Bug Fixes:
* Fixed #433, fixed SR_TIGERCANNON splash damage. * Fixed #458, fixed SR_TIGERCANNON behavior as auto-cast by SR_FLASHCOMBO. SR_TIGERCANNON consumes no HP/SP anymore, deal damage WITHOUT the SR_FALLENEMPIRE combo bonus. Thank @aleos89, @jeanroyce, @SuezoSilver, @firecroll Signed-off-by: Cydh Ramdh <cydh@pservero.com>
This commit is contained in:
@@ -1325,10 +1325,10 @@
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5012,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, WL_TELEKINESIS_INTENSE,Intense Telekinesis
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5013,0,6,4,0,0x3,0,5,1,no,0,0,0,none,0,0x0, LG_KINGS_GRACE,King's Grace
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5014,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, ALL_FULL_THROTTLE,Full Throttle
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5015,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SR_FLASHCOMBO_ATK_STEP1,Flash Combo Attack Step 1
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5016,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SR_FLASHCOMBO_ATK_STEP2,Flash Combo Attack Step 2
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5017,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SR_FLASHCOMBO_ATK_STEP3,Flash Combo Attack Step 3
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5018,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, SR_FLASHCOMBO_ATK_STEP4,Flash Combo Attack Step 4
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5015,-2,8,1,-1,0,0,10,-2,no,0,0,0,weapon,0,0x0, SR_FLASHCOMBO_ATK_STEP1,Flash Combo Attack Step 1
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5016,-2,8,4,-1,0,0,5,-2,no,0,0x200,0,weapon,0,0x0, SR_FLASHCOMBO_ATK_STEP2,Flash Combo Attack Step 2
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5017,-2,6,1,-1,0x42,1:1:1:1:1:2:2:2:2:2,10,1,yes,0,0,0,weapon,0,0x0, SR_FLASHCOMBO_ATK_STEP3,Flash Combo Attack Step 3
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5018,0,8,4,-1,0x2,2,5,-3,no,0,0,0,weapon,3,0x0, SR_FLASHCOMBO_ATK_STEP4,Flash Combo Attack Step 4
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//****
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// Homunculus S
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@@ -759,7 +759,7 @@
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2327,0,0,8:9:10:11:12,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_SKYNETBLOW
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2328,0,0,36:40:44:48:52,0,0,0,99,0,0,none,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_EARTHSHAKER
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2329,0,0,20:30:40:50:60,0,0,0,99,0,0,none,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FALLENEMPIRE
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2330,0,0,1:2:3:4:5:6:7:8:9:10,0,0,0,99,0,0,none,SC_EXPLOSIONSPIRITS,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_TIGERCANNON
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2330,0,0,1:2:3:4:5:6:7:8:9:10,-12:-14:-16:-18:-20:-22:-24:-26:-28:-30,-6:-7:-8:-9:-10:-11:-12:-13:-14:-15,0,99,0,0,none,SC_EXPLOSIONSPIRITS,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_TIGERCANNON
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2331,0,0,1,0,-11:-12:-13:-14:-15:-16:-17:-18:-19:-20,0,99,0,0,none,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_HELLGATE
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2332,0,0,150,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_RAMPAGEBLASTER
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2333,0,0,80,0,0,0,99,0,0,none,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_CRESCENTELBOW
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@@ -971,10 +971,10 @@
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5012,0,0,100:150:200:250:300,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //WL_TELEKINESIS_INTENSE
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5013,0,0,200:180:160:140:120,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //LG_KINGS_GRACE
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5014,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_FULL_THROTTLE
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5015,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FLASHCOMBO_ATK_STEP1 //All 4 steps are using temp req SP values for now.
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5016,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FLASHCOMBO_ATK_STEP2
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5017,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FLASHCOMBO_ATK_STEP3
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5018,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FLASHCOMBO_ATK_STEP4
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5015,0,0,0,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FLASHCOMBO_ATK_STEP1 //All 4 steps are using temp req SP values for now.
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5016,0,0,0,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FLASHCOMBO_ATK_STEP2
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5017,0,0,0,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FLASHCOMBO_ATK_STEP3
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5018,0,0,0,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //SR_FLASHCOMBO_ATK_STEP4
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8001,0,0,13:16:19:22:25,0,0,0,99,0,0,none,0,0,545,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HLIF_HEAL
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8002,0,0,20:25:30:35:40,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //HLIF_AVOID
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@@ -3881,17 +3881,6 @@ static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *s
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if( sc && sc->data[SC_INSPIRATION] )
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skillratio += 600;
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break;
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case SR_DRAGONCOMBO:
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skillratio += 40 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case SR_SKYNETBLOW:
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//ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
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skillratio = 80 * skill_lv + status_get_agi(src);
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if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
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skillratio = 100 * skill_lv + status_get_agi(src) + 150;
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RE_LVL_DMOD(100);
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break;
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case SR_EARTHSHAKER:
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if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
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tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){
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@@ -3904,21 +3893,43 @@ static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *s
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skillratio += status_get_int(src) * 2;
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}
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break;
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case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
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skillratio += 150 *skill_lv;
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case SR_DRAGONCOMBO:
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case SR_FLASHCOMBO_ATK_STEP1:
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skillratio += 40 * skill_lv;
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RE_LVL_DMOD(100);
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break;
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case SR_FALLENEMPIRE:
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case SR_FLASHCOMBO_ATK_STEP2:
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// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
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skillratio += 150 * skill_lv;
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RE_LVL_DMOD(150);
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break;
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case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
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case SR_TIGERCANNON:
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case SR_FLASHCOMBO_ATK_STEP3:
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{
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int hp = (int64)status_get_max_hp(src) * (10 + 2 * skill_lv) / 100,
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sp = (int64)status_get_max_sp(src) * (5 + 1 * skill_lv) / 100;
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if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
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skillratio = ((int64)hp+sp) / 2;
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int hp = sstatus->max_hp * (10 + 2 * skill_lv) / 100, // skill_get_hp_rate(SR_TIGERCANNON, skill_lv)
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sp = sstatus->max_sp * (5 + 1 * skill_lv) / 100; // skill_get_sp_rate(SR_TIGERCANNON, skill_lv)
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if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
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// Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
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skillratio += ((hp+sp) / 2);
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else
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skillratio = ((int64)hp+sp) / 4;
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// Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
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skillratio += ((hp+sp) / 4);
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RE_LVL_DMOD(100);
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}
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break;
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case SR_SKYNETBLOW:
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case SR_FLASHCOMBO_ATK_STEP4:
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if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )
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//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
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skillratio += (100 * skill_lv + sstatus->agi + 150);
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else
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//ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
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skillratio += (80 * skill_lv + sstatus->agi);
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RE_LVL_DMOD(100);
