- Re-committed r16981/trunk/src/ and follow up r16988/trunk/src/ (pid:161281).

-Fix previous recommit since r16995

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16999 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
rud0lp20 2012-12-05 14:13:26 +00:00
parent ed8f0515ef
commit 144bb14efc
11 changed files with 550 additions and 443 deletions

View File

@ -3644,7 +3644,7 @@ ACMD_FUNC(guildrecall)
if (sd->status.account_id != pl_sd->status.account_id && pl_sd->status.guild_id == g->guild_id)
{
if (pc_get_group_level(pl_sd) > pc_get_group_level(sd) || (pl_sd->bl.m == sd->bl.m && pl_sd->bl.x == sd->bl.x && pl_sd->bl.y == sd->bl.y))
continue; // Skip GMs greater than you... and chars already on the cell
continue; // Skip GMs greater than you... or chars already on the cell
if (pl_sd->bl.m >= 0 && map[pl_sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE))
count++;
else
@ -3703,7 +3703,7 @@ ACMD_FUNC(partyrecall)
if (sd->status.account_id != pl_sd->status.account_id && pl_sd->status.party_id == p->party.party_id)
{
if (pc_get_group_level(pl_sd) > pc_get_group_level(sd) || (pl_sd->bl.m == sd->bl.m && pl_sd->bl.x == sd->bl.x && pl_sd->bl.y == sd->bl.y))
continue; // Skip GMs greater than you... and chars already on the cell
continue; // Skip GMs greater than you... or chars already on the cell
if (pl_sd->bl.m >= 0 && map[pl_sd->bl.m].flag.nowarp && !pc_has_permission(sd, PC_PERM_WARP_ANYWHERE))
count++;
else

View File

@ -407,6 +407,316 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
}
return damage*ratio/100;
}
/*==========================================
* Calculates card bonuses damage adjustments.
*------------------------------------------*/
int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag){
struct map_session_data *sd, *tsd;
short cardfix = 1000, t_class, s_class, s_race2, t_race2;
struct status_data *sstatus, *tstatus;
int i;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
t_class = status_get_class(target);
s_class = status_get_class(src);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(target);
s_race2 = status_get_race2(src);
t_race2 = status_get_race2(target);
if( !damage )
return 0;
switch(attack_type){
case BF_MAGIC:
if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX))
cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
if(sd->add_mdmg[i].class_ == t_class) {
cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
continue;
}
}
if (cardfix != 1000)
damage = damage * cardfix / 1000;
}
if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
{ // Target cards.
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&flag&BF_RANGEMASK &&
tsd->subele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
if(tsd->add_mdef[i].class_ == s_class) {
cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
break;
}
}
//It was discovered that ranged defense also counts vs magic! [Skotlex]
if ( flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
if( tsd->sc.data[SC_MDEF_RATE] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
if (cardfix != 1000)
damage = damage * cardfix / 1000;
}
break;
case BF_WEAPON:
if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) )
{
short cardfix_ = 1000;
if(sd->state.arrow_atk)
{
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix)/100;
}
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
}
else
{ // Melee attack
if( !battle_config.left_cardfix_to_right )
{
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)) {
int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix)/100;
}
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
if( left&1 )
{
cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)) {
int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix_lh += sd->left_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix_lh)/100;
}
cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
}
}
else
{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK &&
sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK &&
sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix += sd->left_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
cardfix=cardfix*(100+ele_fix)/100;
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
}
}
for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
{
if( sd->right_weapon.add_dmg[i].class_ == t_class )
{
cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
break;
}
}
if( left&1 )
{
for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
{
if( sd->left_weapon.add_dmg[i].class_ == t_class )
{
cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
break;
}
}
}
if( flag&BF_LONG )
cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
#ifdef RENEWAL_EDP
if( sd->sc.data[SC_EDP] ){
cardfix = cardfix * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100;
cardfix_ = cardfix_ * (100 + sd->sc.data[SC_EDP]->val1 * 60 ) / 100;
}
#endif
if( (left&1) && cardfix_ != 1000 )
damage = damage * cardfix_ / 1000;
else if( cardfix != 1000 )
damage = damage * cardfix / 1000;
}else if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
if( !(nk&NK_NO_ELEFIX) )
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&flag&BF_RANGEMASK &&
tsd->subele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
if( left&1 && s_ele_ != s_ele )
{
int ele_fix_lh = tsd->subele[s_ele_];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele_) continue;
if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&flag&BF_RANGEMASK &&
tsd->subele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix_lh += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix_lh)/100;
}
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
if( tsd->add_def[i].class_ == s_class ) {
cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
break;
}
}
if( flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if( tsd->sc.data[SC_DEF_RATE] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
if( cardfix != 1000 )
damage = damage * cardfix / 1000;
}
break;
case BF_MISC:
if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){
// misc damage reduction from equipment
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&flag&BF_RANGEMASK &&
tsd->subele2[i].flag&flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
if( flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if (cardfix != 10000)
damage = (int)( (int64)damage * cardfix / 1000);
}
break;
}
return damage;
}
/*==========================================
* Check dammage trough status.
@ -3027,139 +3337,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
}
//Card Fix, sd side
if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
{
int cardfix = 1000, cardfix_ = 1000;
int t_race2 = status_get_race2(target);
if(sd->state.arrow_atk)
{
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix)/100;
}
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
}
else
{ // Melee attack
if( !battle_config.left_cardfix_to_right )
{
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)) {
int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix)/100;
}
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
if( flag.lh )
{
cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX)) {
int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix_lh += sd->left_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+ele_fix_lh)/100;
}
cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
}
}
else
{
int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += sd->right_weapon.addele2[i].rate;
}
for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += sd->left_weapon.addele2[i].rate;
}
cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
cardfix=cardfix*(100+ele_fix)/100;
cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
if( tstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
}
}
for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
{
if( sd->right_weapon.add_dmg[i].class_ == t_class )
{
cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
break;
}
}
if( flag.lh )
{
for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
{
if( sd->left_weapon.add_dmg[i].class_ == t_class )
{
cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
break;
}
}
}
if( wd.flag&BF_LONG )
cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100;
#ifdef RENEWAL_EDP
if( sc && sc->data[SC_EDP] ){
cardfix = cardfix * (100 + sc->data[SC_EDP]->val1 * 60 ) / 100;
cardfix_ = cardfix_ * (100 + sc->data[SC_EDP]->val1 * 60 ) / 100;
}
#endif
if( cardfix != 1000 || cardfix_ != 1000 )
ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
}
wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, 2, wd.flag);
if( flag.lh )
wd.damage2 = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage2, 3, wd.flag);
if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
{ //Refine bonus applies after cards and elements.
@ -3169,68 +3349,9 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
}
} //if (sd)
//Card Fix, tsd sid
if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
{
short s_race2,s_class;
short cardfix=1000;
s_race2 = status_get_race2(src);
s_class = status_get_class(src);
if( !(nk&NK_NO_ELEFIX) )
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
if( flag.lh && s_ele_ != s_ele )
{
int ele_fix_lh = tsd->subele[s_ele_];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele_) continue;
if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
continue;
ele_fix_lh += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix_lh)/100;
}
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) {
if( tsd->add_def[i].class_ == s_class ) {
cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
break;
}
}
if( wd.flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if( tsd->sc.data[SC_DEF_RATE] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100;
if( cardfix != 1000 )
ATK_RATE( cardfix / 10 );
}
//Card Fix, tsd side
if(tsd)
wd.damage = battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, s_ele_, wd.damage, flag.lh, wd.flag);
if( flag.infdef )
{ //Plants receive 1 damage when hit
@ -3402,7 +3523,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
return ad;
}
//Initial Values
ad.damage = 1;
ad.div_=skill_get_num(skill_num,skill_lv);
ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
ad.dmotion=tstatus->dmotion;
@ -3518,7 +3638,12 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = tstatus->hp;
else {
#ifdef RENEWAL
ad.damage = skill_lv * (sstatus->matk_min + sstatus->matk_max);
if (sstatus->matk_max > sstatus->matk_min) {
MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
} else {
MATK_ADD(sstatus->matk_min);
}
MATK_RATE(skill_lv);
#else
ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
#endif
@ -3534,25 +3659,14 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
//Damage calculation from iRO wiki. [Jobbie]
ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
break;
default:
{
#ifdef RENEWAL //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK)
/**
* min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK
* max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK
* yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and
* -> statusMATK holds the %Matk modifier stuff from earlier and lastly:
* -> the mdef part is not applied at this point, but later.
**/ //1:bugreport:5101 //1:bugreport:5101
MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rnd()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) ));
#else //Ancient MATK Appliance
if (sstatus->matk_max > sstatus->matk_min) {
MATK_ADD(sstatus->matk_min+rnd()%(1+sstatus->matk_max-sstatus->matk_min));
} else {
MATK_ADD(sstatus->matk_min);
}
#endif
if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
default: {
if (sstatus->matk_max > sstatus->matk_min) {
MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
} else {
MATK_ADD(sstatus->matk_min);
}
if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
if(mflag>0)
ad.damage/= mflag;
else
@ -3958,7 +4072,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
MATK_ADD(50);
}
}
#ifdef RENEWAL
ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
if(sd) {
//Damage bonuses
if ((i = pc_skillatk_bonus(sd, skill_num)))
@ -4030,72 +4146,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
}
}
if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
short t_class = status_get_class(target);
short cardfix=1000;
cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
if (!(nk&NK_NO_ELEFIX))
cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
if(sd->add_mdmg[i].class_ == t_class) {
cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
continue;
}
}
if (cardfix != 1000)
MATK_RATE(cardfix/10);
}
if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
{ // Target cards.
short s_race2 = status_get_race2(src);
short s_class= status_get_class(src);
int cardfix=1000;
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&ad.flag&BF_RANGEMASK &&
tsd->subele2[i].flag&ad.flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
if(tsd->add_mdef[i].class_ == s_class) {
cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
break;
}
}
//It was discovered that ranged defense also counts vs magic! [Skotlex]
if ( ad.flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100;
if( tsd->sc.data[SC_MDEF_RATE] )
cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100;
if (cardfix != 1000)
MATK_RATE( cardfix / 10 );
}
#ifndef RENEWAL
ad.damage = battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
#endif
}
damage_div_fix(ad.damage, ad.div_);
@ -4374,40 +4427,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
}
}
if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
{// misc damage reduction from equipment
int cardfix = 10000;
int race2 = status_get_race2(src);
if (!(nk&NK_NO_ELEFIX))
{
int ele_fix = tsd->subele[s_ele];
for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
{
if(tsd->subele2[i].ele != s_ele) continue;
if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK &&
tsd->subele2[i].flag&md.flag&BF_RANGEMASK &&
tsd->subele2[i].flag&md.flag&BF_SKILLMASK))
continue;
ele_fix += tsd->subele2[i].rate;
}
cardfix=cardfix*(100-ele_fix)/100;
}
cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
cardfix=cardfix*(100-tsd->subrace2[race2])/100;
cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
if( sstatus->race != RC_DEMIHUMAN )
cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
cardfix = cardfix * ( 100 - tsd->bonus.misc_def_rate ) / 100;
if( md.flag&BF_SHORT )
cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100;
else // BF_LONG (there's no other choice)
cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100;
if (cardfix != 10000)
md.damage= (int)( (int64)md.damage * cardfix / 10000 );
}
md.damage = battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
md.damage += md.damage*i/100;

View File

@ -41,6 +41,7 @@ void battle_drain(struct map_session_data *sd, struct block_list *tbl, int rdama
int battle_attr_ratio(int atk_elem,int def_type, int def_lv);
int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv);
int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int damage, int left, int flag);
// Final calculation Damage
int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv);

View File

@ -2835,10 +2835,10 @@ void clif_updatestatus(struct map_session_data *sd,int type)
WFIFOL(fd,4)=sd->battle_status.cri/10;
break;
case SP_MATK1:
WFIFOL(fd,4)=sd->battle_status.matk_max;
WFIFOL(fd,4)=pc_rightside_matk(sd);
break;
case SP_MATK2:
WFIFOL(fd,4)=sd->battle_status.matk_min;
WFIFOL(fd,4)=pc_leftside_matk(sd);
break;
@ -3169,8 +3169,8 @@ void clif_initialstatus(struct map_session_data *sd)
WBUFW(buf,16) = pc_leftside_atk(sd);
WBUFW(buf,18) = pc_rightside_atk(sd);
WBUFW(buf,20) = sd->battle_status.matk_max;
WBUFW(buf,22) = sd->battle_status.matk_min;
WBUFW(buf,20) = pc_rightside_matk(sd);
WBUFW(buf,22) = pc_leftside_matk(sd);
WBUFW(buf,24) = pc_leftside_def(sd);
WBUFW(buf,26) = pc_rightside_def(sd);
WBUFW(buf,28) = pc_leftside_mdef(sd);

View File

@ -404,7 +404,7 @@ enum _sp {
SP_UNSTRIPABLE_WEAPON,SP_UNSTRIPABLE_ARMOR,SP_UNSTRIPABLE_HELM,SP_UNSTRIPABLE_SHIELD, // 2034-2037
SP_INTRAVISION, SP_ADD_MONSTER_DROP_ITEMGROUP, SP_SP_LOSS_RATE, // 2038-2040
SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE, SP_MAGIC_SP_GAIN_VALUE, SP_MAGIC_HP_GAIN_VALUE, SP_ADD_CLASS_DROP_ITEM, //2041-2045
SP_WEAPON_MATK, SP_BASE_MATK, SP_SP_GAIN_RACE_ATTACK, SP_HP_GAIN_RACE_ATTACK, SP_SKILL_USE_SP_RATE, //2046-2050
SP_EMATK, SP_SP_GAIN_RACE_ATTACK, SP_HP_GAIN_RACE_ATTACK, SP_SKILL_USE_SP_RATE, //2046-2049
SP_SKILL_COOLDOWN,SP_SKILL_FIXEDCAST, SP_SKILL_VARIABLECAST, SP_FIXCASTRATE, SP_VARCASTRATE, //2051-2055
SP_SKILL_USE_SP //2056
};

View File

@ -2252,7 +2252,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
else
job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map[m].jexp/100., 1, UINT_MAX);
if ((temp = tmpsd[i]->status.party_id)>0 /*&& !md->dmglog[i].flag == MDLF_HOMUN*/) { //Homun-done damage (flag 1) is given to party
if ((temp = tmpsd[i]->status.party_id)>0 /*&& !md->dmglog[i].flag == MDLF_HOMUN*/) //Homun-done damage (flag 1) is given to party
{
int j;
for(j=0;j<pnum && pt[j].id!=temp;j++); //Locate party.

View File

@ -2589,14 +2589,10 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
if(sd->state.lr_flag != 2)
sd->bonus.itemhealrate2 += val;
break;
case SP_WEAPON_MATK:
if(sd->state.lr_flag != 2)
sd->bonus.sp_weapon_matk += val;
break;
case SP_BASE_MATK:
if(sd->state.lr_flag != 2)
sd->bonus.sp_base_matk += val;
break;
case SP_EMATK:
if(sd->state.lr_flag != 2)
sd->bonus.ematk += val;
break;
case SP_FIXCASTRATE:
if(sd->state.lr_flag != 2)
sd->bonus.fixcastrate -= val;

View File

@ -314,11 +314,11 @@ struct map_session_data {
short sp_gain_value, hp_gain_value, magic_sp_gain_value, magic_hp_gain_value;
short sp_vanish_rate;
short sp_vanish_per;
short sp_weapon_matk,sp_base_matk;
unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest]
unsigned short unbreakable_equip; //100% break resistance on certain equipment
unsigned short unstripable_equip;
int fixcastrate,varcastrate;
int ematk; // matk bonus from equipment
} bonus;
// zeroed vars end here.
@ -645,6 +645,8 @@ enum equip_index {
#define pc_rightside_def(sd) ((sd)->battle_status.def)
#define pc_leftside_mdef(sd) ((sd)->battle_status.mdef2)
#define pc_rightside_mdef(sd) ((sd)->battle_status.mdef)
#define pc_leftside_matk(sd) (status_base_matk(status_get_status_data(&(sd)->bl), (sd)->status.base_level))
#define pc_rightside_matk(sd) ((sd)->battle_status.rhw.matk+(sd)->bonus.ematk)
#else
#define pc_leftside_atk(sd) ((sd)->battle_status.batk + (sd)->battle_status.rhw.atk + (sd)->battle_status.lhw.atk)
#define pc_rightside_atk(sd) ((sd)->battle_status.rhw.atk2 + (sd)->battle_status.lhw.atk2)
@ -652,6 +654,18 @@ enum equip_index {
#define pc_rightside_def(sd) ((sd)->battle_status.def2)
#define pc_leftside_mdef(sd) ((sd)->battle_status.mdef)
#define pc_rightside_mdef(sd) ( (sd)->battle_status.mdef2 - ((sd)->battle_status.vit>>1) )
#define pc_leftside_matk(sd) \
(\
((sd)->sc.data[SC_MAGICPOWER] && (sd)->sc.data[SC_MAGICPOWER]->val4) \
?((sd)->battle_status.matk_min * 100 + 50) / ((sd)->sc.data[SC_MAGICPOWER]->val3+100) \
:(sd)->battle_status.matk_min \
)
#define pc_rightside_matk(sd) \
(\
((sd)->sc.data[SC_MAGICPOWER] && (sd)->sc.data[SC_MAGICPOWER]->val4) \
?((sd)->battle_status.matk_max * 100 + 50) / ((sd)->sc.data[SC_MAGICPOWER]->val3+100) \
:(sd)->battle_status.matk_max \
)
#endif
int pc_class2idx(int class_);

View File

@ -397,13 +397,11 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, int skill
if (skill_lv >= battle_config.max_heal_lv)
return battle_config.max_heal;
#ifdef RENEWAL
/**
* Renewal Heal Formula (from Doddler)
* TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
* - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
* - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
**/
hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
/**
* Renewal Heal Formula
* Formula: ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (Modifiers) + MATK
**/
hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
#else
hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
#endif
@ -435,6 +433,40 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, int skill
hp += hp / 10;
}
#ifdef RENEWAL
// MATK part of the RE heal formula [malufett]
// Note: in this part matk bonuses from items or skills are not applied
switch( skill_id ) {
case BA_APPLEIDUN: case PR_SANCTUARY:
case NPC_EVILLAND: break;
default:
{
struct status_data *status = status_get_status_data(src);
int min, max, wMatk, variance;
min = max = status_base_matk(status, status_get_lv(src));
if( status->rhw.matk > 0 ){
wMatk = status->rhw.matk;
variance = wMatk * status->rhw.wlv / 10;
min += wMatk - variance;
max += wMatk + variance;
}
if( sc && sc->data[SC_RECOGNIZEDSPELL] )
min = max;
if( sd && sd->right_weapon.overrefine > 0 ){
min++;
max += sd->right_weapon.overrefine - 1;
}
if(max > min)
hp += min+rnd()%(max-min);
else
hp += min;
}
}
#endif
return hp;
}
@ -8575,10 +8607,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SO_EL_ACTION:
if( sd ) {
int duration = 3000;
if( !sd->ed )
break;
elemental_action(sd->ed, bl, tick);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
switch(sd->ed->db->class_){
case 2115:case 2124:
case 2118:case 2121:
duration = 6000;
break;
case 2116:case 2119:
case 2122:case 2125:
duration = 9000;
break;
}
skill_blockpc_start(sd, skillid, duration);
}
break;
@ -16481,6 +16525,12 @@ static void skill_toggle_magicpower(struct block_list *bl, short skillid)
{
sc->data[SC_MAGICPOWER]->val4 = 1;
status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
#ifndef RENEWAL
if(bl->type == BL_PC){// update current display.
clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
}
#endif
}
}
}

View File

@ -587,7 +587,7 @@ void initChangeTables(void) {
add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE );
set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
/**
* Ranger
@ -1901,29 +1901,12 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct
return cap_value(str, 0, USHRT_MAX);
}
static inline unsigned short status_base_matk_max(const struct status_data* status)
{
#ifdef RENEWAL
return status->matk_max; // in RE maximum MATK signs weapon matk, which we store in this var
#ifndef RENEWAL
static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); }
static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); }
#else
return status->int_+(status->int_/5)*(status->int_/5);
unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
#endif
}
#ifdef RENEWAL
static inline unsigned short status_base_matk_min(const struct status_data* status, int lvl)
#else
static inline unsigned short status_base_matk_min(const struct status_data* status)
#endif
{
#ifdef RENEWAL
return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4);
#else
return status->int_+(status->int_/7)*(status->int_/7);
#endif
}
//Fills in the misc data that can be calculated from the other status info (except for level)
void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
@ -1934,19 +1917,16 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev
status->hit = status->flee =
status->def2 = status->mdef2 =
status->cri = status->flee2 = 0;
#ifdef RENEWAL
status->matk_min = status_base_matk_min(status, level);
#else
status->matk_min = status_base_matk_min(status);
#endif
status->matk_max = status_base_matk_max(status);
#ifdef RENEWAL // renewal formulas
status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
status->matk_min = status->matk_max = status_base_matk(status, level);
status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
#else
status->matk_min = status_base_matk_min(status);
status->matk_max = status_base_matk_max(status);
status->hit += level + status->dex;
status->flee += level + status->agi;
status->def2 += status->vit;
@ -2492,16 +2472,10 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
#ifdef RENEWAL
// in renewal max MATK is the weapon MATK
status->matk_max += sd->inventory_data[index]->matk;
if( r )
{// renewal magic attack refine bonus
status->matk_max += refine_info[wlv].bonus[r-1] / 100;
}
// record the weapon level for future usage
status->wlv = wlv;
wa->matk += sd->inventory_data[index]->matk;
wa->wlv = wlv;
if( r ) // renewal magic attack refine bonus
wa->matk += refine_info[wlv].bonus[r-1] / 100;
#endif
//Overrefine bonus.
@ -2575,11 +2549,6 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
status->def += (refinedef+50)/100;
#ifdef RENEWAL
// increment the weapon ATK using the MATK max value
status->matk_max += sd->bonus.sp_weapon_matk;
#endif
//Parse Cards
for(i=0;i<EQI_MAX-1;i++) {
current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
@ -3287,6 +3256,9 @@ static unsigned int status_calc_maxsp(struct block_list *,struct status_change *
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
#ifdef RENEWAL
static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
#endif
//Calculates base regen values.
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
@ -3787,32 +3759,50 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
}
if(flag&SCB_MATK) {
#ifdef RENEWAL
status->matk_min = status_base_matk_min(status,status_get_lv(bl));
if( sd )
status->matk_min += sd->bonus.sp_base_matk;
#ifndef RENEWAL
status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
#else
status->matk_min = status_base_matk_min(status);
/**
* RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
* MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
**/
status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
if( bl->type&BL_PC ){
// Any +MATK you get from skills and cards, including cards in weapon, is added here.
if( sd->bonus.ematk > 0 ){
status->matk_max += sd->bonus.ematk;
status->matk_min += sd->bonus.ematk;
}
status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
//This is the only portion in MATK that varies depending on the weapon level and refinement rate.
if( status->rhw.matk > 0 ){
int wMatk = status->rhw.matk;
int variance = wMatk * status->rhw.wlv / 10;
status->matk_min += wMatk - variance;
status->matk_max += wMatk + variance;
}
}
#endif
status->matk_max = status_base_matk_max(status);
if( bl->type&BL_PC && sd->matk_rate != 100 )
{
//Bonuses from previous matk
#ifndef RENEWAL // only changed in non-renewal [Ind]
if (bl->type&BL_PC && sd->matk_rate != 100) {
status->matk_max = status->matk_max * sd->matk_rate/100;
#endif
status->matk_min = status->matk_min * sd->matk_rate/100;
}
status->matk_min = status_calc_matk(bl, sc, status->matk_min);
#ifndef RENEWAL // only changed in non-renewal [Ind]
status->matk_max = status_calc_matk(bl, sc, status->matk_max);
#endif
if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
status->matk_min = status->matk_max;
if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
|| sc->data[SC_RECOGNIZEDSPELL])
status->matk_min = status->matk_max;
#ifdef RENEWAL
if( sd && sd->right_weapon.overrefine > 0){
status->matk_min++;
status->matk_max += sd->right_weapon.overrefine - 1;
}
#endif
}
@ -4000,10 +3990,17 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
clif_updatestatus(sd,SP_FLEE2);
if(b_status.cri != status->cri)
clif_updatestatus(sd,SP_CRITICAL);
#ifndef RENEWAL
if(b_status.matk_max != status->matk_max)
clif_updatestatus(sd,SP_MATK1);
if(b_status.matk_min != status->matk_min)
