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.
This commit is contained in:
Aleos 2022-08-06 21:55:20 -04:00 committed by GitHub
parent 724257ee1a
commit e3c2db65c4
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 28 additions and 40 deletions

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@ -37,6 +37,9 @@
struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures.
// Early declaration
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);
/**
* Returns the current/list skill used by the bl
* @param bl
@ -1822,21 +1825,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
damage = div_;
}
if (tsd && pc_ismadogear(tsd)) {
short element = skill_get_ele(skill_id, skill_lv);
if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
struct status_data *sstatus = NULL;
if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
element = ((TBL_PC*)src)->bonus.arrow_ele;
else if( (sstatus = status_get_status_data(src)) ) {
element = sstatus->rhw.ele;
}
} else if( element == ELE_ENDOWED ) //Use enchantment's element
element = status_get_attack_sc_element(src,status_get_sc(src));
else if( element == ELE_RANDOM ) //Use random element
element = rnd()%ELE_ALL;
pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
if (sd && pc_ismadogear(sd)) {
pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
}
if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
@ -3193,7 +3183,7 @@ static int battle_calc_equip_attack(struct block_list *src, int skill_id)
* Initial refactoring by Baalberith
* Refined and optimized by helvetica
*/
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)
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)
{
struct map_session_data *sd = BL_CAST(BL_PC, src);
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){
* @param sd: Player data
* @param heat: Amount of Heat to adjust
**/
void pc_overheat(struct map_session_data *sd, int16 heat) {
nullpo_retv(sd);
status_change_entry *sce = sd->sc.data[SC_OVERHEAT_LIMITPOINT];
void pc_overheat(map_session_data &sd, int16 heat) {
status_change_entry *sce = sd.sc.data[SC_OVERHEAT_LIMITPOINT];
if (sce) {
static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
uint16 skill_lv = cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1));
sce->val1 += heat;
sce->val1 = cap_value(sce->val1, 0, 1000);
if (sd->sc.data[SC_OVERHEAT])
status_change_end(&sd->bl, SC_OVERHEAT, INVALID_TIMER);
if (sce->val1 > limit[skill_lv])
sc_start(&sd->bl, &sd->bl, SC_OVERHEAT, 100, sce->val1, 1000);
if (heat < 0 && sce->val1 == 0) { // Cooling device used.
status_change_end(&sd.bl, SC_OVERHEAT_LIMITPOINT, INVALID_TIMER);
status_change_end(&sd.bl, SC_OVERHEAT, INVALID_TIMER);
}
} else if (heat > 0)
sc_start(&sd->bl, &sd->bl, SC_OVERHEAT_LIMITPOINT, 100, heat, 1000);
sc_start(&sd.bl, &sd.bl, SC_OVERHEAT_LIMITPOINT, 100, heat, 1000);
}
/**

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@ -1553,7 +1553,7 @@ int pc_read_motd(void); // [Valaris]
int pc_disguise(struct map_session_data *sd, int class_);
bool pc_isautolooting(struct map_session_data *sd, t_itemid nameid);
void pc_overheat(struct map_session_data *sd, int16 heat);
void pc_overheat(map_session_data &sd, int16 heat);
void pc_itemcd_do(struct map_session_data *sd, bool load);
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
break;
i++;
}
pc_overheat(sd, limit[min(i, 2)]);
pc_overheat(*sd, limit[min(i, 2)]);
}
break;

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@ -14051,13 +14051,17 @@ TIMER_FUNC(status_change_timer){
case SC_OVERHEAT_LIMITPOINT:
if (--(sce->val1) >= 0) { // Cooling
static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1)) : 0);
if (sce->val2 == 0) { // Flag the overheat limit once it has been met.
static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size() - 1)) : 0);
if (sc && sc->data[SC_OVERHEAT])
status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
if (sce->val1 > limit[skill_lv])
sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
if (sce->val1 > limit[skill_lv])
sce->val2 = 1;
} else {
status_change_end(bl, SC_OVERHEAT, INVALID_TIMER);
if (sce->val2 > 0)
sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 975);
}
sc_timer_next(1000 + tick);
return 0;
}
@ -14069,10 +14073,8 @@ TIMER_FUNC(status_change_timer){
if (damage >= status->hp)
damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
map_freeblock_lock();
status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0);
if (sc->data[type]) {
sc_timer_next(1000 + tick);
}
status_zap(bl, damage, 0);
sc_timer_next(975 + tick); // Tick is not 1000 to avoid desync with SC_OVERHEAT_LIMITPOINT.
map_freeblock_unlock();
return 0;
}