Merged mpeg's fix on ninja skills and SA_VOLCANO,SA_DELUGE,SA_VIOLENTGALE

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7983 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
toms 2006-07-30 19:32:53 +00:00
parent 2c88556eb7
commit d05578fe70
9 changed files with 54 additions and 27 deletions

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@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/07/30 2006/07/30
* Merged mpeg's fix on ninja skills and SA_VOLCANO,SA_DELUGE,SA_VIOLENTGALE [Toms]
* Added bNoMiscDamage setting so you can specify misc-damage blocking from * Added bNoMiscDamage setting so you can specify misc-damage blocking from
skills. Modified battle_calc_damage so that even Pressure and similar skills. Modified battle_calc_damage so that even Pressure and similar
skills will be affected by this setting. [Skotlex] skills will be affected by this setting. [Skotlex]

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@ -142,7 +142,7 @@
644,Gift_Box,Gift Box,2,2,,200,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem groupranditem(IG_GiftBox),1; },{},{} 644,Gift_Box,Gift Box,2,2,,200,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem groupranditem(IG_GiftBox),1; },{},{}
// ASPD Potions // ASPD Potions
645,Concentration_Potion,Concentration Potion,2,800,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_ASPDPOTION0,1800000,0; },{},{} 645,Concentration_Potion,Concentration Potion,2,800,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_ASPDPOTION0,1800000,0; },{},{}
656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0x00E7DEEF,7,2,,,40,,,{ sc_end SC_Sleep; sc_start SC_ASPDPOTION1,1800000,0; },{},{} 656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0x03E7DEEF,7,2,,,40,,,{ sc_end SC_Sleep; sc_start SC_ASPDPOTION1,1800000,0; },{},{}
657,Berserk_Potion,Berserk Potion,2,3000,,200,,,,,0x00E646A6,7,2,,,85,,,{ sc_start SC_ASPDPOTION2,1800000,0; },{},{} 657,Berserk_Potion,Berserk Potion,2,3000,,200,,,,,0x00E646A6,7,2,,,85,,,{ sc_start SC_ASPDPOTION2,1800000,0; },{},{}
658,Tribal_Solidarity,Tribal Solidarity,2,1000,,500,,,,,0xFFFFFFFF,7,2,,,,,,{ guildgetexp rand(600000,1200000); },{},{} 658,Tribal_Solidarity,Tribal Solidarity,2,1000,,500,,,,,0xFFFFFFFF,7,2,,,,,,{ guildgetexp rand(600000,1200000); },{},{}
// New Pet Tames // New Pet Tames

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@ -447,11 +447,11 @@
283,3000,0,0,1200000:1200000:1200000:1200000:1800000,0 283,3000,0,0,1200000:1200000:1200000:1200000:1800000,0
//-- SA_VOLCANO //-- SA_VOLCANO
285,5000,0,0,60000:120000:180000:240000:300000,0 285,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
//-- SA_DELUGE //-- SA_DELUGE
286,5000,0,0,60000:120000:180000:240000:300000,0 286,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
//-- SA_VIOLENTGALE //-- SA_VIOLENTGALE
287,5000,0,0,60000:120000:180000:240000:300000,0 287,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
//-- SA_LANDPROTECTOR //-- SA_LANDPROTECTOR
288,5000,0,0,120000:165000:210000:245000:300000,0 288,5000,0,0,120000:165000:210000:245000:300000,0
//-- SA_DISPELL //-- SA_DISPELL
@ -881,7 +881,7 @@
//===== Ninja ============================== //===== Ninja ==============================
//-- NJ_HUUMA // Unknown delay. temp value (taken from jA) //-- NJ_HUUMA // Unknown casting time. temp value (taken from jA)
525,1000,0,0,0,0 525,1000,0,0,0,0
//-- NJ_ZENYNAGE //-- NJ_ZENYNAGE
526,0,5000,0,0,0 526,0,5000,0,0,0

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@ -557,7 +557,7 @@
533,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //NJ_NINPOU#NJ_NINPOU# 533,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //NJ_NINPOU#NJ_NINPOU#
534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //NJ_KOUENKA#NJ_KOUENKA# 534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //NJ_KOUENKA#NJ_KOUENKA#
535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0 //NJ_KAENSIN#NJ_KAENSIN# 535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0 //NJ_KAENSIN#NJ_KAENSIN#
536,9,8,1,3,2,1,5,3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU# 536,9,8,1,3,2,1,5,-3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0 //NJ_HYOUSENSOU#NJ_HYOUSENSOU# 537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0 //NJ_HYOUSENSOU#NJ_HYOUSENSOU#
538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0 //NJ_SUITON#NJ_SUITON# 538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0 //NJ_SUITON#NJ_SUITON#
539,0,6,4,1,1,0,5,1,yes,0,0,0,magic,0 //NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU# 539,0,6,4,1,1,0,5,1,yes,0,0,0,magic,0 //NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#

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@ -416,13 +416,13 @@
523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN 523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SYURIKEN
524,0,0,30:25:20:15:10,0,0,0,99,7,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KUNAI 524,0,0,30:25:20:15:10,0,0,0,99,7,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KUNAI
525,0,0,20:25:30:35:40,0,0,0,22,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_HUUMA 525,0,0,20:25:30:35:40,0,0,0,22,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_HUUMA
526,0,0,50,0,0,1000:2000:3000:4000:5000:6000:7000:8000:9000:10000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_ZENYNAGE 526,0,0,50,0,0,500:1000:1500:2000:2500:3000:3500:4000:4500:5000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_ZENYNAGE
527,0,0,40,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_TATAMIGAESHI 527,0,0,40,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_TATAMIGAESHI
528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KASUMIKIRI 528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KASUMIKIRI
529,0,0,40,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SHADOWJUMP 529,0,0,40,0,0,0,99,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_SHADOWJUMP
530,0,0,14:16:18:20:22,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KIRIKAGE 530,0,0,14:16:18:20:22,0,0,0,99,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KIRIKAGE
531,0,0,12:15:18:21:24,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_UTSUSEMI 531,0,0,12:15:18:21:24,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_UTSUSEMI
532,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_BUNSINJYUTSU 532,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_BUNSINJYUTSU
533,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_NINPOU 533,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_NINPOU
534,0,0,18:20:22:24:26:28:30:32:34:36,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KOUENKA 534,0,0,18:20:22:24:26:28:30:32:34:36,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KOUENKA
535,0,0,25,0,0,0,99,0,0,none,0,7521,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KAENSIN 535,0,0,25,0,0,0,99,0,0,none,0,7521,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //NJ_KAENSIN

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@ -90,7 +90,7 @@
527,0xba, , -1, 0,2000,enemy, 0x000 //NJ_TATAMIGAESHI 527,0xba, , -1, 0,2000,enemy, 0x000 //NJ_TATAMIGAESHI
535,0xbd, , 2, 0, 100,enemy, 0x008 //NJ_KAENSIN 535,0xbd, , 2, 0, 100,enemy, 0x008 //NJ_KAENSIN
541,0x86,,0,2:2:3:3:4,1000,enemy,0x000 //NJ_RAIGEKISAI 541,0x86,,0,2:2:3:3:4,1000,enemy,0x000 //NJ_RAIGEKISAI
538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010 //NJ_SUITON 538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x002 //NJ_SUITON
516,0xbc, , 0, 3, 100,enemy, 0x000 //GS_DESPERADO 516,0xbc, , 0, 3, 100,enemy, 0x000 //GS_DESPERADO
521,0xc2, , 0, 1,1000,enemy, 0x006 //GS_GROUNDDRIFT 521,0xc2, , 0, 1,1000,enemy, 0x006 //GS_GROUNDDRIFT
539,0x86, , 0, 3,1000,enemy, 0x008 //NJ_HYOUSYOURAKU 539,0x86, , 0, 3,1000,enemy, 0x000 //NJ_HYOUSYOURAKU

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@ -2323,7 +2323,7 @@ struct Damage battle_calc_magic_attack(
skillratio -= 10; skillratio -= 10;
break; break;
case NJ_BAKUENRYU: case NJ_BAKUENRYU:
skillratio += 50*(skill_lv-1); skillratio += 150 + 150*skill_lv; // It has to be MATK +(150+150*SkillLV)% so 1000% at lvl 5, not 900%. Damage is not increased by hits.
break; break;
case NJ_HYOUSENSOU: case NJ_HYOUSENSOU:
skillratio -= 30; skillratio -= 30;
@ -2331,13 +2331,13 @@ struct Damage battle_calc_magic_attack(
skillratio += sc->data[SC_SUITON].val4; skillratio += sc->data[SC_SUITON].val4;
break; break;
case NJ_HYOUSYOURAKU: case NJ_HYOUSYOURAKU:
skillratio += 50*skill_lv; skillratio += 100+50*skill_lv; // correct formula (MATK + 350% = 450% at level 5) (kRO and unofficial descriptions)
break; break;
case NJ_RAIGEKISAI: case NJ_RAIGEKISAI:
skillratio += 60 + 40*skill_lv; skillratio += 160 + 40*skill_lv; // idem
break; break;
case NJ_KAMAITACHI: case NJ_KAMAITACHI:
skillratio += 100*skill_lv; skillratio += 100 + 100*skill_lv; // idem
break; break;
} }
@ -2603,9 +2603,10 @@ struct Damage battle_calc_misc_attack(
if (tsd) md.damage>>=1; if (tsd) md.damage>>=1;
break; break;
case NJ_ZENYNAGE: case NJ_ZENYNAGE:
md.damage = skill_get_zeny(skill_num ,skill_lv)/2; md.damage = skill_get_zeny(skill_num ,skill_lv);
if (!md.damage) md.damage = 2; if (!md.damage) md.damage = 2;
md.damage = md.damage + rand()%md.damage; md.damage = md.damage + rand()%md.damage;
if(is_boss(target)) if(is_boss(target))
md.damage=md.damage*60/100; md.damage=md.damage*60/100;
break; break;
@ -2695,7 +2696,12 @@ struct Damage battle_calc_misc_attack(
if (map_flag_gvg(target->m)) if (map_flag_gvg(target->m))
md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag); md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
if ( sd && md.damage && skill_num == NJ_ZENYNAGE ) pc_payzeny(sd, md.damage); // conso zenys at the end of the calculation I think if ( sd && md.damage && skill_num == NJ_ZENYNAGE )
{
if ( md.damage > sd->status.zeny )
md.damage=sd->status.zeny;
pc_payzeny(sd, md.damage);
}
return md; return md;
} }

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@ -2748,7 +2748,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
//line of sight between caster and target. //line of sight between caster and target.
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill_get_splash(skillid, skilllv),BL_CHAR, skill_get_splash(skillid, skilllv),BL_CHAR,
BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
break; break;
case MO_INVESTIGATE: case MO_INVESTIGATE:
@ -2836,7 +2836,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case MC_CARTREVOLUTION: case MC_CARTREVOLUTION:
case NPC_SPLASHATTACK: case NPC_SPLASHATTACK:
case AC_SHOWER: //Targetted skill implementation. case AC_SHOWER: //Targetted skill implementation.
case NJ_BAKUENRYU:
if(flag&1){ if(flag&1){
if(bl->id!=skill_area_temp[1]){ if(bl->id!=skill_area_temp[1]){
skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick, skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
@ -3183,6 +3182,21 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_castend_damage_id); skill_castend_damage_id);
} }
break; break;
case NJ_BAKUENRYU:
if (flag & 1) {
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_area_temp[0] = 0;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case NJ_KASUMIKIRI: case NJ_KASUMIKIRI:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv)); sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
@ -6055,10 +6069,12 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
case DC_FORTUNEKISS: case DC_FORTUNEKISS:
case DC_SERVICEFORYOU: case DC_SERVICEFORYOU:
case GS_DESPERADO: case GS_DESPERADO:
case NJ_SUITON:
case NJ_KAENSIN: case NJ_KAENSIN:
case NJ_BAKUENRYU:
case NJ_SUITON:
case NJ_HYOUSYOURAKU: case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI: case NJ_RAIGEKISAI:
case NJ_KAMAITACHI:
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
case GS_GROUNDDRIFT: //Ammo should be deleted right away. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
skill_unitsetting(src,skillid,skilllv,x,y,0); skill_unitsetting(src,skillid,skilllv,x,y,0);

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@ -2967,7 +2967,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
agi -= 2 + sc->data[SC_DECREASEAGI].val1; agi -= 2 + sc->data[SC_DECREASEAGI].val1;
if(sc->data[SC_QUAGMIRE].timer!=-1) if(sc->data[SC_QUAGMIRE].timer!=-1)
agi -= sc->data[SC_QUAGMIRE].val2; agi -= sc->data[SC_QUAGMIRE].val2;
if(sc->data[SC_SUITON].timer!=-1) if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
agi -= sc->data[SC_SUITON].val2; agi -= sc->data[SC_SUITON].val2;
if(sc->data[SC_MARIONETTE].timer!=-1) if(sc->data[SC_MARIONETTE].timer!=-1)
agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF; agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
@ -4765,8 +4765,12 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2 = 0; //Agi penalty val2 = 0; //Agi penalty
val3 = 0; //Walk speed penalty val3 = 0; //Walk speed penalty
val4 = 2*val1; //NJ_HYOUSENSOU damage bonus. val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
if (status_get_class(bl) != JOB_NINJA && !map_flag_vs(bl->m)) {
if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
break;
else {
val3 = 50; val3 = 50;
switch ((val1+1)/3) { switch ((val1+1)/3) {
case 3: case 3:
val2 = 8; val2 = 8;
@ -4784,7 +4788,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
val2 = 3*((val1+1)/3); val2 = 3*((val1+1)/3);
break; break;
} }
}; }
break; break;
case SC_ONEHAND: case SC_ONEHAND:
case SC_TWOHANDQUICKEN: case SC_TWOHANDQUICKEN: