diff --git a/src/map/battle.cpp b/src/map/battle.cpp index 5d4a45f2b9..08d367ed31 100644 --- a/src/map/battle.cpp +++ b/src/map/battle.cpp @@ -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 diff --git a/src/map/skill.cpp b/src/map/skill.cpp index b9d74db159..001abae145 100755 --- a/src/map/skill.cpp +++ b/src/map/skill.cpp @@ -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;