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>
This commit is contained in:
Aleos 2020-10-19 16:03:48 -04:00 committed by GitHub
parent ef33ba1fca
commit 323db7e661
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 12 additions and 15 deletions

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@ -1351,7 +1351,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
*/ */
int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
{ {
struct map_session_data *sd = NULL; struct map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
struct status_change *sc; struct status_change *sc;
struct status_change_entry *sce; struct status_change_entry *sce;
int div_ = d->div_, flag = d->flag; int div_ = d->div_, flag = d->flag;
@ -1435,7 +1435,6 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
#endif #endif
if( damage ) { if( damage ) {
struct map_session_data *tsd = BL_CAST(BL_PC, src);
if( sc->data[SC_DEEPSLEEP] ) { if( sc->data[SC_DEEPSLEEP] ) {
damage += damage / 2; // 1.5 times more damage while in Deep Sleep. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER); status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
@ -1689,8 +1688,6 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC) if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC)
damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100; damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
map_session_data *tsd = (map_session_data *)src;
if (tsd && (sce = sc->data[SC_SOULREAPER])) { if (tsd && (sce = sc->data[SC_SOULREAPER])) {
if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) { if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
clif_specialeffect(src, 1208, AREA); clif_specialeffect(src, 1208, AREA);
@ -1725,7 +1722,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
damage = div_; damage = div_;
} }
if (sd && pc_ismadogear(sd)) { if (tsd && pc_ismadogear(tsd)) {
short element = skill_get_ele(skill_id, skill_lv); short element = skill_get_ele(skill_id, skill_lv);
if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
@ -1739,7 +1736,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
element = status_get_attack_sc_element(src,status_get_sc(src)); element = status_get_attack_sc_element(src,status_get_sc(src));
else if( element == ELE_RANDOM ) //Use random element else if( element == ELE_RANDOM ) //Use random element
element = rnd()%ELE_ALL; element = rnd()%ELE_ALL;
pc_overheat(sd, (element == ELE_FIRE ? 3 : 1)); pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
} }
return damage; return damage;

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@ -11503,14 +11503,14 @@ bool pc_setstand(struct map_session_data *sd, bool force){
* @param heat: Amount of Heat to adjust * @param heat: Amount of Heat to adjust
**/ **/
void pc_overheat(struct map_session_data *sd, int16 heat) { void pc_overheat(struct map_session_data *sd, int16 heat) {
struct status_change_entry *sce = NULL;
int16 limit[] = { 150, 200, 280, 360, 450 };
uint16 skill_lv;
nullpo_retv(sd); nullpo_retv(sd);
skill_lv = cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, 4); status_change_entry *sce = sd->sc.data[SC_OVERHEAT_LIMITPOINT];
if ((sce = sd->sc.data[SC_OVERHEAT_LIMITPOINT])) {
if (sce) {
static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
uint16 skill_lv = cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, limit.size()-1);
sce->val1 += heat; sce->val1 += heat;
sce->val1 = cap_value(sce->val1, 0, 1000); sce->val1 = cap_value(sce->val1, 0, 1000);
if (sd->sc.data[SC_OVERHEAT]) if (sd->sc.data[SC_OVERHEAT])

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@ -14440,8 +14440,8 @@ TIMER_FUNC(status_change_timer){
case SC_OVERHEAT_LIMITPOINT: case SC_OVERHEAT_LIMITPOINT:
if (--(sce->val1) >= 0) { // Cooling if (--(sce->val1) >= 0) { // Cooling
int16 limit[] = { 150, 200, 280, 360, 450 }; static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
uint16 skill_lv = (sd ? pc_checkskill(sd, NC_MAINFRAME) : 0); uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, limit.size()-1) : 0);
if (sc && sc->data[SC_OVERHEAT]) if (sc && sc->data[SC_OVERHEAT])
status_change_end(bl,SC_OVERHEAT,INVALID_TIMER); status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
@ -14453,7 +14453,7 @@ TIMER_FUNC(status_change_timer){
break; break;
case SC_OVERHEAT: { case SC_OVERHEAT: {
int damage = status->max_hp / 100; // Suggestion 1% each second uint32 damage = status->max_hp / 100; // Suggestion 1% each second
if (damage >= status->hp) if (damage >= status->hp)
damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum