ソースを参照

Plant damage, Land Mine, minor fixes and improvements
- Fixed up the damage code in regards of damage against plants (bugreport:9380)
* Rewrote DAMAGE_DIV_FIX so that it rounds damage down when number of hits is negative (damage split on hits)
* Created a function battle_apply_div_fix that does not only call DAMAGE_DIV_FIX but also makes sure that damage can only become 0 when the custom config setting skill_min_damage is not set for the current skill type
* skill_min_damage is now 0 by default (official: all types can fail against plants as long as skills have negative number of hits), if set, all skills will deal as much damage as hits
* Restructured and renamed function now known as "is_infinite_defense" that will work for all 3 damage types and returns if damage is infinite for the current situation, it will now also properly consider all "MD_IGNORE" modes
* Fixed the order of processing of all 3 skill types in regards of plant damage: first all calculations are done, then plant damage is applied and then DAMAGE_DIV_FIX is applied
* Sonic Blow and Rapid Shower are now skills with negative number of hits (i.e. they can't hit plants officially)
* Traps can no longer ignore plant mode (only way to damage plant more is via status changes)
* Final Strike is now able to hit plants (deals 1 HP damage)
* When left-hand-wielding, you will now always deal 2 damage to plants per attack, regardless of whether double attack triggers or you don't even have a weapon in the right hand
* There will no longer be backhand damage to plants (Katar)
- Land Mine is now a single target skill, the trap still triggers in a 3x3 area, but will only hit the first target that touches it (issue:99)
- Changed the "Don't return reflect damage" flag from 0x1000 to 0x1000000 as apparently the other flag was already used; updated function description so it's easier to see
- Improved SC_SIGHTBLASTER structure slightly
- Typo fixes and description improvements

Playtester 10 年 前
コミット
04a1173f7d

+ 1 - 1
conf/battle/misc.conf

@@ -93,7 +93,7 @@ duel_only_on_same_map: no
 // If a unit stops walking and is on a cell with more than stack limit
 // characters on it, it will walk to the closest free cell.
 // Custom - This variation will make every full cell to be considered a wall.
-// NOTE: For this setting to take effect you have to use a server compiled
+// NOTE: For the custom setting to take effect you have to use a server compiled
 // with Cell Stack Limit support (see src/map/map.h)
 official_cell_stack_limit: 1
 custom_cell_stack_limit: 1

+ 8 - 4
conf/battle/skill.conf

@@ -89,10 +89,14 @@ clear_skills_on_warp: 15
 //See db/skill_unit_db.txt for more info.
 defunit_not_enemy: no
 
-// Do skills do at least 'hits' damage when they don't miss/are blocked?
-//(for example, will firebolts always do "number of bolts" damage versus plants?)
-//Values (add as appropriate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
-skill_min_damage: 6
+// Should skills always do at least 'hits' damage when they don't miss/are blocked?
+// Many skills will have their damage multiplied by their number of hits (see skill_db), these will always deal 1 HP
+// damage per hit, even against plants. But some skills are actually a single hit that is just displayed as multiple
+// hits. For these skills, damage gets divided by number of hits and rounded down. That means that plants won't take
+// any damage from them. Examples: Sonic Blow, Lord of Vermillion
+// With this setting, you can change the official behavior and make these skills deal at least 1 HP damage per hit.
+// Values: 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
+skill_min_damage: 0
 
 // The delay rate of monk's combo (Note 2)
 combo_delay_rate: 100

+ 1 - 1
db/pre-re/skill_cast_db.txt

@@ -5,7 +5,7 @@
 //
 // CastingTime: time to cast this skill, in milliseconds
 // AfterCastActDelay: "normal" delay, character cannot use skills, in milliseconds
-// AfterCastWalkDleay: amount of time before character can move again, in milliseconds
+// AfterCastWalkDelay: amount of time before character can move again, in milliseconds
 // Duration1/Duration2: usually the durations used by the skill, at special cases it is used to hold special data
 // Cool Down: amount of time until character can re-use this skill, in milliseconds
 //

