* 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
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@ -116,15 +116,19 @@ magic_defense_type: 0
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// How to count the number of attackers when applying agi penalty ? (choose one)
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// 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
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// 2 : Count every non-lucky-dodged attack attempt
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// 3 : Count only attacks that actually connect
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// 4+: None of the above, count will always be 0
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// 3 : Count attacks that miss due to element/race modifier
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// 4 : Count attacks whose damages are blocked by skills
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// 5 : Count only attacks that actually connect
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// 6+: None of the above, count will always be 0
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agi_penalty_count_lv: 2
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// How to count the number of attackers when applying vit penalty ? (choose one)
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// 1-: Count every attack attempt (even those that were dodged/lucky-dodged)
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// 2 : Count every non-lucky-dodged attack attempt
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// 3 : Count only attacks that actually connect
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// 4+: None of the above, count will always be 0
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// 3 : Count attacks that miss due to element/race modifier
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// 4 : Count attacks whose damages are blocked by skills
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// 5 : Count only attacks that actually connect
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// 6+: None of the above, count will always be 0
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vit_penalty_count_lv: 3
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// 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)
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{
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map_freeblock_lock();
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status_fix_damage(dat->src, target, dat->damage, dat->delay);
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if( dat->attack_type && (dat->damage > 0 || dat->attack_type&0xf000) && !status_isdead(target) )
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{
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if( dat->damage > 0 ) dat->attack_type &= ~0xf000;
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skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
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}
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if( dat->attack_type && !status_isdead(target) )
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skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
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if( dat->damage > 0 && dat->attack_type )
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skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
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map_freeblock_unlock();
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@ -187,11 +184,8 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
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if (!battle_config.delay_battle_damage) {
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map_freeblock_lock();
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status_fix_damage(src, target, damage, ddelay);
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if( attack_type && (damage > 0 || attack_type&0xf000) && !status_isdead(target) )
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{
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if( damage > 0 ) attack_type &= ~0xf000;
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skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
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}
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if( attack_type && !status_isdead(target) )
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skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
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if( damage > 0 && attack_type )
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skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
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map_freeblock_unlock();
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@ -272,11 +266,12 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
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/*==========================================
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* ƒ_??[ƒW??IŒvŽZ
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*------------------------------------------*/
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int battle_calc_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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int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
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{
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struct map_session_data *sd = NULL;
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struct status_change *sc;
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struct status_change_entry *sce;
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int div_ = d->div_, flag = d->flag;
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nullpo_retr(0, bl);
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@ -309,7 +304,10 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
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{
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//First, sc_*'s that reduce damage to 0.
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if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
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return (damage > 0 ? -1 : 0); // Trigger status effects.
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{
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d->dmg_lv = ATK_BLOCK;
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return 0;
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}
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if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
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{
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@ -317,13 +315,17 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
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if (group) {
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if (--group->val2<=0)
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skill_delunitgroup(NULL,group);
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return (damage > 0 ? -1 : 0); // Trigger status effects.
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d->dmg_lv = ATK_BLOCK;
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return 0;
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}
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status_change_end(bl,SC_SAFETYWALL,-1);
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}
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if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
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return (damage > 0 ? -1 : 0); // Trigger status effects.
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{
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d->dmg_lv = ATK_BLOCK;
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return 0;
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}
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if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
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{
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@ -2140,13 +2142,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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{ //There is a total damage value
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if(!wd.damage2)
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{
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bool flag = (wd.damage > 0);
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wd.damage = battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
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if( flag && wd.damage == -1 )
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{
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wd.flag |= 0xf000;
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wd.damage = 0;
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}
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wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
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if( map_flag_gvg2(target->m) )
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wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
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else if( map[target->m].flag.battleground )
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@ -2154,13 +2150,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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}
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else if(!wd.damage)
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{
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bool flag = (wd.damage2 > 0);
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wd.damage2 = battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
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if( flag && wd.damage2 == -1 )
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{
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wd.flag |= 0xf000;
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wd.damage2 = 0;
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}
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wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
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if( map_flag_gvg2(target->m) )
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wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
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else if( map[target->m].flag.battleground )
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@ -2169,14 +2159,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
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else
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{
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int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
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bool flag;
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flag = (d1 > 0);
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wd.damage = battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
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if( flag && wd.damage == -1 )
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{
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wd.flag |= 0xf000;
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wd.damage = 0;
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}
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wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
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if( map_flag_gvg2(target->m) )
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wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
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else if( map[target->m].flag.battleground )
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@ -2578,15 +2561,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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if (flag.infdef && ad.damage)
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ad.damage = ad.damage>0?1:-1;
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{
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bool flag = (ad.damage > 0);
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ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
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if( flag && ad.damage == -1 )
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{
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ad.flag |= 0xf000;
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ad.damage = 0;
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}
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}
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ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
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if( map_flag_gvg2(target->m) )
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ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
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else if( map[target->m].flag.battleground )
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@ -2815,15 +2790,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
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if(!(nk&NK_NO_ELEFIX))
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md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
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{
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bool flag = (md.damage > 0);
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md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
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if( flag && md.damage == -1 )
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{
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md.flag |= 0xf000;
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md.damage = 0;
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}
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}
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md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
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if( map_flag_gvg2(target->m) )
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md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
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else if( map[target->m].flag.battleground )
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@ -2853,11 +2820,11 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
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memset(&d,0,sizeof(d));
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break;
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}
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if (d.damage + d.damage2 < 1)
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if( d.damage + d.damage2 < 1 )
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{ //Miss/Absorbed
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//Weapon attacks should go through to cause additional effects.
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if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC))
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d.dmg_lv = ATK_FLEE;
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if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
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d.dmg_lv = ATK_MISS;
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d.dmotion = 0;
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}
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return d;
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@ -3079,7 +3046,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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{
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rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
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//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
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skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
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skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
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}
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}
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@ -3673,7 +3640,7 @@ static const struct _battle_data {
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{ "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
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{ "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
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{ "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
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{ "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_DEF, 0, INT_MAX, },
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{ "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_MISS, 0, INT_MAX, },
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{ "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
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{ "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
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{ "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
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@ -9,6 +9,8 @@ typedef enum damage_lv {
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ATK_NONE, // not an attack
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ATK_LUCKY, // attack was lucky-dodged
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ATK_FLEE, // attack was dodged
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ATK_MISS, // attack missed because of element/race modifier.
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ATK_BLOCK, // attack was blocked by some skills.
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ATK_DEF // attack connected
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} damage_lv;
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@ -41,7 +43,7 @@ int battle_attr_ratio(int atk_elem,int def_type, int def_lv);
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int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv);
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// ƒ_ƒ<5F><C692>[ƒW<C692>Å<EFBFBD>IŒvŽZ
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int battle_calc_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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int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv);
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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);
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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
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/*==========================================
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*
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*------------------------------------------*/
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int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
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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)
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{
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struct map_session_data *sd, *dstsd;
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struct mob_data *md, *dstmd;
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@ -471,6 +471,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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if(skillid < 0) return 0;
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if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
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if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
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return 0;
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sd = BL_CAST(BL_PC, src);
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md = BL_CAST(BL_MOB, src);
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dstsd = BL_CAST(BL_PC, bl);
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@ -485,7 +488,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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return 0;
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if( sd )
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{ // These status will be applied anyway even if there is no actual damage. [Inkfish]
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{ // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
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if( sd->special_state.bonus_coma && !skillid)
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{
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rate = sd->weapon_coma_ele[tstatus->def_ele];
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@ -549,7 +552,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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}
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}
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if( attack_type&0xf000 ) // no damage, return;
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if( dmg_lv < ATK_DEF ) // no damage, return;
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return 0;
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switch(skillid)
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@ -1575,7 +1578,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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type = 0;
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if (type >= 0) {
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dmg.damage = dmg.damage2 = 0;
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dmg.dmg_lv = ATK_FLEE;
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dmg.dmg_lv = ATK_MISS;
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sc->data[SC_SPIRIT]->val3 = skillid;
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sc->data[SC_SPIRIT]->val4 = dsrc->id;
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}
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@ -1585,7 +1588,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
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int sp = skill_get_sp(skillid,skilllv);
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dmg.damage = dmg.damage2 = 0;
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dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
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dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
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sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
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if(skillid == WZ_WATERBALL && skilllv > 1)
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sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
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@ -1777,7 +1780,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
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}
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if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
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if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
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{ //Skills with can't walk delay also stop normal attacking for that
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//duration when the attack connects. [Skotlex]
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struct unit_data *ud = unit_bl2ud(src);
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@ -1788,11 +1791,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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if( !dmg.amotion )
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{ //Instant damage
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status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
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if( (damage > 0 || attack_type&0xf000) && !status_isdead(bl) )
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{
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if( damage > 0 ) attack_type &= ~0xf000;
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skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
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}
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if( !status_isdead(bl) )
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skill_additional_effect(src,bl,skillid,skilllv,attack_type,dmg.dmg_lv,tick);
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if( damage > 0 ) //Counter status effects [Skotlex]
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skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
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}
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@ -1839,7 +1839,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
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if( tsd && src != bl )
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battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
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skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
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skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
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}
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if (!(flag&2) &&
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@ -3773,7 +3773,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
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if (skill_area_temp[1] != bl->id) {
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skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
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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;
|
||||
|
||||
@ -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);
|
||||
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;
|
||||
|
||||
@ -7374,12 +7374,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
|
||||
case UNT_LULLABY:
|
||||
if (ss->id == bl->id)
|
||||
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;
|
||||
|
||||
case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
|
||||
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;
|
||||
|
||||
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]
|
||||
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)
|
||||
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
|
||||
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -9561,7 +9561,7 @@ static int skill_trap_splash (struct block_list *bl, va_list ap)
|
||||
case UNT_SHOCKWAVE:
|
||||
case UNT_SANDMAN:
|
||||
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;
|
||||
case UNT_GROUNDDRIFT_WIND:
|
||||
if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
|
||||
|
@ -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);
|
||||
|
||||
// ’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_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);
|
||||
|
Loading…
x
Reference in New Issue
Block a user