From c4fe3be0a13b6dfa993a9d07029735c4f4c16164 Mon Sep 17 00:00:00 2001 From: Cydh Ramdh Date: Wed, 9 Dec 2015 13:01:26 +0700 Subject: [PATCH] Fixed #779 * Fixed 'Elemental Reistance Potions' doesn't work without changing any equipment. * Moved player's Elemental resistance & attack bonus from `status_calc_pc_` that need `SCB_BASE` to `status_calc_atk_ele_pc` and `status_calc_def_ele_pc` as a child of `SCB_ATK_ELE` and `SCB_DEF_ELE` (doesn't need to calculate everything just for these points) Signed-off-by: Cydh Ramdh --- src/map/status.c | 200 ++++++++++++++++++++++++++++++----------------- 1 file changed, 128 insertions(+), 72 deletions(-) diff --git a/src/map/status.c b/src/map/status.c index b270ea3eea..0a556ebf25 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -362,7 +362,7 @@ void initChangeTables(void) #endif set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE ); set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE ); - set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL ); + set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_DEF_ELE ); add_sc( BA_FROSTJOKER , SC_FREEZE ); set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 ); set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD ); @@ -765,15 +765,15 @@ void initChangeTables(void) /* Elemental spirits' status changes */ set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE ); - set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); + set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_DEF_ELE ); set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); - set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); + set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_DEF_ELE ); set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE ); set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); - set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); + set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_DEF_ELE ); set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); - set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); + set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_DEF_ELE ); set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); @@ -3682,12 +3682,6 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) sd->sprecov_rate = 0; // Anti-element and anti-race - if((skill=pc_checkskill(sd,CR_TRUST))>0) - sd->subele[ELE_HOLY] += skill*5; - if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { - sd->subele[ELE_NEUTRAL] += skill; - sd->subele[ELE_FIRE] += skill*4; - } if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) { #ifdef RENEWAL skill = skill * 2; @@ -3701,13 +3695,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) } if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) { sd->right_weapon.addrace[RC_DEMON] += skill; - sd->right_weapon.addele[ELE_DARK] += skill; sd->left_weapon.addrace[RC_DEMON] += skill; - sd->left_weapon.addele[ELE_DARK] += skill; sd->magic_addrace[RC_DEMON] += skill; - sd->magic_addele[ELE_DARK] += skill; sd->subrace[RC_DEMON] += skill; - sd->subele[ELE_DARK] += skill; } if(sc->count) { @@ -3715,66 +3705,11 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex } - if(sc->data[SC_SIEGFRIED]) { - i = sc->data[SC_SIEGFRIED]->val2; - sd->subele[ELE_WATER] += i; - sd->subele[ELE_EARTH] += i; - sd->subele[ELE_FIRE] += i; - sd->subele[ELE_WIND] += i; - sd->subele[ELE_POISON] += i; - sd->subele[ELE_HOLY] += i; - sd->subele[ELE_DARK] += i; - sd->subele[ELE_GHOST] += i; - sd->subele[ELE_UNDEAD] += i; - } if(sc->data[SC_PROVIDENCE]) { - sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; } - if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist. - sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1; - sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2; - sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3; - sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4; - } - if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll - sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; - sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; - sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; - sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; - } - if( sc->data[SC_FIRE_CLOAK_OPTION] ) { - i = sc->data[SC_FIRE_CLOAK_OPTION]->val2; - sd->subele[ELE_FIRE] += i; - sd->subele[ELE_WATER] -= i; - } - if( sc->data[SC_WATER_DROP_OPTION] ) { - i = sc->data[SC_WATER_DROP_OPTION]->val2; - sd->subele[ELE_WATER] += i; - sd->subele[ELE_WIND] -= i; - } - if( sc->data[SC_WIND_CURTAIN_OPTION] ) { - i = sc->data[SC_WIND_CURTAIN_OPTION]->val2; - sd->subele[ELE_WIND] += i; - sd->subele[ELE_EARTH] -= i; - } - if( sc->data[SC_STONE_SHIELD_OPTION] ) { - i = sc->data[SC_STONE_SHIELD_OPTION]->val2; - sd->subele[ELE_EARTH] += i; - sd->subele[ELE_FIRE] -= i; - } - if (sc->data[SC_MTF_MLEATKED] ) - sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3; if (sc->data[SC_MTF_CRIDAMAGE]) sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1; - if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 ) - sd->magic_addele[ELE_FIRE] += 25; - if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 ) - sd->magic_addele[ELE_WATER] += 25; - if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 ) - sd->magic_addele[ELE_WIND] += 25; - if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 ) - sd->magic_addele[ELE_EARTH] += 25; } status_cpy(&sd->battle_status, base_status); @@ -3801,6 +3736,121 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) return 0; } +/** + * Calculate attack bonus of element attack for BL_PC. + * Any SC that listed here, has minimal SCB_ATK_ELE flag. + * @param sd + * @param sc + **/ +void status_calc_atk_ele_pc(struct map_session_data *sd, struct status_change *sc) { + int i = 0; + + nullpo_retv(sd); + nullpo_retv(sc); + + memset(sd->magic_addele, 0, sizeof(sd->magic_addele)); + memset(sd->right_weapon.addele, 0, sizeof(sd->right_weapon.addele)); + memset(sd->left_weapon.addele, 0, sizeof(sd->left_weapon.addele)); + + if ((i = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) { + sd->right_weapon.addele[ELE_DARK] += i; + sd->left_weapon.addele[ELE_DARK] += i; + sd->magic_addele[ELE_DARK] += i; + } + + if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) + sd->magic_addele[ELE_FIRE] += 25; + if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3) + sd->magic_addele[ELE_WATER] += 25; + if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3) + sd->magic_addele[ELE_WIND] += 25; + if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) + sd->magic_addele[ELE_EARTH] += 25; +} + +/** + * Calculate defense bonus againts element attack for BL_PC. + * Any SC that listed here, has minimal SCB_DEF_ELE flag. + * @param sd + * @param sc + **/ +void status_calc_def_ele_pc(struct map_session_data *sd, struct status_change *sc) { + int i = 0; + + nullpo_retv(sd); + nullpo_retv(sc); + + memset(sd->subele, 0, sizeof(sd->subele)); + + if ((i = pc_checkskill(sd,CR_TRUST))>0) + sd->subele[ELE_HOLY] += i * 5; + + if ((i = pc_checkskill(sd,BS_SKINTEMPER))>0) { + sd->subele[ELE_NEUTRAL] += i; + sd->subele[ELE_FIRE] += i * 4; + } + + if ((i = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) + sd->subele[ELE_DARK] += i; + + if (sc->data[SC_SIEGFRIED]) { + i = sc->data[SC_SIEGFRIED]->val2; + sd->subele[ELE_WATER] += i; + sd->subele[ELE_EARTH] += i; + sd->subele[ELE_FIRE] += i; + sd->subele[ELE_WIND] += i; + sd->subele[ELE_POISON] += i; + sd->subele[ELE_HOLY] += i; + sd->subele[ELE_DARK] += i; + sd->subele[ELE_GHOST] += i; + sd->subele[ELE_UNDEAD] += i; + } + + if (sc->data[SC_PROVIDENCE]) + sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; + + if (sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist. + sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1; + sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2; + sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3; + sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4; + } + + if (sc->data[SC_ARMOR_RESIST]) { // Undead Scroll + sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; + sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; + sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; + sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; + } + + if (sc->data[SC_FIRE_CLOAK_OPTION]) { + i = sc->data[SC_FIRE_CLOAK_OPTION]->val2; + sd->subele[ELE_FIRE] += i; + sd->subele[ELE_WATER] -= i; + } + + if (sc->data[SC_WATER_DROP_OPTION]) { + i = sc->data[SC_WATER_DROP_OPTION]->val2; + sd->subele[ELE_WATER] += i; + sd->subele[ELE_WIND] -= i; + } + + if (sc->data[SC_WIND_CURTAIN_OPTION]) { + i = sc->data[SC_WIND_CURTAIN_OPTION]->val2; + sd->subele[ELE_WIND] += i; + sd->subele[ELE_EARTH] -= i; + } + + if (sc->data[SC_STONE_SHIELD_OPTION]) { + i = sc->data[SC_STONE_SHIELD_OPTION]->val2; + sd->subele[ELE_EARTH] += i; + sd->subele[ELE_FIRE] -= i; + } + + if (sc->data[SC_MTF_MLEATKED]) + sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3; +} + /** * Calculates Mercenary data * @param md: Mercenary object @@ -4528,14 +4578,20 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) if(flag&SCB_ATK_ELE) { status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); - if (sd) sd->state.lr_flag = 1; + if (sd) + sd->state.lr_flag = 1; status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele); - if (sd) sd->state.lr_flag = 0; + if (sd) + sd->state.lr_flag = 0; + if (sd && sc && sc->count) + status_calc_atk_ele_pc(sd, sc); } if(flag&SCB_DEF_ELE) { status->def_ele = status_calc_element(bl, sc, b_status->def_ele); status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); + if (sd && sc && sc->count) + status_calc_def_ele_pc(sd, sc); } if(flag&SCB_MODE) {