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:
parent
21603f0f69
commit
10fcd20fa8
@ -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
|
||||
|
12
src/map/pc.c
12
src/map/pc.c
@ -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
|
||||
|
277
src/map/skill.c
277
src/map/skill.c
@ -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;
|
||||
}
|
||||
|
||||
|
@ -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
|
||||
|
Loading…
x
Reference in New Issue
Block a user