Bug Fixes

* Adjusted Falcon Assault to take arrow elements into effect. (bugreport:7572)
* Cleaned up Self Destruction damage calculation. (bugreport:8941)
* Cleaned up Dragon Breath damage calculation.
* Fixed Millennium Shield, Crush Strike, and Refresh durations. (bugreport:8981)
* Fixed Makibishi area of effect. (bugreport:8963)
* Cleaned up some MOBID_* defines.
This commit is contained in:
aleos89 2014-05-21 09:54:56 -04:00
parent 2732176786
commit 1d8bec3100
7 changed files with 94 additions and 63 deletions

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@ -544,7 +544,7 @@
//**** //****
// Sniper // Sniper
380,0,6,4,0,0x1,0,10,1,no,0,0,0,weapon,0,0x0, SN_SIGHT,Falcon Eyes 380,0,6,4,0,0x1,0,10,1,no,0,0,0,weapon,0,0x0, SN_SIGHT,Falcon Eyes
381,5,8,1,0,0x40,0,5,1,yes,0,0,0,misc,0,0x80, SN_FALCONASSAULT,Falcon Assault 381,5,8,1,-3,0x40,0,5,1,yes,0,0,0,misc,0,0x80, SN_FALCONASSAULT,Falcon Assault
382,9,8,1,-1,0,2,5,1,yes,0,0,13,weapon,0,0x0, SN_SHARPSHOOTING,Focused Arrow Strike 382,9,8,1,-1,0,2,5,1,yes,0,0,13,weapon,0,0x0, SN_SHARPSHOOTING,Focused Arrow Strike
383,0,6,4,0,0x3,-1,10,1,yes,0,0,0,weapon,0,0x0, SN_WINDWALK,Wind Walker 383,0,6,4,0,0x3,-1,10,1,yes,0,0,0,weapon,0,0x0, SN_WINDWALK,Wind Walker
@ -1021,7 +1021,7 @@
2264,0,6,4,0,0x1,0,1,1,no,0,0,0,none,7,0x0, NC_F_SIDESLIDE,Front-Side Slide 2264,0,6,4,0,0x1,0,1,1,no,0,0,0,none,7,0x0, NC_F_SIDESLIDE,Front-Side Slide
2265,0,6,4,0,0x1,0,1,1,no,0,0,0,none,7,0x0, NC_B_SIDESLIDE,Back-Side Slide 2265,0,6,4,0,0x1,0,1,1,no,0,0,0,none,7,0x0, NC_B_SIDESLIDE,Back-Side Slide
2266,0,0,0,0,0,0,4,0,no,0,0,0,none,0,0x0, NC_MAINFRAME,Mainframe Restructure 2266,0,0,0,0,0,0,4,0,no,0,0,0,none,0,0x0, NC_MAINFRAME,Mainframe Restructure
2267,0,6,4,-1,0xCA,2:3:4,3,1,no,0,0,0,misc,5,0x0, NC_SELFDESTRUCTION,Self Destruction 2267,0,6,4,0,0xCA,2:3:4,3,1,no,0,0,0,weapon,5,0x0, NC_SELFDESTRUCTION,Self Destruction
2268,0,6,4,0,0x1,0,4,1,yes,0,0,0,none,0,0x0, NC_SHAPESHIFT,Shape Shift 2268,0,6,4,0,0x1,0,4,1,yes,0,0,0,none,0,0x0, NC_SHAPESHIFT,Shape Shift
2269,0,6,4,0,0x1,0,1,1,no,0,0,0,none,0,0x0, NC_EMERGENCYCOOL,Emergency Cool 2269,0,6,4,0,0x1,0,1,1,no,0,0,0,none,0,0x0, NC_EMERGENCYCOOL,Emergency Cool
2270,0,6,4,0,0x3,7,1,1,yes,0,0,0,none,0,0x0, NC_INFRAREDSCAN,Infrared Scan 2270,0,6,4,0,0x3,7,1,1,yes,0,0,0,none,0,0x0, NC_INFRAREDSCAN,Infrared Scan

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@ -1091,11 +1091,11 @@
//-- RK_DRAGONHOWLING //-- RK_DRAGONHOWLING
2009,0,0,0,15000,0,10000,-1 2009,0,0,0,15000,0,10000,-1
//-- RK_MILLENNIUMSHIELD //-- RK_MILLENNIUMSHIELD
2011,0,1000,0,180000,0,60000,-1 2011,0,1000,0,180000,60000,60000,-1
//-- RK_CRUSHSTRIKE //-- RK_CRUSHSTRIKE
2012,0,0,0,30000,0,30000,1000 2012,0,0,0,30000,30000,30000,1000
//-- RK_REFRESH //-- RK_REFRESH
2013,0,0,0,60000,0,120000,1000 2013,0,0,0,60000,120000,120000,1000
//-- RK_GIANTGROWTH //-- RK_GIANTGROWTH
2014,0,0,0,180000,0,0,1000 2014,0,0,0,180000,0,0,1000
//-- RK_STONEHARDSKIN //-- RK_STONEHARDSKIN

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@ -544,7 +544,7 @@
//**** //****
// Sniper // Sniper
380,0,6,4,0,0x1,0,10,1,no,0,0,0,weapon,0,0x0, SN_SIGHT,Falcon Eyes 380,0,6,4,0,0x1,0,10,1,no,0,0,0,weapon,0,0x0, SN_SIGHT,Falcon Eyes
381,5,8,1,0,0x40,0,5,1,yes,0,0,0,misc,0,0x80, SN_FALCONASSAULT,Falcon Assault 381,5,8,1,-3,0x40,0,5,1,yes,0,0,0,misc,0,0x80, SN_FALCONASSAULT,Falcon Assault
382,9,8,1,-1,0,2,5,1,yes,0,0,13,weapon,0,0x0, SN_SHARPSHOOTING,Focused Arrow Strike 382,9,8,1,-1,0,2,5,1,yes,0,0,13,weapon,0,0x0, SN_SHARPSHOOTING,Focused Arrow Strike
383,0,6,4,0,0x3,-1,10,1,yes,0,0,0,weapon,0,0x0, SN_WINDWALK,Wind Walker 383,0,6,4,0,0x3,-1,10,1,yes,0,0,0,weapon,0,0x0, SN_WINDWALK,Wind Walker
@ -1021,7 +1021,7 @@
2264,0,6,4,0,0x1,0,1,1,no,0,0,0,none,7,0x0, NC_F_SIDESLIDE,Front-Side Slide 2264,0,6,4,0,0x1,0,1,1,no,0,0,0,none,7,0x0, NC_F_SIDESLIDE,Front-Side Slide
2265,0,6,4,0,0x1,0,1,1,no,0,0,0,none,7,0x0, NC_B_SIDESLIDE,Back-Side Slide 2265,0,6,4,0,0x1,0,1,1,no,0,0,0,none,7,0x0, NC_B_SIDESLIDE,Back-Side Slide
2266,0,0,0,0,0,0,4,0,no,0,0,0,none,0,0x0, NC_MAINFRAME,Mainframe Restructure 2266,0,0,0,0,0,0,4,0,no,0,0,0,none,0,0x0, NC_MAINFRAME,Mainframe Restructure
2267,0,6,4,-1,0xCA,2:3:4,3,1,no,0,0,0,misc,5,0x0, NC_SELFDESTRUCTION,Self Destruction 2267,0,6,4,0,0xCA,2:3:4,3,1,no,0,0,0,weapon,5,0x0, NC_SELFDESTRUCTION,Self Destruction
2268,0,6,4,0,0x1,0,4,1,yes,0,0,0,none,0,0x0, NC_SHAPESHIFT,Shape Shift 2268,0,6,4,0,0x1,0,4,1,yes,0,0,0,none,0,0x0, NC_SHAPESHIFT,Shape Shift
2269,0,6,4,0,0x1,0,1,1,no,0,0,0,none,0,0x0, NC_EMERGENCYCOOL,Emergency Cool 2269,0,6,4,0,0x1,0,1,1,no,0,0,0,none,0,0x0, NC_EMERGENCYCOOL,Emergency Cool
2270,0,6,4,0,0x3,7,1,1,yes,0,0,0,none,0,0x0, NC_INFRAREDSCAN,Infrared Scan 2270,0,6,4,0,0x3,7,1,1,yes,0,0,0,none,0,0x0, NC_INFRAREDSCAN,Infrared Scan

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@ -2711,9 +2711,7 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
if (sd) { if (sd) {
short index = sd->equip_index[EQI_HAND_L]; short index = sd->equip_index[EQI_HAND_L];
if (index >= 0 && if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
sd->inventory_data[index] &&
sd->inventory_data[index]->type == IT_ARMOR)
ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10); ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10);
} else } else
ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2 ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
@ -2722,6 +2720,44 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
wd.weaponAtk2 = (int)wd.damage2; wd.weaponAtk2 = (int)wd.damage2;
#endif #endif
break; break;
case RK_DRAGONBREATH:
case RK_DRAGONBREATH_WATER:
{
int damagevalue = 0;
wd.damage = wd.damage2 = 0;
#ifdef RENEWAL
wd.weaponAtk = wd.weaponAtk2 = 0;
#endif
damagevalue = ((sstatus->hp / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
if(status_get_lv(src) > 100)
damagevalue = damagevalue * status_get_lv(src) / 150;
if(sd)
damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
ATK_ADD(wd.damage, wd.damage2, damagevalue);
#ifdef RENEWAL
ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
#endif
wd.flag |= BF_LONG;
}
break;
case NC_SELFDESTRUCTION: {
int damagevalue = 0;
wd.damage = wd.damage2 = 0;
#ifdef RENEWAL
wd.weaponAtk = wd.weaponAtk2 = 0;
#endif
damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
if(status_get_lv(src) > 100)
damagevalue = damagevalue * status_get_lv(src) / 100;
damagevalue = damagevalue + sstatus->hp;
ATK_ADD(wd.damage, wd.damage2, damagevalue);
#ifdef RENEWAL
ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
#endif
}
break;
case KO_HAPPOKUNAI: { case KO_HAPPOKUNAI: {
int damagevalue = 0; int damagevalue = 0;
@ -2745,9 +2781,8 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
} }
break; break;
case HFLI_SBR44: //[orn] case HFLI_SBR44: //[orn]
if(src->type == BL_HOM) { if(src->type == BL_HOM)
wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ; wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
}
break; break;
default: default:
@ -2802,6 +2837,7 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
//Add any bonuses that modify the base atk (pre-skills) //Add any bonuses that modify the base atk (pre-skills)
if(sd) { if(sd) {
int skill; int skill;
if (sd->bonus.atk_rate) { if (sd->bonus.atk_rate) {
ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate); ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate); RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
@ -5928,8 +5964,15 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
s_ele = skill_get_ele(skill_id, skill_lv); s_ele = skill_get_ele(skill_id, skill_lv);
if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
s_ele = ELE_NEUTRAL; s_ele = ELE_NEUTRAL;
else if (s_ele == -3) //Use random element else if (s_ele == -3) { //Use random element
s_ele = rnd()%ELE_ALL; if (skill_id == SN_FALCONASSAULT) {
if (sstatus->rhw.ele && !status_get_attack_sc_element(src, status_get_sc(src)))
s_ele = sstatus->rhw.ele;
else
s_ele = status_get_attack_sc_element(src, status_get_sc(src));
} else
s_ele = rnd()%ELE_ALL;
}
//Skill Range Criteria //Skill Range Criteria
md.flag |= battle_range_type(src, target, skill_id, skill_lv); md.flag |= battle_range_type(src, target, skill_id, skill_lv);
@ -6118,24 +6161,14 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case RA_ICEBOUNDTRAP: case RA_ICEBOUNDTRAP:
md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ; md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
RE_LVL_TMDMOD(); RE_LVL_TMDMOD();
if(sd) if(sd) {
{
int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP); int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
if(researchskill_lv) if(researchskill_lv)
md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100); md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100);
else else
md.damage = 0; md.damage = 0;
}else } else
md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100); md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100);
break;
case NC_SELFDESTRUCTION:
{
short totaldef = status_get_def2(target) + (short)status_get_def(target);
md.damage = ( ((sd) ? pc_checkskill(sd,NC_MAINFRAME) : skill_get_max(NC_MAINFRAME)) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + status_get_vit(src) );
RE_LVL_MDMOD(100);
md.damage += status_get_hp(src) - totaldef;
}
break; break;
case GN_THORNS_TRAP: case GN_THORNS_TRAP:
md.damage = 100 + 200 * skill_lv + status_get_int(src); md.damage = 100 + 200 * skill_lv + status_get_int(src);

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@ -54,6 +54,8 @@ void map_msg_reload(void);
/** Added definitions for WoESE objects and other [L0ne_W0lf], [aleos] */ /** Added definitions for WoESE objects and other [L0ne_W0lf], [aleos] */
enum MOBID { enum MOBID {
MOBID_PORING = 1002, MOBID_PORING = 1002,
MOBID_RED_PLANT = 1078,
MOBID_BLACK_MUSHROOM = 1084,
MOBID_GOBLIN_1 = 1122, MOBID_GOBLIN_1 = 1122,
MOBID_GOBLIN_2, MOBID_GOBLIN_2,
MOBID_GOBLIN_3, MOBID_GOBLIN_3,
@ -100,6 +102,7 @@ enum MOBID {
MOBID_MAGICDECOY_WATER, MOBID_MAGICDECOY_WATER,
MOBID_MAGICDECOY_EARTH, MOBID_MAGICDECOY_EARTH,
MOBID_MAGICDECOY_WIND, MOBID_MAGICDECOY_WIND,
MOBID_ZANZOU = 2308,
MOBID_S_HORNET = 2158, MOBID_S_HORNET = 2158,
MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET,
MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA,

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@ -2197,22 +2197,22 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
break; break;
case SP_BASE_ATK: case SP_BASE_ATK:
if(sd->state.lr_flag != 2) { if(sd->state.lr_flag != 2) {
#ifdef RENEWAL #ifdef RENEWAL
sd->bonus.eatk += val; sd->bonus.eatk += val;
#else #else
bonus = status->batk + val; bonus = status->batk + val;
status->batk = cap_value(bonus, 0, USHRT_MAX); status->batk = cap_value(bonus, 0, USHRT_MAX);
#endif #endif
} }
break; break;
case SP_DEF1: case SP_DEF1:
if(sd->state.lr_flag != 2) { if(sd->state.lr_flag != 2) {
bonus = status->def + val; bonus = status->def + val;
#ifdef RENEWAL #ifdef RENEWAL
status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX); status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
#else #else
status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX); status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
#endif #endif
} }
break; break;
case SP_DEF2: case SP_DEF2:
