Corrected NPC Earthquake skill (fixes #1289)

* Properly implemented the skill as a unit skill.
* Corrected the damage calculation and removed attempts at diving by zero.
* The skill now ignores the target's defense.
This commit is contained in:
aleos89 2016-05-20 14:00:58 -04:00
parent 37b3644350
commit 19f2bc597c
7 changed files with 30 additions and 29 deletions

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@ -778,7 +778,7 @@
//**** //****
// Additional NPC Skills (Episode 11.3) // Additional NPC Skills (Episode 11.3)
653,0,8,4,0,0x6,5:7:9:11:13:5:7:9:11:13,10,1,no,0,0x40002,0,magic,0,0x0, NPC_EARTHQUAKE,Earthquake 653,0,8,4,0,0x26,5:7:9:11:13:5:7:9:11:13,10,1,no,0,0x40002,0,magic,0,0x1, NPC_EARTHQUAKE,Earthquake
654,6,6,1,3,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_FIREBREATH,Fire Breath 654,6,6,1,3,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_FIREBREATH,Fire Breath
655,6,6,1,1,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_ICEBREATH,Ice Breath 655,6,6,1,1,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_ICEBREATH,Ice Breath
656,6,6,1,4,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_THUNDERBREATH,Thunder Breath 656,6,6,1,4,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_THUNDERBREATH,Thunder Breath

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@ -105,6 +105,7 @@
538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x8010 //NJ_SUITON 538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x8010 //NJ_SUITON
539,0x86, , 3, 0,1000,enemy, 0x010 //NJ_HYOUSYOURAKU 539,0x86, , 3, 0,1000,enemy, 0x010 //NJ_HYOUSYOURAKU
541,0x86, , 2:2:3:3:4, 0,1000,enemy, 0x010 //NJ_RAIGEKISAI 541,0x86, , 2:2:3:3:4, 0,1000,enemy, 0x010 //NJ_RAIGEKISAI
653,0xc6, , 0, 5:7:9:11:13:5:7:9:11:13, 300,enemy, 0x010 //NPC_EARTHQUAKE
670,0xc7, , 1, 5:5:5:5:5:5:5:5:5:13,1000,all,0x008 //NPC_EVILLAND 670,0xc7, , 1, 5:5:5:5:5:5:5:5:5:13,1000,all,0x008 //NPC_EVILLAND
//706,0xfd, , 0, 0,1000,all, 0x000 //NPC_VENOMFOG //706,0xfd, , 0, 0,1000,all, 0x000 //NPC_VENOMFOG

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@ -778,7 +778,7 @@
//**** //****
// Additional NPC Skills (Episode 11.3) // Additional NPC Skills (Episode 11.3)
653,0,8,4,0,0x6,5:7:9:11:13:5:7:9:11:13,10,1,no,0,0x40002,0,magic,0,0x0, NPC_EARTHQUAKE,Earthquake 653,0,8,4,0,0x26,5:7:9:11:13:5:7:9:11:13,10,1,no,0,0x40002,0,magic,0,0x1, NPC_EARTHQUAKE,Earthquake
654,6,6,1,3,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_FIREBREATH,Fire Breath 654,6,6,1,3,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_FIREBREATH,Fire Breath
655,6,6,1,1,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_ICEBREATH,Ice Breath 655,6,6,1,1,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_ICEBREATH,Ice Breath
656,6,6,1,4,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_THUNDERBREATH,Thunder Breath 656,6,6,1,4,0,3,10,1,no,0,0x2,14,weapon,0,0x0, NPC_THUNDERBREATH,Thunder Breath

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@ -106,6 +106,7 @@
538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x8010 //NJ_SUITON 538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x8010 //NJ_SUITON
539,0x86, , 3, 0,1000,enemy, 0x010 //NJ_HYOUSYOURAKU 539,0x86, , 3, 0,1000,enemy, 0x010 //NJ_HYOUSYOURAKU
541,0x86, , 1:1:2:2:3, 0,1000,enemy, 0x010 //NJ_RAIGEKISAI 541,0x86, , 1:1:2:2:3, 0,1000,enemy, 0x010 //NJ_RAIGEKISAI
653,0xc6, , 0, 5:7:9:11:13:5:7:9:11:13, 300,enemy, 0x010 //NPC_EARTHQUAKE
670,0xc7, , 1, 5:5:5:5:5:5:5:5:5:13,1000,all,0x008 //NPC_EVILLAND 670,0xc7, , 1, 5:5:5:5:5:5:5:5:5:13,1000,all,0x008 //NPC_EVILLAND
//706,0xfd, , 0, 0,1000,all, 0x000 //NPC_VENOMFOG //706,0xfd, , 0, 0,1000,all, 0x000 //NPC_VENOMFOG

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@ -2526,6 +2526,12 @@ static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct b
case NPC_UNDEADATTACK: case NPC_UNDEADATTACK:
case NPC_TELEKINESISATTACK: case NPC_TELEKINESISATTACK:
case NPC_BLEEDING: case NPC_BLEEDING:
case NPC_EARTHQUAKE:
case NPC_FIREBREATH:
case NPC_ICEBREATH:
case NPC_THUNDERBREATH:
case NPC_ACIDBREATH:
case NPC_DARKNESSBREATH:
hitrate += hitrate * 20 / 100; hitrate += hitrate * 20 / 100;
break; break;
case KN_PIERCE: case KN_PIERCE:
@ -3492,6 +3498,9 @@ static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *s
case NPC_PULSESTRIKE: case NPC_PULSESTRIKE:
skillratio += 100 * (skill_lv - 1); skillratio += 100 * (skill_lv - 1);
break; break;
case NPC_EARTHQUAKE:
skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2);
break;
case RG_BACKSTAP: case RG_BACKSTAP:
if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty) if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
skillratio += (200 + 40 * skill_lv) / 2; skillratio += (200 + 40 * skill_lv) / 2;
@ -5683,6 +5692,12 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case PF_SOULBURN: case PF_SOULBURN:
ad.damage = tstatus->sp * 2; ad.damage = tstatus->sp * 2;
break; break;
case NPC_EARTHQUAKE: {
struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, ad.miscflag);
ad.damage = wd.damage;
}
break;
case AB_RENOVATIO: case AB_RENOVATIO:
ad.damage = status_get_lv(src) * 10 + sstatus->int_; ad.damage = status_get_lv(src) * 10 + sstatus->int_;
break; break;
@ -5842,9 +5857,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case NPC_ENERGYDRAIN: case NPC_ENERGYDRAIN:
skillratio += 100 * skill_lv; skillratio += 100 * skill_lv;
break; break;
case NPC_EARTHQUAKE:
skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2);
break;
#ifdef RENEWAL #ifdef RENEWAL
case WZ_HEAVENDRIVE: case WZ_HEAVENDRIVE:
case WZ_METEOR: case WZ_METEOR:
@ -6162,15 +6174,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
#endif #endif
} }
if (skill_id == NPC_EARTHQUAKE) {
//Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
//Also divide the extra bonuses from atk2 based on the number in range [Kevin]
if(mflag>0)
ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
else
ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
}
if(ad.damage<1) if(ad.damage<1)
ad.damage=1; ad.damage=1;
else if(sc) { //only applies when hit else if(sc) { //only applies when hit

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@ -3959,14 +3959,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
case BS_HAMMERFALL: case BS_HAMMERFALL:
sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv)); sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
break; break;
case NPC_EARTHQUAKE:
if( skl->type > 1 )
skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
skill_area_temp[1] = src->id;
skill_area_temp[2] = 0;
map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
break;
case WZ_WATERBALL: case WZ_WATERBALL:
{ {
//Get the next waterball cell to consume //Get the next waterball cell to consume
@ -4666,7 +4658,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NJ_HUUMA: case NJ_HUUMA:
case ASC_METEORASSAULT: case ASC_METEORASSAULT:
case GS_SPREADATTACK: case GS_SPREADATTACK:
case NPC_EARTHQUAKE:
case NPC_PULSESTRIKE: case NPC_PULSESTRIKE:
case NPC_HELLJUDGEMENT: case NPC_HELLJUDGEMENT:
case NPC_VAMPIRE_GIFT: case NPC_VAMPIRE_GIFT:
@ -4750,9 +4741,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case MH_XENO_SLASHER: case MH_XENO_SLASHER:
clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break; break;
case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
break;
case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MELEE:
case WM_REVERBERATION_MAGIC: case WM_REVERBERATION_MAGIC:
skill_area_temp[1] = 0; skill_area_temp[1] = 0;
@ -4777,7 +4765,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
// recursive invocation of skill_castend_damage_id() with flag|1 // recursive invocation of skill_castend_damage_id() with flag|1
if (battle_config.skill_wall_check && skill_id != NPC_EARTHQUAKE) if (battle_config.skill_wall_check)
map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
else else
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
@ -6853,7 +6841,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif_skill_nodamage(src,bl,skill_id,skill_lv,1); clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
case SR_EARTHSHAKER: case SR_EARTHSHAKER:
case NC_INFRAREDSCAN: case NC_INFRAREDSCAN:
case NPC_EARTHQUAKE:
case NPC_VAMPIRE_GIFT: case NPC_VAMPIRE_GIFT:
case NPC_HELLJUDGEMENT: case NPC_HELLJUDGEMENT:
case NPC_PULSESTRIKE: case NPC_PULSESTRIKE:
@ -11594,6 +11581,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
#ifdef RENEWAL #ifdef RENEWAL
case NJ_HUUMA: case NJ_HUUMA:
#endif #endif
case NPC_EARTHQUAKE:
case NPC_EVILLAND: case NPC_EVILLAND:
case RA_ELECTRICSHOCKER: case RA_ELECTRICSHOCKER:
case RA_CLUSTERBOMB: case RA_CLUSTERBOMB:
@ -12764,6 +12752,9 @@ struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_
break; break;
} }
case NPC_EARTHQUAKE:
clif_skill_damage(src, src, gettick(), status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL);
break;
case GC_POISONSMOKE: case GC_POISONSMOKE:
if( !(sc && sc->data[SC_POISONINGWEAPON]) ) if( !(sc && sc->data[SC_POISONINGWEAPON]) )
return NULL; return NULL;
@ -13525,6 +13516,11 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, uns
skill_delunit(unit); skill_delunit(unit);
break; break;
case UNT_EARTHQUAKE:
skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick,
map_foreachinrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
break;
case UNT_SKIDTRAP: { case UNT_SKIDTRAP: {
//Knockback away from position of user during placement [Playtester] //Knockback away from position of user during placement [Playtester]
skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv), skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),

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@ -1965,7 +1965,7 @@ enum s_skill_unit_id {
UNT_DEATHWAVE, //TODO UNT_DEATHWAVE, //TODO
UNT_WATERATTACK, //TODO UNT_WATERATTACK, //TODO
UNT_WINDATTACK, //TODO UNT_WINDATTACK, //TODO
UNT_EARTHQUAKE, //TODO UNT_EARTHQUAKE,
UNT_EVILLAND, UNT_EVILLAND,
UNT_DARK_RUNNER, //TODO UNT_DARK_RUNNER, //TODO
UNT_DARK_TRANSFER, //TODO UNT_DARK_TRANSFER, //TODO