clif_updatestatus(sd,SP_MATK2);
#else
if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){
clif_updatestatus(sd,SP_MATK2);
clif_updatestatus(sd,SP_MATK1);
}
#endif
if(b_status.mdef != status->mdef){
clif_updatestatus(sd,SP_MDEF1);
#ifdef RENEWAL
@ -4531,28 +4528,16 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
return (unsigned short)cap_value(watk,0,USHRT_MAX);
}
static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
#ifdef RENEWAL
static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
{
if(!sc || !sc->count)
return cap_value(matk,0,USHRT_MAX);
if(sc->data[SC_MATKPOTION])
matk += sc->data[SC_MATKPOTION]->val1;
if(sc->data[SC_MATKFOOD])
matk += sc->data[SC_MATKFOOD]->val1;
if(sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
if(sc->data[SC_MINDBREAKER])
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
if(sc->data[SC_INCMATKRATE])
matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
if(sc->data[SC_MOONLITSERENADE])
matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
if(sc->data[SC_MELODYOFSINK])
matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
if(sc->data[SC_BEYONDOFWARCRY])
matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
if (!sc || !sc->count)
return cap_value(matk,0,USHRT_MAX);
if (sc->data[SC_MATKPOTION])
matk += sc->data[SC_MATKPOTION]->val1;
if (sc->data[SC_MATKFOOD])
matk += sc->data[SC_MATKFOOD]->val1;
if(sc->data[SC_MANA_PLUS])
matk += sc->data[SC_MANA_PLUS]->val1;
if(sc->data[SC_AQUAPLAY_OPTION])
@ -4567,6 +4552,46 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan
matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
if(sc->data[SC_IZAYOI])
matk += 50 * sc->data[SC_IZAYOI]->val1;
return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
#endif
static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
{
if(!sc || !sc->count)
return cap_value(matk,0,USHRT_MAX);
#ifndef RENEWAL
// take note fixed value first before % modifiers
if (sc->data[SC_MATKPOTION])
matk += sc->data[SC_MATKPOTION]->val1;
if (sc->data[SC_MATKFOOD])
matk += sc->data[SC_MATKFOOD]->val1;
if (sc->data[SC_MANA_PLUS])
matk += sc->data[SC_MANA_PLUS]->val1;
if (sc->data[SC_AQUAPLAY_OPTION])
matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
if (sc->data[SC_CHILLY_AIR_OPTION])
matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
if (sc->data[SC_WATER_BARRIER])
matk -= sc->data[SC_WATER_BARRIER]->val3;
if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
matk += 50;
if (sc->data[SC_ODINS_POWER])
matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
if (sc->data[SC_IZAYOI])
matk += 50 * sc->data[SC_IZAYOI]->val1;
#endif
if (sc->data[SC_MAGICPOWER])
matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
if (sc->data[SC_MINDBREAKER])
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
if (sc->data[SC_INCMATKRATE])
matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
if (sc->data[SC_MOONLITSERENADE])
matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
if (sc->data[SC_MELODYOFSINK])
matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
if (sc->data[SC_BEYONDOFWARCRY])
matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
if( sc->data[SC_ZANGETSU] )
matk += matk * sc->data[SC_ZANGETSU]->val2 / 100;
@ -6160,6 +6185,14 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//No defense against it (buff).
rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
break;
case SC_MARSHOFABYSS:
//5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
tick -= (status->int_ + status->luk) / 20 * 1000;
break;
case SC_STASIS:
//5 second (fixed) + { Stasis Skill level * 5 - (Target<65>s VIT + DEX) / 20 }
tick -= (status->vit + status->dex) / 20 * 1000;
break;
case SC_WHITEIMPRISON:
if( tick == 5000 ) // 100% on caster
break;
@ -6941,6 +6974,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_INVINCIBLEOFF:
status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
break;
case SC_MAGICPOWER:
status_change_end(bl, type, INVALID_TIMER);
break;
}
//Check for overlapping fails
@ -10563,15 +10599,10 @@ int status_change_clear_buffs (struct block_list* bl, int type)
if (!sc || !sc->count)
return 0;
if (type&6) //Debuffs
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
status_change_end(bl, (sc_type)i, INVALID_TIMER);
for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
if (!sc->data[i])
continue;
for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
{
if(!sc->data[i])

View File

@ -1567,6 +1567,9 @@ struct weapon_atk {
unsigned short atk, atk2;
unsigned short range;
unsigned char ele;
#ifdef RENEWAL
unsigned short matk, wlv;
#endif
};
@ -1596,12 +1599,6 @@ struct status_data {
unsigned char
def_ele, ele_lv,
#ifdef RENEWAL
/**
* in RE weapon level is used in several areas, keeping it here saves performance
**/
wlv,
#endif
size, race;
struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
@ -1752,12 +1749,6 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
#ifdef RENEWAL
/**
* in RE weapon level is used in several areas, keeping it here saves performance
**/
#define status_get_wlv(bl) status_get_status_data(bl)->wlv
#endif
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_emblem_id(struct block_list *bl);
@ -1812,6 +1803,10 @@ int status_check_visibility(struct block_list *src, struct block_list *target);
int status_change_spread( struct block_list *src, struct block_list *bl );
#ifdef RENEWAL
unsigned short status_base_matk(const struct status_data* status, int level);
#endif
int status_readdb(void);
int do_init_status(void);
void do_final_status(void);