Bladeren bron

Merged mpeg's fix on ninja skills and SA_VOLCANO,SA_DELUGE,SA_VIOLENTGALE

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7983 54d463be-8e91-2dee-dedb-b68131a5f0ec
toms 19 jaren geleden
bovenliggende
commit
d05578fe70
9 gewijzigde bestanden met toevoegingen van 54 en 27 verwijderingen
  1. 1 0
      Changelog-Trunk.txt
  2. 1 1
      db/item_db.txt
  3. 4 4
      db/skill_cast_db.txt
  4. 1 1
      db/skill_db.txt
  5. 7 7
      db/skill_require_db.txt
  6. 2 2
      db/skill_unit_db.txt
  7. 12 6
      src/map/battle.c
  8. 19 3
      src/map/skill.c
  9. 7 3
      src/map/status.c

+ 1 - 0
Changelog-Trunk.txt

@@ -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.
 
 2006/07/30
+	* Merged mpeg's fix on ninja skills and SA_VOLCANO,SA_DELUGE,SA_VIOLENTGALE [Toms]
 	* Added bNoMiscDamage setting so you can specify misc-damage blocking from
 	  skills. Modified battle_calc_damage so that even Pressure and similar
 	  skills will be affected by this setting. [Skotlex]

+ 1 - 1
db/item_db.txt

@@ -142,7 +142,7 @@
 644,Gift_Box,Gift Box,2,2,,200,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem groupranditem(IG_GiftBox),1; },{},{}
 // ASPD Potions
 645,Concentration_Potion,Concentration Potion,2,800,,100,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_ASPDPOTION0,1800000,0; },{},{}
-656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0x00E7DEEF,7,2,,,40,,,{ sc_end SC_Sleep; sc_start SC_ASPDPOTION1,1800000,0; },{},{}
+656,Awakening_Potion,Awakening Potion,2,1500,,150,,,,,0x03E7DEEF,7,2,,,40,,,{ sc_end SC_Sleep; sc_start SC_ASPDPOTION1,1800000,0; },{},{}
 657,Berserk_Potion,Berserk Potion,2,3000,,200,,,,,0x00E646A6,7,2,,,85,,,{ sc_start SC_ASPDPOTION2,1800000,0; },{},{}
 658,Tribal_Solidarity,Tribal Solidarity,2,1000,,500,,,,,0xFFFFFFFF,7,2,,,,,,{ guildgetexp rand(600000,1200000); },{},{}
 // New Pet Tames

+ 4 - 4
db/skill_cast_db.txt

@@ -447,11 +447,11 @@
 283,3000,0,0,1200000:1200000:1200000:1200000:1800000,0
 
 //-- SA_VOLCANO
-285,5000,0,0,60000:120000:180000:240000:300000,0
+285,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
 //-- SA_DELUGE
-286,5000,0,0,60000:120000:180000:240000:300000,0
+286,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
 //-- SA_VIOLENTGALE
-287,5000,0,0,60000:120000:180000:240000:300000,0
+287,5000,0,0,60000:120000:180000:240000:300000,60000:120000:180000:240000:300000
 //-- SA_LANDPROTECTOR
 288,5000,0,0,120000:165000:210000:245000:300000,0
 //-- SA_DISPELL
@@ -881,7 +881,7 @@
 
 
 //===== Ninja ==============================
-//-- NJ_HUUMA // Unknown delay. temp value (taken from jA)
+//-- NJ_HUUMA // Unknown casting time. temp value (taken from jA)
 525,1000,0,0,0,0
 //-- NJ_ZENYNAGE
 526,0,5000,0,0,0

+ 1 - 1
db/skill_db.txt

@@ -557,7 +557,7 @@
 533,0,0,0,0,0,0,10,0,no,0,0,0,none,0	//NJ_NINPOU#NJ_NINPOU#
 534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0	//NJ_KOUENKA#NJ_KOUENKA#
 535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0	//NJ_KAENSIN#NJ_KAENSIN#
-536,9,8,1,3,2,1,5,3,yes,0,0,0,magic,0	//NJ_BAKUENRYU#NJ_BAKUENRYU#
+536,9,8,1,3,2,1,5,-3,yes,0,0,0,magic,0	//NJ_BAKUENRYU#NJ_BAKUENRYU#
 537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0	//NJ_HYOUSENSOU#NJ_HYOUSENSOU#
 538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0	//NJ_SUITON#NJ_SUITON#
 539,0,6,4,1,1,0,5,1,yes,0,0,0,magic,0	//NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#

+ 7 - 7
db/skill_require_db.txt

@@ -416,13 +416,13 @@
 523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_SYURIKEN
 524,0,0,30:25:20:15:10,0,0,0,99,7,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KUNAI
 525,0,0,20:25:30:35:40,0,0,0,22,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_HUUMA
-526,0,0,50,0,0,1000:2000:3000:4000:5000:6000:7000:8000:9000:10000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_ZENYNAGE
-527,0,0,40,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_TATAMIGAESHI
-528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KASUMIKIRI
-529,0,0,40,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_SHADOWJUMP
-530,0,0,14:16:18:20:22,0,0,0,0,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KIRIKAGE
-531,0,0,12:15:18:21:24,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_UTSUSEMI
-532,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,0,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_BUNSINJYUTSU
+526,0,0,50,0,0,500:1000:1500:2000:2500:3000:3500:4000:4500:5000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_ZENYNAGE
+527,0,0,40,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_TATAMIGAESHI
+528,0,0,10:12:14:16:18:20:22:24:26:28,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KASUMIKIRI
+529,0,0,40,0,0,0,99,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_SHADOWJUMP
+530,0,0,14:16:18:20:22,0,0,0,99,0,0,hiding,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KIRIKAGE
+531,0,0,12:15:18:21:24,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_UTSUSEMI
+532,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_BUNSINJYUTSU
 533,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_NINPOU
 534,0,0,18:20:22:24:26:28:30:32:34:36,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KOUENKA
 535,0,0,25,0,0,0,99,0,0,none,0,7521,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KAENSIN

+ 2 - 2
db/skill_unit_db.txt

@@ -90,7 +90,7 @@
 527,0xba,    , -1, 0,2000,enemy, 0x000	//NJ_TATAMIGAESHI
 535,0xbd,    ,  2, 0, 100,enemy, 0x008	//NJ_KAENSIN
 541,0x86,,0,2:2:3:3:4,1000,enemy,0x000 //NJ_RAIGEKISAI
-538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010	//NJ_SUITON
+538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x002	//NJ_SUITON
 516,0xbc,    ,  0, 3, 100,enemy, 0x000	//GS_DESPERADO
 521,0xc2,    ,  0, 1,1000,enemy, 0x006	//GS_GROUNDDRIFT
-539,0x86,    ,  0, 3,1000,enemy, 0x008	//NJ_HYOUSYOURAKU
+539,0x86,    ,  0, 3,1000,enemy, 0x000	//NJ_HYOUSYOURAKU

+ 12 - 6
src/map/battle.c

@@ -2323,7 +2323,7 @@ struct Damage battle_calc_magic_attack(
 						skillratio -= 10;
 						break;
 					case NJ_BAKUENRYU:
-						skillratio += 50*(skill_lv-1);
+						skillratio += 150 + 150*skill_lv; // It has to be MATK +(150+150*SkillLV)% so 1000% at lvl 5, not 900%. Damage is not increased by hits.
 						break;
 					case NJ_HYOUSENSOU:
 						skillratio -= 30;
@@ -2331,13 +2331,13 @@ struct Damage battle_calc_magic_attack(
 						  	skillratio += sc->data[SC_SUITON].val4;
 						break;
 					case NJ_HYOUSYOURAKU:
-						skillratio += 50*skill_lv;
+						skillratio += 100+50*skill_lv; // correct formula (MATK + 350% = 450% at level 5) (kRO and unofficial descriptions)
 						break;
 					case NJ_RAIGEKISAI:
-						skillratio += 60 + 40*skill_lv;
+						skillratio += 160 + 40*skill_lv; // idem
 						break;
 					case NJ_KAMAITACHI:
-						skillratio += 100*skill_lv;
+						skillratio += 100 + 100*skill_lv; // idem
 						break;
 				}
 
@@ -2603,9 +2603,10 @@ struct Damage  battle_calc_misc_attack(
 		if (tsd) md.damage>>=1;
 		break;
 	case NJ_ZENYNAGE:
-		md.damage = skill_get_zeny(skill_num ,skill_lv)/2;
+		md.damage = skill_get_zeny(skill_num ,skill_lv);
 		if (!md.damage) md.damage = 2;
 		md.damage = md.damage + rand()%md.damage;
+
 		if(is_boss(target))
 			md.damage=md.damage*60/100; 
 		break;
@@ -2695,7 +2696,12 @@ struct Damage  battle_calc_misc_attack(
 	if (map_flag_gvg(target->m))
 		md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
 
-	if ( sd && md.damage && skill_num == NJ_ZENYNAGE ) pc_payzeny(sd, md.damage); // conso zenys at the end of the calculation I think
+	if ( sd && md.damage && skill_num == NJ_ZENYNAGE )
+	{
+		if ( md.damage > sd->status.zeny )
+			md.damage=sd->status.zeny;
+		pc_payzeny(sd, md.damage);
+	}
 
 	return md;
 }

+ 19 - 3
src/map/skill.c

@@ -2748,7 +2748,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		//line of sight between caster and target.
 		map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
 			skill_get_splash(skillid, skilllv),BL_CHAR,
-			BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
+			BF_MAGIC,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
 		break;
 
 	case MO_INVESTIGATE:
@@ -2836,7 +2836,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 	case MC_CARTREVOLUTION:	
 	case NPC_SPLASHATTACK:
 	case AC_SHOWER:	//Targetted skill implementation.
-	case NJ_BAKUENRYU:
 		if(flag&1){
 			if(bl->id!=skill_area_temp[1]){
 				skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
@@ -3183,6 +3182,21 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 				skill_castend_damage_id);
 		}
 		break;
+	case NJ_BAKUENRYU:
+		if (flag & 1) {
+				skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+		} else {
+			clif_skill_nodamage(src,bl,skillid,skilllv,1);
+			skill_area_temp[0] = 0;
+			map_foreachinrange(skill_area_sub, bl, 
+				skill_get_splash(skillid, skilllv), BL_CHAR,
+				src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+			map_foreachinrange(skill_area_sub, bl,
+				skill_get_splash(skillid, skilllv), BL_CHAR,
+				src, skillid, skilllv, tick, BCT_ENEMY|1,
+				skill_castend_damage_id);
+		}
+		break;
 	case NJ_KASUMIKIRI:
 		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
 		sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
@@ -6055,10 +6069,12 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
 	case DC_FORTUNEKISS:
 	case DC_SERVICEFORYOU:
 	case GS_DESPERADO:
-	case NJ_SUITON:
 	case NJ_KAENSIN:
+	case NJ_BAKUENRYU:
+	case NJ_SUITON:
 	case NJ_HYOUSYOURAKU:
 	case NJ_RAIGEKISAI:
+	case NJ_KAMAITACHI:
 		flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
 	case GS_GROUNDDRIFT: //Ammo should be deleted right away.
 		skill_unitsetting(src,skillid,skilllv,x,y,0);

+ 7 - 3
src/map/status.c

@@ -2967,7 +2967,7 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
 		agi -= 2 + sc->data[SC_DECREASEAGI].val1;
 	if(sc->data[SC_QUAGMIRE].timer!=-1)
 		agi -= sc->data[SC_QUAGMIRE].val2;
-	if(sc->data[SC_SUITON].timer!=-1)
+	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
 		agi -= sc->data[SC_SUITON].val2;
 	if(sc->data[SC_MARIONETTE].timer!=-1)
 		agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
@@ -4765,8 +4765,12 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
 			val2 = 0;	//Agi penalty
 			val3 = 0; //Walk speed penalty
 			val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
-			if (status_get_class(bl) != JOB_NINJA && !map_flag_vs(bl->m)) {
+
+			if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
+				break;
+			else {
 				val3 = 50;
+
 				switch ((val1+1)/3) {
 				case 3:
 					val2 = 8;
@@ -4784,7 +4788,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
 					val2 = 3*((val1+1)/3);
 				break;
 				}
-			};
+			}
 			break;
 		case SC_ONEHAND:
 		case SC_TWOHANDQUICKEN: