Reflect damage even when damage is blocked by a status - Fixes bugreport:6938

Also separate status reflect damage from item reflect damage
Fix float value for strength stat in weapon attack (Baalberith) - Fixes bugreport:7957
Use stored weapon attack value for damage calculation rather than recalculate
This commit is contained in:
Akinari1087 2013-08-28 22:25:46 -04:00
parent 866f66ccf8
commit 647f99f805
5 changed files with 52 additions and 29 deletions

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@ -1513,7 +1513,7 @@ static int battle_calc_status_attack(struct status_data *status, short hand)
static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
{
struct status_data *status = status_get_status_data(src);
unsigned short atkmax = status_weapon_atk(*wa,status);
unsigned short atkmax = (wa == &status->lhw)?status->watk2:status->watk;
unsigned short atkmin = atkmax;
unsigned short weapon_perfection = 0;
int damage;
@ -4003,8 +4003,46 @@ struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block
*/
struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
{
if( wd.damage + wd.damage2 )
{ //There is a total damage value
if( wd.damage + wd.damage2 ) { //There is a total damage value
if( src != target &&
(!skill_id || skill_id ||
( src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) )) ){
int64 damage = wd.damage + wd.damage2, rdamage = 0;
struct map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_change *tsc = status_get_sc(target);
struct status_data *sstatus = status_get_status_data(src);
int tick = gettick(), rdelay = 0;
rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, 0);
// Item reflect gets calculated first
if( rdamage > 0 ) {
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
if( tsd && src != target )
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
battle_delay_damage(tick, wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
skill_additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
// Calculate skill reflect damage separately
if( tsc ) {
struct status_data *tstatus = status_get_status_data(target);
rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, 1);
if( rdamage > 0 ) {
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
if( tsc->data[SC_REFLECTDAMAGE] && src != target ) // Don't reflect your own damage (Grand Cross)
map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,sstatus->dmotion,rdamage,tstatus->race);
else {
if( tsd && src != target )
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
// It appears that official servers give skill reflect damage a longer delay
battle_delay_damage(tick, wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
skill_additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
}
}
}
if(!wd.damage2)
{
wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
@ -5529,7 +5567,7 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
* Initial refactoring by Baalberith
* Refined and optimized by helvetica
*/
int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id){
int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
struct map_session_data* sd;
int64 rdamage = 0, damage = *dmg;
int max_damage = status_get_max_hp(bl);
@ -5538,7 +5576,7 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i
sd = BL_CAST(BL_PC, bl);
sc = status_get_sc(bl);
if( sc && sc->data[SC_REFLECTDAMAGE] ) {
if( status_reflect && sc && sc->data[SC_REFLECTDAMAGE] ) {
if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
max_damage = (int64)max_damage * status_get_lv(bl) / 100;
rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
@ -5550,7 +5588,7 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i
rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
if(rdamage < 1) rdamage = 1;
}
if( sc && sc->count ) {
if( status_reflect && sc && sc->count ) {
if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
if (rdamage < 1) rdamage = 1;
@ -5680,7 +5718,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
struct status_data *sstatus, *tstatus;
struct status_change *sc, *tsc;
int64 damage;
int rdamage=0,rdelay=0,skillv;
int skillv;
struct Damage wd;
nullpo_retr(ATK_NONE, src);
@ -5874,18 +5912,6 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
skill_id = AB_DUPLELIGHT_MAGIC;
skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
}
rdamage = (int)battle_calc_return_damage(target,src, &damage, wd.flag, 0);
if( rdamage > 0 ) {
if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
if( src != target )// Don't reflect your own damage (Grand Cross)
map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
} else {
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
}
}
}
wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
@ -6025,11 +6051,6 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
}
}
if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
if(tsd && src != target)
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true);
}
if (tsc) {
if (damage > 0 && tsc->data[SC_POISONREACT] &&

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@ -66,7 +66,7 @@ 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);
int64 battle_calc_return_damage(struct block_list *bl, struct block_list *src, int64 *, int flag, uint16 skill_id);
int64 battle_calc_return_damage(struct block_list *bl, struct block_list *src, int64 *, int flag, uint16 skill_id, bool status_reflect);
void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss);

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@ -2446,7 +2446,7 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL &&
( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
|| ((tsc && tsc->data[SC_REFLECTDAMAGE]) && !(dmg.flag&(BF_MAGIC|BF_LONG)) && !(skill_get_inf2(skill_id)&INF2_TRAP)) ) )
rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skill_id, 1);
if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
struct block_list *nbl;

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@ -1895,12 +1895,12 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct
#ifdef RENEWAL
unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
{
short str = status->str;
float str = status->str;
if (wa.range > 1)
str = status->dex;
return wa.atk + wa.atk2 + wa.atk * (str/200);
return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
}
#endif
@ -2724,7 +2724,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
status->batk += 4;
#else
status->watk = (status_weapon_atk(status->lhw, status) >= 0) ? status_weapon_atk(status->lhw, status) : 0;
status->watk = status_weapon_atk(status->rhw, status);
status->watk2 = status_weapon_atk(status->lhw, status);
status->eatk = (sd->bonus.eatk >= 0) ? sd->bonus.eatk : 0;
#endif

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@ -1627,6 +1627,7 @@ struct status_data {
batk,
#ifdef RENEWAL
watk,
watk2,
eatk,
#endif
matk_min, matk_max,