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- 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

skotlex 18 years ago
parent
commit
f566e76018
4 changed files with 25 additions and 24 deletions
  1. 3 0
      Changelog-Trunk.txt
  2. 4 5
      src/map/battle.c
  3. 1 1
      src/map/chrif.c
  4. 17 18
      src/map/skill.c

+ 3 - 0
Changelog-Trunk.txt

@@ -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

+ 4 - 5
src/map/battle.c

@@ -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) {

+ 1 - 1
src/map/chrif.c

@@ -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)

+ 17 - 18
src/map/skill.c

@@ -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));
-			break;
-		}
+		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));
+		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: