- Cleaned up the NJ update code.
- Restored code which was removed (stuff like SC_SKA) - Fixed possible crashes on some NJ skills if used by non-players. - Fixed most NJ magic spells doing more damage than they should. - Fixed ZenyNage being able to do more damage than zeny you have. - Cleaned up skill setting code for Suiton and Kaensin - Ordered SC_* definitions in status.c git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7947 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
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@ -4,6 +4,12 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2006/07/28
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* Cleaned up the NJ update code: [Skotlex]
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- Restored code which was removed (stuff like SC_SKA)
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- Fixed possible crashes on some NJ skills if used by non-players.
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- Fixed most NJ magic spells doing more damage than they should.
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- Fixed ZenyNage being able to do more damage than zeny you have.
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- Cleaned up skill setting code for Suiton and Kaensin
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* Some cleaning of battle_drain, Evil Druid card should work now. [Skotlex]
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* Made status_damage allow damaging of objects not on a map, this should
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fix pet-catching making the mob never respawn again. [Skotlex]
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@ -557,7 +557,7 @@
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533,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //NJ_NINPOU#NJ_NINPOU#
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534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //NJ_KOUENKA#NJ_KOUENKA#
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535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0 //NJ_KAENSIN#NJ_KAENSIN#
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536,9,8,1,3,2,1,5,-3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
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536,9,8,1,3,2,1,5,3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
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537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0 //NJ_HYOUSENSOU#NJ_HYOUSENSOU#
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538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0 //NJ_SUITON#NJ_SUITON#
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539,0,6,4,1,1,0,5,1,yes,0,0,0,magic,0 //NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#
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@ -416,7 +416,7 @@
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523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN
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524,0,0,30:25:20:15:10,0,0,0,99,7,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KUNAI
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525,0,0,20:25:30:35:40,0,0,0,22,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_HUUMA
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526,0,0,50,0,0,500:1000:1500:2000:2500:3000:3500:4000:4500:5000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_ZENYNAGE
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526,0,0,50,0,0,1000:2000:3000:4000:5000:6000:7000:8000:9000:10000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_ZENYNAGE
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527,0,0,40,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_TATAMIGAESHI
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528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KASUMIKIRI
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529,0,0,40,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SHADOWJUMP
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@ -1123,6 +1123,11 @@ static struct Damage battle_calc_weapon_attack(
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switch (skill_num)
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{ //Calc base damage according to skill
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case NJ_ISSEN:
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wd.damage = 80*sstatus->str +skill_lv*sstatus->hp*8/100;
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wd.damage2 = 0;
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status_set_hp(src, 1, 0);
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break;
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case PA_SACRIFICE:
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skill = sstatus->max_hp* 9/100;
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status_zap(src, skill, 0);//Damage to self is always 9%
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@ -1183,20 +1188,29 @@ static struct Damage battle_calc_weapon_attack(
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wd.damage2 = hd->master->homunculus.intimacy ;
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hd->master->homunculus.intimacy = 200;
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clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
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}
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break;
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}
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default:
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{
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i = (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0);
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if ( flag.arrow && sd->status.weapon != W_BOW && sd->status.weapon != W_REVOLVER && sd->status.weapon != W_SHOTGUN
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&& sd->status.weapon != W_GATLING && sd->status.weapon != W_GRENADE ) i |= 16; // for ex. shuriken must not be influenced by DEX
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if (flag.arrow && sd)
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switch(sd->status.weapon) {
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case W_BOW:
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case W_REVOLVER:
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case W_SHOTGUN:
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case W_GATLING:
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case W_GRENADE:
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break;
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default:
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i |= 16; // for ex. shuriken must not be influenced by DEX
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}
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wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
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if (sstatus->lhw)
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wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i);
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// Added split damage for Huuma
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if (skill_num == NJ_HUUMA) // Divide ATK in case of multiple targets skill
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{
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if (skill_num == NJ_HUUMA)
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{ // Divide ATK in case of multiple targets skill
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if(wflag>0)
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wd.damage/= wflag;
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else if(battle_config.error_log)
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@ -1378,7 +1392,7 @@ static struct Damage battle_calc_weapon_attack(
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//You'd need something like 6K SP to reach this max, so should be fine for most purposes.
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if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
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skillratio = (unsigned short)ratio;
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status_zap(src, 0, sstatus->sp);
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status_set_sp(src, 0, 0);
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flag.idef= flag.idef2= 1;
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}
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break;
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@ -1549,6 +1563,9 @@ static struct Damage battle_calc_weapon_attack(
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ATK_ADD(sstatus->matk_min);
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}
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break;
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case NJ_SYURIKEN:
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ATK_ADD(4*skill_lv);
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break;
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}
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}
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//Div fix.