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break;
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case SR_RAMPAGEBLASTER:
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skillratio = 20 * skill_lv * ((sd) ? sd->spiritball_old : 5);
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if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) {
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@@ -4245,16 +4256,20 @@ static int battle_calc_skill_constant_addition(struct Damage wd, struct block_li
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atk = damagevalue;
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}
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break;
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case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
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if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
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case SR_TIGERCANNON:
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case SR_FLASHCOMBO_ATK_STEP3:
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// (Tiger Cannon skill level x 240) + (Target Base Level x 40)
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if( skill_id == SR_FLASHCOMBO_ATK_STEP3 || (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) )
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atk = ( skill_lv * 500 + status_get_lv(target) * 40 );
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else
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atk = ( skill_lv * 240 + status_get_lv(target) * 40 );
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break;
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case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
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atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * status_get_str(src));
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case SR_FALLENEMPIRE:
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case SR_FLASHCOMBO_ATK_STEP2:
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// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
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atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
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if( tsd && tsd->weight )
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atk += ( (tsd->weight/10) * status_get_dex(src) / 120 );
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atk += ( (tsd->weight/10) * sstatus->dex / 120 );
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else
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atk += ( status_get_lv(target) * 50 ); //mobs
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break;
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@@ -4399,6 +4414,14 @@ struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, s
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break;
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}
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}
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if (sc->data[SC_FLASHCOMBO]) {
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ATK_ADD(wd.damage, wd.damage2, sc->data[SC_FLASHCOMBO]->val2);
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#ifdef RENEWAL
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ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_FLASHCOMBO]->val2);
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#endif
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}
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if((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { // Monster Transformation bonus
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if (sc->data[SC_MTF_RANGEATK]) {
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ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK]->val1);
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@@ -5140,7 +5163,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
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// check if we're landing a hit
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if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
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wd.dmg_lv = ATK_FLEE;
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else if(!is_infinite_defense(target, wd.flag)) { //no need for math against plants
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else if(wd.miscflag&8 || !is_infinite_defense(target, wd.flag)) { //no need for math against plants
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int ratio, i = 0;
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wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
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@@ -5382,7 +5405,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
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DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
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#endif
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// only do 1 dmg to plant, no need to calculate rest
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if(is_infinite_defense(target, wd.flag))
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if(!(wd.miscflag&8) && is_infinite_defense(target, wd.flag))
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return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
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//Apply DAMAGE_DIV_FIX and check for min damage
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@@ -81,6 +81,7 @@ struct block_list;
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// Damage Calculation
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struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag);
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struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv);
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int64 battle_calc_return_damage(struct block_list *bl, struct block_list *src, int64 *, int flag, uint16 skill_id, bool status_reflect);
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@@ -1464,10 +1464,12 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
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break;
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case SR_DRAGONCOMBO:
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sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
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case SR_FLASHCOMBO_ATK_STEP1:
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sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(SR_DRAGONCOMBO, skill_lv));
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break;
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case SR_FALLENEMPIRE:
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sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
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case SR_FLASHCOMBO_ATK_STEP2:
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sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(SR_FALLENEMPIRE, skill_lv));
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break;
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case SR_WINDMILL:
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if( dstsd )
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@@ -2421,6 +2423,7 @@ int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned sho
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* [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
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*/
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static int skill_area_temp[8];
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static int64 skill_area_temp_i64[1];
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/**
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Used to knock back players, monsters, traps, etc
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@@ -2891,8 +2894,10 @@ void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct b
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* flag&1
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* flag&2 - Disable re-triggered by double casting
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* flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
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* flag&8 - Force assume the target is not as is_infinite_defense() on in battle_calc_attack() first.
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* Once it's done, store the damage to skill_area_temp_i64[0] then re-calcuate for real against 'plant'.
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*
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* flag&0xFFF is passed to the underlying battle_calc_attack for processing
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* flag&0xFFF is passed to the underlying battle_calc_attack for processing.
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* (usually holds number of targets, or just 1 for simple splash attacks)
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*
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* flag&0xF000 - Values from enum e_skill_display
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@@ -3059,6 +3064,14 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
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skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
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damage = 1;
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if (flag&8) {
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skill_area_temp_i64[0] = damage;
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if (is_infinite_defense(bl, dmg.flag)) {
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dmg = battle_calc_attack_plant(dmg, src, bl, skill_id, skill_lv);
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damage = dmg.damage + dmg.damage2;
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}
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}
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if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
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struct block_list *nbl;
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nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
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@@ -3760,10 +3773,10 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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case WL_TETRAVORTEX_WIND:
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case WL_TETRAVORTEX_GROUND:
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// For SR_FLASHCOMBO
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case SR_DRAGONCOMBO:
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case SR_FALLENEMPIRE:
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case SR_TIGERCANNON:
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case SR_SKYNETBLOW:
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case SR_FLASHCOMBO_ATK_STEP1:
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case SR_FLASHCOMBO_ATK_STEP2:
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case SR_FLASHCOMBO_ATK_STEP3:
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case SR_FLASHCOMBO_ATK_STEP4:
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break; // Exceptions
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default:
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continue; // Caster is Dead
|
||||
@@ -3913,14 +3926,15 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
|
||||
break;
|
||||
}
|
||||
// For SR_FLASHCOMBO
|
||||
case SR_DRAGONCOMBO:
|
||||
case SR_FALLENEMPIRE:
|
||||
case SR_TIGERCANNON:
|
||||
case SR_SKYNETBLOW:
|
||||
case SR_FLASHCOMBO_ATK_STEP1:
|
||||
case SR_FLASHCOMBO_ATK_STEP2:
|
||||
case SR_FLASHCOMBO_ATK_STEP3:
|
||||
case SR_FLASHCOMBO_ATK_STEP4:
|
||||
if( src->type == BL_PC ) {
|
||||
const int use_skill_lv[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
|
||||
if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
|
||||
break;
|
||||
skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
|
||||
skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), use_skill_lv[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]), tick, 0);
|
||||
}
|
||||
break;
|
||||
case SC_ESCAPE:
|
||||
@@ -4041,10 +4055,10 @@ int skill_cleartimerskill (struct block_list *src)
|
||||
case WL_TETRAVORTEX_WIND:
|
||||
case WL_TETRAVORTEX_GROUND:
|
||||
// For SR_FLASHCOMBO
|
||||
case SR_DRAGONCOMBO:
|
||||
case SR_FALLENEMPIRE:
|
||||
case SR_TIGERCANNON:
|
||||
case SR_SKYNETBLOW:
|
||||
case SR_FLASHCOMBO_ATK_STEP1:
|
||||
case SR_FLASHCOMBO_ATK_STEP2:
|
||||
case SR_FLASHCOMBO_ATK_STEP3:
|
||||
case SR_FLASHCOMBO_ATK_STEP4:
|
||||
continue;
|
||||
}
|
||||
delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
|
||||
@@ -4237,6 +4251,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
case LG_OVERBRAND:
|
||||
case LG_OVERBRAND_BRANDISH:
|
||||
case SR_FALLENEMPIRE:
|
||||
case SR_FLASHCOMBO_ATK_STEP2:
|
||||
case SR_CRESCENTELBOW_AUTOSPELL:
|
||||
case SR_GATEOFHELL:
|
||||
case SR_GENTLETOUCH_QUIET:
|
||||
@@ -4467,6 +4482,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
case LG_EARTHDRIVE:
|
||||
case SR_RAMPAGEBLASTER:
|
||||
case SR_SKYNETBLOW:
|
||||
case SR_FLASHCOMBO_ATK_STEP4:
|
||||
case SR_WINDMILL:
|
||||
case SR_RIDEINLIGHTNING:
|
||||
case WM_SOUND_OF_DESTRUCTION:
|
||||
@@ -5247,6 +5263,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
break;
|
||||
|
||||
case SR_DRAGONCOMBO:
|
||||
case SR_FLASHCOMBO_ATK_STEP1:
|
||||
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
|
||||
break;
|
||||
|
||||
@@ -5298,17 +5315,30 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
|
||||
break;
|
||||
|
||||
case SR_TIGERCANNON:
|
||||
if ( flag&1 ) {
|
||||
skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
|
||||
status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
|
||||
} else if ( sd ) {
|
||||
int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
|
||||
if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
|
||||
if (sd)
|
||||
clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
|
||||
break;
|
||||
case SR_FLASHCOMBO_ATK_STEP3:
|
||||
if (flag&1) {
|
||||
if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check
|
||||
if (skill_area_temp[1] != bl->id) {
|
||||
int64 dmg = skill_area_temp_i64[0];
|
||||
bool infdef = is_infinite_defense(bl, skill_get_type(skill_id));
|
||||
if (infdef)
|
||||
dmg = 1;
|
||||
status_damage(src, bl, dmg, 0, 0, 0);
|
||||
status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
|
||||
clif_skill_damage(src, bl, tick, status_get_amotion(bl), 0, dmg, 1, skill_id, skill_lv, 6);
|
||||
}
|
||||
}
|
||||
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|1, skill_castend_damage_id);
|
||||
else { // Somehow, we failed
|
||||
skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
|
||||
status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
|
||||
}
|
||||
}
|
||||
else if (sd) {
|
||||
skill_area_temp[1] = bl->id;
|
||||
skill_area_temp[3] = skill_id;
|
||||
skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once
|
||||
status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
|
||||
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);
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -6557,6 +6587,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
|
||||
case NC_AXETORNADO:
|
||||
case GC_COUNTERSLASH:
|
||||
case SR_SKYNETBLOW:
|
||||
case SR_FLASHCOMBO_ATK_STEP4:
|
||||
case SR_RAMPAGEBLASTER:
|
||||
case SR_HOWLINGOFLION:
|
||||
case KO_HAPPOKUNAI:
|
||||
@@ -9519,14 +9550,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
|
||||
sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
|
||||
break;
|
||||
case SR_FLASHCOMBO: {
|
||||
const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
|
||||
const int combo[] = { SR_FLASHCOMBO_ATK_STEP1, SR_FLASHCOMBO_ATK_STEP2, SR_FLASHCOMBO_ATK_STEP3, SR_FLASHCOMBO_ATK_STEP4 };
|
||||
const int delay[] = { 0, 250, 500, 2000 };
|
||||
|
||||
if (sd)
|
||||
sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
|
||||
clif_skill_nodamage(src,bl,skill_id,skill_lv,
|
||||
sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
|
||||
for (i = 0; i < ARRAYLENGTH(combo); i++)
|
||||
skill_addtimerskill(src,tick + 500 * i,bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
|
||||
skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -15820,6 +15852,8 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
|
||||
case CH_CHAINCRUSH:
|
||||
case SR_DRAGONCOMBO:
|
||||
case SR_FALLENEMPIRE:
|
||||
case SR_FLASHCOMBO_ATK_STEP1:
|
||||
case SR_FLASHCOMBO_ATK_STEP2:
|
||||
//If delay not specified, it will be 1000 - 4*agi - 2*dex
|
||||
if (time == 0)
|
||||
time = 1000;
|
||||
|
||||
@@ -1720,10 +1720,10 @@ enum e_skill {
|
||||
WL_TELEKINESIS_INTENSE,
|
||||
LG_KINGS_GRACE,
|
||||
ALL_FULL_THROTTLE,
|
||||
SR_FLASHCOMBO_ATK_STEP1,
|
||||
SR_FLASHCOMBO_ATK_STEP2,
|
||||
SR_FLASHCOMBO_ATK_STEP3,
|
||||
SR_FLASHCOMBO_ATK_STEP4,
|
||||
SR_FLASHCOMBO_ATK_STEP1, // SR_DRAGONCOMBO
|
||||
SR_FLASHCOMBO_ATK_STEP2, // SR_FALLENEMPIRE
|
||||
SR_FLASHCOMBO_ATK_STEP3, // SR_TIGERCANNON
|
||||
SR_FLASHCOMBO_ATK_STEP4, // SR_SKYNETBLOW
|
||||
|
||||
HLIF_HEAL = 8001,
|
||||
HLIF_AVOID,
|
||||
|
||||
@@ -709,7 +709,8 @@ void initChangeTables(void)
|
||||
set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
|
||||
set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
|
||||
set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
|
||||
set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
|
||||
set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_NONE );
|
||||
add_sc( SR_FLASHCOMBO_ATK_STEP1 , SC_STUN );
|
||||
|
||||
/* Wanderer / Minstrel */
|
||||
set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
|
||||
@@ -5467,8 +5468,6 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
|
||||
watk += sc->data[SC_PYROCLASTIC]->val2;
|
||||
if(sc->data[SC_ANGRIFFS_MODUS])
|
||||
watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
|
||||
if( sc->data[SC_FLASHCOMBO] )
|
||||
watk += sc->data[SC_FLASHCOMBO]->val2;
|
||||
if(sc->data[SC_ODINS_POWER])
|
||||
watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user