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!
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@ -3634,11 +3634,9 @@ static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *
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skillratio += 40 * skill_lv;
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break;
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case LK_JOINTBEAT:
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i = 10 * skill_lv - 50;
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// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
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if (wd->miscflag&BREAK_NECK)
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i *= 2;
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skillratio += i;
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skillratio += -100 + 10 * skill_lv - 50;
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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.
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skillratio <<= 1;
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break;
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#ifdef RENEWAL
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// Renewal: skill ratio applies to entire damage [helvetica]
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@ -1511,13 +1511,6 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
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sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
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break;
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case LK_JOINTBEAT:
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status = status_skill2sc(skill_id);
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if (tsc->jb_flag) {
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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));
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tsc->jb_flag = 0;
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}
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break;
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case ASC_METEORASSAULT:
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//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
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switch(rnd()%3) {
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@ -4778,19 +4771,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
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break;
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case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
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switch( rnd()%6 ){
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case 0: flag |= BREAK_ANKLE; break;
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case 1: flag |= BREAK_WRIST; break;
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case 2: flag |= BREAK_KNEE; break;
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case 3: flag |= BREAK_SHOULDER; break;
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case 4: flag |= BREAK_WAIST; break;
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case 5: flag |= BREAK_NECK; break;
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}
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//TODO: is there really no cleaner way to do this?
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sc = status_get_sc(bl);
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if (sc) sc->jb_flag = flag;
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skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
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case LK_JOINTBEAT:
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flag = 1 << rnd() % 6;
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if (flag != BREAK_NECK && tsc && tsc->data[status_skill2sc(skill_id)]->val2 & BREAK_NECK)
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flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
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if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
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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));
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break;
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case MO_COMBOFINISH:
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@ -8191,6 +8191,10 @@ t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_
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tick /= 5;
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sc_def = status->agi*50;
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break;
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case SC_JOINTBEAT:
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sc_def2 = 270 * status->str / 100; // 270 * STR / 100
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tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2
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break;
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case SC_DEEPSLEEP:
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tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
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break;
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@ -9527,6 +9531,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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return 0;
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break;
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case SC_JOINTBEAT:
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if (sc && sc->data[type]->val2 & BREAK_NECK)
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return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
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val2 |= sce->val2; // Stackable ailments
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default:
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if(sce->val1 > val1)
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@ -1956,15 +1956,14 @@ enum efst_types : short{
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};
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/// JOINTBEAT stackable ailments
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enum e_joint_break
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{
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BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
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BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
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BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
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BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
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BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
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BREAK_NECK = 0x20, ///< current attack does 2x damage, inflicts 'bleeding' for 30 seconds
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BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
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enum e_joint_break : uint8 {
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BREAK_ANKLE = 0x01, ///< MoveSpeed reduced by 50%
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BREAK_WRIST = 0x02, ///< ASPD reduced by 25%
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BREAK_KNEE = 0x04, ///< MoveSpeed reduced by 30%, ASPD reduced by 10%
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BREAK_SHOULDER = 0x08, ///< DEF reduced by 50%
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BREAK_WAIST = 0x10, ///< DEF reduced by 25%, ATK reduced by 25%
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BREAK_NECK = 0x20, ///< Current attack does 2x damage, inflicts 'bleeding' for 30 seconds
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BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
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};
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extern short current_equip_item_index;
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@ -2330,7 +2329,6 @@ struct status_change {
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unsigned short opt2;// health state (bitfield)
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unsigned char count;
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//! TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
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unsigned char jb_flag; //Joint Beat type flag
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struct {
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unsigned char move;
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unsigned char pickup;
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