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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