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@@ -1297,31 +1297,39 @@ int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64
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return damage;
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}
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-/*==========================================
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- * Calculates GVG related damage adjustments.
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- *------------------------------------------*/
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-int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
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+bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
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{
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struct mob_data* md = BL_CAST(BL_MOB, bl);
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int class_ = status_get_class(bl);
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- if (!damage) //No reductions to make.
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- return 0;
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-
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if(md && md->guardian_data) {
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if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity.
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- return 0;
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+ return false;
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if(src->type != BL_MOB) {
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struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
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if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
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- return 0;
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+ return false;
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if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
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- return 0; // [MouseJstr]
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+ return false; // [MouseJstr]
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}
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}
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- if(skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
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+ return true;
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+}
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+
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+/*==========================================
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+ * Calculates GVG related damage adjustments.
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+ *------------------------------------------*/
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+int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
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+{
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+ if (!damage) //No reductions to make.
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+ return 0;
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+
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+ if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
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+ return 0;
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+
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+ if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
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return damage;
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/* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
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if (md && md->guardian_data) {
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@@ -4029,12 +4037,17 @@ struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,
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wd.damage2 = wd.div_;
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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]
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wd.damage2 = 1;
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+
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if( attack_hits && class_ == MOBID_EMPERIUM ) {
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- if(wd.damage2 > 0) {
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+ if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
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+ wd.damage = wd.damage2 = 0;
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+ return wd;
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+ }
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+ if( wd.damage2 > 0 ) {
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wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
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wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, wd.div_, skill_id, skill_lv, wd.flag);
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}
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- else if(wd.damage > 0) {
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+ else if( wd.damage > 0 ) {
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wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
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wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag);
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}
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@@ -4377,7 +4390,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct bl
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// on official check for multi hit first so we can override crit on double attack [helvetica]
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wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
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-
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+
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// crit check is next since crits always hit on official [helvetica]
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if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
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wd.type = 0x0a;
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@@ -5698,15 +5711,16 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
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struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count)
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{
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struct Damage d;
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+
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switch(attack_type) {
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- case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
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- case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
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- case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
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- default:
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- ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
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- memset(&d,0,sizeof(d));
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- break;
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- }
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+ case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break;
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+ case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break;
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+ case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break;
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+ default:
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+ ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
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+ memset(&d,0,sizeof(d));
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+ break;
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+ }
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if( d.damage + d.damage2 < 1 )
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{ //Miss/Absorbed
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//Weapon attacks should go through to cause additional effects.
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