Cleaned up Joint Beat behavior (#4123)

* Fixes #4122.
* Added missing rate and duration reduction based on the targets stats.
* Confirmed that double damage only applies to BREAK_NECK.
* Cleaned up skill to remove jb_flag from status_change struct.
Thanks to @mrjnumber1!
This commit is contained in:
Aleos 2019-07-17 09:28:24 -04:00 committed by GitHub
parent 2ca417b61f
commit cb2c553f34
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 23 additions and 35 deletions

View File

@ -3634,11 +3634,9 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
skillratio += 40 * skill_lv;
break;
case LK_JOINTBEAT:
i = 10 * skill_lv - 50;
// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
if (wd->miscflag&BREAK_NECK)
i *= 2;
skillratio += i;
skillratio += -100 + 10 * skill_lv - 50;
if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[status_skill2sc(skill_id)]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
skillratio <<= 1;
break;
#ifdef RENEWAL
// Renewal: skill ratio applies to entire damage [helvetica]

View File

@ -1511,13 +1511,6 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
break;
case LK_JOINTBEAT:
status = status_skill2sc(skill_id);
if (tsc->jb_flag) {
sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
tsc->jb_flag = 0;
}
break;
case ASC_METEORASSAULT:
//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
switch(rnd()%3) {
@ -4778,19 +4771,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
break;
case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
switch( rnd()%6 ){
case 0: flag |= BREAK_ANKLE; break;
case 1: flag |= BREAK_WRIST; break;
case 2: flag |= BREAK_KNEE; break;
case 3: flag |= BREAK_SHOULDER; break;
case 4: flag |= BREAK_WAIST; break;
case 5: flag |= BREAK_NECK; break;
}
//TODO: is there really no cleaner way to do this?
sc = status_get_sc(bl);
if (sc) sc->jb_flag = flag;
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
case LK_JOINTBEAT:
flag = 1 << rnd() % 6;
if (flag != BREAK_NECK && tsc && tsc->data[status_skill2sc(skill_id)]->val2 & BREAK_NECK)
flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
sc_start4(src, bl, status_skill2sc(skill_id), 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
break;
case MO_COMBOFINISH:

View File

@ -8191,6 +8191,10 @@ t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_
tick /= 5;
sc_def = status->agi*50;
break;
case SC_JOINTBEAT:
sc_def2 = 270 * status->str / 100; // 270 * STR / 100
tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2
break;
case SC_DEEPSLEEP:
tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
break;
@ -9527,6 +9531,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
return 0;
break;
case SC_JOINTBEAT:
if (sc && sc->data[type]->val2 & BREAK_NECK)
return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
val2 |= sce->val2; // Stackable ailments
default:
if(sce->val1 > val1)

View File

@ -1956,15 +1956,14 @@ enum efst_types : short{
};
/// JOINTBEAT stackable ailments
enum e_joint_break
{
BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
BREAK_NECK = 0x20, ///< current attack does 2x damage, inflicts 'bleeding' for 30 seconds
BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
enum e_joint_break : uint8 {
BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
BREAK_NECK = 0x20, ///< Current attack does 2x damage, inflicts 'bleeding' for 30 seconds
BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
};
extern short current_equip_item_index;
@ -2330,7 +2329,6 @@ struct status_change {
unsigned short opt2;// health state (bitfield)
unsigned char count;
//! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
unsigned char jb_flag; //Joint Beat type flag
struct {
unsigned char move;
unsigned char pickup;