Fixed a few hard coded element checks

This commit is contained in:
Lemongrass3110 2020-02-02 20:01:55 +01:00
parent abc027b47f
commit a323474433
2 changed files with 19 additions and 19 deletions

View File

@ -1603,16 +1603,16 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if (sd && pc_ismadogear(sd)) {
short element = skill_get_ele(skill_id, skill_lv);
if( !skill_id || element == -1 ) { //Take weapon's element
if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
struct status_data *sstatus = NULL;
if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
element = ((TBL_PC*)src)->bonus.arrow_ele;
else if( (sstatus = status_get_status_data(src)) ) {
element = sstatus->rhw.ele;
}
} else if( element == -2 ) //Use enchantment's element
} else if( element == ELE_ENDOWED ) //Use enchantment's element
element = status_get_attack_sc_element(src,status_get_sc(src));
else if( element == -3 ) //Use random element
else if( element == ELE_RANDOM ) //Use random element
element = rnd()%ELE_ALL;
pc_overheat(sd, (element == ELE_FIRE ? 3 : 1));
}
@ -2778,7 +2778,7 @@ static int battle_get_weapon_element(struct Damage* wd, struct block_list *src,
int element = skill_get_ele(skill_id, skill_lv);
//Take weapon's element
if( !skill_id || element == -1 ) {
if( !skill_id || element == ELE_WEAPON ) {
if (weapon_position == EQI_HAND_R)
element = sstatus->rhw.ele;
else
@ -2790,9 +2790,9 @@ static int battle_get_weapon_element(struct Damage* wd, struct block_list *src,
// on official endows override all other elements [helvetica]
if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
element = sc->data[SC_ENCHANTARMS]->val1;
} else if( element == -2 ) //Use enchantment's element
} else if( element == ELE_ENDOWED ) //Use enchantment's element
element = status_get_attack_sc_element(src,sc);
else if( element == -3 ) //Use random element
else if( element == ELE_RANDOM ) //Use random element
element = rnd()%ELE_ALL;
switch( skill_id ) {
@ -2853,7 +2853,7 @@ static void battle_calc_element_damage(struct Damage* wd, struct block_list *src
//However the "non elemental" attacks still get reduced by "Neutral resistance"
//Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
if(battle_config.attack_attr_none&src->type)
if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
if(((!skill_id && !right_element) || (skill_id && (element == ELE_WEAPON || !right_element))) &&
(wd->flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
return;
if(wd->damage > 0) {
@ -5727,13 +5727,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
//Initialize variables that will be used afterwards
s_ele = skill_get_ele(skill_id, skill_lv);
if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element
if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
} else if (s_ele == -2) //Use status element
} else if (s_ele == ELE_ENDOWED) //Use status element
s_ele = status_get_attack_sc_element(src,status_get_sc(src));
else if (s_ele == -3) //Use random element
else if (s_ele == ELE_RANDOM) //Use random element
s_ele = rnd()%ELE_ALL;
switch(skill_id) {
@ -6481,9 +6481,9 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
}
s_ele = skill_get_ele(skill_id, skill_lv);
if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
s_ele = ELE_NEUTRAL;
else if (s_ele == -3) //Use random element
else if (s_ele == ELE_RANDOM) //Use random element
s_ele = rnd()%ELE_ALL;
//Skill Range Criteria

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@ -3376,11 +3376,11 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
#endif
short s_ele = skill_get_ele(skill_id, skill_lv);
if (s_ele == -1) // the skill takes the weapon's element
if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
else if (s_ele == ELE_ENDOWED) //Use status element
s_ele = status_get_attack_sc_element(src,status_get_sc(src));
else if( s_ele == -3 ) //Use random element
else if( s_ele == ELE_RANDOM) //Use random element
s_ele = rnd()%ELE_ALL;
dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
@ -6260,7 +6260,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
(i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) &&
skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
return 1; //Skills that cause an status should be blocked if the target element blocks its element.
@ -13061,11 +13061,11 @@ struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_
int ele = skill_get_ele(skill_id, skill_lv);
int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
if (ele == -3)
if (ele == ELE_RANDOM)
val1 = element[rnd()%5]; // Use random from available unit visual?
else if (ele == -2)
else if (ele == ELE_ENDOWED)
val1 = status_get_attack_sc_element(src,sc);
else if (ele == -1) {
else if (ele == ELE_WEAPON) {
val1 = status->rhw.ele;
if (sc && sc->data[SC_ENCHANTARMS])
val1 = sc->data[SC_ENCHANTARMS]->val1;