- Cleaned up some more the Joint Beat implementation, so the status don't take effect until the attack connects.

- Some minor cleanups.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9704 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2007-01-24 14:44:14 +00:00
parent 015c0eaa61
commit f566e76018
4 changed files with 25 additions and 24 deletions

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@ -3,6 +3,9 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2007/01/24
* Cleaned up some more the Joint Beat implementation, so the status don't
take effect until the attack connects. [Skotlex]
2007/01/23
* Fixed int/dex foods using an incorrect icon for their status [ultramage]
* Changed the night status from 149 to 160, which seems to work so much

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@ -1481,7 +1481,10 @@ static struct Damage battle_calc_weapon_attack(
skillratio += 40*skill_lv;
break;
case LK_JOINTBEAT:
skillratio += 10*skill_lv-50;
i = 10*skill_lv-50;
// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
if (wflag&BREAK_NECK) i*=2;
skillratio += i;
break;
case ASC_METEORASSAULT:
skillratio += 40*skill_lv-60;
@ -2079,10 +2082,6 @@ static struct Damage battle_calc_weapon_attack(
{ //Breaker's int-based damage (a misc attack?)
struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
wd.damage += md.damage;
} else if( skill_num == LK_JOINTBEAT && wflag&BREAK_NECK ) {
//##TODO should this be here?[FlavioJS]
// Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
wd.damage *= 2; // 2x damage when breaking neck
}
if (wd.damage || wd.damage2) {

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@ -929,7 +929,7 @@ int chrif_divorce(int char_id, int partner_id)
if (!char_id || !partner_id)
return 0;
nullpo_retr(0, sd = map_nick2sd(map_charid2nick(partner_id)));
nullpo_retr(0, sd = map_charid2sd(partner_id));
if (sd->status.partner_id == char_id) {
int i;
//離婚(相方は既にキャラが消えている筈なので)

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@ -1105,12 +1105,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case AS_GRIMTOOTH:
{
int type = dstsd?SC_SLOWDOWN:SC_STOP;
if (tsc->data[type].timer == -1)
sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
skill = dstsd?SC_SLOWDOWN:SC_STOP;
if (tsc->data[skill].timer == -1)
sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
break;
}
case MG_FROSTDIVER:
case WZ_FROSTNOVA:
sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
@ -1274,15 +1272,14 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
break;
/*
case LK_JOINTBEAT:
{
int flag = 0;
//##TODO how should this be done? the ailment has to be calculated before because it also affects the damage [FlavioJS]
sc_start2(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
break;
skill = SkillStatusChangeTable(skillid);
if (tsc->data[skill].val4) {
sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
tsc->data[skill].val4 = 0;
}
*/
break;
case ASC_METEORASSAULT:
//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
switch(rand()%3) {
@ -1629,9 +1626,9 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
--------------------------------------------------------------------------*/
int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
{
static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
struct status_change *sc = status_get_sc(bl);
int i,j;
TBL_PC *sd;
@ -2786,9 +2783,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case 4: flag |= BREAK_WAIST; break;
case 5: flag |= BREAK_NECK; break;
}
//Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex]
//val3 holds the status that it should start when it connects.
sc = status_get_sc(bl);
if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag;
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
//##TODO this is a quick&dirty hack. How do I pass the selected ailment to skill_additional_effect? [FlavioJS]
sc_start2(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
break;
case MO_COMBOFINISH: