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Fixed several issues with SO_EL_SYMPATHY
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- Corrected an issue that caused the elemental's HP and SP would
  _decrease to_ summon_level*5% instead of _increasing by_ said amount.
- Corrected an issue that decreased the SP cost of summon elemental
  skills by 5% even when the Spirit Sympathy skill wasn't present.
- Added/renamed some variables to prevent confusion. Please don't reuse
  'i' variables for things that aren't array indices. Or don't reuse
  variables altogether for different purposes than their original one.
- Special thanks to Kisuka.

Signed-off-by: Haru <haru@dotalux.com>
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MishimaHaruna committed Aug 2, 2014
1 parent 3961c4c commit b791b66
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Showing 2 changed files with 38 additions and 30 deletions.
62 changes: 33 additions & 29 deletions src/map/elemental.c
Expand Up @@ -64,7 +64,7 @@ struct view_data * elemental_get_viewdata(int class_) {
int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
struct s_elemental ele;
struct s_elemental_db *db;
int i;
int i, summon_level, skill_level;

nullpo_retr(1,sd);

Expand All @@ -77,63 +77,67 @@ int elemental_create(struct map_session_data *sd, int class_, unsigned int lifet
ele.char_id = sd->status.char_id;
ele.class_ = class_;
ele.mode = EL_MODE_PASSIVE; // Initial mode
i = db->status.size+1; // summon level
summon_level = db->status.size+1; // summon level

//[(Caster's Max HP/ 3 ) + (Caster's INT x 10 )+ (Caster's Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((i + 2) / 3);
ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((summon_level + 2) / 3);
//Caster's Max SP /4
ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
//Caster's [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
ele.atk = (sd->battle_status.max_sp / (18 / summon_level) * 1 - 100);
//Caster's [ Max SP / (18 / Elemental Summon Skill Level) ]
ele.atk2 = sd->battle_status.max_sp / 18;
//Caster's HIT + (Caster's Base Level)
ele.hit = sd->battle_status.hit + sd->status.base_level;
//[Elemental Summon Skill Level x (Caster's INT / 2 + Caster's DEX / 4)]
ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
ele.matk = summon_level * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
//150 + [Caster's DEX / 10] + [Elemental Summon Skill Level x 3 ]
ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
ele.amotion = 150 + sd->battle_status.dex / 10 + summon_level * 3;
//Caster's DEF + (Caster's Base Level / (5 - Elemental Summon Skill Level)
ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
ele.def = sd->battle_status.def + sd->status.base_level / (5-summon_level);
//Caster's MDEF + (Caster's INT / (5 - Elemental Summon Skill Level)
ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-summon_level);
//Caster's FLEE + (Caster's Base Level / (5 - Elemental Summon Skill Level)
ele.flee = sd->status.base_level / (5-i);
ele.flee = sd->status.base_level / (5-summon_level);
//Caster's HIT + (Caster's Base Level)
ele.hit = sd->battle_status.hit + sd->status.base_level;

//per individual bonuses
switch(db->class_){
case 2114: case 2115:
case 2114:
case 2115:
case 2116: //ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
ele.atk += i * 20;
ele.atk2 += i * 20;
ele.hit += i * 10;
ele.atk += summon_level * 20;
ele.atk2 += summon_level * 20;
ele.hit += summon_level * 10;
break;
case 2117: case 2118:
case 2117:
case 2118:
case 2119: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
ele.mdef += i * 10;
ele.matk += i * 20;
ele.mdef += summon_level * 10;
ele.matk += summon_level * 20;
break;
case 2120: case 2121:
case 2120:
case 2121:
case 2122: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
ele.flee += i * 20;
ele.matk += i * 10;
ele.flee += summon_level * 20;
ele.matk += summon_level * 10;
break;
case 2123: case 2124:
case 2123:
case 2124:
case 2125: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
ele.def += i * 25;
ele.atk += i * 5;
ele.atk2 += i * 5;
ele.def += summon_level * 25;
ele.atk += summon_level * 5;
ele.atk2 += summon_level * 5;
break;
}

if( (i=pc->checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
ele.hp = ele.max_hp = ele.max_hp * 5 * i / 100;
ele.sp = ele.max_sp = ele.max_sp * 5 * i / 100;
ele.atk += 25 * i;
ele.atk2 += 25 * i;
ele.matk += 25 * i;
if ((skill_level=pc->checkskill(sd,SO_EL_SYMPATHY)) > 0) {
ele.hp = ele.max_hp += ele.max_hp * 5 * skill_level / 100;
ele.sp = ele.max_sp += ele.max_sp * 5 * skill_level / 100;
ele.atk += 25 * skill_level;
ele.atk2 += 25 * skill_level;
ele.matk += 25 * skill_level;
}

ele.life_time = lifetime;
Expand Down
6 changes: 5 additions & 1 deletion src/map/skill.c
Expand Up @@ -14043,7 +14043,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
case SO_SUMMON_AQUA:
case SO_SUMMON_VENTUS:
case SO_SUMMON_TERA:
req.sp -= req.sp * (5 + 5 * pc->checkskill(sd,SO_EL_SYMPATHY)) / 100;
{
int spirit_sympathy = pc->checkskill(sd,SO_EL_SYMPATHY);
if (spirit_sympathy)
req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
}
break;
case SO_PSYCHIC_WAVE:
if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ))
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