+ 3 - 3
db/pre-re/skill_db.txt

@@ -214,7 +214,7 @@
 //****
 // Hunter
 115,3,6,2,0,0x1,0,5,1,no,0,0x80,0,misc,6:7:8:9:10,0x3000,	HT_SKIDTRAP,Skid Trap
-116,3,6,2,2,0x42,1,5,1,no,0,0x80,0,misc,0,0x3800,	HT_LANDMINE,Land Mine
+116,3,6,2,2,0x42,0,5,1,no,0,0x80,0,misc,0,0x3800,	HT_LANDMINE,Land Mine
 117,3,6,2,0,0x1,0,5,1,no,0,0x80,0,misc,0,0x3000,	HT_ANKLESNARE,Ankle Snare
 118,3,6,2,0,0x2,1,5,1,no,0,0x80,0,misc,0,0x3000,	HT_SHOCKWAVE,Shockwave Trap
 119,3,6,2,0,0x3,2,5,1,no,0,0x80,0,misc,0,0x3000,	HT_SANDMAN,Sandman
@@ -237,7 +237,7 @@
 133,0,0,0,0,0,0,5,0,no,0,0,0,weapon,0,0x0,		AS_LEFT,Lefthand Mastery
 134,0,0,0,0,0,0,10,0,no,0,0,0,weapon,0,0x0,		AS_KATAR,Katar Mastery
 135,0,6,4,0,0x1,0,10,1,no,0,0,0,weapon,0,0x60,	AS_CLOAKING,Cloaking
-136,1,8,1,-1,0,0,10,8,no,0,0,0,weapon,0,0x0,	AS_SONICBLOW,Sonic Blow
+136,1,8,1,-1,0,0,10,-8,no,0,0,0,weapon,0,0x0,	AS_SONICBLOW,Sonic Blow
 137,3:4:5:6:7,6,1,-1,0x2,1,5,1,no,0,0,0,weapon,0,0x4,	AS_GRIMTOOTH,Grimtooth
 138,1,6,16,5,0x1,0,10,1,no,0,0x400,0,weapon,0,0x0,	AS_ENCHANTPOISON,Enchant Poison
 139,0,6,4,0,0,0,10,1,no,0,0,0,weapon,0,0x0,		AS_POISONREACT,Poison React
@@ -733,7 +733,7 @@
 512,-9,6,1,-1,0,0,10,1,yes,0,0,0,weapon,0,0x0,	GS_TRACKING,Tracking
 513,-9,6,1,-1,0,0,5,1,no,0,0,0,weapon,0,0x0,		GS_DISARM,Disarm
 514,-9,6,1,-1,0x20,0,5,1,no,0,0,0,weapon,0,0x100,	GS_PIERCINGSHOT,Piercing Shot
-515,-9,8,1,-1,0,0,10,5,no,0,0,0,weapon,0,0x100,	GS_RAPIDSHOWER,Rapid Shower
+515,-9,8,1,-1,0,0,10,-5,no,0,0,0,weapon,0,0x100,	GS_RAPIDSHOWER,Rapid Shower
 516,0,8,4,-1,0x2,3,10,1,no,0,0,0,weapon,0,0x0,	GS_DESPERADO,Desperado
 517,0,6,4,-1,0x1,0,10,1,no,0,0,0,weapon,0,0x0,	GS_GATLINGFEVER,Gatling Fever
 518,2,6,1,-1,0,0,10,1,no,0,0,0,weapon,5,0x0,		GS_DUST,Dust

+ 1 - 1
db/re/skill_cast_db.txt

@@ -5,7 +5,7 @@
 //
 // CastingTime: time to cast this skill, in milliseconds
 // AfterCastActDelay: "normal" delay, character cannot use skills, in milliseconds
-// AfterCastWalkDleay: amount of time before character can move again, in milliseconds
+// AfterCastWalkDelay: amount of time before character can move again, in milliseconds
 // Duration1/Duration2: usually the durations used by the skill, at special cases it is used to hold special data
 // Cool Down: amount of time until character can re-use this skill, in milliseconds
 // Fixed Casting Time: the skills fixed casting time (when 0, uses 20% of cast time and less than 0 means no fixed cast time)

+ 3 - 3
db/re/skill_db.txt

@@ -214,7 +214,7 @@
 //****
 // Hunter
 115,3,6,2,0,0x1,0,5,1,no,0,0x80,0,misc,6:7:8:9:10,0x3000,	HT_SKIDTRAP,Skid Trap
-116,3,6,2,2,0x42,1,5,1,no,0,0x80,0,misc,0,0x3800,	HT_LANDMINE,Land Mine
+116,3,6,2,2,0x42,0,5,1,no,0,0x80,0,misc,0,0x3800,	HT_LANDMINE,Land Mine
 117,3,6,2,0,0x1,0,5,1,no,0,0x80,0,misc,0,0x3000,	HT_ANKLESNARE,Ankle Snare
 118,3,6,2,0,0x2,1,5,1,no,0,0x80,0,misc,0,0x3000,	HT_SHOCKWAVE,Shockwave Trap
 119,3,6,2,0,0x3,2,5,1,no,0,0x80,0,misc,0,0x3000,	HT_SANDMAN,Sandman
@@ -237,7 +237,7 @@
 133,0,0,0,0,0,0,5,0,no,0,0,0,weapon,0,0x0,		AS_LEFT,Lefthand Mastery
 134,0,0,0,0,0,0,10,0,no,0,0,0,weapon,0,0x0,		AS_KATAR,Katar Mastery
 135,0,6,4,0,0x1,0,10,1,no,0,0,0,weapon,0,0x60,	AS_CLOAKING,Cloaking
-136,1,8,1,-1,0,0,10,8,no,0,0,0,weapon,0,0x0,	AS_SONICBLOW,Sonic Blow
+136,1,8,1,-1,0,0,10,-8,no,0,0,0,weapon,0,0x0,	AS_SONICBLOW,Sonic Blow
 137,3:4:5:6:7,6,1,-1,0x2,1,5,1,no,0,0,0,weapon,0,0x4,	AS_GRIMTOOTH,Grimtooth
 138,1,6,16,5,0x1,0,10,1,no,0,0x400,0,weapon,0,0x0,	AS_ENCHANTPOISON,Enchant Poison
 139,0,6,4,0,0,0,10,1,no,0,0,0,weapon,0,0x0,		AS_POISONREACT,Poison React
@@ -733,7 +733,7 @@
 512,-9,6,1,-1,0,0,10,1,yes,0,0,0,weapon,0,0x0,	GS_TRACKING,Tracking
 513,-9,6,1,-1,0,0,5,1,no,0,0,0,weapon,0,0x0,		GS_DISARM,Disarm
 514,-9,6,1,-1,0x20,0,5,1,no,0,0,0,weapon,0,0x100,	GS_PIERCINGSHOT,Piercing Shot
-515,-9,8,1,-1,0,0,10,5,no,0,0,0,weapon,0,0x100,	GS_RAPIDSHOWER,Rapid Shower
+515,-9,8,1,-1,0,0,10,-5,no,0,0,0,weapon,0,0x100,	GS_RAPIDSHOWER,Rapid Shower
 516,0,8,4,-1,0x2,3,10,1,no,0,0,0,weapon,0,0x0,	GS_DESPERADO,Desperado
 517,0,6,4,-1,0x1,0,10,1,no,0,0,0,weapon,0,0x0,	GS_GATLINGFEVER,Gatling Fever
 518,2,6,1,-1,0,0,10,1,no,0,0,0,weapon,5,0x0,		GS_DUST,Dust

+ 73 - 77
src/map/battle.c

@@ -2024,8 +2024,9 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
  *	Original coder Skoltex
  *	Initial refactoring by Baalberith
  *	Refined and optimized by helvetica
+  *	flag - see e_battle_flag
  */
-static bool target_has_infinite_defense(struct block_list *target, int skill_id)
+static bool is_infinite_defense(struct block_list *target, int flag)
 {
 	struct status_data *tstatus = status_get_status_data(target);
 
@@ -2035,11 +2036,17 @@ static bool target_has_infinite_defense(struct block_list *target, int skill_id)
 		if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
 			return true;
 	}
-	return (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB
-#ifdef RENEWAL
-		&& skill_id != HT_FREEZINGTRAP && skill_id != HT_CLAYMORETRAP
-#endif
-	);
+
+	if(tstatus->mode&MD_IGNOREMELEE && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
+		return true;
+	if(tstatus->mode&MD_IGNOREMAGIC && flag&(BF_MAGIC) )
+		return true;
+	if(tstatus->mode&MD_IGNORERANGED && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
+		return true;
+	if(tstatus->mode&MD_IGNOREMISC && flag&(BF_MISC) )
+		return true;
+
+	return (tstatus->mode&MD_PLANT);
 }
 
 /*========================
@@ -3035,9 +3042,29 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
 }
 
 //For quick div adjustment.
-#define DAMAGE_DIV_FIX(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
+#define DAMAGE_DIV_FIX(dmg, div) { if (div < 0) { (div)*=-1; (dmg)/=div; } (dmg)*=div; }
 #define DAMAGE_DIV_FIX2(dmg, div) { if (div > 1) (dmg)*=div; }
 #define DAMAGE_DIV_FIX_RENEWAL(wd, div) { DAMAGE_DIV_FIX2(wd.statusAtk, div); DAMAGE_DIV_FIX2(wd.weaponAtk, div); DAMAGE_DIV_FIX2(wd.equipAtk, div); DAMAGE_DIV_FIX2(wd.masteryAtk, div); }
+/*=================================================
+ * Applies DAMAGE_DIV_FIX and checks for min damage
+ *-------------------------------------------------
+ * Credits:
+ *	Original coder Playtester
+ */
+static struct Damage battle_apply_div_fix(struct Damage d)
+{
+	if(d.damage) {
+		DAMAGE_DIV_FIX(d.damage, d.div_);
+		//Min damage
+		if((battle_config.skill_min_damage&d.flag) && d.damage < d.div_)
+			d.damage = d.div_;
+	} else if (d.div_ < 0) {
+		d.div_ *= -1;
+	}
+
+	return d;
+}
+
 /*=======================================
  * Check for and calculate multi attacks
  *---------------------------------------
@@ -3235,7 +3262,7 @@ static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *s
 			skillratio += 30*skill_lv;
 			break;
 		case AS_SONICBLOW:
-			skillratio += -50+5*skill_lv;
+			skillratio += 300+40*skill_lv;
 			break;
 		case TF_SPRINKLESAND:
 			skillratio += 30;
@@ -3431,7 +3458,7 @@ static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *s
 			skillratio += 20*skill_lv;
 			break;
 		case GS_RAPIDSHOWER:
-			skillratio += 10*skill_lv;
+			skillratio += 400+50*skill_lv;
 			break;
 		case GS_DESPERADO:
 			skillratio += 50*(skill_lv-1);
@@ -4492,6 +4519,7 @@ struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_lis
  */
 struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
 {
+	struct map_session_data *sd = BL_CAST(BL_PC, src);
 	struct status_data *tstatus = status_get_status_data(target);
 	bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
 	int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
@@ -4500,11 +4528,14 @@ struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,
 
 	//Plants receive 1 damage when hit
 	if( attack_hits || wd.damage > 0 )
-		wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
-	if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) )
-		wd.damage2 = wd.div_;
-	if (is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) // force left hand to 1 damage while dual wielding [helvetica]
-		wd.damage2 = 1;
+		wd.damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
+	if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) {
+		if(sd->status.weapon == W_KATAR)
+			wd.damage2 = 0; //No backhand damage against plants
+		else {
+			wd.damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
+		}
+	}
 
 	if( attack_hits && class_ == MOBID_EMPERIUM ) {
 		if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
@@ -4521,8 +4552,15 @@ struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,
 		return wd;
 	}
 
-	//if( !(battle_config.skill_min_damage&1) )
-	//Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
+	//For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
+	wd = battle_apply_div_fix(wd);
+
+	//If there is left hand damage, total damage can never exceed 2, even on multiple hits
+	if(wd.damage > 1 && wd.damage2 > 0) {
+		wd.damage = 1;
+		wd.damage2 = 1;
+	}
+
 	return wd;
 }
 
@@ -4948,7 +4986,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
 	// check if we're landing a hit
 	if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
 		wd.dmg_lv = ATK_FLEE;
-	else if(!target_has_infinite_defense(target, skill_id)) { //no need for math against plants
+	else if(!is_infinite_defense(target, wd.flag)) { //no need for math against plants
 		int ratio, i = 0;
 
 		wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
@@ -5010,18 +5048,6 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
 
 			wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
 		}
-	} else if(wd.div_ < 0) //Since the attack missed.
-		wd.div_ *= -1;
-
-	//WS_CARTTERMINATION never be missed because of flee, deals damage from BS_WEAPONRESEARCH [Cydh]
-	//NOTE: Idk the official behavior, if this damage can be reflected/adjusted or not
-	if (sd && skill_id == WS_CARTTERMINATION && wd.dmg_lv == ATK_FLEE && pc_checkskill(sd,BS_WEAPONRESEARCH)) {
-		wd.dmg_lv = ATK_DEF;
-		if(target_has_infinite_defense(target, skill_id))
-			return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
-		wd.damage = pc_checkskill(sd,BS_WEAPONRESEARCH) * 2;
-		wd.damage2 = 0;
-		return wd;
 	}
 
 #ifdef RENEWAL
@@ -5185,12 +5211,13 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
 	// perform multihit calculations
 	DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
 #endif
-	DAMAGE_DIV_FIX(wd.damage, wd.div_);
-
 	// only do 1 dmg to plant, no need to calculate rest
-	if(target_has_infinite_defense(target, skill_id))
+	if(is_infinite_defense(target, wd.flag))
 		return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
 
+	//Apply DAMAGE_DIV_FIX and check for min damage
+	wd = battle_apply_div_fix(wd);
+
 	wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
 
 	switch (skill_id) {
@@ -5308,13 +5335,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
 
 	//Skill Range Criteria
 	ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
-	flag.infdef=(tstatus->mode&MD_PLANT?1:0);
-	if( target->type == BL_SKILL) {
-		TBL_SKILL *su = (TBL_SKILL*)target;
 
-		if( su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
-			flag.infdef = 1;
-	}
+	//Infinite defense (plant mode)
+	flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
 
 	switch(skill_id)
 	{
@@ -5329,10 +5352,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
 			break;
 	}
 
-	if(!flag.infdef && (
-		(tstatus->mode&MD_IGNOREMAGIC && ad.flag&(BF_MAGIC) )	//magic
-	)) flag.infdef = 1;
-
 	if (!flag.infdef) //No need to do the math for plants
 	{
 		unsigned int skillratio = 100;	//Skill dmg modifiers.
@@ -5950,14 +5969,12 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
 		}
 
 #ifndef RENEWAL
-	ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
+		ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
 #endif
-	}
-
-	DAMAGE_DIV_FIX(ad.damage, ad.div_);
+	} //Hint: Against plants damage will still be 1 at this point
 
-	if (flag.infdef && ad.damage)
-		ad.damage = ad.damage>0?1:-1;
+	//Apply DAMAGE_DIV_FIX and check for min damage
+	ad = battle_apply_div_fix(ad);
 
 	switch(skill_id) { // These skills will do a GVG fix later
 #ifdef RENEWAL
@@ -6258,8 +6275,6 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
 			ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
 	}
 
-	DAMAGE_DIV_FIX(md.damage, md.div_);
-
 	if (!(nk&NK_IGNORE_FLEE))
 	{
 		struct status_change *sc = status_get_sc(target);
@@ -6309,34 +6324,18 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
 	if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
 		md.damage += (int64)md.damage*i/100;
 
+	if(!(nk&NK_NO_ELEFIX))
+		md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
+
+	//Plant damage
 	if(md.damage < 0)
 		md.damage = 0;
-	else if(md.damage && tstatus->mode&MD_PLANT) {
-		switch(skill_id){
-			case NJ_ISSEN: // Final Strike will MISS on "plant"-type mobs [helvetica]
-				md.damage = 0;
-				md.dmg_lv = ATK_FLEE;
-				break;
-			case HT_LANDMINE:
-			case MA_LANDMINE:
-			case HT_BLASTMINE:
-			case HT_CLAYMORETRAP:
-			case RA_CLUSTERBOMB:
-#ifdef RENEWAL
-				break;
-#endif
-			default:
-				md.damage = 1;
-		}
-	} else if( target->type == BL_SKILL ) {
-		TBL_SKILL *su = (TBL_SKILL*)target;
-
-		if( su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) )
-			md.damage = 1;
+	else if(md.damage && is_infinite_defense(target, md.flag)) {
+		md.damage = 1;
 	}
 
-	if(!(nk&NK_NO_ELEFIX))
-		md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
+	//Apply DAMAGE_DIV_FIX and check for min damage
+	md = battle_apply_div_fix(md);
 
 	md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
 	if( map_flag_gvg2(target->m) )
@@ -6370,9 +6369,6 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
 		md.damage += (int64)md.damage * skill_damage / 100;
 #endif
 
-	if(tstatus->mode&MD_IGNOREMISC && md.flag&(BF_MISC) )	//misc @TODO optimize me
-		md.damage = md.damage2 = 1;
-
 	battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
 
 	return md;

+ 11 - 6
src/map/skill.c

@@ -2832,10 +2832,10 @@ void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct b
  *        flag&0xFFF is passed to the underlying battle_calc_attack for processing
  *             (usually holds number of targets, or just 1 for simple splash attacks)
  *
- *        flag&0x1000 - Return 0 if damage was reflected
- *
- *        Values from enum e_skill_display
- *        Values from enum e_battle_check_target
+ *        flag&0xF000 - Values from enum e_skill_display
+ *        flag&0x3F0000 - Values from enum e_battle_check_target
+ * 
+ *        flag&0x1000000 - Return 0 if damage was reflected
  *-------------------------------------------------------------------------*/
 int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
 {
@@ -3289,7 +3289,7 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
 
 	map_freeblock_unlock();
 
-	if ((flag&0x1000) && rmdamage == 1)
+	if ((flag&0x1000000) && rmdamage == 1)
 		return 0; //Should return 0 when damage was reflected
 
 	return damage;
@@ -12876,6 +12876,12 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, uns
 				status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
 			break;
 
+		case UNT_LANDMINE:
+			//Land Mine only hits single target
+			skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
+			sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
+			sg->limit = 1500;
+			break;
 		case UNT_MAGENTATRAP:
 		case UNT_COBALTTRAP:
 		case UNT_MAIZETRAP:
@@ -12887,7 +12893,6 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, uns
 		case UNT_CLUSTERBOMB:
 			if( bl->id == ss->id )// it won't trigger on caster
 				break;
-		case UNT_LANDMINE:
 		case UNT_BLASTMINE:
 		case UNT_SHOCKWAVE:
 		case UNT_SANDMAN:

+ 9 - 7
src/map/status.c

@@ -499,7 +499,7 @@ void initChangeTables(void)
 	add_sc( NPC_MAGICMIRROR		, SC_MAGICMIRROR	);
 	set_sc( NPC_SLOWCAST		, SC_SLOWCAST		, SI_SLOWCAST		, SCB_NONE );
 	set_sc( NPC_CRITICALWOUND	, SC_CRITICALWOUND	, SI_CRITICALWOUND	, SCB_NONE );
-	set_sc( NPC_STONESKIN		, SC_ARMORCHANGE	, SI_BLANK		, SCB_DEF|SCB_MDEF );
+	set_sc( NPC_STONESKIN		, SC_ARMORCHANGE	, SI_BLANK		, SCB_NONE );
 	add_sc( NPC_ANTIMAGIC		, SC_ARMORCHANGE	);
 	add_sc( NPC_WIDECURSE		, SC_CURSE		);
 	add_sc( NPC_WIDESTUN		, SC_STUN		);
@@ -12208,12 +12208,14 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
 			status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
 		{
 			struct skill_unit *su = (struct skill_unit *)bl;
-			if (sce && skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000)
-				&& (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
-				sce->val2 = 0; // This signals it to end.
-			} else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
-				//Remove trap immunity temporarily so it triggers if you still stand on it
-				sce->val4++;
+			if (sce) {
+				if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
+					&& (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
+					sce->val2 = 0; // This signals it to end.
+				} else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
+					//Remove trap immunity temporarily so it triggers if you still stand on it
+					sce->val4++;
+				}
 			}
 		}
 		break;

+ 2 - 2
src/map/status.h

@@ -1557,9 +1557,9 @@ enum e_mode {
 	MD_CHANGETARGET_CHASE	= 0x002000,
 	MD_TARGETWEAK			= 0x004000,
 	MD_RANDOMTARGET			= 0x008000,
-	MD_IGNOREMELEE			= 0x010000, //! TODO: Unused yet
+	MD_IGNOREMELEE			= 0x010000,
 	MD_IGNOREMAGIC			= 0x020000,
-	MD_IGNORERANGED			= 0x040000, //! TODO: Unused yet
+	MD_IGNORERANGED			= 0x040000,
 	MD_MVP					= 0x080000,
 	MD_IGNOREMISC			= 0x100000,
 	MD_KNOCKBACK_IMMUNE		= 0x200000,

+ 1 - 1
src/map/unit.c

@@ -586,7 +586,7 @@ int unit_delay_walktobl_timer(int tid, unsigned int tick, int id, intptr_t data)
  *	&1: Easy walk (fail if CELL_CHKNOPASS is in direct path)
  *	&2: Force walking (override can_move)
  *	&4: Delay walking for can_move
- *  &8: Search for an unoccupied cell and cancel if none available
+ *	&8: Search for an unoccupied cell and cancel if none available
  * @return 1: Success 0: Fail or unit_walktoxy_sub()
  */
 int unit_walktoxy( struct block_list *bl, short x, short y, unsigned char flag)