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@@ -15708,50 +15708,65 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
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* Does cast-time reductions based on dex, item bonuses and config setting
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*------------------------------------------*/
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int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
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- int time = skill_get_cast(skill_id, skill_lv);
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+ double time = skill_get_cast(skill_id, skill_lv);
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nullpo_ret(bl);
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+
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#ifndef RENEWAL_CAST
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{
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- struct map_session_data *sd;
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-
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- sd = BL_CAST(BL_PC, bl);
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+ struct map_session_data *sd = BL_CAST(BL_PC, bl);
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+ struct status_change *sc = status_get_sc(bl);
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+ int reduce_cast_rate = 0;
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+ uint8 flag = skill_get_castnodex(skill_id);
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// calculate base cast time (reduced by dex)
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- if( !(skill_get_castnodex(skill_id)&1) ) {
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+ if (!(flag&1)) {
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int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
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- if( scale > 0 ) // not instant cast
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- time = time * scale / battle_config.castrate_dex_scale;
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+
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+ if (scale > 0) // not instant cast
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+ time = time * (float)scale / battle_config.castrate_dex_scale;
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else
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- return 0; // instant cast
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+ return 0; // instant cast
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}
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// calculate cast time reduced by item/card bonuses
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- if( !(skill_get_castnodex(skill_id)&4) && sd )
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- {
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+ if (!(flag&4) && sd) {
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int i;
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- if( sd->castrate != 100 )
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- time = time * sd->castrate / 100;
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- for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
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- {
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- if( sd->skillcastrate[i].id == skill_id )
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- {
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- time += time * sd->skillcastrate[i].val / 100;
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+
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+ if (sd->castrate != 100)
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+ reduce_cast_rate += 100 - sd->castrate;
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+ for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
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+ if (sd->skillcastrate[i].id == skill_id) {
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+ reduce_cast_rate -= sd->skillcastrate[i].val;
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break;
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}
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}
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}
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+ // NOTE: Magic Strings and Foresight are treated as separate factors in the calculation
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+ // They are not added to the other modifiers [iRO Wiki]
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+ if (sc && sc->count && !(flag&2)) {
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+ if (sc->data[SC_MEMORIZE]) {
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+ reduce_cast_rate += 50;
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+ if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
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+ status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
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+ }
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+ if (sc->data[SC_POEMBRAGI])
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+ reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
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+ }
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+
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+ time = time * (1 - (float)reduce_cast_rate / 100);
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}
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#endif
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+
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// config cast time multiplier
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if (battle_config.cast_rate != 100)
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time = time * battle_config.cast_rate / 100;
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// return final cast time
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time = max(time, 0);
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-
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//ShowInfo("Castime castfix = %d\n",time);
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- return time;
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+
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+ return (int)time;
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}
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#ifndef RENEWAL_CAST
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@@ -15761,13 +15776,16 @@ int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
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* @param time: Cast time before Status Change addition or reduction
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* @return time: Modified castime after status change addition or reduction
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*/
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-int skill_castfix_sc(struct block_list *bl, int time)
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+int skill_castfix_sc(struct block_list *bl, double time)
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{
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struct status_change *sc = status_get_sc(bl);
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- if( time < 0 )
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+ if (time < 0)
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return 0;
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+ if (bl->type == BL_MOB)
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+ return (int)time;
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+
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if (sc && sc->count) {
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if (sc->data[SC_SLOWCAST])
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time += time * sc->data[SC_SLOWCAST]->val2 / 100;
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@@ -15777,20 +15795,14 @@ int skill_castfix_sc(struct block_list *bl, int time)
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time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
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status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
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}
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- if (sc->data[SC_MEMORIZE]) {
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- time>>=1;
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- if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
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- status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
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- }
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- if (sc->data[SC_POEMBRAGI])
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- time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
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if (sc->data[SC_IZAYOI])
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time -= time * 50 / 100;
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}
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- time = max(time, 0);
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+ time = max(time, 0);
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//ShowInfo("Castime castfix_sc = %d\n",time);
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- return time;
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+
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+ return (int)time;
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}
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#else
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/**
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@@ -15812,139 +15824,120 @@ int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16
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{
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struct status_change *sc = status_get_sc(bl);
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struct map_session_data *sd = BL_CAST(BL_PC,bl);
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- int fixed = skill_get_fixed_cast(skill_id, skill_lv);
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- short fixcast_r = 0;
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+ int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
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uint8 i = 0, flag = skill_get_castnodex(skill_id);
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-#define FIXEDCASTRATE2(val) ( FIXEDCASTRATE(fixcast_r,(val)) )
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-
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nullpo_ret(bl);
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- if( time < 0 )
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+ if (time < 0)
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return 0;
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- if( bl->type == BL_MOB )
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+ if (bl->type == BL_MOB)
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return (int)time;
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- if( fixed < 0 || battle_config.default_fixed_castrate == 0 ) // no fixed cast time
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+ if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
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fixed = 0;
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- else if( fixed == 0 ) {
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+ else if (fixed == 0) {
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fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
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time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
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}
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- // Additive Variable Cast bonus first
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- if (sd && !(flag&4)) { // item bonus
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- time += sd->bonus.add_varcast; // bonus bVariableCast
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-
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- for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++)
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- if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
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- time += sd->skillvarcast[i].val;
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- break;
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- }
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- }
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- /*if (sc && sc->count && !(flag&2)) { // status change
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- // -NONE YET-
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- // if (sc->data[????])
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- // bonus += sc->data[????]->val?;
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- }*/
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-
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- // Adjusted by item bonuses
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+ // Additive Variable Cast bonus adjustments by items
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if (sd && !(flag&4)) {
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- // Additive values
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- fixed += sd->bonus.add_fixcast; // bonus bFixedCast
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-
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- for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
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- if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
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+ if (sd->bonus.varcastrate != 0)
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+ reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
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+ if (sd->bonus.fixcastrate != 0)
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+ fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
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+ if (sd->bonus.add_varcast != 0)
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+ time += sd->bonus.add_varcast; // bonus bVariableCast
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+ if (sd->bonus.add_fixcast != 0)
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+ fixed += sd->bonus.add_fixcast; // bonus bFixedCast
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+ for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
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+ if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
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fixed += sd->skillfixcast[i].val;
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break;
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}
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-
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- // Multipicative values
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- if (sd->bonus.varcastrate != 0)
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- VARCAST_REDUCTION(sd->bonus.varcastrate); // bonus bVariableCastrate
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-
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- if (sd->bonus.fixcastrate != 0)
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- FIXEDCASTRATE2(sd->bonus.fixcastrate); // bonus bFixedCastrate
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-
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- for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
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- if( sd->skillcastrate[i].id == skill_id ){ // bonus2 bVariableCastrate
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- VARCAST_REDUCTION(sd->skillcastrate[i].val);
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+ }
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+ for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
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+ if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
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+ time += sd->skillvarcast[i].val;
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+ break;
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+ }
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+ }
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+ for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
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+ if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
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+ reduce_cast_rate += sd->skillcastrate[i].val;
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break;
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}
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- for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
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- if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
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- FIXEDCASTRATE2(sd->skillfixcastrate[i].val);
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+ }
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+ for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
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+ if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
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+ fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
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break;
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}
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+ }
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}
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// Adjusted by active statuses
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- if (sc && sc->count && !(flag&2) ) {
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+ if (sc && sc->count && !(flag&2)) {
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// Multiplicative Variable CastTime values
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if (sc->data[SC_SLOWCAST])
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- VARCAST_REDUCTION(sc->data[SC_SLOWCAST]->val2);
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+ VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
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if (sc->data[SC__LAZINESS])
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- VARCAST_REDUCTION(sc->data[SC__LAZINESS]->val2);
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-
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+ VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
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if (sc->data[SC_SUFFRAGIUM]) {
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- VARCAST_REDUCTION(-sc->data[SC_SUFFRAGIUM]->val2);
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+ VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
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status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
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}
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if (sc->data[SC_MEMORIZE]) {
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- VARCAST_REDUCTION(-50);
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+ reduce_cast_rate += 50;
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if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
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status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
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}
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if (sc->data[SC_POEMBRAGI])
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- VARCAST_REDUCTION(-sc->data[SC_POEMBRAGI]->val2);
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+ reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
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if (sc->data[SC_IZAYOI])
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VARCAST_REDUCTION(-50);
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- if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
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- VARCAST_REDUCTION(-30); //Reduces 30% Variable Cast Time of Water spells.
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+ if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
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+ VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
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if (sc->data[SC_TELEKINESIS_INTENSE])
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- VARCAST_REDUCTION(-sc->data[SC_TELEKINESIS_INTENSE]->val4);
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-
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+ VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val4);
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// Multiplicative Fixed CastTime values
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if (sc->data[SC_SECRAMENT])
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- FIXEDCASTRATE2(-sc->data[SC_SECRAMENT]->val2);
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+ fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
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if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
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- FIXEDCASTRATE2(-(5 + skill_lv * 5));
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+ fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
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if (sc->data[SC_DANCEWITHWUG])
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- FIXEDCASTRATE2(-sc->data[SC_DANCEWITHWUG]->val4);
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+ fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
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if (sc->data[SC_HEAT_BARREL])
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- FIXEDCASTRATE2(-sc->data[SC_HEAT_BARREL]->val2);
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-
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+ fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
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// Additive Fixed CastTime values
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if (sc->data[SC_MANDRAGORA])
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- fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
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-
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+ fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
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if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
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fixed -= 1000;
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if (sc->data[SC_IZAYOI])
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fixed = 0;
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}
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-#undef FIXEDCASTRATE2
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+ if (varcast_r < 0)
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+ time = time * (1 - (float)min(varcast_r, 100) / 100);
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// Apply Variable CastTime calculation by INT & DEX
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if (!(flag&1))
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- time = time * (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
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+ time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
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- // Apply Fixed CastTime rate
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- if (fixed != 0 && fixcast_r != 0) {
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- fixed = (int)(fixed * (1 + fixcast_r * 0.01));
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- fixed = max(fixed, 0);
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- }
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+ time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
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+ time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
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- return (int)max(time + fixed, 0);
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+ return (int)time;
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}
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#endif
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/*==========================================
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* Does delay reductions based on dex/agi, sc data, item bonuses, ...
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*------------------------------------------*/
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-int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
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+int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
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{
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int delaynodex = skill_get_delaynodex(skill_id);
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int time = skill_get_delay(skill_id, skill_lv);
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@@ -15965,44 +15958,44 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
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// Delay reductions
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switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
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- case MO_TRIPLEATTACK:
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- case MO_CHAINCOMBO:
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- case MO_COMBOFINISH:
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- case CH_TIGERFIST:
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- case CH_CHAINCRUSH:
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- case SR_DRAGONCOMBO:
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- case SR_FALLENEMPIRE:
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- case SR_FLASHCOMBO_ATK_STEP1:
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- case SR_FLASHCOMBO_ATK_STEP2:
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- //If delay not specified, it will be 1000 - 4*agi - 2*dex
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- if (time == 0)
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- time = 1000;
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- time -= (4*status_get_agi(bl) + 2*status_get_dex(bl));
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- break;
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- case HP_BASILICA:
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- if( sc && !sc->data[SC_BASILICA] )
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- time = 0; // There is no Delay on Basilica creation, only on cancel
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- break;
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- default:
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- if (battle_config.delay_dependon_dex && !(delaynodex&1))
|
|
|
- { // if skill delay is allowed to be reduced by dex
|
|
|
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
|
|
|
- if (scale > 0)
|
|
|
- time = time * scale / battle_config.castrate_dex_scale;
|
|
|
- else //To be capped later to minimum.
|
|
|
- time = 0;
|
|
|
- }
|
|
|
- if (battle_config.delay_dependon_agi && !(delaynodex&1))
|
|
|
- { // if skill delay is allowed to be reduced by agi
|
|
|
- int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
|
|
|
- if (scale > 0)
|
|
|
- time = time * scale / battle_config.castrate_dex_scale;
|
|
|
- else //To be capped later to minimum.
|
|
|
- time = 0;
|
|
|
- }
|
|
|
+ case MO_TRIPLEATTACK:
|
|
|
+ case MO_CHAINCOMBO:
|
|
|
+ case MO_COMBOFINISH:
|
|
|
+ case CH_TIGERFIST:
|
|
|
+ case CH_CHAINCRUSH:
|
|
|
+ case SR_DRAGONCOMBO:
|
|
|
+ case SR_FALLENEMPIRE:
|
|
|
+ case SR_FLASHCOMBO_ATK_STEP1:
|
|
|
+ case SR_FLASHCOMBO_ATK_STEP2:
|
|
|
+ //If delay not specified, it will be 1000 - 4*agi - 2*dex
|
|
|
+ if (time == 0)
|
|
|
+ time = 1000;
|
|
|
+ time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
|
|
|
+ break;
|
|
|
+ case HP_BASILICA:
|
|
|
+ if (sc && !sc->data[SC_BASILICA])
|
|
|
+ time = 0; // There is no Delay on Basilica creation, only on cancel
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
|
|
|
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
|
|
|
+
|
|
|
+ if (scale > 0)
|
|
|
+ time = time * scale / battle_config.castrate_dex_scale;
|
|
|
+ else //To be capped later to minimum.
|
|
|
+ time = 0;
|
|
|
+ }
|
|
|
+ if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
|
|
|
+ int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
|
|
|
+
|
|
|
+ if (scale > 0)
|
|
|
+ time = time * scale / battle_config.castrate_dex_scale;
|
|
|
+ else //To be capped later to minimum.
|
|
|
+ time = 0;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
- if ( sc && sc->data[SC_SPIRIT] ) {
|
|
|
+ if (sc && sc->data[SC_SPIRIT]) {
|
|
|
switch (skill_id) {
|
|
|
case CR_SHIELDBOOMERANG:
|
|
|
if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
|
|
@@ -16015,18 +16008,16 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- if (!(delaynodex&2))
|
|
|
- {
|
|
|
+ if (!(delaynodex&2)) {
|
|
|
if (sc && sc->count) {
|
|
|
if (sc->data[SC_POEMBRAGI])
|
|
|
time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
|
|
|
- if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
|
|
|
+ if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
|
|
|
time /= 2; // After Delay of Wind element spells reduced by 50%.
|
|
|
}
|
|
|
-
|
|
|
}
|
|
|
|
|
|
- if( !(delaynodex&4) && sd && sd->delayrate != 100 )
|
|
|
+ if (!(delaynodex&4) && sd && sd->delayrate != 100)
|
|
|
time = time * sd->delayrate / 100;
|
|
|
|
|
|
if (battle_config.delay_rate != 100)
|
|
@@ -16035,8 +16026,8 @@ int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
|
|
|
//min delay
|
|
|
time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
|
|
|
time = max(time, battle_config.min_skill_delay_limit);
|
|
|
-
|
|
|
//ShowInfo("Delay delayfix = %d\n",time);
|
|
|
+
|
|
|
return time;
|
|
|
}
|
|
|
|