Fixed left-hand issue, gives damage to emperium (if emperium mode is MD_PLANT) although guild castle >= 'guild_max_castles' (bugreport:8125)

This commit is contained in:
Cahyadi Ramadhan Togihon 2013-10-06 18:27:19 +07:00
parent b85f469bd5
commit 221553a893

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@ -1297,31 +1297,39 @@ int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64
return damage;
}
bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
{
struct mob_data* md = BL_CAST(BL_MOB, bl);
int class_ = status_get_class(bl);
if(md && md->guardian_data) {
if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
return false;
if(src->type != BL_MOB) {
struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
return false;
if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
return false; // [MouseJstr]
}
}
return true;
}
/*==========================================
* Calculates GVG related damage adjustments.
*------------------------------------------*/
int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
{
struct mob_data* md = BL_CAST(BL_MOB, bl);
int class_ = status_get_class(bl);
if (!damage) //No reductions to make.
return 0;
if(md && md->guardian_data) {
if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
return 0;
if(src->type != BL_MOB) {
struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
return 0;
if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
return 0;
if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
return 0; // [MouseJstr]
}
}
if(skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
return damage;
/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
if (md && md->guardian_data) {
@ -4029,12 +4037,17 @@ struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,
wd.damage2 = wd.div_;
if (is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) // force left hand to 1 damage while dual wielding [helvetica]
wd.damage2 = 1;
if( attack_hits && class_ == MOBID_EMPERIUM ) {
if(wd.damage2 > 0) {
if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
wd.damage = wd.damage2 = 0;
return wd;
}
if( wd.damage2 > 0 ) {
wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
}
else if(wd.damage > 0) {
else if( wd.damage > 0 ) {
wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
}
@ -4377,7 +4390,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
// on official check for multi hit first so we can override crit on double attack [helvetica]
wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
// crit check is next since crits always hit on official [helvetica]
if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
wd.type = 0x0a;
@ -5698,15 +5711,16 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
{
struct Damage d;
switch(attack_type) {
case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
default:
ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
memset(&d,0,sizeof(d));
break;
}
case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
default:
ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
memset(&d,0,sizeof(d));
break;
}
if( d.damage + d.damage2 < 1 )
{ //Miss/Absorbed
//Weapon attacks should go through to cause additional effects.