@ -2224,11 +2224,11 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
case SP_MDEF1: case SP_MDEF1:
if(sd->state.lr_flag != 2) { if(sd->state.lr_flag != 2) {
bonus = status->mdef + val; bonus = status->mdef + val;
#ifdef RENEWAL #ifdef RENEWAL
status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX); status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
#else #else
status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX); status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
#endif #endif
if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
sd->bonus.shieldmdef += bonus; sd->bonus.shieldmdef += bonus;
} }
@ -2315,9 +2315,9 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
break; break;
sd->bonus.sp += val; sd->bonus.sp += val;
break; break;
#ifndef RENEWAL_CAST #ifndef RENEWAL_CAST
case SP_VARCASTRATE: case SP_VARCASTRATE:
#endif #endif
case SP_CASTRATE: case SP_CASTRATE:
if(sd->state.lr_flag != 2) if(sd->state.lr_flag != 2)
sd->castrate+=val; sd->castrate+=val;
@ -2369,11 +2369,11 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
break; break;
case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone case SP_ASPD_RATE: //Stackable increase - Made it linear as per rodatazone
if(sd->state.lr_flag != 2) if(sd->state.lr_flag != 2)
#ifndef RENEWAL_ASPD #ifndef RENEWAL_ASPD
status->aspd_rate -= 10*val; status->aspd_rate -= 10*val;
#else #else
status->aspd_rate2 += val; status->aspd_rate2 += val;
#endif #endif
break; break;
case SP_HP_RECOV_RATE: case SP_HP_RECOV_RATE:
if(sd->state.lr_flag != 2) if(sd->state.lr_flag != 2)
@ -2752,7 +2752,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
if(sd->state.lr_flag != 2) if(sd->state.lr_flag != 2)
sd->bonus.add_fixcast += val; sd->bonus.add_fixcast += val;
break; break;
#ifdef RENEWAL_CAST #ifdef RENEWAL_CAST
case SP_VARCASTRATE: case SP_VARCASTRATE:
if(sd->state.lr_flag != 2) if(sd->state.lr_flag != 2)
sd->bonus.varcastrate -= val; sd->bonus.varcastrate -= val;
@ -2761,7 +2761,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
if(sd->state.lr_flag != 2) if(sd->state.lr_flag != 2)
sd->bonus.add_varcast += val; sd->bonus.add_varcast += val;
break; break;
#endif #endif
case SP_ADDMAXWEIGHT: case SP_ADDMAXWEIGHT:
if (sd->state.lr_flag != 2) if (sd->state.lr_flag != 2)
sd->max_weight += val; sd->max_weight += val;

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@ -997,9 +997,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
/** /**
* Storm Gust counter was dropped in renewal * Storm Gust counter was dropped in renewal
**/ **/
#ifdef RENEWAL #ifdef RENEWAL
sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
#else #else
//On third hit, there is a 150% to freeze the target //On third hit, there is a 150% to freeze the target
if(tsc->sg_counter >= 3 && if(tsc->sg_counter >= 3 &&
sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv))) sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
@ -1009,7 +1009,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
**/ **/
else if( tsc->sg_counter > 250 ) else if( tsc->sg_counter > 250 )
tsc->sg_counter = 0; tsc->sg_counter = 0;
#endif #endif
break; break;
case WZ_METEOR: case WZ_METEOR:
@ -8958,10 +8958,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NC_SELFDESTRUCTION: case NC_SELFDESTRUCTION:
if( sd ) { if( sd ) {
if( pc_ismadogear(sd) ) if( pc_ismadogear(sd) )
pc_setmadogear(sd, 0); pc_setmadogear(sd, 0);
skill_area_temp[1] = 0;
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
status_set_sp(src, 0, 0); status_set_sp(src, 0, 0);
skill_clear_unitgroup(src);
} }
break; break;
@ -9587,7 +9589,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15; int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
if( bl != src ) if( bl != src )
sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)); sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
}else { } else {
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id); src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
@ -9846,7 +9848,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(sd){ if(sd){
struct mob_data *md; struct mob_data *md;
md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE); md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
if( md ) if( md )
{ {
md->master_id = src->id; md->master_id = src->id;
@ -9880,7 +9882,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break; break;
case KO_GENWAKU: case KO_GENWAKU:
if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) { if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
int x = src->x, y = src->y; int x = src->x, y = src->y;
if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
@ -9893,8 +9895,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif_slide(src, bl->x, bl->y); clif_slide(src, bl->x, bl->y);
clif_fixpos(src); clif_fixpos(src);
sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv)); sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
if (unit_movepos(bl,x,y,0,0)) if (unit_movepos(bl,x,y,0,0)) {
{
clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6); clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
if( bl->type == BL_PC && pc_issit((TBL_PC*)bl)) if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
clif_sitting(bl); //Avoid sitting sync problem clif_sitting(bl); //Avoid sitting sync problem
@ -11077,7 +11078,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
if (rnd()%100 < 50) { if (rnd()%100 < 50) {
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
} else { } else {
TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
int i; int i;
if (!md) break; if (!md) break;
if ((i = skill_get_time(skill_id, skill_lv)) > 0) if ((i = skill_get_time(skill_id, skill_lv)) > 0)
@ -11194,7 +11195,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case 2: sx = x - i; break; case 2: sx = x - i; break;
case 6: sx = x + i; break; case 6: sx = x + i; break;
} }
skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); skill_addtimerskill(src,gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
} }
} }
break; break;
@ -11224,10 +11225,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case NC_SILVERSNIPER: case NC_SILVERSNIPER:
{ {
int class_ = MOBID_SILVERSNIPER;
struct mob_data *md; struct mob_data *md;
md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
if( md ) { if( md ) {
md->master_id = src->id; md->master_id = src->id;
md->special_state.ai = AI_FAW; md->special_state.ai = AI_FAW;
@ -12909,6 +12909,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_ELECTRICWALK: case UNT_ELECTRICWALK:
case UNT_PSYCHIC_WAVE: case UNT_PSYCHIC_WAVE:
case UNT_MAGMA_ERUPTION: case UNT_MAGMA_ERUPTION:
case UNT_MAKIBISHI:
skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break; break;
@ -13162,12 +13163,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv)); sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
break; break;
case UNT_MAKIBISHI:
skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
sg->limit = DIFF_TICK(tick, sg->tick);
sg->unit_id = UNT_USED_TRAPS;
break;
case UNT_LAVA_SLIDE: case UNT_LAVA_SLIDE:
skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
if(++sg->val1 > 4) //after 5 stop hit and destroy me if(++sg->val1 > 4) //after 5 stop hit and destroy me
@ -14655,7 +14650,7 @@ bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
case KO_ZANZOU: { case KO_ZANZOU: {
int c = 0; int c = 0;
i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) { if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
return false; return false;