- Gravitional Field is now a MISC type of attack.

- battle_calc_return_damage now is only for BF_WEAPON attacks, added skill_magic_reflect to check whether a spell is bounced back or not.
- Magic reflection now effectively switches the caster/target (after damage has been calculated)
- Now when GTB completely blocks a spell, the spell animation will still come off, but with a single bolt and MISS damage.
- Removed hom_setting&0x2 since Homunculus can be hit by land spells.
- Monster Property now gives a Skill Failed message when attempted on players.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11203 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2007-09-14 18:46:41 +00:00
parent 406a525402
commit c6d05bc0f3
7 changed files with 88 additions and 60 deletions

View File

@ -3,6 +3,17 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2007/09/14
* Some changes brought up by AuronX (see topics 160295 and 149176):
* Gravitional Field is now a MISC type of attack.
* Magic reflection now effectively switches the caster/target (after damage
has been calculated). Moved magic return and Magic Mirror code together
with Kaite.
* Now when GTB completely blocks a spell, the spell animation will still
come off, but with a single bolt and MISS damage.
* Removed hom_setting&0x2 since Homunculus can be hit by land spells.
* Monster Property now gives a Skill Failed message when attempted on
players.
2007/09/13
* Corrected SG Miracle to trigger per attack, not per walked tile. Trigger
rate is now 0.02%

View File

@ -24,7 +24,7 @@
// Homunculus setting (Note 3)
// Activates various 'quirks' that makes them behave unlike normal characters.
// 0x001: Can't be targetted by support skills (except for their master)
// 0x002: Immunity to land skills
// 0x004: Mobs will always go after them instead of players until attacked
// 0x008: Copy their master's speed on spawn/map-change
// 0x010: They display luk/3+1 instead of their actual critical in the

View File

@ -27,6 +27,9 @@
4425 Atros_Card Chance that for 10 seconds your aspd will increase by 100% while attacking.
========================
09/14
* Gravitional Field is now a MISC type of attack. [Skotlex]
09/13
* Rev. 11191 Added a few more items. (idRO RIC items, etc) [L0ne_W0lf]
- RIC Stat Boost items will only last 1 minute until we have a proper time.

View File

@ -523,7 +523,7 @@
481,0,0,0,0,0,0,5,0,no,0,0,0,none,0 //HP_MANARECHARGE#Mana Recharge#
482,0,6,4,0,0x1,0,5,1,no,0,0,0,magic,0 //PF_DOUBLECASTING#Double Casting#
483,9,6,2,0,0x1,1:2:3:4:5,1,1,no,0,0,0,none,0 //HW_GANBANTEIN#Ganbantein#
484,9,6,2,2,0xB1,0,5,1,yes,0,0,0,magic,0 //HW_GRAVITATION#Gravity Field#
484,9,6,2,2,0x91,0,5,1,yes,0,0,0,misc,0 //HW_GRAVITATION#Gravity Field#
485,-2,6,1,-1,0x8,0,10,1,no,0,0,0,weapon,0 //WS_CARTTERMINATION#Cart Termination#
486,0,6,4,0,0x1,0,5,1,no,0,0,0,weapon,0 //WS_OVERTHRUSTMAX#Maximum Power Thrust#
487,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0 //CG_LONGINGFREEDOM#Longing for Freedom#

View File

@ -2155,9 +2155,6 @@ struct Damage battle_calc_magic_attack(
if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
ad.blewcount = 0; //No knockback
break;
case HW_GRAVITATION:
ad.dmotion = 0; //No flinch animation.
break;
case PR_SANCTUARY:
ad.dmotion = 0; //No flinch animation.
break;
@ -2202,9 +2199,6 @@ struct Damage battle_calc_magic_attack(
case PF_SOULBURN:
ad.damage = tstatus->sp * 2;
break;
case HW_GRAVITATION:
ad.damage = 200+200*skill_lv;
break;
default:
{
if (skill_num == NPC_EARTHQUAKE) {
@ -2556,6 +2550,10 @@ struct Damage battle_calc_misc_attack(
md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
break;
case HW_GRAVITATION:
md.damage = 200+200*skill_lv;
md.dmotion = 0; //No flinch animation.
break;
}
if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
@ -2678,8 +2676,8 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
return d;
}
//Calculates returned damage. direct is true if the skill was a direct attack (that is, not from another source, like a land spell
int battle_calc_return_damage(struct block_list* bl, int* damage, int direct, int flag)
//Calculates BF_WEAPON returned damage.
int battle_calc_return_damage(struct block_list* bl, int damage, int flag)
{
struct map_session_data* sd = NULL;
struct status_change* sc;
@ -2690,37 +2688,23 @@ int battle_calc_return_damage(struct block_list* bl, int* damage, int direct, in
if(sc && !sc->count)
sc = NULL;
if(flag&BF_WEAPON && direct) {
//Bounces back part of the damage.
if (flag & BF_SHORT) {
if (sd && sd->short_weapon_damage_return)
{
rdamage += *damage * sd->short_weapon_damage_return / 100;
if(rdamage < 1) rdamage = 1;
}
if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
{
rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
if (rdamage < 1) rdamage = 1;
}
} else if (flag & BF_LONG) {
if (sd && sd->long_weapon_damage_return)
{
rdamage += *damage * sd->long_weapon_damage_return / 100;
if (rdamage < 1) rdamage = 1;
}
//Bounces back part of the damage.
if (flag & BF_SHORT) {
if (sd && sd->short_weapon_damage_return)
{
rdamage += damage * sd->short_weapon_damage_return / 100;
if(rdamage < 1) rdamage = 1;
}
} else
// magic_damage_return by [AppleGirl] and [Valaris]
if(flag&BF_MAGIC)
{
if(
(sd && sd->magic_damage_return && direct && rand()%100 < sd->magic_damage_return)
|| (sc && sc->data[SC_MAGICMIRROR].timer != -1 && rand()%100 < sc->data[SC_MAGICMIRROR].val2)
)
{ //Bounces back full damage, you take none.
rdamage = *damage;
*damage = 0;
if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
{
rdamage += damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
if (rdamage < 1) rdamage = 1;
}
} else if (flag & BF_LONG) {
if (sd && sd->long_weapon_damage_return)
{
rdamage += damage * sd->long_weapon_damage_return / 100;
if (rdamage < 1) rdamage = 1;
}
}
return rdamage;
@ -2909,7 +2893,7 @@ int battle_weapon_attack(struct block_list* src, struct block_list* target, unsi
damage = wd.damage + wd.damage2;
if (damage > 0 && src != target) {
rdamage = battle_calc_return_damage(target, &damage, 1, wd.flag);
rdamage = battle_calc_return_damage(target, damage, wd.flag);
if (rdamage > 0) {
rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
@ -3162,10 +3146,6 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
if (!su->group)
return 0;
//For some mysterious reason ground-skills can't target homun.
if (target->type == BL_HOM && battle_config.hom_setting&0x2)
return 0;
if (su->group->src_id == target->id)
{
int inf2;

View File

@ -25,7 +25,7 @@ struct block_list;
struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag);
int battle_calc_return_damage(struct block_list *bl, int *damage, int direct, int flag);
int battle_calc_return_damage(struct block_list *bl, int damage, int flag);
void battle_drain(struct map_session_data *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss);

View File

@ -1889,6 +1889,35 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
return count; //Return amount of knocked back cells.
}
//Checks if there should be magic reflection.
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
static int skill_magic_reflect(struct block_list *src, struct block_list *target, int type)
{
struct status_change *sc = status_get_sc(target);
struct map_session_data *sd;
BL_CAST(BL_PC, src, sd);
if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
return 1;
if(sc && sc->count)
{
if(sc->data[SC_MAGICMIRROR].timer != -1 && rand()%100 < sc->data[SC_MAGICMIRROR].val2)
return 1;
if(sc->data[SC_KAITE].timer != -1 && (sd || status_get_lv(src) <= 80))
{ //Works on players or mobs with level under 80.
clif_specialeffect(target, 438, AREA);
if (--sc->data[SC_KAITE].val2 <= 0)
status_change_end(target, SC_KAITE, -1);
return 1;
}
}
return 0;
}
/*
* =========================================================================
* Does a skill attack with the given properties.
@ -1964,16 +1993,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
if (attack_type&BF_MAGIC) {
if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
&& !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
{ //Works on players or mobs with level under 80.
clif_specialeffect(bl, 438, AREA);
if (--sc->data[SC_KAITE].val2 <= 0)
status_change_end(bl, SC_KAITE, -1);
clif_skill_nodamage(bl,src,skillid,skilllv,1);
bl = src; //Just make the skill attack yourself @.@
if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
skill_magic_reflect(src, bl, src==dsrc))
{ //Magic reflection, switch caster/target
struct block_list *tbl = bl;
bl = src;
src = tbl;
BL_CAST(BL_PC, src, sd);
BL_CAST(BL_PC, bl, tsd);
sc = status_get_sc(bl);
tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
if (sc && !sc->count)
sc = NULL; //Don't need it.
//Spirit of Wizard blocks bounced back spells.
@ -2016,8 +2044,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
damage = dmg.damage + dmg.damage2;
if (damage > 0 && src != bl && skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
rdamage = battle_calc_return_damage(bl, &damage, src == dsrc, dmg.flag);
if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
//Skill hit type
type=(skillid==0)?5:skill_get_hit(skillid);
@ -2775,8 +2804,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
return 1;
if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
{ //GTB makes all targetted magic fail silently.
if (sd) clif_skill_fail(sd,skillid,0,0);
{ //GTB makes all targetted magic display miss with a single bolt.
clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
0, 1, skillid, skilllv, skill_get_hit(skillid));
return 1;
}
@ -4483,6 +4513,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case WZ_ESTIMATION:
if(sd) {
if (dstsd) {
clif_skill_fail(sd,skillid,0,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
clif_skill_estimation((struct map_session_data *)src,bl);
}
@ -7545,7 +7579,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_GRAVITATION:
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_DESPERADO: