Merge pull request #896 from rathena/hotfix/issue779

Fixed #779 
* Fixed 'Elemental Resistance Potions' doesn't work without changing any equipment.
* Moved player's Elemental resistance & attack bonus from status_calc_pc_ that need SCB_BASE to status_calc_atk_ele_pc and status_calc_def_ele_pc as a child of SCB_ATK_ELE and SCB_DEF_ELE (doesn't need to calculate everything just for these points)
This commit is contained in:
Cydh Ramdh
2016-01-27 12:37:09 +07:00
4 changed files with 144 additions and 79 deletions

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@@ -571,7 +571,8 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL]) / 100;
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL]) / 100;
cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
}
cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
@@ -591,7 +592,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
cardfix = 1000; // reset var for target
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
if( tsd->subele2[i].ele != rh_ele )
@@ -774,7 +775,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
// Affected by target DEF bonuses
else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
if( tsd->subele2[i].ele != rh_ele )
@@ -788,7 +789,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
cardfix = cardfix * (100 - ele_fix) / 100;
if( left&1 && lh_ele != rh_ele ) {
int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL];
int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
if( tsd->subele2[i].ele != lh_ele )
@@ -829,7 +830,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
// Affected by target DEF bonuses
if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL];
int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
if( tsd->subele2[i].ele != rh_ele )

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@@ -3105,7 +3105,7 @@ void pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
case SP_SUBELE: // bonus2 bSubEle,e,x;
PC_BONUS_CHK_ELEMENT(type2,SP_SUBELE);
if(sd->state.lr_flag != 2)
sd->subele[type2]+=val;
sd->subele_script[type2] += val;
break;
case SP_SUBRACE: // bonus2 bSubRace,r,x;
PC_BONUS_CHK_RACE(type2,SP_SUBRACE);
@@ -3140,7 +3140,7 @@ void pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
case SP_MAGIC_ADDELE: // bonus2 bMagicAddEle,e,x;
PC_BONUS_CHK_ELEMENT(type2,SP_MAGIC_ADDELE);
if(sd->state.lr_flag != 2)
sd->magic_addele[type2]+=val;
sd->magic_addele_script[type2] += val;
break;
case SP_MAGIC_ADDRACE: // bonus2 bMagicAddRace,r,x;
PC_BONUS_CHK_RACE(type2,SP_MAGIC_ADDRACE);

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@@ -331,6 +331,7 @@ struct map_session_data {
// here start arrays to be globally zeroed at the beginning of status_calc_pc()
int param_bonus[6],param_equip[6]; //Stores card/equipment bonuses.
int subele[ELE_MAX];
int subele_script[ELE_MAX];
int subdefele[ELE_MAX];
int subrace[RC_MAX];
int subclass[CLASS_MAX];
@@ -349,6 +350,7 @@ struct map_session_data {
int arrow_addclass[CLASS_MAX];
int arrow_addsize[SZ_MAX];
int magic_addele[ELE_MAX];
int magic_addele_script[ELE_MAX];
int magic_addrace[RC_MAX];
int magic_addclass[CLASS_MAX];
int magic_addsize[SZ_MAX];

View File

@@ -363,7 +363,7 @@ void initChangeTables(void)
#endif
set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_DEF_ELE );
add_sc( BA_FROSTJOKER , SC_FREEZE );
set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
@@ -766,15 +766,15 @@ void initChangeTables(void)
/* Elemental spirits' status changes */
set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_DEF_ELE );
set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_DEF_ELE );
set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_DEF_ELE );
set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_DEF_ELE );
set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
@@ -3031,6 +3031,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ sizeof(sd->param_equip)
+ sizeof(sd->subele)
+ sizeof(sd->subele_script)
+ sizeof(sd->subdefele)
+ sizeof(sd->subrace)
+ sizeof(sd->subclass)
@@ -3049,6 +3050,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
+ sizeof(sd->arrow_addclass)
+ sizeof(sd->arrow_addsize)
+ sizeof(sd->magic_addele)
+ sizeof(sd->magic_addele_script)
+ sizeof(sd->magic_addrace)
+ sizeof(sd->magic_addclass)
+ sizeof(sd->magic_addsize)
@@ -3684,12 +3686,6 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
sd->sprecov_rate = 0;
// Anti-element and anti-race
if((skill=pc_checkskill(sd,CR_TRUST))>0)
sd->subele[ELE_HOLY] += skill*5;
if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
sd->subele[ELE_NEUTRAL] += skill;
sd->subele[ELE_FIRE] += skill*4;
}
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
#ifdef RENEWAL
skill = skill * 2;
@@ -3703,13 +3699,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
}
if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
sd->right_weapon.addrace[RC_DEMON] += skill;
sd->right_weapon.addele[ELE_DARK] += skill;
sd->left_weapon.addrace[RC_DEMON] += skill;
sd->left_weapon.addele[ELE_DARK] += skill;
sd->magic_addrace[RC_DEMON] += skill;
sd->magic_addele[ELE_DARK] += skill;
sd->subrace[RC_DEMON] += skill;
sd->subele[ELE_DARK] += skill;
}
if(sc->count) {
@@ -3717,66 +3709,11 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
}
if(sc->data[SC_SIEGFRIED]) {
i = sc->data[SC_SIEGFRIED]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_POISON] += i;
sd->subele[ELE_HOLY] += i;
sd->subele[ELE_DARK] += i;
sd->subele[ELE_GHOST] += i;
sd->subele[ELE_UNDEAD] += i;
}
if(sc->data[SC_PROVIDENCE]) {
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
}
if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
}
if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
}
if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WATER] -= i;
}
if( sc->data[SC_WATER_DROP_OPTION] ) {
i = sc->data[SC_WATER_DROP_OPTION]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_WIND] -= i;
}
if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_EARTH] -= i;
}
if( sc->data[SC_STONE_SHIELD_OPTION] ) {
i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] -= i;
}
if (sc->data[SC_MTF_MLEATKED] )
sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
if (sc->data[SC_MTF_CRIDAMAGE])
sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
sd->magic_addele[ELE_FIRE] += 25;
if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
sd->magic_addele[ELE_WATER] += 25;
if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
sd->magic_addele[ELE_WIND] += 25;
if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
sd->magic_addele[ELE_EARTH] += 25;
}
status_cpy(&sd->battle_status, base_status);
@@ -3803,6 +3740,125 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
return 0;
}
/**
* Calculate attack bonus of element attack for BL_PC.
* Any SC that listed here, has minimal SCB_ATK_ELE flag.
* @param sd
* @param sc
**/
void status_calc_atk_ele_pc(struct map_session_data *sd, struct status_change *sc) {
int i = 0;
nullpo_retv(sd);
memset(sd->magic_addele, 0, sizeof(sd->magic_addele));
memset(sd->right_weapon.addele, 0, sizeof(sd->right_weapon.addele));
memset(sd->left_weapon.addele, 0, sizeof(sd->left_weapon.addele));
if ((i = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
sd->right_weapon.addele[ELE_DARK] += i;
sd->left_weapon.addele[ELE_DARK] += i;
sd->magic_addele[ELE_DARK] += i;
}
if (!sc || !sc->count)
return;
if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
sd->magic_addele[ELE_FIRE] += 25;
if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3)
sd->magic_addele[ELE_WATER] += 25;
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3)
sd->magic_addele[ELE_WIND] += 25;
if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
sd->magic_addele[ELE_EARTH] += 25;
}
/**
* Calculate defense bonus againts element attack for BL_PC.
* Any SC that listed here, has minimal SCB_DEF_ELE flag.
* @param sd
* @param sc
**/
void status_calc_def_ele_pc(struct map_session_data *sd, struct status_change *sc) {
int i = 0;
nullpo_retv(sd);
memset(sd->subele, 0, sizeof(sd->subele));
if ((i = pc_checkskill(sd,CR_TRUST))>0)
sd->subele[ELE_HOLY] += i * 5;
if ((i = pc_checkskill(sd,BS_SKINTEMPER))>0) {
sd->subele[ELE_NEUTRAL] += i;
sd->subele[ELE_FIRE] += i * 4;
}
if ((i = pc_checkskill(sd, AB_EUCHARISTICA)) > 0)
sd->subele[ELE_DARK] += i;
if (!sc || !sc->count)
return;
if (sc->data[SC_SIEGFRIED]) {
i = sc->data[SC_SIEGFRIED]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_POISON] += i;
sd->subele[ELE_HOLY] += i;
sd->subele[ELE_DARK] += i;
sd->subele[ELE_GHOST] += i;
sd->subele[ELE_UNDEAD] += i;
}
if (sc->data[SC_PROVIDENCE])
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
if (sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
}
if (sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
}
if (sc->data[SC_FIRE_CLOAK_OPTION]) {
i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WATER] -= i;
}
if (sc->data[SC_WATER_DROP_OPTION]) {
i = sc->data[SC_WATER_DROP_OPTION]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_WIND] -= i;
}
if (sc->data[SC_WIND_CURTAIN_OPTION]) {
i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_EARTH] -= i;
}
if (sc->data[SC_STONE_SHIELD_OPTION]) {
i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] -= i;
}
if (sc->data[SC_MTF_MLEATKED])
sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
}
/**
* Calculates Mercenary data
* @param md: Mercenary object
@@ -4529,14 +4585,20 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
if(flag&SCB_ATK_ELE) {
status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
if (sd) sd->state.lr_flag = 1;
if (sd)
sd->state.lr_flag = 1;
status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
if (sd) sd->state.lr_flag = 0;
if (sd) {
sd->state.lr_flag = 0;
status_calc_atk_ele_pc(sd, sc);
}
}
if(flag&SCB_DEF_ELE) {
status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
if (sd)
status_calc_def_ele_pc(sd, sc);
}
if(flag&SCB_MODE) {