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@ -1710,26 +1727,6 @@ static struct Damage battle_calc_weapon_attack(
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if (flag.rh && wd.damage < 1) wd.damage = 1;
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if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
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// Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
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switch(skill_num)
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{
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case NJ_SYURIKEN:
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if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0 && sd->status.weapon != W_HUUMA) { wd.damage+=skill*3+skill_lv*4; }
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else {wd.damage+=skill_lv*4; }
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break;
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case NJ_KUNAI:
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if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0 && sd->status.weapon != W_HUUMA) { wd.damage+=skill*3; }
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break;
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default:
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break;
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}
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if ( skill_num == NJ_ISSEN )
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{
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wd.damage=sstatus->str*80+skill_lv*sstatus->hp*8/100;
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status_zap(src, sstatus->hp-1, 0);
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}
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if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
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&& skill_num != CR_GRANDCROSS)
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{ //Add mastery damage
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@ -1748,6 +1745,11 @@ static struct Damage battle_calc_weapon_attack(
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skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1);
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ATK_ADDRATE(skillratio);
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}
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// Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
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if ((skill_num == NJ_SYURIKEN || skill_num == NJ_KUNAI) &&
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sd->status.weapon != W_HUUMA &&
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(skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
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ATK_ADD(3*skill);
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}
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} //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
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else if(wd.div_ < 0) //Since the attack missed...
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@ -2316,20 +2318,21 @@ struct Damage battle_calc_magic_attack(
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skillratio -= 10;
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break;
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case NJ_BAKUENRYU:
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skillratio += 50 + 150*skill_lv;
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skillratio += 50*(skill_lv-1);
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break;
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case NJ_HYOUSENSOU:
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skillratio -= 30;
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if ( sc->data[SC_SUITON].timer != -1 ) skillratio += skillratio*sc->data[SC_SUITON].val1*2/100;
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if (sc && sc->data[SC_SUITON].timer != -1)
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skillratio += sc->data[SC_SUITON].val4;
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break;
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case NJ_HYOUSYOURAKU:
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skillratio += 100 + 50*skill_lv;
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skillratio += 50*skill_lv;
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break;
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case NJ_RAIGEKISAI:
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skillratio += 60 + 40*skill_lv;
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break;
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case NJ_KAMAITACHI:
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skillratio += 100 + 100*skill_lv;
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skillratio += 100*skill_lv;
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break;
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}
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@ -2510,7 +2513,7 @@ struct Damage battle_calc_misc_attack(
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switch(skill_num){
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case PA_PRESSURE:
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case GS_FLING:
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case NJ_ZENYNAGE: // Throw zeny not affected by cards, elements, race..
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case NJ_ZENYNAGE:
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flag.elefix = flag.cardfix = 0;
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case HT_BLITZBEAT:
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case TF_THROWSTONE:
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@ -2595,10 +2598,10 @@ struct Damage battle_calc_misc_attack(
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if (tsd) md.damage>>=1;
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break;
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case NJ_ZENYNAGE:
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md.damage = skill_get_zeny(skill_num ,skill_lv);
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md.damage = skill_get_zeny(skill_num ,skill_lv)/2;
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if (!md.damage) md.damage = 2;
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md.damage = md.damage + rand()%md.damage;
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if(is_boss(target)) // deleted || map_flag_vs(target->m) , seemed to reduce damage in PVP mode
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if(is_boss(target))
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md.damage=md.damage*60/100;
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break;
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case GS_FLING:
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@ -3231,7 +3231,7 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
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{ //Misc map-changing settings
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party_send_dot_remove(sd); //minimap dot fix [Kevin]
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guild_send_dot_remove(sd);
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skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
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skill_clear_group(&sd->bl, 1|4|(battle_config.traps_setting&2));
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if (sd->sc.count)
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{ //Cancel some map related stuff.
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if (sd->sc.data[SC_WARM].timer != -1)
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119
src/map/skill.c
119
src/map/skill.c
@ -2732,11 +2732,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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clif_slide(src,bl->x,bl->y);
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break;
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case SN_SHARPSHOOTING: /* シャープシューティング */
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// Does it stop if touch an obstacle? it shouldn't shoot trough walls
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case SN_SHARPSHOOTING:
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case NJ_KAMAITACHI:
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//It won't shoot through walls since on castend there has to be a direct
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//line of sight between caster and target.
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map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
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skill_get_splash(skillid, skilllv),BL_CHAR,
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BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
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BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
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break;
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case MO_INVESTIGATE: /* 発勁 */
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@ -2824,6 +2826,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case MC_CARTREVOLUTION:
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case NPC_SPLASHATTACK:
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case AC_SHOWER: //Targetted skill implementation.
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case NJ_BAKUENRYU:
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if(flag&1){
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if(bl->id!=skill_area_temp[1]){
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skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
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@ -2955,7 +2958,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
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break;
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/* 魔法系スキル */
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case MG_SOULSTRIKE: /* ソウルストライク */
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case NPC_DARKSTRIKE: /*闇ソウルストライク*/
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case MG_COLDBOLT: /* コールドボルト */
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@ -2971,6 +2973,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case MG_FROSTDIVER: /* フロストダイバー */
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case WZ_SIGHTBLASTER:
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case WZ_SIGHTRASHER: /* サイトラッシャー */
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case NJ_KOUENKA:
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case NJ_HYOUSENSOU:
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case NJ_HUUJIN:
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skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
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break;
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@ -3088,7 +3093,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
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} else {
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skill_area_temp[0] = 0;
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skill_area_temp[1] = bl->id;
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if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
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map_foreachinrange(skill_area_sub, bl,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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@ -3177,39 +3181,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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break;
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case NJ_HUUMA:
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if (flag & 1) {
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if (bl->id != skill_area_temp[1])
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skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
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} else {
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skill_area_temp[0] = 0;
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skill_area_temp[1] = bl->id;
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map_foreachinrange(skill_area_sub, bl,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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src, skillid, skilllv, tick, flag|BCT_ENEMY,
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skill_area_sub_count);
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skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
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map_foreachinrange(skill_area_sub, bl,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
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skill_castend_damage_id);
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}
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break;
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case NJ_BAKUENRYU:
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if (flag & 1) {
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skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
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} else {
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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skill_area_temp[0] = 0;
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skill_area_temp[1] = bl->id;
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if (flag & 0xf00000)
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map_foreachinrange(skill_area_sub, bl,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
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map_foreachinrange(skill_area_sub, bl,
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skill_get_splash(skillid, skilllv), BL_CHAR,
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src, skillid, skilllv, tick, BCT_ENEMY|1,
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skill_castend_damage_id);
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}
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break;
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case NJ_KASUMIKIRI:
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
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@ -3218,23 +3202,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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status_change_end(src, SC_HIDING, -1);
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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break;
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case NJ_KOUENKA:
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case NJ_HYOUSENSOU:
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case NJ_HUUJIN:
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skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
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break;
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case NJ_KAMAITACHI:
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// Does it stop if touch an obstacle? it shouldn't shoot trough walls
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map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
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skill_get_splash(skillid, skilllv),BL_CHAR,
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BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
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break;
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//Not implemented yet [Vicious]
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//case NJ_KASUMIKIRI:
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//case NJ_KIRIKAGE:
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case NJ_ISSEN:
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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if (sc && sc->data[SC_NEN].timer != -1)
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status_change_end(src,SC_NEN,-1);
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break;
|
||||
@ -6123,7 +6092,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
|
||||
case DC_SERVICEFORYOU:
|
||||
case GS_DESPERADO:
|
||||
case NJ_SUITON:
|
||||
case NJ_BAKUENRYU:
|
||||
case NJ_KAENSIN:
|
||||
case NJ_HYOUSYOURAKU:
|
||||
case NJ_RAIGEKISAI:
|
||||
@ -6596,35 +6564,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
|
||||
target = BCT_ALL;
|
||||
break;
|
||||
case NJ_SUITON:
|
||||
val1 = skilllv*2;
|
||||
|
||||
{
|
||||
// don't call skill_clear_group(src,1), it deletes also kaensin... and I think it doesn't have to
|
||||
// so this is a copy paste of skill_clear_group() function, which only deletes suiton (shoud maybe create a new function)
|
||||
struct unit_data *ud = unit_bl2ud(src);
|
||||
struct skill_unit_group *group[MAX_SKILLUNITGROUP];
|
||||
int i, count=0, tflag=1;
|
||||
|
||||
nullpo_retr(0, src);
|
||||
if (!ud) break;
|
||||
|
||||
for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
|
||||
{
|
||||
switch (ud->skillunit[i]->skill_id) {
|
||||
case NJ_SUITON:
|
||||
if (tflag&1)
|
||||
group[count++]= ud->skillunit[i];
|
||||
break;
|
||||
default:
|
||||
if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
|
||||
group[count++]= ud->skillunit[i];
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
for (i=0;i<count;i++)
|
||||
skill_delunitgroup(src, group[i]);
|
||||
}
|
||||
skill_clear_group(src,1);
|
||||
break;
|
||||
case HT_SHOCKWAVE: /* ショックウェーブトラップ */
|
||||
val1=skilllv*15+10;
|
||||
@ -6765,35 +6705,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
|
||||
if (sd) val1 = sd->status.child;
|
||||
break;
|
||||
case NJ_KAENSIN:
|
||||
{
|
||||
// don't call skill_clear_group(src,1), it deletes also suiton... and I think it doesn't have to
|
||||
// so this is a copy paste of skill_clear_group() function, which only deletes kaesin (shoud maybe create a new function)
|
||||
struct unit_data *ud = unit_bl2ud(src);
|
||||
struct skill_unit_group *group[MAX_SKILLUNITGROUP];
|
||||
int i, count=0, tflag=1;
|
||||
|
||||
skill_clear_group(src, 4); //Delete previous Kaensins
|
||||
val2 = (skilllv+1)/2 + 4;
|
||||
|
||||
nullpo_retr(0, src);
|
||||
if (!ud) break;
|
||||
|
||||
for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
|
||||
{
|
||||
switch (ud->skillunit[i]->skill_id) {
|
||||
case NJ_KAENSIN:
|
||||
if (tflag&1)
|
||||
group[count++]= ud->skillunit[i];
|
||||
break;
|
||||
default:
|
||||
if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
|
||||
group[count++]= ud->skillunit[i];
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
for (i=0;i<count;i++)
|
||||
skill_delunitgroup(src, group[i]);
|
||||
}
|
||||
break;
|
||||
|
||||
case GS_GROUNDDRIFT:
|
||||
@ -7498,7 +7411,6 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
|
||||
switch (skill_id)
|
||||
{
|
||||
case WZ_QUAGMIRE:
|
||||
case NJ_SUITON:
|
||||
if (bl->type==BL_MOB)
|
||||
break;
|
||||
if (sc && sc->data[type].timer != -1)
|
||||
@ -7529,6 +7441,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
|
||||
case SA_VIOLENTGALE:
|
||||
case CG_HERMODE:
|
||||
case HW_GRAVITATION:
|
||||
case NJ_SUITON:
|
||||
if (sc && sc->data[type].timer != -1)
|
||||
status_change_end(bl, type, -1);
|
||||
break;
|
||||
@ -8385,7 +8298,8 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
|
||||
case NJ_ISSEN:
|
||||
if (!sc || sc->data[SC_NEN].timer==-1) {
|
||||
clif_skill_fail(sd,skill,0,0);
|
||||
return 0; }
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case NJ_ZENYNAGE:
|
||||
@ -9281,10 +9195,13 @@ int skill_clear_group (struct block_list *bl, int flag)
|
||||
case SA_VIOLENTGALE:
|
||||
case SA_LANDPROTECTOR:
|
||||
case NJ_SUITON:
|
||||
case NJ_KAENSIN:
|
||||
if (flag&1)
|
||||
group[count++]= ud->skillunit[i];
|
||||
break;
|
||||
case NJ_KAENSIN:
|
||||
if (flag&4)
|
||||
group[count++]= ud->skillunit[i];
|
||||
break;
|
||||
default:
|
||||
if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
|
||||
group[count++]= ud->skillunit[i];
|
||||
|
@ -348,6 +348,15 @@ void initChangeTables(void) {
|
||||
add_sc(CG_HERMODE, SC_HERMODE);
|
||||
set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
|
||||
set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
|
||||
set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
|
||||
set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
|
||||
set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
|
||||
set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
|
||||
set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
|
||||
set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
|
||||
set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
|
||||
add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
|
||||
set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
|
||||
set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
|
||||
set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
|
||||
set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
|
||||
@ -358,26 +367,13 @@ void initChangeTables(void) {
|
||||
add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
|
||||
add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
|
||||
add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
|
||||
add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
|
||||
set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
|
||||
|
||||
//Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
|
||||
set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
|
||||
set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
|
||||
set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
|
||||
set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
|
||||
set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
|
||||
set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
|
||||
|
||||
//Uncomment and update when you plan on implementing.
|
||||
// set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_MAEMI);
|
||||
set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
|
||||
set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
|
||||
set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
|
||||
set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
|
||||
set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
|
||||
set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE); //[orn]
|
||||
set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF); //[orn]
|
||||
set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
|
||||
|
||||
set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_GUILDAURA, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
|
||||
set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BATTLEORDERS, SCB_STR|SCB_INT|SCB_DEX);
|
||||
@ -2971,7 +2967,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
|
||||
agi -= 2 + sc->data[SC_DECREASEAGI].val1;
|
||||
if(sc->data[SC_QUAGMIRE].timer!=-1)
|
||||
agi -= sc->data[SC_QUAGMIRE].val2;
|
||||
if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val4)
|
||||
if(sc->data[SC_SUITON].timer!=-1)
|
||||
agi -= sc->data[SC_SUITON].val2;
|
||||
if(sc->data[SC_MARIONETTE].timer!=-1)
|
||||
agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
|
||||
@ -3313,7 +3309,7 @@ static signed char status_calc_def(struct block_list *bl, struct status_change *
|
||||
if(sc->data[SC_KEEPING].timer!=-1)
|
||||
return 100;
|
||||
if(sc->data[SC_SKA].timer != -1)
|
||||
return rand()%100; //Reports indicate SKA actually randomizes defense.
|
||||
return sc->data[SC_SKA].val3;
|
||||
if (sc->data[SC_DEFENCE].timer != -1) //[orn]
|
||||
def += sc->data[SC_DEFENCE].val2 ;
|
||||
if(sc->data[SC_STEELBODY].timer!=-1)
|
||||
@ -3455,8 +3451,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
|
||||
speed = speed * 100/75;
|
||||
if(sc->data[SC_QUAGMIRE].timer!=-1)
|
||||
speed = speed * 100/50;
|
||||
if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val4)
|
||||
speed = speed * 100/50;
|
||||
if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
|
||||
speed = speed * 100/sc->data[SC_SUITON].val3;
|
||||
if(sc->data[SC_DONTFORGETME].timer!=-1)
|
||||
speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
|
||||
if(sc->data[SC_DEFENDER].timer!=-1)
|
||||
@ -4766,10 +4762,11 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
val2 = 0;
|
||||
break;
|
||||
case SC_SUITON:
|
||||
if (status_get_class(bl) != JOB_NINJA) {
|
||||
if ( bl->type == BL_PC && !map[sd->bl.m].flag.pvp && !map_flag_gvg(sd->bl.m) ) val4=0;
|
||||
else val4=1;
|
||||
|
||||
val2 = 0; //Agi penalty
|
||||
val3 = 0; //Walk speed penalty
|
||||
val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
|
||||
if (status_get_class(bl) != JOB_NINJA && !map_flag_vs(bl->m)) {
|
||||
val3 = 50;
|
||||
switch ((val1+1)/3) {
|
||||
case 3:
|
||||
val2 = 8;
|
||||
@ -4786,9 +4783,8 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
default:
|
||||
val2 = 3*((val1+1)/3);
|
||||
break;
|
||||
|
||||
}
|
||||
} else val2 = 0;
|
||||
};
|
||||
break;
|
||||
case SC_ONEHAND:
|
||||
case SC_TWOHANDQUICKEN:
|
||||
@ -5388,6 +5384,11 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
|
||||
val2 = 20*val1; //matk increase.
|
||||
val3 = 12*val1; //mdef2 reduction.
|
||||
break;
|
||||
case SC_SKA:
|
||||
val2 = tick/1000;
|
||||
val3 = rand()%100; //Def changes randomly every second...
|
||||
tick = 1000;
|
||||
break;
|
||||
case SC_JAILED:
|
||||
tick = val1>0?1000:250;
|
||||
break;
|
||||
@ -6080,10 +6081,8 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
|
||||
hp = status->max_hp - status->hp;
|
||||
if (hp > sc->data[data].val2)
|
||||
hp = sc->data[data].val2;
|
||||
if (hp) {
|
||||
status_heal(bl, hp, 0, 0);
|
||||
clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
|
||||
}
|
||||
if (hp)
|
||||
status_heal(bl, hp, 0, 2);
|
||||
sc->data[data].val4=-1;
|
||||
return 1;
|
||||
}
|
||||
@ -6153,6 +6152,16 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
|
||||
return 0;
|
||||
break;
|
||||
|
||||
case SC_SKA:
|
||||
if((--sc->data[type].val2)>0){
|
||||
sc->data[type].val3 = rand()%100; //Random defense.
|
||||
sc->data[type].timer=add_timer(
|
||||
1000+tick, status_change_timer,
|
||||
bl->id, data);
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case SC_HIDING:
|
||||
if((--sc->data[type].val2)>0){
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user