- Simplified ASC_BREAKER by making it a BF_WEAPON attack with an additional int-based damage component (which is added right before elemental modifiers).

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6760 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-05-25 19:15:17 +00:00
parent 564a148eeb
commit 7ff7ce4a39
3 changed files with 10 additions and 28 deletions

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@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/05/25
* Simplified ASC_BREAKER by making it a BF_WEAPON attack with an additional
int-based damage component (which is added right before elemental
modifiers) as described by AuronX. Pending further refining. [Skotlex]
* Resolved differences between Stable/Trunk msg_athena.conf. [Lupus]
Fixed atcommand @request MSG numbers accordinly.
On adding new MSG strings, plzm reserve them in STABLE msg_athena.conf, too

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@ -399,8 +399,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
(flag&BF_MISC && skill_num != PA_PRESSURE) ||
(flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex]
(flag&BF_MISC && skill_num != PA_PRESSURE)
)){
return 0;
}
@ -474,8 +474,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
//Now damage increasing effects
if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE && skill_num != PF_SOULBURN){
damage<<=1;
if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
status_change_end( bl,SC_AETERNA,-1 );
status_change_end( bl,SC_AETERNA,-1 );
}
if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
@ -1985,6 +1984,9 @@ static struct Damage battle_calc_weapon_attack(
if(skill_num==TF_POISON)
ATK_ADD(15*skill_lv);
if(skill_num==ASC_BREAKER) //Breaker's int-based damage.
ATK_ADD(rand()%500 + 500 + skill_lv * status_get_int(src) * 5);
if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) ||
(md && (skill_num || !battle_config.mob_attack_attr_none)) ||
(pd && (skill_num || !battle_config.pet_attack_attr_none)))
@ -2373,9 +2375,6 @@ struct Damage battle_calc_magic_attack(
else if (s_ele == -2) //Use status element
s_ele = status_get_attack_sc_element(src);
if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element
s_ele = 0;
//Set miscellaneous data that needs be filled
if(sd) {
sd->state.arrow_atk = 0;
@ -2422,7 +2421,6 @@ struct Damage battle_calc_magic_attack(
flag.elefix = 0;
break;
case PR_ASPERSIO:
case ASC_BREAKER:
flag.imdef = 1;
case PF_SOULBURN: //Does not ignores mdef
flag.elefix = 0;
@ -2486,9 +2484,6 @@ struct Damage battle_calc_magic_attack(
} else
ad.damage = tsd->status.sp * 2;
break;
case ASC_BREAKER:
ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5;
break;
case HW_GRAVITATION:
ad.damage = 200+200*skill_lv;
break;

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@ -1704,7 +1704,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
struct status_change *sc;
struct map_session_data *sd=NULL, *tsd=NULL;
int type,lv,damage,rdamage=0;
static int tmpdmg = 0;
if(skillid > 0 && skilllv <= 0) return 0;
@ -1944,17 +1943,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
case ASC_BREAKER: // [celest]
if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
tmpdmg = damage; // store the temporary weapon damage
return 0; //Wait for the second iteration to do all the work below.
}
if (tmpdmg == 0 || damage == 0) // if one or both attack(s) missed, display a 'miss'
clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
damage += tmpdmg; // add weapon and magic damage
tmpdmg = 0; // clear the temporary weapon damage
dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
break;
case NPC_SELFDESTRUCTION:
if(src->type==BL_PC)
dmg.blewcount = 10;
@ -2546,6 +2534,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
case HT_POWER:
case TK_DOWNKICK:
case TK_COUNTER:
case ASC_BREAKER:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
@ -2574,11 +2563,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
if (unit_movepos(src, bl->x, bl->y, 0, 0))
clif_slide(src,bl->x,bl->y);
break;
case ASC_BREAKER: /* ƒ\ƒEƒƒuƒŒ?ƒJ? */ // [DracoRPG]
// Separate weapon and magic attacks
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case SN_SHARPSHOOTING: /* ƒVƒƒ?ƒvƒVƒ…?ƒeƒBƒ“ƒO */
// Does it stop if touch an obstacle? it shouldn't shoot trough walls