* More logical modifications on skill_additional_effect thing. Thanks to ultramage.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13771 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Inkfish 2009-05-14 16:15:17 +00:00
parent 19e2bc5e00
commit 1a70b702c8
5 changed files with 57 additions and 84 deletions

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@ -116,15 +116,19 @@ magic_defense_type: 0
// How to count the number of attackers when applying agi penalty ? (choose one) // How to count the number of attackers when applying agi penalty ? (choose one)
// 1-: Count every attack attempt (even those that were dodged/lucky-dodged) // 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
// 2 : Count every non-lucky-dodged attack attempt // 2 : Count every non-lucky-dodged attack attempt
// 3 : Count only attacks that actually connect // 3 : Count attacks that miss due to element/race modifier
// 4+: None of the above, count will always be 0 // 4 : Count attacks whose damages are blocked by skills
// 5 : Count only attacks that actually connect
// 6+: None of the above, count will always be 0
agi_penalty_count_lv: 2 agi_penalty_count_lv: 2
// How to count the number of attackers when applying vit penalty ? (choose one) // How to count the number of attackers when applying vit penalty ? (choose one)
// 1-: Count every attack attempt (even those that were dodged/lucky-dodged) // 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
// 2 : Count every non-lucky-dodged attack attempt // 2 : Count every non-lucky-dodged attack attempt
// 3 : Count only attacks that actually connect // 3 : Count attacks that miss due to element/race modifier
// 4+: None of the above, count will always be 0 // 4 : Count attacks whose damages are blocked by skills
// 5 : Count only attacks that actually connect
// 6+: None of the above, count will always be 0
vit_penalty_count_lv: 3 vit_penalty_count_lv: 3
// Change attacker's direction to face opponent on every attack? (Note 3) // Change attacker's direction to face opponent on every attack? (Note 3)

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@ -165,11 +165,8 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
{ {
map_freeblock_lock(); map_freeblock_lock();
status_fix_damage(dat->src, target, dat->damage, dat->delay); status_fix_damage(dat->src, target, dat->damage, dat->delay);
if( dat->attack_type && (dat->damage > 0 || dat->attack_type&0xf000) && !status_isdead(target) ) if( dat->attack_type && !status_isdead(target) )
{ skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->damage > 0 ) dat->attack_type &= ~0xf000;
skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
}
if( dat->damage > 0 && dat->attack_type ) if( dat->damage > 0 && dat->attack_type )
skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
map_freeblock_unlock(); map_freeblock_unlock();
@ -187,11 +184,8 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
if (!battle_config.delay_battle_damage) { if (!battle_config.delay_battle_damage) {
map_freeblock_lock(); map_freeblock_lock();
status_fix_damage(src, target, damage, ddelay); status_fix_damage(src, target, damage, ddelay);
if( attack_type && (damage > 0 || attack_type&0xf000) && !status_isdead(target) ) if( attack_type && !status_isdead(target) )
{ skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
if( damage > 0 ) attack_type &= ~0xf000;
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
}
if( damage > 0 && attack_type ) if( damage > 0 && attack_type )
skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
map_freeblock_unlock(); map_freeblock_unlock();
@ -272,11 +266,12 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
/*========================================== /*==========================================
* ƒ_??[ƒW??IŒvŽZ * ƒ_??[ƒW??IŒvŽZ
*------------------------------------------*/ *------------------------------------------*/
int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
{ {
struct map_session_data *sd = NULL; struct map_session_data *sd = NULL;
struct status_change *sc; struct status_change *sc;
struct status_change_entry *sce; struct status_change_entry *sce;
int div_ = d->div_, flag = d->flag;
nullpo_retr(0, bl); nullpo_retr(0, bl);
@ -309,7 +304,10 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
{ {
//First, sc_*'s that reduce damage to 0. //First, sc_*'s that reduce damage to 0.
if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE ) if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
return (damage > 0 ? -1 : 0); // Trigger status effects. {
d->dmg_lv = ATK_BLOCK;
return 0;
}
if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
{ {
@ -317,13 +315,17 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if (group) { if (group) {
if (--group->val2<=0) if (--group->val2<=0)
skill_delunitgroup(NULL,group); skill_delunitgroup(NULL,group);
return (damage > 0 ? -1 : 0); // Trigger status effects. d->dmg_lv = ATK_BLOCK;
return 0;
} }
status_change_end(bl,SC_SAFETYWALL,-1); status_change_end(bl,SC_SAFETYWALL,-1);
} }
if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
return (damage > 0 ? -1 : 0); // Trigger status effects. {
d->dmg_lv = ATK_BLOCK;
return 0;
}
if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 ) if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
{ {
@ -2140,13 +2142,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
{ //There is a total damage value { //There is a total damage value
if(!wd.damage2) if(!wd.damage2)
{ {
bool flag = (wd.damage > 0); wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
wd.damage = battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
if( flag && wd.damage == -1 )
{
wd.flag |= 0xf000;
wd.damage = 0;
}
if( map_flag_gvg2(target->m) ) if( map_flag_gvg2(target->m) )
wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground ) else if( map[target->m].flag.battleground )
@ -2154,13 +2150,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
} }
else if(!wd.damage) else if(!wd.damage)
{ {
bool flag = (wd.damage2 > 0); wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
wd.damage2 = battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
if( flag && wd.damage2 == -1 )
{
wd.flag |= 0xf000;
wd.damage2 = 0;
}
if( map_flag_gvg2(target->m) ) if( map_flag_gvg2(target->m) )
wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground ) else if( map[target->m].flag.battleground )
@ -2169,14 +2159,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
else else
{ {
int d1 = wd.damage + wd.damage2,d2 = wd.damage2; int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
bool flag; wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
flag = (d1 > 0);
wd.damage = battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
if( flag && wd.damage == -1 )
{
wd.flag |= 0xf000;
wd.damage = 0;
}
if( map_flag_gvg2(target->m) ) if( map_flag_gvg2(target->m) )
wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground ) else if( map[target->m].flag.battleground )
@ -2578,15 +2561,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if (flag.infdef && ad.damage) if (flag.infdef && ad.damage)
ad.damage = ad.damage>0?1:-1; ad.damage = ad.damage>0?1:-1;
{ ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
bool flag = (ad.damage > 0);
ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
if( flag && ad.damage == -1 )
{
ad.flag |= 0xf000;
ad.damage = 0;
}
}
if( map_flag_gvg2(target->m) ) if( map_flag_gvg2(target->m) )
ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
else if( map[target->m].flag.battleground ) else if( map[target->m].flag.battleground )
@ -2815,15 +2790,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
if(!(nk&NK_NO_ELEFIX)) if(!(nk&NK_NO_ELEFIX))
md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
{ md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
bool flag = (md.damage > 0);
md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
if( flag && md.damage == -1 )
{
md.flag |= 0xf000;
md.damage = 0;
}
}
if( map_flag_gvg2(target->m) ) if( map_flag_gvg2(target->m) )
md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
else if( map[target->m].flag.battleground ) else if( map[target->m].flag.battleground )
@ -2853,11 +2820,11 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
memset(&d,0,sizeof(d)); memset(&d,0,sizeof(d));
break; break;
} }
if (d.damage + d.damage2 < 1) if( d.damage + d.damage2 < 1 )
{ //Miss/Absorbed { //Miss/Absorbed
//Weapon attacks should go through to cause additional effects. //Weapon attacks should go through to cause additional effects.
if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC)) if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
d.dmg_lv = ATK_FLEE; d.dmg_lv = ATK_MISS;
d.dmotion = 0; d.dmotion = 0;
} }
return d; return d;
@ -3079,7 +3046,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
{ {
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0); rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex] //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick); skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
} }
} }
@ -3673,7 +3640,7 @@ static const struct _battle_data {
{ "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, }, { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
{ "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, }, { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
{ "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, }, { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
{ "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_DEF, 0, INT_MAX, }, { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_MISS, 0, INT_MAX, },
{ "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, }, { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
{ "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, }, { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
{ "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, }, { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },

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@ -9,6 +9,8 @@ typedef enum damage_lv {
ATK_NONE, // not an attack ATK_NONE, // not an attack
ATK_LUCKY, // attack was lucky-dodged ATK_LUCKY, // attack was lucky-dodged
ATK_FLEE, // attack was dodged ATK_FLEE, // attack was dodged
ATK_MISS, // attack missed because of element/race modifier.
ATK_BLOCK, // attack was blocked by some skills.
ATK_DEF // attack connected ATK_DEF // attack connected
} damage_lv; } damage_lv;
@ -41,7 +43,7 @@ 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_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv);
// ƒ_ƒ<5F><C692>[ƒW<C692>Å<EFBFBD>IŒvŽZ // ƒ_ƒ<5F><C692>[ƒW<C692>Å<EFBFBD>IŒvŽZ
int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag); int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv);
int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag); int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag);
int battle_calc_bg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag); int battle_calc_bg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag);

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@ -454,7 +454,7 @@ struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, str
/*========================================== /*==========================================
* *
*------------------------------------------*/ *------------------------------------------*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
{ {
struct map_session_data *sd, *dstsd; struct map_session_data *sd, *dstsd;
struct mob_data *md, *dstmd; struct mob_data *md, *dstmd;
@ -471,6 +471,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if(skillid < 0) return 0; if(skillid < 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
return 0;
sd = BL_CAST(BL_PC, src); sd = BL_CAST(BL_PC, src);
md = BL_CAST(BL_MOB, src); md = BL_CAST(BL_MOB, src);
dstsd = BL_CAST(BL_PC, bl); dstsd = BL_CAST(BL_PC, bl);
@ -485,7 +488,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
return 0; return 0;
if( sd ) if( sd )
{ // These status will be applied anyway even if there is no actual damage. [Inkfish] { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
if( sd->special_state.bonus_coma && !skillid) if( sd->special_state.bonus_coma && !skillid)
{ {
rate = sd->weapon_coma_ele[tstatus->def_ele]; rate = sd->weapon_coma_ele[tstatus->def_ele];
@ -549,7 +552,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
} }
} }
if( attack_type&0xf000 ) // no damage, return; if( dmg_lv < ATK_DEF ) // no damage, return;
return 0; return 0;
switch(skillid) switch(skillid)
@ -1575,7 +1578,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
type = 0; type = 0;
if (type >= 0) { if (type >= 0) {
dmg.damage = dmg.damage2 = 0; dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_FLEE; dmg.dmg_lv = ATK_MISS;
sc->data[SC_SPIRIT]->val3 = skillid; sc->data[SC_SPIRIT]->val3 = skillid;
sc->data[SC_SPIRIT]->val4 = dsrc->id; sc->data[SC_SPIRIT]->val4 = dsrc->id;
} }
@ -1585,7 +1588,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(sc && sc->data[SC_MAGICROD] && src == dsrc) { if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
int sp = skill_get_sp(skillid,skilllv); int sp = skill_get_sp(skillid,skilllv);
dmg.damage = dmg.damage2 = 0; dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex] dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
sp = sp * sc->data[SC_MAGICROD]->val2 / 100; sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
if(skillid == WZ_WATERBALL && skilllv > 1) if(skillid == WZ_WATERBALL && skilllv > 1)
sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
@ -1777,7 +1780,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin] damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
} }
if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0) if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
{ //Skills with can't walk delay also stop normal attacking for that { //Skills with can't walk delay also stop normal attacking for that
//duration when the attack connects. [Skotlex] //duration when the attack connects. [Skotlex]
struct unit_data *ud = unit_bl2ud(src); struct unit_data *ud = unit_bl2ud(src);
@ -1788,11 +1791,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( !dmg.amotion ) if( !dmg.amotion )
{ //Instant damage { //Instant damage
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if( (damage > 0 || attack_type&0xf000) && !status_isdead(bl) ) if( !status_isdead(bl) )
{ skill_additional_effect(src,bl,skillid,skilllv,attack_type,dmg.dmg_lv,tick);
if( damage > 0 ) attack_type &= ~0xf000;
skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
}
if( damage > 0 ) //Counter status effects [Skotlex] if( damage > 0 ) //Counter status effects [Skotlex]
skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick); skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
} }
@ -1839,7 +1839,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex] //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
if( tsd && src != bl ) if( tsd && src != bl )
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,tick); skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
} }
if (!(flag&2) && if (!(flag&2) &&
@ -3773,7 +3773,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
if (skill_area_temp[1] != bl->id) { if (skill_area_temp[1] != bl->id) {
skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0); skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
} }
break; break;
@ -7077,7 +7077,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
{ {
sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick); skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
} }
break; break;
@ -7374,12 +7374,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_LULLABY: case UNT_LULLABY:
if (ss->id == bl->id) if (ss->id == bl->id)
break; break;
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick); skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
break; break;
case UNT_UGLYDANCE: //Ugly Dance [Skotlex] case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
if (ss->id != bl->id) if (ss->id != bl->id)
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick); skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
break; break;
case UNT_DISSONANCE: case UNT_DISSONANCE:
@ -9266,9 +9266,9 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap)
} }
//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
if(battle_check_target(src,bl,BCT_ENEMY) > 0) if(battle_check_target(src,bl,BCT_ENEMY) > 0)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10) else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
return 0; return 0;
} }
@ -9561,7 +9561,7 @@ static int skill_trap_splash (struct block_list *bl, va_list ap)
case UNT_SHOCKWAVE: case UNT_SHOCKWAVE:
case UNT_SANDMAN: case UNT_SANDMAN:
case UNT_FLASHER: case UNT_FLASHER:
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
break; break;
case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_WIND:
if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))

View File

@ -261,7 +261,7 @@ int skill_cleartimerskill(struct block_list *src);
int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag); int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag);
// ’ljÁ?‰Ê // ’ljÁ?‰Ê
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,int dmg_lv,unsigned int tick);
int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick); int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag); int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag);
int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag); int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag);