* 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 <cydh@pservero.com>
This commit is contained in:
Cydh Ramdh 2015-12-09 13:01:26 +07:00
parent 241e10b92c
commit c4fe3be0a1

View File

@ -362,7 +362,7 @@ void initChangeTables(void)
#endif #endif
set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE ); set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , 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 ); add_sc( BA_FROSTJOKER , SC_FREEZE );
set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 ); set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD ); set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
@ -765,15 +765,15 @@ void initChangeTables(void)
/* Elemental spirits' status changes */ /* 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_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_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_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_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_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_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_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_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_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; sd->sprecov_rate = 0;
// Anti-element and anti-race // 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) { if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
#ifdef RENEWAL #ifdef RENEWAL
skill = skill * 2; 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) { if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
sd->right_weapon.addrace[RC_DEMON] += skill; sd->right_weapon.addrace[RC_DEMON] += skill;
sd->right_weapon.addele[ELE_DARK] += skill;
sd->left_weapon.addrace[RC_DEMON] += skill; sd->left_weapon.addrace[RC_DEMON] += skill;
sd->left_weapon.addele[ELE_DARK] += skill;
sd->magic_addrace[RC_DEMON] += skill; sd->magic_addrace[RC_DEMON] += skill;
sd->magic_addele[ELE_DARK] += skill;
sd->subrace[RC_DEMON] += skill; sd->subrace[RC_DEMON] += skill;
sd->subele[ELE_DARK] += skill;
} }
if(sc->count) { 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]->val3 = sd->param_bonus[1]; // Agi
sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex 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]) { if(sc->data[SC_PROVIDENCE]) {
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
sd->subrace[RC_DEMON] += 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]) if (sc->data[SC_MTF_CRIDAMAGE])
sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1; 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); 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; 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 * Calculates Mercenary data
* @param md: Mercenary object * @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) { if(flag&SCB_ATK_ELE) {
status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.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); 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) { if(flag&SCB_DEF_ELE) {
status->def_ele = status_calc_element(bl, sc, b_status->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); 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) { if(flag&SCB_MODE) {