Updates the behavior of Overheat (#7157)
* Overheat is now triggered via damage received, not damage dealt. * Corrects an issue where the HP damage would not trigger because the Overheat status would end too early. * Damage will no longer cause a flinch. * General cleanups.
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@ -37,6 +37,9 @@
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struct Battle_Config battle_config;
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static struct eri *delay_damage_ers; //For battle delay damage structures.
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// Early declaration
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int battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only);
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/**
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* Returns the current/list skill used by the bl
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* @param bl
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@ -1822,21 +1825,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
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damage = div_;
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}
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if (tsd && pc_ismadogear(tsd)) {
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short element = skill_get_ele(skill_id, skill_lv);
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if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
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struct status_data *sstatus = NULL;
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if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
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element = ((TBL_PC*)src)->bonus.arrow_ele;
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else if( (sstatus = status_get_status_data(src)) ) {
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element = sstatus->rhw.ele;
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}
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} else if( element == ELE_ENDOWED ) //Use enchantment's element
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element = status_get_attack_sc_element(src,status_get_sc(src));
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else if( element == ELE_RANDOM ) //Use random element
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element = rnd()%ELE_ALL;
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pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
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if (sd && pc_ismadogear(sd)) {
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pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
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}
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if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
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@ -3193,7 +3183,7 @@ static int battle_calc_equip_attack(struct block_list *src, int skill_id)
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* Initial refactoring by Baalberith
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* Refined and optimized by helvetica
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*/
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static int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
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int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
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{
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struct map_session_data *sd = BL_CAST(BL_PC, src);
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struct status_change *sc = status_get_sc(src);
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@ -12442,23 +12442,19 @@ bool pc_setstand(struct map_session_data *sd, bool force){
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* @param sd: Player data
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* @param heat: Amount of Heat to adjust
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**/
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void pc_overheat(struct map_session_data *sd, int16 heat) {
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nullpo_retv(sd);
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status_change_entry *sce = sd->sc.data[SC_OVERHEAT_LIMITPOINT];
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void pc_overheat(map_session_data &sd, int16 heat) {
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status_change_entry *sce = sd.sc.data[SC_OVERHEAT_LIMITPOINT];
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if (sce) {
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static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
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uint16 skill_lv = cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1));
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sce->val1 += heat;
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sce->val1 = cap_value(sce->val1, 0, 1000);
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if (sd->sc.data[SC_OVERHEAT])
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status_change_end(&sd->bl, SC_OVERHEAT, INVALID_TIMER);
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if (sce->val1 > limit[skill_lv])
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sc_start(&sd->bl, &sd->bl, SC_OVERHEAT, 100, sce->val1, 1000);
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if (heat < 0 && sce->val1 == 0) { // Cooling device used.
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status_change_end(&sd.bl, SC_OVERHEAT_LIMITPOINT, INVALID_TIMER);
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status_change_end(&sd.bl, SC_OVERHEAT, INVALID_TIMER);
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}
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} else if (heat > 0)
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sc_start(&sd->bl, &sd->bl, SC_OVERHEAT_LIMITPOINT, 100, heat, 1000);
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sc_start(&sd.bl, &sd.bl, SC_OVERHEAT_LIMITPOINT, 100, heat, 1000);
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}
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/**
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@ -1553,7 +1553,7 @@ int pc_read_motd(void); // [Valaris]
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int pc_disguise(struct map_session_data *sd, int class_);
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bool pc_isautolooting(struct map_session_data *sd, t_itemid nameid);
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void pc_overheat(struct map_session_data *sd, int16 heat);
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void pc_overheat(map_session_data &sd, int16 heat);
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void pc_itemcd_do(struct map_session_data *sd, bool load);
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uint8 pc_itemcd_add(struct map_session_data *sd, struct item_data *id, t_tick tick, unsigned short n);
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@ -10956,7 +10956,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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break;
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i++;
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}
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pc_overheat(sd, limit[min(i, 2)]);
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pc_overheat(*sd, limit[min(i, 2)]);
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}
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break;
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@ -14051,13 +14051,17 @@ TIMER_FUNC(status_change_timer){
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case SC_OVERHEAT_LIMITPOINT:
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if (--(sce->val1) >= 0) { // Cooling
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static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
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uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1)) : 0);
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if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
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static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
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uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
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if (sc && sc->data[SC_OVERHEAT])
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status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
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if (sce->val1 > limit[skill_lv])
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sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
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if (sce->val1 > limit[skill_lv])
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sce->val2 = 1;
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} else {
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status_change_end(bl, SC_OVERHEAT, INVALID_TIMER);
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if (sce->val2 > 0)
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sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
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}
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sc_timer_next(1000 + tick);
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return 0;
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}
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@ -14069,10 +14073,8 @@ TIMER_FUNC(status_change_timer){
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if (damage >= status->hp)
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damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
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map_freeblock_lock();
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status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0);
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if (sc->data[type]) {
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sc_timer_next(1000 + tick);
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}
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status_zap(bl, damage, 0);
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sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
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map_freeblock_unlock();
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return 0;
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}
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