PNEUMA, BASILICA and SAFETYWALL no longer protect you from such negative status changes as COMA, STUN, FREEZE and etc. (bugreport:1346)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13767 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Inkfish 2009-05-13 11:07:09 +00:00
parent 889de6533d
commit e4ed05e3f0
5 changed files with 119 additions and 88 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.
09/05/13
* Fixed combo wait was not canceled when TK's Kick skill was successfully used. (bugreport:1345) [Inkfish]
* PNEUMA, BASILICA and SAFETYWALL no longer protect you from such negative status changes as COMA, STUN, FREEZE and etc. (bugreport:1346) [Inkfish]
09/05/12
* Fixed Aid Potion can heal the Emperium (bugreport:164) [Inkfish]
09/05/11

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@ -165,12 +165,10 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
{
map_freeblock_lock();
status_fix_damage(dat->src, target, dat->damage, dat->delay);
if (dat->damage > 0 && dat->attack_type)
{
if (!status_isdead(target))
skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
if( dat->attack_type && (dat->damage > 0 || dat->attack_type&0xf000) && !status_isdead(target) )
skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
if( dat->damage > 0 && dat->attack_type )
skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
}
map_freeblock_unlock();
}
ers_free(delay_damage_ers, dat);
@ -186,12 +184,10 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
if (!battle_config.delay_battle_damage) {
map_freeblock_lock();
status_fix_damage(src, target, damage, ddelay);
if (damage > 0 && attack_type)
{
if (!status_isdead(target))
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
if( attack_type && (damage > 0 || attack_type&0xf000) && !status_isdead(target) )
skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
if( damage > 0 && attack_type )
skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
}
map_freeblock_unlock();
return 0;
}
@ -307,7 +303,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
{
//First, sc_*'s that reduce damage to 0.
if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
return 0; // Basilica reduces damage to 0 except Pressure
return -1; // Trigger status effects.
if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
{
@ -315,13 +311,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if (group) {
if (--group->val2<=0)
skill_delunitgroup(NULL,group);
return 0;
return -1; // Trigger status effects.
}
status_change_end(bl,SC_SAFETYWALL,-1);
}
if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
return 0;
return -1; // Trigger status effects.
if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
{
@ -2134,25 +2130,43 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo
if(!flag.lh && wd.damage2)
wd.damage2=0;
if(wd.damage + wd.damage2)
if( wd.damage + wd.damage2 )
{ //There is a total damage value
if(!wd.damage2) {
if(!wd.damage2)
{
wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
if( wd.damage == -1 )
{
wd.flag |= 0xf000;
wd.damage = 0;
}
if( map_flag_gvg2(target->m) )
wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
} else
if(!wd.damage) {
}
else if(!wd.damage)
{
wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
if( wd.damage2 == -1 )
{
wd.flag |= 0xf000;
wd.damage2 = 0;
}
if( map_flag_gvg2(target->m) )
wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
wd.damage=battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
} else
}
else
{
int d1=wd.damage+wd.damage2,d2=wd.damage2;
wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
if( wd.damage == -1 )
{
wd.flag |= 0xf000;
wd.damage = 0;
}
if( map_flag_gvg2(target->m) )
wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
else if( map[target->m].flag.battleground )
@ -2555,6 +2569,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
ad.damage = ad.damage>0?1:-1;
ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
if( ad.damage == -1 )
{
ad.flag |= 0xf000;
ad.damage = 0;
}
if( map_flag_gvg2(target->m) )
ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
else if( map[target->m].flag.battleground )
@ -2784,6 +2803,11 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
if( md.damage == -1 )
{
md.flag |= 0xf000;
md.damage = 0;
}
if( map_flag_gvg2(target->m) )
md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
else if( map[target->m].flag.battleground )

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@ -56,6 +56,7 @@ enum { //
BF_WEAPONMASK=0x000f,
BF_RANGEMASK= 0x00f0,
BF_SKILLMASK= 0x0f00,
//0xf000 is used for marking if a zero damage is resulted from SafetyWall and the like. [Inkfish]
};
int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay);

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@ -8129,10 +8129,9 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
if( sd->state.changemap )
{// restore information that gets lost on map-change
if( (map_flag_gvg(sd->state.pmap) && battle_config.gvg_flee_penalty != 100) || (map[sd->state.pmap].flag.battleground && battle_config.bg_flee_penalty != 100) )
if( (battle_config.bg_flee_penalty != 100 || battle_config.gvg_flee_penalty != 100) &&
(map_flag_gvg(sd->state.pmap) || map_flag_gvg(sd->bl.m) || map[sd->state.pmap].flag.battleground || map[sd->bl.m].flag.battleground) )
status_calc_bl(&sd->bl, SCB_FLEE); //Refresh flee penalty
else if( (map_flag_gvg(sd->bl.m) && battle_config.gvg_flee_penalty != 100) || (map[sd->bl.m].flag.battleground && battle_config.bg_flee_penalty != 100) )
status_calc_bl(&sd->bl, SCB_FLEE);
if( night_flag && map[sd->bl.m].flag.nightenabled )
{ //Display night.

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@ -484,6 +484,74 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
if( sd )
{ // These status will be applied anyway even if there is no actual damage. [Inkfish]
if( sd->special_state.bonus_coma && !skillid)
{
rate = sd->weapon_coma_ele[tstatus->def_ele];
rate += sd->weapon_coma_race[tstatus->race];
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
}
if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
{ // Trigger status effects
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
{
rate = sd->addeff[i].rate;
if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
rate += sd->addeff[i].arrow_rate;
if( !rate ) continue;
if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
{ // Trigger has attack type consideration.
if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
continue;
}
if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
{ // Trigger has range consideration.
if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
continue; //Range Failed.
}
type = sd->addeff[i].id;
skill = skill_get_time2(status_sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
status_change_start(bl,type,rate,7,0,0,0,skill,0);
if (sd->addeff[i].flag&ATF_SELF)
status_change_start(src,type,rate,7,0,0,0,skill,0);
}
}
if( skillid )
{ // Trigger status effects on skills
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
{
if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
skill = skill_get_time2(status_sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
if( sd->addeff3[i].target&ATF_SELF )
status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
}
}
}
if( attack_type&0xf000 ) // no damage, return;
return 0;
switch(skillid)
{
case 0: // Normal attacks (no skill used)
@ -529,14 +597,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
if (sd->special_state.bonus_coma) {
rate = sd->weapon_coma_ele[tstatus->def_ele];
rate += sd->weapon_coma_race[tstatus->race];
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
}
}
if (sc) {
@ -845,59 +905,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
}
if( sd && skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
{ // Trigger status effects
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
{
rate = sd->addeff[i].rate;
if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
rate += sd->addeff[i].arrow_rate;
if( !rate ) continue;
if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
{ // Trigger has attack type consideration.
if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
continue;
}
if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
{ // Trigger has range consideration.
if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
continue; //Range Failed.
}
type = sd->addeff[i].id;
skill = skill_get_time2(status_sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
status_change_start(bl,type,rate,7,0,0,0,skill,0);
if (sd->addeff[i].flag&ATF_SELF)
status_change_start(src,type,rate,7,0,0,0,skill,0);
}
}
if( sd && skillid )
{ // Trigger status effects on skills
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
{
if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
skill = skill_get_time2(status_sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
if( sd->addeff3[i].target&ATF_SELF )
status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
}
}
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
{ //Pass heritage to Master for status causing effects. [Skotlex]
sd = map_id2sd(md->master_id);
@ -1778,14 +1785,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
ud->attackabletime = tick + type;
}
if (!dmg.amotion) {
if( !dmg.amotion )
{ //Instant damage
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if (damage > 0) {
if (!status_isdead(bl))
skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
//Counter status effects [Skotlex]
if( (damage > 0 || attack_type&0xf000) && !status_isdead(bl) )
skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
if( damage > 0 ) //Counter status effects [Skotlex]
skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
}
}
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]