;
#else

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@ -15708,50 +15708,65 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
* Does cast-time reductions based on dex, item bonuses and config setting
*------------------------------------------*/
int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
int time = skill_get_cast(skill_id, skill_lv);
double time = skill_get_cast(skill_id, skill_lv);
nullpo_ret(bl);
#ifndef RENEWAL_CAST
{
struct map_session_data *sd;
sd = BL_CAST(BL_PC, bl);
struct map_session_data *sd = BL_CAST(BL_PC, bl);
struct status_change *sc = status_get_sc(bl);
int reduce_cast_rate = 0;
uint8 flag = skill_get_castnodex(skill_id);
// calculate base cast time (reduced by dex)
if( !(skill_get_castnodex(skill_id)&1) ) {
if (!(flag&1)) {
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if( scale > 0 ) // not instant cast
time = time * scale / battle_config.castrate_dex_scale;
if (scale > 0) // not instant cast
time = time * (float)scale / battle_config.castrate_dex_scale;
else
return 0; // instant cast
return 0; // instant cast
}
// calculate cast time reduced by item/card bonuses
if( !(skill_get_castnodex(skill_id)&4) && sd )
{
if (!(flag&4) && sd) {
int i;
if( sd->castrate != 100 )
time = time * sd->castrate / 100;
for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
{
if( sd->skillcastrate[i].id == skill_id )
{
time += time * sd->skillcastrate[i].val / 100;
if (sd->castrate != 100)
reduce_cast_rate += 100 - sd->castrate;
for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
if (sd->skillcastrate[i].id == skill_id) {
reduce_cast_rate -= sd->skillcastrate[i].val;
break;
}
}
}
// NOTE: Magic Strings and Foresight are treated as separate factors in the calculation
// They are not added to the other modifiers [iRO Wiki]
if (sc && sc->count && !(flag&2)) {
if (sc->data[SC_MEMORIZE]) {
reduce_cast_rate += 50;
if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
}
if (sc->data[SC_POEMBRAGI])
reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
}
time = time * (1 - (float)reduce_cast_rate / 100);
}
#endif
// config cast time multiplier
if (battle_config.cast_rate != 100)
time = time * battle_config.cast_rate / 100;
// return final cast time
time = max(time, 0);
//ShowInfo("Castime castfix = %d\n",time);
return time;
return (int)time;
}
#ifndef RENEWAL_CAST
@ -15761,13 +15776,16 @@ int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
* @param time: Cast time before Status Change addition or reduction
* @return time: Modified castime after status change addition or reduction
*/
int skill_castfix_sc(struct block_list *bl, int time)
int skill_castfix_sc(struct block_list *bl, double time)
{
struct status_change *sc = status_get_sc(bl);
if( time < 0 )
if (time < 0)
return 0;
if (bl->type == BL_MOB)
return (int)time;
if (sc && sc->count) {
if (sc->data[SC_SLOWCAST])
time += time * sc->data[SC_SLOWCAST]->val2 / 100;
@ -15777,20 +15795,14 @@ int skill_castfix_sc(struct block_list *bl, int time)
time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
}
if (sc->data[SC_MEMORIZE]) {
time>>=1;
if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
}
if (sc->data[SC_POEMBRAGI])
time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
if (sc->data[SC_IZAYOI])
time -= time * 50 / 100;
}
time = max(time, 0);
time = max(time, 0);
//ShowInfo("Castime castfix_sc = %d\n",time);
return time;
return (int)time;
}
#else
/**
@ -15812,139 +15824,120 @@ int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16
{
struct status_change *sc = status_get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
int fixed = skill_get_fixed_cast(skill_id, skill_lv);
short fixcast_r = 0;
int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
uint8 i = 0, flag = skill_get_castnodex(skill_id);
#define FIXEDCASTRATE2(val) ( FIXEDCASTRATE(fixcast_r,(val)) )
nullpo_ret(bl);
if( time < 0 )
if (time < 0)
return 0;
if( bl->type == BL_MOB )
if (bl->type == BL_MOB)
return (int)time;
if( fixed < 0 || battle_config.default_fixed_castrate == 0 ) // no fixed cast time
if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
fixed = 0;
else if( fixed == 0 ) {
else if (fixed == 0) {
fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
}
// Additive Variable Cast bonus first
if (sd && !(flag&4)) { // item bonus
time += sd->bonus.add_varcast; // bonus bVariableCast
for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++)
if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
time += sd->skillvarcast[i].val;
break;
}
}
/*if (sc && sc->count && !(flag&2)) { // status change
// -NONE YET-
// if (sc->data[????])
// bonus += sc->data[????]->val?;
}*/
// Adjusted by item bonuses
// Additive Variable Cast bonus adjustments by items
if (sd && !(flag&4)) {
// Additive values
fixed += sd->bonus.add_fixcast; // bonus bFixedCast
for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
if (sd->bonus.varcastrate != 0)
reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
if (sd->bonus.fixcastrate != 0)
fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
if (sd->bonus.add_varcast != 0)
time += sd->bonus.add_varcast; // bonus bVariableCast
if (sd->bonus.add_fixcast != 0)
fixed += sd->bonus.add_fixcast; // bonus bFixedCast
for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
fixed += sd->skillfixcast[i].val;
break;
}
// Multipicative values
if (sd->bonus.varcastrate != 0)
VARCAST_REDUCTION(sd->bonus.varcastrate); // bonus bVariableCastrate
if (sd->bonus.fixcastrate != 0)
FIXEDCASTRATE2(sd->bonus.fixcastrate); // bonus bFixedCastrate
for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
if( sd->skillcastrate[i].id == skill_id ){ // bonus2 bVariableCastrate
VARCAST_REDUCTION(sd->skillcastrate[i].val);
}
for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
time += sd->skillvarcast[i].val;
break;
}
for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
FIXEDCASTRATE2(sd->skillfixcastrate[i].val);
}
for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
reduce_cast_rate += sd->skillcastrate[i].val;
break;
}
}
for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
break;
}
}
}
// Adjusted by active statuses
if (sc && sc->count && !(flag&2) ) {
if (sc && sc->count && !(flag&2)) {
// Multiplicative Variable CastTime values
if (sc->data[SC_SLOWCAST])
VARCAST_REDUCTION(sc->data[SC_SLOWCAST]->val2);
VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
if (sc->data[SC__LAZINESS])
VARCAST_REDUCTION(sc->data[SC__LAZINESS]->val2);
VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
if (sc->data[SC_SUFFRAGIUM]) {
VARCAST_REDUCTION(-sc->data[SC_SUFFRAGIUM]->val2);
VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
}
if (sc->data[SC_MEMORIZE]) {
VARCAST_REDUCTION(-50);
reduce_cast_rate += 50;
if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
}
if (sc->data[SC_POEMBRAGI])
VARCAST_REDUCTION(-sc->data[SC_POEMBRAGI]->val2);
reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
if (sc->data[SC_IZAYOI])
VARCAST_REDUCTION(-50);
if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
VARCAST_REDUCTION(-30); //Reduces 30% Variable Cast Time of Water spells.
if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
if (sc->data[SC_TELEKINESIS_INTENSE])
VARCAST_REDUCTION(-sc->data[SC_TELEKINESIS_INTENSE]->val4);
VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val4);
// Multiplicative Fixed CastTime values
if (sc->data[SC_SECRAMENT])
FIXEDCASTRATE2(-sc->data[SC_SECRAMENT]->val2);
fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
FIXEDCASTRATE2(-(5 + skill_lv * 5));
fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
if (sc->data[SC_DANCEWITHWUG])
FIXEDCASTRATE2(-sc->data[SC_DANCEWITHWUG]->val4);
fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
if (sc->data[SC_HEAT_BARREL])
FIXEDCASTRATE2(-sc->data[SC_HEAT_BARREL]->val2);
fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
// Additive Fixed CastTime values
if (sc->data[SC_MANDRAGORA])
fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
fixed -= 1000;
if (sc->data[SC_IZAYOI])
fixed = 0;
}
#undef FIXEDCASTRATE2
if (varcast_r < 0)
time = time * (1 - (float)min(varcast_r, 100) / 100);
// Apply Variable CastTime calculation by INT & DEX
if (!(flag&1))
time = time * (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
// Apply Fixed CastTime rate
if (fixed != 0 && fixcast_r != 0) {
fixed = (int)(fixed * (1 + fixcast_r * 0.01));
fixed = max(fixed, 0);
}
time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
return (int)max(time + fixed, 0);
return (int)time;
}
#endif
/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
*------------------------------------------*/
int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
{
int delaynodex = skill_get_delaynodex(skill_id);
int time = skill_get_delay(skill_id, skill_lv);
@ -15965,44 +15958,44 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
// Delay reductions
switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
case MO_TRIPLEATTACK:
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
case SR_DRAGONCOMBO:
case SR_FALLENEMPIRE:
case SR_FLASHCOMBO_ATK_STEP1:
case SR_FLASHCOMBO_ATK_STEP2:
//If delay not specified, it will be 1000 - 4*agi - 2*dex
if (time == 0)
time = 1000;
time -= (4*status_get_agi(bl) + 2*status_get_dex(bl));
break;
case HP_BASILICA:
if( sc && !sc->data[SC_BASILICA] )
time = 0; // There is no Delay on Basilica creation, only on cancel
break;
default:
if (battle_config.delay_dependon_dex && !(delaynodex&1))
{ // if skill delay is allowed to be reduced by dex
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
else //To be capped later to minimum.
time = 0;
}
if (battle_config.delay_dependon_agi && !(delaynodex&1))
{ // if skill delay is allowed to be reduced by agi
int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
else //To be capped later to minimum.
time = 0;
}
case MO_TRIPLEATTACK:
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
case SR_DRAGONCOMBO:
case SR_FALLENEMPIRE:
case SR_FLASHCOMBO_ATK_STEP1:
case SR_FLASHCOMBO_ATK_STEP2:
//If delay not specified, it will be 1000 - 4*agi - 2*dex
if (time == 0)
time = 1000;
time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
break;
case HP_BASILICA:
if (sc && !sc->data[SC_BASILICA])
time = 0; // There is no Delay on Basilica creation, only on cancel
break;
default:
if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
else //To be capped later to minimum.
time = 0;
}
if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
else //To be capped later to minimum.
time = 0;
}
}
if ( sc && sc->data[SC_SPIRIT] ) {
if (sc && sc->data[SC_SPIRIT]) {
switch (skill_id) {
case CR_SHIELDBOOMERANG:
if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
@ -16015,18 +16008,16 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
}
}
if (!(delaynodex&2))
{
if (!(delaynodex&2)) {
if (sc && sc->count) {
if (sc->data[SC_POEMBRAGI])
time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
time /= 2; // After Delay of Wind element spells reduced by 50%.
}
}
if( !(delaynodex&4) && sd && sd->delayrate != 100 )
if (!(delaynodex&4) && sd && sd->delayrate != 100)
time = time * sd->delayrate / 100;
if (battle_config.delay_rate != 100)
@ -16035,8 +16026,8 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
//min delay
time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
time = max(time, battle_config.min_skill_delay_limit);
//ShowInfo("Delay delayfix = %d\n",time);
return time;
}

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@ -439,7 +439,7 @@ void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsi
int64 skill_unit_ondamaged(struct skill_unit *unit,int64 damage);
int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv);
int skill_castfix_sc(struct block_list *bl, int time);
int skill_castfix_sc(struct block_list *bl, double time);
#ifdef RENEWAL_CAST
int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv);
#endif