Updated meteor assault, soul breaker
git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@860 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -1,5 +1,7 @@
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Date Added
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12/29
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* Updated Soul Breaker's damage calculation [celest]
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* Updated Meteor Assault's cast delay to be not affected by dex [celest]
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* Changed int_guild.c so it will calculate average guild level only if > 0
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members are found - prevent divide by zero crashes (why would an empty guild
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be requested to update its' member info in the first place?) [celest]
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@ -10,3 +10,4 @@
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383,1
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394,1
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403,1
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406,1
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@ -3497,17 +3497,26 @@ static struct Damage battle_calc_pc_weapon_attack(
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break;
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case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill)
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if(sd){
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int damage3;
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int mdef1=battle_get_mdef(target);
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/* int mdef1=battle_get_mdef(target);
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int mdef2=battle_get_mdef2(target);
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int imdef_flag=0;
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damage = ((damage * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2;
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damage2 = ((damage2 * 5) + (skill_lv * battle_get_int(src) * 5) + rand()%500 + 500) /2;
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damage3 = damage;
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hitrate = 1000000;
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// physical damage can miss
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hitrate = 1000000;*/
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if(sd->ignore_mdef_ele & (1<<t_ele) || sd->ignore_mdef_race & (1<<t_race))
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// calculate physical part of damage
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damage = damage * skill_lv;
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damage2 = damage2 * skill_lv;
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// element modifier added right after this
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// calculate magic part of damage
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damage3 = skill_lv * battle_get_int(src) * 5;
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// ignores magic defense now [Celest]
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/*if(sd->ignore_mdef_ele & (1<<t_ele) || sd->ignore_mdef_race & (1<<t_race))
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imdef_flag = 1;
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if(t_mode & 0x20) {
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if(sd->ignore_mdef_race & (1<<10))
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@ -3529,7 +3538,7 @@ static struct Damage battle_calc_pc_weapon_attack(
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if(damage3<1)
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damage3=1;
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damage3=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );
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damage3=battle_attr_fix(damage2,s_ele_, battle_get_element(target) );*/
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}
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break;
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}
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@ -3773,8 +3782,10 @@ static struct Damage battle_calc_pc_weapon_attack(
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//カードによるダメージ増加処理(左手)ここまで
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// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER)
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if(skill_num == ASC_BREAKER)
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if(skill_num == ASC_BREAKER) {
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damage3 = damage3 * cardfix / 100;
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dmg_lv = ATK_DEF; // ignores flee [celest]
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}
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//カードによるダメージ減衰処理ここから
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if(tsd){ //対象がPCの場合
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@ -3975,8 +3986,9 @@ static struct Damage battle_calc_pc_weapon_attack(
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// -- moonsoul (final combination of phys, mag damage for ASC_BREAKER)
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if(skill_num == ASC_BREAKER) {
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damage3 += rand()%500+500;
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damage += damage3;
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damage2 += damage3;
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// damage2 += damage3;
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}
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wd.damage=damage;
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