Fixes Overheat behavior (#5455)
* Fixes #5395. * Fixes Overheat not properly accounting for the Mechanic during battle calculations. * Minor cleanups and improvements. Thanks to @LotusRO! Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
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@ -1351,7 +1351,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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*/
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int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
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{
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struct map_session_data *sd = NULL;
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struct map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
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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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@ -1435,7 +1435,6 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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#endif
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if( damage ) {
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struct map_session_data *tsd = BL_CAST(BL_PC, src);
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if( sc->data[SC_DEEPSLEEP] ) {
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damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
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status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
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@ -1689,8 +1688,6 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC)
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damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
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map_session_data *tsd = (map_session_data *)src;
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if (tsd && (sce = sc->data[SC_SOULREAPER])) {
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if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
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clif_specialeffect(src, 1208, AREA);
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@ -1725,7 +1722,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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damage = div_;
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}
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if (sd && pc_ismadogear(sd)) {
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if (tsd && pc_ismadogear(tsd)) {
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short element = skill_get_ele(skill_id, skill_lv);
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if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
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@ -1739,7 +1736,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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element = status_get_attack_sc_element(src,status_get_sc(src));
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else if( element == ELE_RANDOM ) //Use random element
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element = rnd()%ELE_ALL;
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pc_overheat(sd, (element == ELE_FIRE ? 3 : 1));
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pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
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}
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return damage;
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@ -11503,14 +11503,14 @@ bool pc_setstand(struct map_session_data *sd, bool force){
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* @param heat: Amount of Heat to adjust
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**/
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void pc_overheat(struct map_session_data *sd, int16 heat) {
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struct status_change_entry *sce = NULL;
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int16 limit[] = { 150, 200, 280, 360, 450 };
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uint16 skill_lv;
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nullpo_retv(sd);
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skill_lv = cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, 4);
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if ((sce = sd->sc.data[SC_OVERHEAT_LIMITPOINT])) {
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status_change_entry *sce = sd->sc.data[SC_OVERHEAT_LIMITPOINT];
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if (sce) {
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static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
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uint16 skill_lv = cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, limit.size()-1);
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sce->val1 += heat;
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sce->val1 = cap_value(sce->val1, 0, 1000);
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if (sd->sc.data[SC_OVERHEAT])
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@ -14440,8 +14440,8 @@ TIMER_FUNC(status_change_timer){
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case SC_OVERHEAT_LIMITPOINT:
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if (--(sce->val1) >= 0) { // Cooling
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int16 limit[] = { 150, 200, 280, 360, 450 };
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uint16 skill_lv = (sd ? pc_checkskill(sd, NC_MAINFRAME) : 0);
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static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
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uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, limit.size()-1) : 0);
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if (sc && sc->data[SC_OVERHEAT])
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status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
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@ -14453,7 +14453,7 @@ TIMER_FUNC(status_change_timer){
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break;
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case SC_OVERHEAT: {
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int damage = status->max_hp / 100; // Suggestion 1% each second
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uint32 damage = status->max_hp / 100; // Suggestion 1% each second
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if (damage >= status->hp)
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damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
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