// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "battle.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include "atcommand.hpp" #include "battleground.hpp" #include "chrif.hpp" #include "clif.hpp" #include "elemental.hpp" #include "guild.hpp" #include "homunculus.hpp" #include "log.hpp" #include "map.hpp" #include "mercenary.hpp" #include "mob.hpp" #include "party.hpp" #include "path.hpp" #include "pc.hpp" #include "pc_groups.hpp" #include "pet.hpp" using namespace rathena; struct Battle_Config battle_config; static struct eri *delay_damage_ers; //For battle delay damage structures. // Early declaration int32 battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position, bool calc_for_damage_only); int32 battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag); int32 battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag); static void battle_calc_defense_reduction(struct Damage* wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv); /** * Returns the current/list skill used by the bl * @param bl * @return skill_id */ uint16 battle_getcurrentskill(struct block_list *bl) { struct unit_data *ud; if( bl->type == BL_SKILL ) { struct skill_unit *su = (struct skill_unit*)bl; return (su && su->group?su->group->skill_id:0); } ud = unit_bl2ud(bl); return (ud?ud->skill_id:0); } /** * Get random targeting enemy * @param bl * @param ap * @return Found target (1) or not found (0) */ static int32 battle_gettargeted_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct unit_data *ud; int32 target_id; int32 *c; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int32 *); target_id = va_arg(ap, int32); if (bl->id == target_id) return 0; if (*c >= 24) return 0; if ( !(ud = unit_bl2ud(bl)) ) return 0; if (ud->target == target_id || ud->skilltarget == target_id) { bl_list[(*c)++] = bl; return 1; } return 0; } /** * Returns list of targets * @param target * @return Target list */ struct block_list* battle_gettargeted(struct block_list *target) { struct block_list *bl_list[24]; int32 c = 0; nullpo_retr(nullptr, target); memset(bl_list, 0, sizeof(bl_list)); map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); if ( c == 0 ) return nullptr; if( c > 24 ) c = 24; return bl_list[rnd()%c]; } /** * Returns the ID of the current targeted character of the passed bl * @param bl * @return Target Unit ID * @author [Skotlex] */ int32 battle_gettarget(struct block_list* bl) { switch (bl->type) { case BL_PC: return ((map_session_data*)bl)->ud.target; case BL_MOB: return ((struct mob_data*)bl)->target_id; case BL_PET: return ((struct pet_data*)bl)->target_id; case BL_HOM: return ((struct homun_data*)bl)->ud.target; case BL_MER: return ((s_mercenary_data*)bl)->ud.target; case BL_ELEM: return ((s_elemental_data*)bl)->ud.target; } return 0; } /** * Get random enemy * @param bl * @param ap * @return Found target (1) or not found (0) */ static int32 battle_getenemy_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct block_list *target; int32 *c; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int32 *); target = va_arg(ap, struct block_list *); if (bl->id == target->id) return 0; if (*c >= 24) return 0; if (status_isdead(*bl)) return 0; if (battle_check_target(target, bl, BCT_ENEMY) > 0) { bl_list[(*c)++] = bl; return 1; } return 0; } /** * Returns list of enemies within given range * @param target * @param type * @param range * @return Target list * @author [Skotlex] */ struct block_list* battle_getenemy(struct block_list *target, int32 type, int32 range) { struct block_list *bl_list[24]; int32 c = 0; memset(bl_list, 0, sizeof(bl_list)); map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target); if ( c == 0 ) return nullptr; if( c > 24 ) c = 24; return bl_list[rnd()%c]; } /** * Get random enemy within area * @param bl * @param ap * @return Found target (1) or not found (0) */ static int32 battle_getenemyarea_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list, *src; int32 *c, ignore_id; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int32 *); src = va_arg(ap, struct block_list *); ignore_id = va_arg(ap, int32); if( bl->id == src->id || bl->id == ignore_id ) return 0; // Ignores Caster and a possible pre-target if( *c >= 23 ) return 0; if( status_isdead(*bl) ) return 0; if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!... bl_list[(*c)++] = bl; return 1; } return 0; } /** * Returns list of enemies within an area * @param src * @param x * @param y * @param range * @param type * @param ignore_id * @return Target list */ struct block_list* battle_getenemyarea(struct block_list *src, int32 x, int32 y, int32 range, int32 type, int32 ignore_id) { struct block_list *bl_list[24]; int32 c = 0; memset(bl_list, 0, sizeof(bl_list)); map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id); if( c == 0 ) return nullptr; if( c >= 24 ) c = 23; return bl_list[rnd()%c]; } /** * Deals damage without delay, applies additional effects and triggers monster events * This function is called from battle_delay_damage or battle_delay_damage_sub * All other instances of battle damage should also go through this function (i.e. anything that displays a damage number) * Consider calling this function or battle_fix_damage instead status_fix_damage directly * @param src: Source of damage * @param target: Target of damage * @param damage: Damage to be dealt * @param delay: Damage delay * @param skill_lv: Level of skill used * @param skill_id: ID of skill used * @param dmg_lv: State of the attack (miss, etc.) * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC) * @param additional_effects: Whether additional effects should be applied (otherwise it's just damage+coma) * @param isspdamage: If the damage is done to SP * @param tick: Current tick * @return HP+SP+AP (0 if HP/SP/AP remained unchanged) */ int32 battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, uint16 attack_type, bool additional_effects, t_tick tick, bool isspdamage) { int32 dmg_change; map_session_data* sd = nullptr; if (src) sd = BL_CAST(BL_PC, src); map_freeblock_lock(); if (isspdamage) dmg_change = status_fix_spdamage(src, target, damage, delay, skill_id); else if (sd && battle_check_coma(*sd, *target, (e_battle_flag)attack_type)) dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack else dmg_change = status_fix_damage(src, target, damage, delay, skill_id); if (attack_type && !status_isdead(*target) && additional_effects) skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick); if (dmg_lv > ATK_BLOCK && attack_type && additional_effects) skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick); // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here if (target->type == BL_MOB && additional_effects) { mob_data *md = BL_CAST(BL_MOB, target); if (md != nullptr) { // Trigger monster skill condition for non-skill attacks. if (!status_isdead(*target) && src != target) { if (damage > 0) mobskill_event(md, src, tick, attack_type, damage); if (skill_id > 0) mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16)); } // Monsters differentiate whether they have been attacked by a skill or a normal attack if (damage > 0 && (attack_type & BF_NORMAL)) md->norm_attacked_id = md->attacked_id; } } map_freeblock_unlock(); return dmg_change; } /// Damage Delayed Structure struct delay_damage { int32 src_id; int32 target_id; int64 damage; t_tick delay; uint16 distance; uint16 skill_lv; uint16 skill_id; enum damage_lv dmg_lv; uint16 attack_type; bool additional_effects; enum bl_type src_type; bool isspdamage; }; TIMER_FUNC(battle_delay_damage_sub){ struct delay_damage *dat = (struct delay_damage *)data; if ( dat ) { struct block_list* src = map_id2bl(dat->src_id); struct block_list* target = map_id2bl(dat->target_id); if (target && !status_isdead(*target)) { if( src && target->m == src->m && (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) && check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex] { //Deal damage battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage); } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected battle_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id); } } map_session_data *sd = BL_CAST(BL_PC, src); if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) { sd->state.hold_recalc = false; status_calc_pc(sd, SCO_FORCE); } } ers_free(delay_damage_ers, dat); return 0; } int32 battle_delay_damage(t_tick tick, int32 amotion, struct block_list *src, struct block_list *target, int32 attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage) { struct delay_damage *dat; status_change *sc; struct block_list *d_tbl = nullptr; struct block_list *e_tbl = nullptr; nullpo_ret(src); nullpo_ret(target); sc = status_get_sc(target); if (sc) { if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1) d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1); if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1) e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1); } if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) && damage > 0 && skill_id != CR_REFLECTSHIELD #ifndef RENEWAL && skill_id != PA_PRESSURE #endif ) { map_session_data* tsd = BL_CAST( BL_PC, target ); if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){ pc_setstand( tsd, true ); skill_sit( tsd, 0 ); } damage = 0; } // The client refuses to display animations slower than 1x speed // So we need to shorten AttackMotion to be in-sync with the client in this case if (battle_config.synchronize_damage && skill_id == 0 && src->type == BL_MOB && amotion > status_get_clientamotion(src)) amotion = status_get_clientamotion(src); // Check for delay battle damage config else if (!battle_config.delay_battle_damage) amotion = 1; // Aegis places a damage-delay cap of 1 sec to non player attacks // We only want to apply this cap if damage was not synchronized else if (src->type != BL_PC && amotion > 1000) amotion = 1000; // Skip creation of timer if (amotion <= 1) { //Deal damage battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage); return 0; } dat = ers_alloc(delay_damage_ers, struct delay_damage); dat->src_id = src->id; dat->target_id = target->id; dat->skill_id = skill_id; dat->skill_lv = skill_lv; dat->attack_type = attack_type; dat->damage = damage; dat->dmg_lv = dmg_lv; dat->delay = ddelay; dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE); dat->additional_effects = additional_effects; dat->src_type = src->type; dat->isspdamage = isspdamage; if( src->type == BL_PC ) ((TBL_PC*)src)->delayed_damage++; add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat); return 0; } int32 battle_fix_damage(struct block_list* src, struct block_list* target, int64 damage, t_tick walkdelay, uint16 skill_id) { return battle_damage(src, target, damage, walkdelay, 0, skill_id, ATK_DEF, BF_MISC, false, gettick(), false); } /** * Does attribute fix modifiers. * Added passing of the chars so that the status changes can affect it. [Skotlex] * Note: Passing src/target == nullptr is perfectly valid, it skips SC_ checks. * @param src * @param target * @param damage * @param atk_elem * @param def_type * @param def_lv * @param flag 0x1 = allow to return negative values even if config for healing through negative resist is disabled * @return damage */ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int32 atk_elem,int32 def_type, int32 def_lv, int32 flag) { status_change *sc = nullptr, *tsc = nullptr; int32 ratio; if (src) sc = status_get_sc(src); if (target) tsc = status_get_sc(target); if (!CHK_ELEMENT(atk_elem)) atk_elem = rnd()%ELE_ALL; if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) { ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); return damage; } ratio = elemental_attribute_db.getAttribute(def_lv, atk_elem, def_type); if (sc != nullptr && !sc->empty()) { //increase dmg by src status switch(atk_elem){ case ELE_FIRE: if (sc->getSCE(SC_VOLCANO)) #ifdef RENEWAL ratio += sc->getSCE(SC_VOLCANO)->val3; #else damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100); #endif break; case ELE_WIND: if (sc->getSCE(SC_VIOLENTGALE)) #ifdef RENEWAL ratio += sc->getSCE(SC_VIOLENTGALE)->val3; #else damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100); #endif break; case ELE_WATER: if (sc->getSCE(SC_DELUGE)) #ifdef RENEWAL ratio += sc->getSCE(SC_DELUGE)->val3; #else damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100); #endif break; case ELE_GHOST: if (sc->getSCE(SC_TELEKINESIS_INTENSE)) { // At least for SC_TELEKINESIS_INTENSE: // damage after elemental_attribute_db should be calculated first to avoid rounding issues damage = damage - (int64)((damage * (100 - ratio)) / 100); // Initialize ratio to 100 (default) ratio = 100; ratio += ratio * sc->getSCE(SC_TELEKINESIS_INTENSE)->val3 / 100; } break; } } if( target && target->type == BL_SKILL ) { if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) { struct skill_unit *su = (struct skill_unit*)target; std::shared_ptr sg; struct block_list *src2; if( !su || !su->alive || (sg = su->group) == nullptr || !sg || sg->val3 == -1 || (src2 = map_id2bl(sg->src_id)) == nullptr || status_isdead(*src2) ) return 0; if( sg->unit_id != UNT_FIREWALL ) { int32 x,y; x = sg->val3 >> 16; y = sg->val3 & 0xffff; skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1); sg->val3 = -1; sg->limit = DIFF_TICK(gettick(),sg->tick)+300; } } } if (tsc != nullptr && !tsc->empty()) { //increase dmg by target status switch(atk_elem) { case ELE_FIRE: if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage #ifdef RENEWAL ratio += 100; #else damage *= 2; #endif //Remove a unit group or end whole status change status_change_end(target, SC_SPIDERWEB); } if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON) status_change_end(target, SC_THORNSTRAP); if (tsc->getSCE(SC_CRYSTALIZE)) status_change_end(target, SC_CRYSTALIZE); if (tsc->getSCE(SC_EARTH_INSIGNIA)) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif if( tsc->getSCE(SC_WIDEWEB) ) { #ifdef RENEWAL ratio += 100; #else damage *= 2; #endif status_change_end(target,SC_WIDEWEB); } if( tsc->getSCE(SC_BURNT) ) { #ifdef RENEWAL ratio += 400; #else damage += (int64)(damage * 400 / 100); #endif } break; case ELE_HOLY: if (tsc->getSCE(SC_ORATIO)) #ifdef RENEWAL ratio += tsc->getSCE(SC_ORATIO)->val1 * 2; #else damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100); #endif break; case ELE_POISON: if (tsc->getSCE(SC_VENOMIMPRESS)) #ifdef RENEWAL ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2; #else damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100); #endif break; case ELE_WIND: if (tsc->getSCE(SC_WATER_INSIGNIA)) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif if (tsc->getSCE(SC_CRYSTALIZE)) { uint16 skill_id = battle_getcurrentskill(src); if (skill_get_type(skill_id)&BF_MAGIC) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif } break; case ELE_WATER: if (tsc->getSCE(SC_FIRE_INSIGNIA)) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif break; case ELE_EARTH: if (tsc->getSCE(SC_WIND_INSIGNIA)) #ifdef RENEWAL ratio += 50; #else damage += (int64)(damage * 50 / 100); #endif status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg break; case ELE_NEUTRAL: if (tsc->getSCE(SC_ANTI_M_BLAST)) #ifdef RENEWAL ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2; #else damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100); #endif break; case ELE_DARK: if (tsc->getSCE(SC_SOULCURSE)) { if (status_get_class_(target) == CLASS_BOSS) #ifdef RENEWAL ratio += 20; #else damage += (int64)(damage * 20 / 100); #endif else #ifdef RENEWAL ratio += 100; #else damage *= 2; #endif } break; } } if (battle_config.attr_recover == 0 && !(flag & 1) && ratio < 0) ratio = 0; #ifdef RENEWAL //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0 damage = damage - (int64)((damage * (100 - ratio)) / 100); #else damage = (int64)((damage*ratio)/100); #endif //Damage can be negative, see battle_config.attr_recover return damage; } /** * Statuses that affect the target's element in battle_calc_cardfix. * @param tsc Target status change * @param rh_ele Right-hand weapon element * @return ele_fix ratio affecting damage */ static int32 battle_calc_cardfix_debuff( status_change& tsc, int32 rh_ele ){ int32 ele_fix = 0; if (tsc.getSCE(SC_MAGIC_POISON)) ele_fix += 50; // !TODO: unknown how it should work for physical damage, lh_ele is ignored for now switch(rh_ele) { case ELE_FIRE: if (tsc.getSCE(SC_CLIMAX_BLOOM)) ele_fix += 100; break; case ELE_EARTH: if (tsc.getSCE(SC_CLIMAX_EARTH)) ele_fix += 100; break; case ELE_WATER: if (tsc.getSCE(SC_MISTYFROST)) ele_fix += 15; break; case ELE_POISON: if (tsc.getSCE(SC_CLOUD_POISON)) ele_fix += 5 * tsc.getSCE(SC_CLOUD_POISON)->val1; break; } return ele_fix; } /** * Calculates card bonuses damage adjustments. * @param attack_type @see enum e_battle_flag * @param src Attacker * @param target Target * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD] * @param rh_ele Right-hand weapon element * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value) * @param damage Original damage * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value) * 3: Calculates attacker bonuses in both hands. * 2: Calculates attacker bonuses in right-hand only. * 0 or 1: Only calculates target bonuses. * @param flag Misc value of skill & damage flags * @return damage Damage diff between original damage and after calculation */ int32 battle_calc_cardfix(int32 attack_type, struct block_list *src, struct block_list *target, std::bitset nk, int32 rh_ele, int32 lh_ele, int64 damage, int32 left, int32 flag){ map_session_data *sd, ///< Attacker session data if BL_PC *tsd; ///< Target session data if BL_PC int32 cardfix = 1000; int32 s_class, ///< Attacker class t_class; ///< Target class std::vector s_race2, /// Attacker Race2 t_race2; ///< Target Race2 enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!) int64 original_damage; if( !damage ) return 0; original_damage = damage; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); t_class = status_get_class(target); s_class = status_get_class(src); ///< Attacker status data status_data* sstatus = status_get_status_data(*src); ///< Target status data status_data* tstatus = status_get_status_data(*target); status_change *tsc = status_get_sc(target); s_race2 = status_get_race2(src); t_race2 = status_get_race2(target); s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE; // When the attacker is a monster, then all bonuses on BF_WEAPON will work and no bonuses on BF_MAGIC // Does not impact the attack type if (src && src->type == BL_MOB && battle_config.cardfix_monster_physical) { flag |= BF_WEAPON; flag &= ~BF_MAGIC; } //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); } switch( attack_type ) { case BF_MAGIC: // Affected by attacker ATK bonuses if( sd && !nk[NK_IGNOREATKCARD] ) { int32 race2_val = 0; #ifdef RENEWAL // Simplified formula to round down the damage #define APPLY_CARDFIX_RE(damage, fix) { (damage) = (damage) - (int64)(((damage) * (100 - max(0, 100+(fix)))) / 100); } // On (at least) BF_MAGIC, damages are calculated consecutively and rounded down in the following order to match official damage : // size, race2, ele, atk_ele, race, class APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL] ); // race2 is the same as the bonus per class ID for (const auto &raceit : t_race2) race2_val += sd->indexed_bonus.magic_addrace2[raceit]; for (const auto &it : sd->add_mdmg) { if (it.id == t_class) { race2_val += it.val; break; } } APPLY_CARDFIX_RE( damage, race2_val ); if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] + sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL] ); } } // Statuses that affect the target's element and should be calculated right after magic_addele, independently of it if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) { APPLY_CARDFIX_RE( damage, battle_calc_cardfix_debuff( *tsc, rh_ele ) ); } if( sd && !nk[NK_IGNOREATKCARD] ) { if( !nk[NK_IGNOREELEMENT] ) { APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL] ); } APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] ); APPLY_CARDFIX_RE( damage, sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL] ); #undef APPLY_CARDFIX_RE // Pre-renewal / old renewal behaviour #else for (const auto &raceit : t_race2) race2_val += sd->indexed_bonus.magic_addrace2[raceit]; cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100; if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] + sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100; cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100; } cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100; cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100; for (const auto &it : sd->add_mdmg) { if (it.id == t_class) { cardfix = cardfix * (100 + it.val) / 100; break; } } APPLY_CARDFIX(damage, cardfix); #endif } // Affected by target DEF bonuses if( tsd && !nk[NK_IGNOREDEFCARD] ) { cardfix = 1000; // reset var for target if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != ELE_ALL && it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } if (s_defele != ELE_NONE) ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL]; #ifndef RENEWAL // Custom to follow SC_ debuff renewal behavior if (tsc != nullptr) ele_fix += battle_calc_cardfix_debuff( *tsc, rh_ele ); #endif cardfix = cardfix * (100 - ele_fix) / 100; } cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100; int32 race_fix = 0; for (const auto &raceit : s_race2) race_fix += tsd->indexed_bonus.subrace2[raceit]; cardfix = cardfix * (100 - race_fix) / 100; race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL]; for (const auto &it : tsd->subrace3) { if (it.race != RC_ALL && it.race != sstatus->race) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; race_fix += it.rate; } cardfix = cardfix * (100 - race_fix) / 100; cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100; for (const auto &it : tsd->add_mdef) { if (it.id == s_class) { cardfix = cardfix * (100 - it.val) / 100; break; } } #ifndef RENEWAL //It was discovered that ranged defense also counts vs magic! [Skotlex] if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else if (!nk[NK_IGNORELONGCARD]) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; #endif cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100; if( tsc->getSCE(SC_MDEF_RATE) ) cardfix = cardfix * (100 - tsc->getSCE(SC_MDEF_RATE)->val1) / 100; APPLY_CARDFIX(damage, cardfix); } break; case BF_WEAPON: // Affected by attacker ATK bonuses if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) { int16 cardfix_ = 1000; if( sd->state.arrow_atk ) { // Ranged attack cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100; if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL]; for (const auto &it : sd->right_weapon.addele2) { if (it.ele != ELE_ALL && it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 + ele_fix) / 100; } cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100; int32 race_fix = 0; for (const auto &raceit : t_race2) race_fix += sd->right_weapon.addrace2[raceit]; cardfix = cardfix * (100 + race_fix) / 100; cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100; } else { // Melee attack int32 skill = 0; // Calculates each right & left hand weapon bonuses separatedly if( !battle_config.left_cardfix_to_right ) { // Right-handed weapon cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100; if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL]; for (const auto &it : sd->right_weapon.addele2) { if (it.ele != ELE_ALL && it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 + ele_fix) / 100; } cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100; for (const auto &raceit : t_race2) cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100; if( left&1 ) { // Left-handed weapon cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100; if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int32 ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL]; for (const auto &it : sd->left_weapon.addele2) { if (it.ele != ELE_ALL && it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix_lh += it.rate; } cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100; } cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100; for (const auto &raceit : t_race2) cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100; cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100; } } // Calculates right & left hand weapon as unity else { //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT? //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses int32 ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL]; for (const auto &it : sd->right_weapon.addele2) { if (it.ele != ELE_ALL && it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } for (const auto &it : sd->left_weapon.addele2) { if (it.ele != ELE_ALL && it.ele != tstatus->def_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 + ele_fix) / 100; //} cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100; for (const auto &raceit : t_race2) cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100; cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100; } #ifndef RENEWAL if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica] cardfix = cardfix * (100 + (10 + 2 * skill)) / 100; #endif } //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'? for (const auto &it : sd->right_weapon.add_dmg) { if (it.id == t_class) { cardfix = cardfix * (100 + it.val) / 100; break; } } if( left&1 ) { for (const auto &it : sd->left_weapon.add_dmg) { if (it.id == t_class) { cardfix_ = cardfix_ * (100 + it.val) / 100; break; } } } #ifndef RENEWAL if (flag & BF_SHORT) cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100; if( flag&BF_LONG ) cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100; #endif if (left&1) { APPLY_CARDFIX(damage, cardfix_); } else { APPLY_CARDFIX(damage, cardfix); } } // Affected by target DEF bonuses else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) { if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != ELE_ALL && it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } cardfix = cardfix * (100 - ele_fix) / 100; if( left&1 && lh_ele != rh_ele ) { int32 ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != ELE_ALL && it.ele != lh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix_lh += it.rate; } cardfix = cardfix * (100 - ele_fix_lh) / 100; } cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100; } int32 race_fix = 0; cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100; cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100; for (const auto &raceit : s_race2) race_fix += tsd->indexed_bonus.subrace2[raceit]; cardfix = cardfix * (100 - race_fix) / 100; race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL]; for (const auto &it : tsd->subrace3) { if (it.race != RC_ALL && it.race != sstatus->race) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; race_fix += it.rate; } cardfix = cardfix * (100 - race_fix) / 100; cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100; for (const auto &it : tsd->add_def) { if (it.id == s_class) { cardfix = cardfix * (100 - it.val) / 100; break; } } if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; if( tsc->getSCE(SC_DEF_RATE) ) cardfix = cardfix * (100 - tsc->getSCE(SC_DEF_RATE)->val1) / 100; APPLY_CARDFIX(damage, cardfix); } // Custom on BF_WEAPON to follow SC_ debuff BF_MAGIC renewal behavior if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) { cardfix = 1000; cardfix = cardfix * (100 + battle_calc_cardfix_debuff( *tsc, rh_ele )) / 100; APPLY_CARDFIX(damage, cardfix); } break; case BF_MISC: // Affected by target DEF bonuses if( tsd && !nk[NK_IGNOREDEFCARD] ) { if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses int32 ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL]; for (const auto &it : tsd->subele2) { if (it.ele != rh_ele) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; ele_fix += it.rate; } if (s_defele != ELE_NONE) ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL]; cardfix = cardfix * (100 - ele_fix) / 100; } int32 race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL]; for (const auto &it : tsd->subrace3) { if (it.race != RC_ALL && it.race != sstatus->race) continue; if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; race_fix += it.rate; } cardfix = cardfix * (100 - race_fix) / 100; cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100; race_fix = 0; for (const auto &raceit : s_race2) race_fix += tsd->indexed_bonus.subrace2[raceit]; cardfix = cardfix * (100 - race_fix) / 100; cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100; cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100; if( flag&BF_SHORT ) cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100; else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice) cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100; APPLY_CARDFIX(damage, cardfix); } // Custom on BF_MISC to follow SC_ debuff BF_MAGIC renewal behavior if (tsc != nullptr && !nk[NK_IGNOREDEFCARD] && !nk[NK_IGNOREELEMENT]) { cardfix = 1000; cardfix = cardfix * (100 + battle_calc_cardfix_debuff( *tsc, rh_ele )) / 100; APPLY_CARDFIX(damage, cardfix); } break; } #undef APPLY_CARDFIX return (int32)cap_value(damage - original_damage, INT_MIN, INT_MAX); } /** * Absorb damage based on criteria * @param bl * @param d Damage **/ static void battle_absorb_damage(struct block_list *bl, struct Damage *d) { int64 dmg_ori = 0, dmg_new = 0; nullpo_retv(bl); nullpo_retv(d); if (!d->damage && !d->damage2) return; switch (bl->type) { case BL_PC: { map_session_data *sd = BL_CAST(BL_PC, bl); if (!sd) return; dmg_ori = dmg_new = d->damage + d->damage2; if (sd->bonus.absorb_dmg_maxhp) { int32 hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100; if (dmg_ori > hp) dmg_new = dmg_ori - hp; } if (sd->bonus.absorb_dmg_maxhp2) { int32 hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100; if (dmg_ori > hp) { dmg_new = hp; } } } break; } if (dmg_ori == dmg_new) return; if (!d->damage2) d->damage = dmg_new; else if (!d->damage) d->damage2 = dmg_new; else { d->damage = dmg_new; d->damage2 = dmg_new * d->damage2 / dmg_ori / 100; if (d->damage2 < 1) d->damage2 = 1; d->damage = d->damage - d->damage2; } } /** * Check for active statuses that block damage * @param src: Attacker * @param target: Target of attack * @param sc: Status Change data * @param d: Damage data * @param damage: Damage received as a reference * @param skill_id: Skill ID * @param skill_lv: Skill level * @return True: Damage inflicted, False: Missed **/ bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) { if (!src || !target || !sc || !d) return true; status_change_entry *sce; int32 flag = d->flag; // SC Types that must be first because they may or may not block damage if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) { sce->val2 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) { if (sce->val2 >= 0) damage = 0; else damage = -sce->val2; } if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT) status_change_end(target, SC_KYRIE); } int32 element; if (flag & BF_WEAPON) { status_data* sstatus = status_get_status_data(*src); if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele) element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false); else element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false); } else if(flag & BF_MAGIC) element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag); else element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag); switch( element ){ case ELE_NEUTRAL: if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){ damage = 0; return false; } break; case ELE_WATER: if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){ damage = 0; return false; } break; case ELE_EARTH: if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){ damage = 0; return false; } break; case ELE_FIRE: if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){ damage = 0; return false; } break; case ELE_WIND: if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){ damage = 0; return false; } break; case ELE_DARK: if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){ damage = 0; return false; } break; case ELE_HOLY: if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){ damage = 0; return false; } break; case ELE_POISON: if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){ damage = 0; return false; } break; case ELE_GHOST: if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){ damage = 0; return false; } break; case ELE_UNDEAD: if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){ damage = 0; return false; } break; } if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) { clif_specialeffect(target, EF_GUARD, AREA); sce->val3 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); if (sce->val3 >= 0) damage = 0; else damage = -sce->val3; if (sce->val3 <= 0) status_change_end(target, SC_P_ALTER); } if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) { sce->val2 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); if (sce->val2 >= 0) damage = 0; else damage = -sce->val2; if (sce->val2 <= 0) status_change_end(target, SC_TUNAPARTY); } if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) { sce->val2 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); if (sce->val2 <= 0) status_change_end(target, SC_DIMENSION1); return false; } if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) { sce->val2 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); if (sce->val2 <= 0) status_change_end(target, SC_DIMENSION2); return false; } if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) { clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech] sce->val2 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); if (flag & BF_WEAPON) { if (sce->val2 >= 0) damage = 0; else damage = -sce->val2; } if (sce->val2 <= 0) status_change_end(target, SC_GUARDIAN_S); } // Weapon Blocking can be triggered while the above statuses are active. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) { clif_skill_nodamage(target, *src, GC_WEAPONBLOCKING, sce->val1); sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1)); d->dmg_lv = ATK_BLOCK; return false; } if (damage == 0) return false; // ATK_BLOCK Type if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) { std::shared_ptr group = skill_id2group(sce->val3); if (group) { d->dmg_lv = ATK_BLOCK; switch (sce->val2) { case MG_SAFETYWALL: if (--group->val2 <= 0) { skill_delunitgroup(group); break; } #ifdef RENEWAL if (group->val3 - damage > 0) group->val3 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); else skill_delunitgroup(group); #endif break; case MH_STEINWAND: if (--group->val2 <= 0) { skill_delunitgroup(group); break; } if (group->val3 - damage > 0) group->val3 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); else skill_delunitgroup(group); break; } return false; } status_change_end(target, SC_SAFETYWALL); } if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) || #ifdef RENEWAL (sc->getSCE(SC_BASILICA_CELL) #else (sc->getSCE(SC_BASILICA) #endif && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) || (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) || sc->getSCE(SC__MANHOLE) || sc->getSCE(SC_KINGS_GRACE) || sc->getSCE(SC_GRAVITYCONTROL) ) { d->dmg_lv = ATK_BLOCK; return false; } if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect if (skill_id == MG_NAPALMBEAT || skill_id == MG_SOULSTRIKE || skill_id == WL_SOULEXPANSION || (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) || (skill_id == 0 && (status_get_status_data(*src))->rhw.ele == ELE_GHOST)) { if (skill_id == WL_SOULEXPANSION) damage *= 2; // If used against a player in White Imprison, the skill deals double damage. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect } else { d->dmg_lv = ATK_BLOCK; return false; } } if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) { sce->val3 -= static_cast(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage d->dmg_lv = ATK_BLOCK; if (sce->val3 <= 0) { // Shield Down sce->val2--; if (sce->val2 > 0) { clif_millenniumshield( *target, sce->val2 ); sce->val3 = 1000; // Next shield } else status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF); } return false; } // ATK_MISS Type if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) { status_change_entry *sce_d = sc->getSCE(SC_DEVOTION); block_list *d_bl; int32 delay; // different delay depending on skill level [celest] if (sce->val1 <= 5) delay = 300; else if (sce->val1 > 5 && sce->val1 <= 9) delay = 200; else delay = 100; map_session_data *sd = map_id2sd(target->id); if (sd && pc_issit(sd)) pc_setstand(sd, true); if (sce_d && (d_bl = map_id2bl(sce_d->val1)) && ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) && check_distance_bl(target, d_bl, sce_d->val3)) { //If player is target of devotion, show guard effect on the devotion caster rather than the target clif_skill_nodamage(d_bl, *d_bl, CR_AUTOGUARD, sce->val1); unit_set_walkdelay(d_bl, gettick(), delay, 1); d->dmg_lv = ATK_MISS; return false; } else { clif_skill_nodamage(target, *target, CR_AUTOGUARD, sce->val1); unit_set_walkdelay(target, gettick(), delay, 1); #ifdef RENEWAL if (sc->getSCE(SC_SHRINK)) sc_start(target, src, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv)); #else if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1) skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE); #endif d->dmg_lv = ATK_MISS; return false; } } if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG #ifndef RENEWAL || skill_id == CR_ACIDDEMONSTRATION #endif )) { d->dmg_lv = ATK_MISS; return false; } // ATK_DEF Type if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) { uint8 dir = map_calc_dir(target, src->x, src->y); if (unit_movepos(target, src->x - dirx[dir], src->y - diry[dir], 1, 1)) { clif_blown(target); unit_setdir(target, dir); } d->dmg_lv = ATK_DEF; status_change_end(target, SC_LIGHTNINGWALK); return false; } // Other if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) || (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) || (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value return false; if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) { clif_skill_nodamage(target, *target, LK_PARRYING, sce->val1); unit_set_attackdelay(*target, gettick()); return false; } if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) { map_session_data *sd = map_id2sd(target->id); if (sd && pc_issit(sd)) pc_setstand(sd, true); //Stand it to dodge. clif_skill_nodamage(target, *target, TK_DODGE, 1); sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000); return false; } if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. clif_specialeffect(target, EF_STORMKICK4, AREA); //Shouldn't end until Breaker's non-weapon part connects. #ifndef RENEWAL if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON)) #endif if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. status_change_end(target, SC_KAUPE); return false; } if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) { clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it. return false; } if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) { skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick()); if (!status_isdead(*src)) skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick()); if (sce) { clif_specialeffect(target, EF_STORMKICK4, AREA); skill_blown(src, target, sce->val3, -1, BLOWN_NONE); } //Both need to be consumed if they are active. if (sce && --sce->val2 <= 0) status_change_end(target, SC_UTSUSEMI); if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0) status_change_end(target, SC_BUNSINJYUTSU); return false; } if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) { if (damage > 0 && (flag & sce->val2)) { int32 heal = static_cast( i64min( damage, INT32_MAX ) ); if(flag & BF_WEAPON) { clif_specialeffect_value(target, EF_HEAL, heal, AREA); } else { clif_specialeffect_value(target, 1143, heal, AREA); } clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA); status_heal(target, damage, 0, 0); damage = 0; return false; } } return true; } /** * Check damage through status. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status. * After this we apply bg/gvg reduction * @param src * @param bl * @param d * @param damage * @param skill_id * @param skill_lv * @return damage */ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) { map_session_data *sd = nullptr, *tsd = BL_CAST(BL_PC, src); struct status_change_entry *sce; int32 div_ = d->div_, flag = d->flag; nullpo_ret(bl); if( !damage ) return 0; if( battle_config.ksprotection && mob_ksprotected(src, bl) ) return 0; if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC && skill_get_casttype(skill_id) == CAST_GROUND ) return 0; if (bl->type == BL_PC) { sd=(map_session_data *)bl; //Special no damage states if(flag&BF_WEAPON && sd->special_state.no_weapon_damage) damage -= damage * sd->special_state.no_weapon_damage / 100; if(flag&BF_MAGIC && sd->special_state.no_magic_damage) damage -= damage * sd->special_state.no_magic_damage / 100; if(flag&BF_MISC && sd->special_state.no_misc_damage) damage -= damage * sd->special_state.no_misc_damage / 100; if(!damage) return 0; } switch (skill_id) { #ifndef RENEWAL case PA_PRESSURE: case HW_GRAVITATION: #endif case SP_SOULEXPLOSION: // Adjust these based on any possible PK damage rates. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0) damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag); return damage; //These skills bypass everything else. } status_change* tsc = status_get_sc(bl); //check target status // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely. // So can defense sphere's but what the heck is that??? [Rytech] if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) { // Adjust this based on any possible PK damage rates. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0) damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag); return damage; } if( tsc != nullptr && !tsc->empty() ) { // Barrier just sets damage to 1 per hit and prevents the rest of the code from being processed // But only if the damage at this point is greater than 0 if (damage > 0 && tsc->getSCE(SC_BARRIER) != nullptr) return div_; // Damage increasing effects #ifdef RENEWAL // Flat +400% damage from melee if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) damage *= 4; #endif if (tsc->getSCE(SC_GROUNDGRAVITY) && flag&(BF_MAGIC|BF_WEAPON)) damage += damage * 10 / 100; if (tsc->getSCE(SC_SHIELDCHAINRUSH)) damage += damage / 10; if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) { if (src->type != BL_MER || !skill_id) damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries #ifndef RENEWAL if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) ) #endif status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects. } #ifdef RENEWAL if( tsc->getSCE(SC_RAID) ) { if (status_get_class_(bl) == CLASS_BOSS) damage += damage * 15 / 100; else damage += damage * 30 / 100; } #endif if( damage ) { if( tsc->getSCE(SC_DEEPSLEEP) ) { damage += damage / 2; // 1.5 times more damage while in Deep Sleep. status_change_end(bl,SC_DEEPSLEEP); } if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) { switch(tsd->status.weapon) { case W_MACE: case W_2HMACE: case W_1HAXE: case W_2HAXE: damage += damage / 2; break; case W_MUSICAL: case W_WHIP: if(!tsd->state.arrow_atk) break; [[fallthrough]]; case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: case W_DAGGER: case W_1HSWORD: case W_2HSWORD: damage -= damage / 2; break; } } if( tsc->getSCE(SC_VOICEOFSIREN) ) status_change_end(bl,SC_VOICEOFSIREN); } if (tsc->getSCE(SC_SOUNDOFDESTRUCTION)) damage *= 2; if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) { int32 bonus = tsc->getSCE(SC_DARKCROW)->val2; if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE ) damage += damage * 666 / 100; //Custom value if (status_get_class_(bl) == CLASS_BOSS) bonus /= 2; damage += damage * bonus / 100; } if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage += damage * (3 * tsc->getSCE(SC_HOLY_OIL)->val1) / 100; if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){ damage += damage * 50 / 100; } if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100; // Damage reductions // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz] #ifndef RENEWAL if( tsc->getSCE(SC_ASSUMPTIO) ) { if( map_flag_vs(bl->m) ) damage = (int64)damage*2/3; //Receive 66% damage else damage /= 2; //Receive 50% damage } #endif if( tsc->getSCE( SC_SHADOW_CLOCK ) != nullptr && ( flag&(BF_WEAPON|BF_MAGIC) ) ){ damage = damage * 85 / 100; } if (tsc->getSCE(SC_DEFENDER) && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE && #ifdef RENEWAL ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID)) #else (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) #endif damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100; if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage -= damage * 20 / 100; if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) { if(flag&BF_SKILL) //25% reduction damage -= damage * 25 / 100; else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage /= 4; //75% reduction } if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG) damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100; if(tsc->getSCE(SC_ARMORCHANGE)) { //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage if(flag&BF_WEAPON) damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100; else if(flag&BF_MAGIC) damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100; } if(tsc->getSCE(SC_SMOKEPOWDER)) { if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) ) damage -= damage * 15 / 100; // 15% reduction to physical melee attacks else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) ) damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks } if (tsc->getSCE(SC_WATER_BARRIER)) damage = damage * 80 / 100; // 20% reduction to all type attacks if (tsc->getSCE(SC_SU_STOOP)) damage -= damage * 90 / 100; if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER sce->val3&flag && sce->val4&flag) damage /= tsc->getSCE(SC_ARMOR)->val2; if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK || #ifdef RENEWAL ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION) #else (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION) #endif ) ) { status_data* status = status_get_status_data(*bl); int32 per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT); damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20% } if(tsc->getSCE(SC_GRANITIC_ARMOR)) damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100; if(tsc->getSCE(SC_PAIN_KILLER)) { damage -= tsc->getSCE(SC_PAIN_KILLER)->val2; damage = i64max(damage, 1); } if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) ) skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0); if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) { if( src->type == BL_MOB ) //using explicit call instead break_equip for duration sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1)); else if (flag&(BF_WEAPON|BF_SHORT)) skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF); } if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) { if (flag&BF_WEAPON) damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100; if (flag&BF_MAGIC) damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100; } #ifdef RENEWAL // Renewal: steel body reduces all incoming damage to 1/10 [helvetica] if( tsc->getSCE(SC_STEELBODY) ) damage = damage > 10 ? damage / 10 : 1; #endif //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie] if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) { status_change_end(bl, SC_BITE); status_change_end(bl, SC_ANKLE); status_change_end(bl, SC_ELECTRICSHOCKER); } if (!damage) return 0; if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3); if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) { int32 spheres = 5; if( tsc->getSCE(SC_RAISINGDRAGON) ) spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1; pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres); } if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) { TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance hom_addspiritball(hd, 10); } if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 ) status_change_spread(bl, src); } //End of target SC_ check //SC effects from caster side. status_change* sc = status_get_sc(src); if (sc != nullptr && !sc->empty()) { if (sc->getSCE(SC_BREAKINGLIMIT)) { switch (skill_id) { case HN_SHIELD_CHAIN_RUSH: case HN_DOUBLEBOWLINGBASH: damage += damage * 120 / 100; break; case HN_MEGA_SONIC_BLOW: case HN_SPIRAL_PIERCE_MAX: damage *= 2; break; } } if ((sce = sc->getSCE(SC_BLOODLUST)) && flag & BF_WEAPON && damage > 0 && rnd_chance(sce->val3, 100)) status_heal(src, damage * sce->val4 / 100, 0, 1); if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1)) status_heal(src, damage * sce->val1 / 100, 0, 3); if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4) damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100; if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) { damage += damage * 10 / 100; if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3) sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2))); } if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 ) status_change_spread(src, bl); if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) { TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance } if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE))) damage += damage * sce->val1 / 100; if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE))) damage += damage * sce->val1 / 100; if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100; if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC) damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100; if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) { if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) { clif_specialeffect(src, 1208, AREA); pc_addsoulball( *tsd, 1, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY) ); } } } //End of caster SC_ check //PK damage rates if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0) damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag); if(battle_config.skill_min_damage && damage > 0 && damage < div_) { if ((flag&BF_WEAPON && battle_config.skill_min_damage&1) || (flag&BF_MAGIC && battle_config.skill_min_damage&2) || (flag&BF_MISC && battle_config.skill_min_damage&4) ) damage = div_; } if (sd && pc_ismadogear(sd)) { pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1)); } // Target status (again), required for RELIEVE sc = status_get_sc(bl); // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml? if (sc != nullptr && !sc->empty()) { if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF)) damage = i64max((damage - damage * sce->val2 / 100), 1); } if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP mob_data *md = BL_CAST(BL_MOB, bl); if (md && md->damagetaken != 100) damage = i64max(damage * md->damagetaken / 100, 1); } if (tsc != nullptr && !tsc->empty()) { if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0. return 0; } return damage; } /** * Determines whether battleground target can be hit * @param src: Source of attack * @param bl: Target of attack * @param skill_id: Skill ID used * @param flag: Special flags * @return Can be hit (true) or can't be hit (false) */ bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int32 flag) { struct mob_data* md = BL_CAST(BL_MOB, bl); struct unit_data *ud = unit_bl2ud(bl); if (ud && ud->immune_attack) return false; if (md && md->bg_id) { if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity. return false; if (src->type == BL_PC) { map_session_data *sd = map_id2sd(src->id); if (sd && sd->bg_id == md->bg_id) return false; } } return true; } /** * Calculates BG related damage adjustments. * @param src * @param bl * @param damage * @param skill_id * @param flag * @return damage * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int32 flag) { if( !damage ) return 0; if (!battle_can_hit_bg_target(src, bl, skill_id, flag)) return 0; if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION)) return damage; //skill that ignore bg map reduction if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex] if( flag&BF_WEAPON ) damage = damage * battle_config.bg_weapon_damage_rate / 100; if( flag&BF_MAGIC ) damage = damage * battle_config.bg_magic_damage_rate / 100; if( flag&BF_MISC ) damage = damage * battle_config.bg_misc_damage_rate / 100; } else { //Normal attacks get reductions based on range. if( flag&BF_SHORT ) damage = damage * battle_config.bg_short_damage_rate / 100; if( flag&BF_LONG ) damage = damage * battle_config.bg_long_damage_rate / 100; } damage = i64max(damage,1); //min 1 damage return damage; } /** * Determines whether target can be hit * @param src * @param bl * @param skill_id * @param flag * @return Can be hit (true) or can't be hit (false) */ bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int32 flag) { struct mob_data* md = BL_CAST(BL_MOB, bl); struct unit_data *ud = unit_bl2ud(bl); int32 class_ = status_get_class(bl); if (ud && ud->immune_attack) return false; if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) { if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity. return false; if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){ auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src)); if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 )) return false; if (g != nullptr) { if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles) return false; // [MouseJstr] if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id) return false; } } } return true; } /** * Calculates GVG related damage adjustments. * @param src * @param bl * @param damage * @param skill_id * @param flag * @return damage */ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int32 flag) { if (!damage) //No reductions to make. return 0; if (!battle_can_hit_gvg_target(src,bl,skill_id,flag)) return 0; if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction. return damage; if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) damage = damage * battle_config.gvg_weapon_damage_rate / 100; if (flag&BF_MAGIC) damage = damage * battle_config.gvg_magic_damage_rate / 100; if (flag&BF_MISC) damage = damage * battle_config.gvg_misc_damage_rate / 100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * battle_config.gvg_short_damage_rate / 100; if (flag & BF_LONG) damage = damage * battle_config.gvg_long_damage_rate / 100; } damage = i64max(damage,1); return damage; } /** * Calculates PK related damage adjustments (between players only). * @param src: Source object * @param bl: Target object * @param damage: Damage being done * @param skill_id: Skill used * @param flag: Battle flag type * @return Modified damage */ int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int32 flag) { if (damage == 0) // No reductions to make. return 0; if (battle_config.pk_mode == 0) // PK mode is disabled. return damage; if (src.type == BL_PC && bl.type == BL_PC) { if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag & BF_WEAPON) damage = damage * battle_config.pk_weapon_damage_rate / 100; if (flag & BF_MAGIC) damage = damage * battle_config.pk_magic_damage_rate / 100; if (flag & BF_MISC) damage = damage * battle_config.pk_misc_damage_rate / 100; } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) damage = damage * battle_config.pk_short_damage_rate / 100; if (flag & BF_LONG) damage = damage * battle_config.pk_long_damage_rate / 100; } } return i64max(damage, 1); } /** * HP/SP drain calculation * @param damage Damage inflicted to the enemy * @param rate Success chance 1000 = 100% * @param per HP/SP drained * @return diff */ static int32 battle_calc_drain(int64 damage, int32 rate, int32 per) { int64 diff = 0; if (per && (rate > 1000 || rnd()%1000 < rate)) { diff = (damage * per) / 100; if (diff == 0) { if (per > 0) diff = 1; else diff = -1; } } return (int32)cap_value(diff, INT_MIN, INT_MAX); } /** * Passive skill damage increases * @param sd * @param target * @param dmg * @param type * @return damage */ int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int32 type) { int64 damage; status_data* status = status_get_status_data(*target); int32 weapon, skill; #ifdef RENEWAL damage = 0; #else damage = dmg; #endif nullpo_ret(sd); if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && target->type == BL_MOB && //This bonus doesn't work against players. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) ) damage += (skill*(int32)(3+(sd->status.base_level+1)*0.05)); // submitted by orn if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) ) damage += (skill * 5); if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) ) damage += (skill * 10); damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) { damage += (skill * 4); if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER) damage += sd->status.str; } #ifdef RENEWAL //Weapon Research bonus applies to all weapons if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) damage += (skill * 2); #endif if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0) damage += 15 * skill + (skill > 4 ? 25 : 0); // Kagerou/Oboro Spirit Charm bonus if (sd->spiritcharm >= MAX_SPIRITCHARM) { if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) || (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) || (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) || (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER)) damage += damage * 30 / 100; } if(type == 0) weapon = sd->weapontype1; else weapon = sd->weapontype2; switch(weapon) { case W_1HSWORD: #ifdef RENEWAL if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); #endif case W_DAGGER: if((skill = pc_checkskill(sd,SM_SWORD)) > 0) damage += (skill * 4); if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0) damage += skill * 10; break; case W_2HSWORD: if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) damage += (skill * 4); break; case W_1HSPEAR: case W_2HSPEAR: if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { if(!pc_isriding(sd) && !pc_isridingdragon(sd)) damage += (skill * 4); else damage += (skill * 5); // Increase damage by level of KN_SPEARMASTERY * 10 if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0) damage += (skill * 10); } break; case W_1HAXE: case W_2HAXE: if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) damage += (skill * 5); break; case W_MACE: case W_2HMACE: if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) damage += (skill * 3); if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0) damage += (skill * 4); break; case W_FIST: if((skill = pc_checkskill(sd,TK_RUN)) > 0) damage += (skill * 10); [[fallthrough]]; case W_KNUCKLE: if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) damage += (skill * 3); break; case W_MUSICAL: if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) damage += (skill * 3); break; case W_WHIP: if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) damage += (skill * 3); break; case W_BOOK: if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) damage += (skill * 3); break; case W_KATAR: if((skill = pc_checkskill(sd,AS_KATAR)) > 0) damage += (skill * 3); break; } return damage; } /** Calculates overrefine damage bonus and weapon related bonuses (unofficial) * @param sd Player * @param damage Current damage * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon */ static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int32 lr_type) { if (!sd) return; //rodatazone says that Overrefine bonuses are part of baseatk //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands. if (lr_type == EQI_HAND_L) { if (sd->left_weapon.overrefine) (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1; if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2]) (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100; } else if (lr_type == EQI_HAND_R) { if (sd->right_weapon.overrefine) (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1; if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1]) (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100; } } #ifdef RENEWAL static int32 battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, int16 flag) { if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100; return (int32)cap_value(damage, INT_MIN, INT_MAX); } /** * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player * @param src Block list of attacker * @param tstatus Target's status data * @param wa Weapon attack data * @param sd Player * @return Base weapon damage */ static int32 battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical) { status_data* status = status_get_status_data(*src); uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R; uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk; uint16 atkmax = atkmin; int64 damage = atkmin; bool weapon_perfection = false; status_change *sc = status_get_sc(src); if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) { int16 base_stat; switch (sd->status.weapon) { case W_BOW: case W_MUSICAL: case W_WHIP: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: if (pc_checkskill(sd, SU_SOULATTACK) > 0) base_stat = status->str; else base_stat = status->dex; break; default: base_stat = status->str; break; } float variance = 5.0f * wa->atk * wa->wlv / 100.0f; float base_stat_bonus = wa->atk * base_stat / 200.0f; atkmin = max(0, (int32)(atkmin - variance + base_stat_bonus)); atkmax = min(UINT16_MAX, (int32)(atkmax + variance + base_stat_bonus)); if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true) damage = atkmax; else damage = rnd_value(atkmin, atkmax); } if (sc && sc->getSCE(SC_WEAPONPERFECTION)) weapon_perfection = true; battle_add_weapon_damage(sd, &damage, type); damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection); return (int32)cap_value(damage, INT_MIN, INT_MAX); } #endif /*========================================== * Calculates the standard damage of a normal attack assuming it hits * This applies to pre-renewal and non-sd in renewal *------------------------------------------ * Pass damage2 as nullptr to not calc it. * Flag values (see e_base_damage_flag): * &1 : Critical hit * &2 : Arrow attack * &4 : Skill is Magic Crasher * &8 : Skip target size adjustment (Weapon Perfection) * &16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX) * * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, uint16 t_size, int32 flag) { uint32 atkmin = 0, atkmax = 0; int16 type = 0; int64 damage = 0; map_session_data *sd = nullptr; nullpo_retr(damage, src); sd = BL_CAST(BL_PC, src); if (!sd) { //Mobs/Pets #ifndef RENEWAL if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr) return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active #endif if(flag&BDMG_MAGIC) { atkmin = status->matk_min; atkmax = status->matk_max; } else { atkmin = wa->atk; atkmax = wa->atk2; } if (atkmin > atkmax) atkmin = atkmax; } else { //PCs atkmax = wa->atk; type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R; if (!(flag&BDMG_CRIT) || (flag&BDMG_ARROW)) { //Normal attacks atkmin = status->dex; if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON) atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100; if (atkmin > atkmax) atkmin = atkmax; if(flag&BDMG_ARROW) { //Bows atkmin = atkmin*atkmax/100; if (atkmin > atkmax) atkmax = atkmin; } } } if (sc && sc->getSCE(SC_MAXIMIZEPOWER)) atkmin = atkmax; //Weapon Damage calculation if (!(flag&BDMG_CRIT)) damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin; else damage = atkmax; if (sd) { //rodatazone says the range is 0~arrow_atk-1 for non crit if (flag&BDMG_ARROW && sd->bonus.arrow_atk) damage += ( (flag&BDMG_CRIT) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk ); // Size fix only for players if (!(sd->special_state.no_sizefix || (flag&BDMG_NOSIZE))) damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100; } else if (src->type == BL_ELEM) { status_change *ele_sc = status_get_sc(src); int32 ele_class = status_get_class(src); if (ele_sc) { switch (ele_class) { case ELEMENTALID_AGNI_S: case ELEMENTALID_AGNI_M: case ELEMENTALID_AGNI_L: case ELEMENTALID_ARDOR: if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1) damage += damage * 20 / 100; break; case ELEMENTALID_AQUA_S: case ELEMENTALID_AQUA_M: case ELEMENTALID_AQUA_L: case ELEMENTALID_DILUVIO: if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1) damage += damage * 20 / 100; break; case ELEMENTALID_VENTUS_S: case ELEMENTALID_VENTUS_M: case ELEMENTALID_VENTUS_L: case ELEMENTALID_PROCELLA: if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1) damage += damage * 20 / 100; break; case ELEMENTALID_TERA_S: case ELEMENTALID_TERA_M: case ELEMENTALID_TERA_L: case ELEMENTALID_TERREMOTUS: case ELEMENTALID_SERPENS: if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1) damage += damage * 20 / 100; break; } } } //Finally, add baseatk if(flag&BDMG_MAGIC) damage += status->matk_min; else damage += status->batk; if (sd) battle_add_weapon_damage(sd, &damage, type); #ifdef RENEWAL if (flag&BDMG_CRIT) damage = (damage * 14) / 10; #endif return damage; } /*========================================== * Consumes ammo for the given skill. *------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ void battle_consume_ammo(map_session_data*sd, int32 skill, int32 lv) { int32 qty = 1; if( sd == nullptr ){ return; } if (!battle_config.arrow_decrement) return; if (skill) { qty = skill_get_ammo_qty(skill, lv); if (!qty) qty = 1; if( skill == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING ){ qty += 4; } } if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME); sd->state.arrow_atk = 0; } static int32 battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { // [Akinari] , [Xynvaroth]: Traps are always short range. if (skill_get_inf2(skill_id, INF2_ISTRAP)) return BF_SHORT; switch (skill_id) { case AC_SHOWER: case AM_DEMONSTRATION: // When monsters use Arrow Shower or Bomb, it is always short range if (src->type == BL_MOB) return BF_SHORT; break; #ifdef RENEWAL case KN_BRANDISHSPEAR: // Renewal changes to ranged physical damage #endif case SR_RAMPAGEBLASTER: case BO_ACIDIFIED_ZONE_WATER_ATK: case BO_ACIDIFIED_ZONE_FIRE_ATK: case BO_ACIDIFIED_ZONE_GROUND_ATK: case BO_ACIDIFIED_ZONE_WIND_ATK: case NW_THE_VIGILANTE_AT_NIGHT: case SS_FUUMAKOUCHIKU: case SS_KUNAIKAITEN: case SS_KUNAIKUSSETSU: case SS_HITOUAKUMU: return BF_LONG; case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee case DK_SERVANT_W_PHANTOM: // 9 cell cast range. case SHC_SAVAGE_IMPACT: // 7 cell cast range. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range. case MT_RUSH_QUAKE: // 9 cell cast range. case MT_RUSH_STRIKE: // 7 cell cast range. case ABC_UNLUCKY_RUSH: // 7 cell cast range. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range. //case ABC_DEFT_STAB: // 2 cell cast range??? case NPC_MAXPAIN_ATK: case SS_SHIMIRU: // 11 cell cast range. return BF_SHORT; case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace. map_session_data *sd = BL_CAST(BL_PC, src); if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE)) return BF_LONG; break; } case DK_HACKANDSLASHER: case DK_HACKANDSLASHER_ATK: { map_session_data* sd = BL_CAST( BL_PC, src ); if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){ return BF_LONG; } break; } } //Skill Range Criteria if (battle_config.skillrange_by_distance && (src->type&battle_config.skillrange_by_distance) ) { //based on distance between src/target [Skotlex] if (check_distance_bl(src, target, 3)) return BF_SHORT; return BF_LONG; } //based on used skill's range if (skill_get_range2(src, skill_id, skill_lv, true) < 4) return BF_SHORT; return BF_LONG; } static int32 battle_blewcount_bonus(map_session_data *sd, uint16 skill_id) { if (sd->skillblown.empty()) return 0; //Apply the bonus blewcount. [Skotlex] for (const auto &it : sd->skillblown) { if (it.id == skill_id) return it.val; } return 0; } static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){ switch( bl->type ){ case BL_PC: return SKILLDMG_PC; case BL_MOB: if( status_get_class_(bl) == CLASS_BOSS ){ return SKILLDMG_BOSS; }else{ return SKILLDMG_MOB; } default: return SKILLDMG_OTHER; } } /** * Gets skill damage rate from a skill (based on skill_damage_db.txt) * @param src * @param target * @param skill_id * @return Skill damage rate */ static int32 battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) { std::shared_ptr skill = skill_db.find(skill_id); if (!skill || !skill->damage.map) return 0; s_skill_damage *damage = &skill->damage; //check the adjustment works for specified type if (!(damage->caster&src->type)) return 0; map_data *mapdata = map_getmapdata(src->m); if ((damage->map&1 && (!mapdata->getMapFlag(MF_PVP) && !mapdata_flag_gvg2(mapdata) && !mapdata->getMapFlag(MF_BATTLEGROUND) && !mapdata->getMapFlag(MF_SKILL_DAMAGE) && !mapdata->getMapFlag(MF_RESTRICTED))) || (damage->map&2 && mapdata->getMapFlag(MF_PVP)) || (damage->map&4 && mapdata_flag_gvg2(mapdata)) || (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) || (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) || (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED))) { return damage->rate[battle_skill_damage_type(target)]; } return 0; } /** * Gets skill damage rate from a skill (based on 'skill_damage' mapflag) * @param src * @param target * @param skill_id * @return Skill damage rate */ static int32 battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) { map_data *mapdata = map_getmapdata(src->m); if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE)) return 0; int32 rate = 0; // Damage rate for all skills at this map if (mapdata->damage_adjust.caster&src->type) rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)]; if (mapdata->skill_damage.empty()) return rate; // Damage rate for specified skill at this map if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) { rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)]; } return rate; } /** * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill * @param src * @param target * @param skill_id * @return Total damage rate */ static int32 battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) { nullpo_ret(src); if (!target || !skill_id) return 0; skill_id = skill_dummy2skill_id(skill_id); return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id); } /** * Calculates Minstrel/Wanderer bonus for Chorus skills. * @param sd: Player who has Chorus skill active * @return Bonus value based on party count */ int32 battle_calc_chorusbonus(map_session_data *sd) { #ifdef RENEWAL // No bonus in renewal return 0; #endif int32 members = 0; if (!sd || !sd->status.party_id) return 0; members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER); if (members < 3) return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party. if (members > 7) return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible. } struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag); struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag); /*======================================================= * Should infinite defense be applied on target? (plant) *------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica * flag - see e_battle_flag */ bool is_infinite_defense(struct block_list *target, int32 flag) { status_data* tstatus = status_get_status_data(*target); if(target->type == BL_SKILL) { TBL_SKILL *su = ((TBL_SKILL*)target); if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD)) return true; } if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) return true; if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) ) return true; if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) return true; if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) ) return true; status_change* tsc = status_get_sc(target); if (tsc && tsc->getSCE(SC_INVINCIBLE)) return true; return false; } /*======================== * Is attack arrow based? *------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_skill_using_arrow(struct block_list *src, int32 skill_id) { if (src == nullptr) return false; map_session_data *sd = BL_CAST(BL_PC, src); if( sd != nullptr ){ if( sd->state.arrow_atk ){ return true; } }else{ if( skill_id != 0 && skill_get_ammotype( skill_id ) != AMMO_NONE ){ return true; } status_data* sstatus = status_get_status_data(*src); if( sstatus != nullptr && sstatus->rhw.range > 3 ){ return true; } } switch( skill_id ) { case HT_FREEZINGTRAP: case HT_PHANTASMIC: case GS_GROUNDDRIFT: case SS_KUNAIKUSSETSU: case SS_KUNAIKAITEN: return true; } return false; } /*========================================= * Is attack right handed? By default yes. *----------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_right_handed(struct block_list *src, int32 skill_id) { if(src != nullptr) { map_session_data *sd = BL_CAST(BL_PC, src); //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST) return false; } return true; } /*======================================= * Is attack left handed? By default no. *--------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_left_handed(struct block_list *src, int32 skill_id) { if(src != nullptr) { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2) if(!skill_id) { map_session_data *sd = BL_CAST(BL_PC, src); if (sd) { if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST) return true; if (sd->status.weapon == W_KATAR) return true; } struct status_data *sstatus = status_get_status_data(*src); if (sstatus->lhw.atk) return true; } } return false; } /*============================= * Do we score a critical hit? *----------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, bool first_call) { if (!first_call) return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL); if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills return true; if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) ) return false; status_data* sstatus = status_get_status_data(*src); if( sstatus->cri ) { map_session_data *sd = BL_CAST(BL_PC, src); if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action return false; if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack return false; } status_data* tstatus = status_get_status_data(*target); status_change *sc = status_get_sc(src); status_change *tsc = status_get_sc(target); map_session_data *tsd = BL_CAST(BL_PC, target); int16 cri = sstatus->cri; if (sd) { cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL]; if(!skill_id && is_skill_using_arrow(src, skill_id)) { cri += sd->bonus.arrow_cri; cri += sd->bonus.critical_rangeatk; } } if(sc && sc->getSCE(SC_CAMOUFLAGE)) cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K) //The official equation is *2, but that only applies when sd's do critical. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2); if( tsc && tsc->getSCE(SC_SLEEP) ) cri *= 2; switch(skill_id) { case 0: if(sc && !sc->getSCE(SC_AUTOCOUNTER)) break; clif_specialeffect(src, EF_AUTOCOUNTER, AREA); status_change_end(src, SC_AUTOCOUNTER); [[fallthrough]]; case KN_AUTOCOUNTER: if(battle_config.auto_counter_type && (battle_config.auto_counter_type&src->type)) return true; else cri *= 2; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: #ifdef RENEWAL cri += 300; // !TODO: Confirm new bonus #else cri += 200; #endif break; case NJ_KIRIKAGE: cri += 250 + 50*skill_lv; break; #ifdef RENEWAL case ASC_BREAKER: #endif case GC_CROSSIMPACT: case SHC_SAVAGE_IMPACT: case SHC_ETERNAL_SLASH: case SHC_IMPACT_CRATER: case SHC_CROSS_SLASH: cri /= 2; break; case WH_GALESTORM: if (sc && !sc->getSCE(SC_CALAMITYGALE)) return false; break; case NW_ONLY_ONE_BULLET: case NW_SPIRAL_SHOOTING: if( sd == nullptr || sd->weapontype1 != W_RIFLE ){ return false; } break; case NW_MAGAZINE_FOR_ONE: if( sd == nullptr || sd->weapontype1 != W_REVOLVER ){ return false; } break; case SH_CHUL_HO_SONIC_CLAW: if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){ break; } return false; case SKE_NOON_BLAST: if( sc == nullptr ){ return false; } if( sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ){ return false; } break; case SKE_SUNSET_BLAST: if( sc == nullptr ){ return false; } if( sc->getSCE( SC_SUNSET_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ){ return false; } break; } if(tsd && tsd->bonus.critical_def) cri = cri * ( 100 - tsd->bonus.critical_def ) / 100; return (rnd()%1000 < cri); } return false; } /*========================================================== * Is the attack piercing? (Investigate/Ice Pick in pre-re) *---------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int32 is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, int16 weapon_position) { if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL) return 2; if(src != nullptr) { map_session_data *sd = BL_CAST(BL_PC, src); status_data* tstatus = status_get_status_data(*target); if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI #ifndef RENEWAL && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) #endif ) { //Elemental/Racial adjustments if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<right_weapon.def_ratio_atk_race & (1<race) || sd->right_weapon.def_ratio_atk_race & (1<right_weapon.def_ratio_atk_class & (1<class_) || sd->right_weapon.def_ratio_atk_class & (1<left_weapon.def_ratio_atk_ele & (1<def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<left_weapon.def_ratio_atk_race & (1<race) || sd->left_weapon.def_ratio_atk_race & (1<left_weapon.def_ratio_atk_class & (1<class_) || sd->left_weapon.def_ratio_atk_class & (1< battle_skill_get_damage_properties(uint16 skill_id, int32 is_splash) { if (skill_id == 0) { if (is_splash) { std::bitset tmp_nk; tmp_nk.set(NK_IGNOREATKCARD); tmp_nk.set(NK_IGNOREFLEE); return tmp_nk; } else return 0; } else return skill_db.find(skill_id)->nk; } /*============================= * Checks if attack is hitting *----------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int32 skill_id, int32 skill_lv, bool first_call) { status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); status_change *sc = status_get_sc(src); status_change *tsc = status_get_sc(target); map_session_data *sd = BL_CAST(BL_PC, src); std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); int16 flee, hitrate; if (!first_call) return (wd->dmg_lv != ATK_FLEE); if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) return true; else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit) return true; else if (sc && sc->getSCE(SC_FUSION)) return true; else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag) return true; else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER ) return true; else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING) return true; else if (nk[NK_IGNOREFLEE]) return true; if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG ) return false; flee = tstatus->flee; #ifdef RENEWAL hitrate = 0; //Default hitrate #else hitrate = 80; //Default hitrate #endif if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max if(attacker_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100; else //assume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate += sstatus->hit - flee; //Fogwall's hit penalty is only for normal ranged attacks. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL)) hitrate -= 50; if(sd && is_skill_using_arrow(src, skill_id)) hitrate += sd->bonus.arrow_hit; #ifdef RENEWAL if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window hitrate += pc_checkskill(sd,AC_VULTURE); #endif if(skill_id) { switch(skill_id) { //Hit skill modifiers //It is proven that bonus is applied on final hitrate, not hit. case SM_BASH: case MS_BASH: hitrate += hitrate * 5 * skill_lv / 100; break; case MS_MAGNUM: case SM_MAGNUM: hitrate += hitrate * 10 * skill_lv / 100; break; case KN_AUTOCOUNTER: case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_TELEKINESISATTACK: case NPC_UNDEADATTACK: case NPC_CHANGEUNDEAD: case NPC_EARTHQUAKE: case NPC_POISON: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_BLEEDING: case NPC_BLEEDING2: hitrate += hitrate * 20 / 100; break; case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_ICEBREATH2: case NPC_THUNDERBREATH: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: hitrate *= 2; break; case KN_PIERCE: case ML_PIERCE: hitrate += hitrate * 5 * skill_lv / 100; break; case AS_SONICBLOW: if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0) #ifdef RENEWAL hitrate += hitrate * 90 / 100; #else hitrate += hitrate * 50 / 100; #endif break; #ifdef RENEWAL case RG_BACKSTAP: hitrate += skill_lv; // !TODO: What's the rate increase? break; #endif case RK_SONICWAVE: hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus break; case MC_CARTREVOLUTION: case GN_CART_TORNADO: case GN_CARTCANNON: if (sd && pc_checkskill(sd, GN_REMODELING_CART)) hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4; break; case LG_BANISHINGPOINT: hitrate += 5 * skill_lv; break; case GC_VENOMPRESSURE: hitrate += 10 + 4 * skill_lv; break; case SC_FATALMENACE: if (skill_lv < 6) hitrate -= 35 - 5 * skill_lv; else if (skill_lv > 6) hitrate += 5 * skill_lv - 30; break; case RL_SLUGSHOT: { int8 dist = distance_bl(src, target); if (dist > 3) { // Reduce n hitrate for each cell after initial 3 cells. Different each level // -10:-9:-8:-7:-6 dist -= 3; hitrate -= ((11 - skill_lv) * dist); } } break; } } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica] hitrate += pc_checkskill(sd,TF_DOUBLE); if (sd) { int32 skill = 0; // Weaponry Research hidden bonus if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) hitrate += hitrate * ( 2 * skill ) / 100; if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) && (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 ) hitrate += 3 * skill; } hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); if(skill_id == PA_SHIELDCHAIN) hitrate += 20; //Rapid Smiting gives a flat +20 hit after the hitrate was capped return (rnd()%100 < hitrate); } /*========================================== * If attack ignores def. *------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position) { status_data* tstatus = status_get_status_data(*target); status_change *sc = status_get_sc(src); map_session_data *sd = BL_CAST(BL_PC, src); std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); #ifndef RENEWAL if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) return true; else #endif if (sc && sc->getSCE(SC_FUSION)) return true; if( sd != nullptr ){ switch( skill_id ){ case RK_WINDCUTTER: if( sd->status.weapon == W_2HSWORD ){ return true; } break; case NW_THE_VIGILANTE_AT_NIGHT: if( sd->status.weapon == W_GATLING ){ return true; } break; case NW_ONLY_ONE_BULLET: if( sd->status.weapon == W_REVOLVER ){ return true; } break; } } if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) { //Ignore Defense? if (sd && (sd->right_weapon.ignore_def_ele & (1<def_ele) || sd->right_weapon.ignore_def_ele & (1<right_weapon.ignore_def_race & (1<race) || sd->right_weapon.ignore_def_race & (1<right_weapon.ignore_def_class & (1<class_) || sd->right_weapon.ignore_def_class & (1<left_weapon.ignore_def_ele & (1<def_ele) || sd->left_weapon.ignore_def_ele & (1<left_weapon.ignore_def_race & (1<race) || sd->left_weapon.ignore_def_race & (1<left_weapon.ignore_def_class & (1<class_) || sd->left_weapon.ignore_def_class & (1<equip_index[EQI_AMMO]; // Attack of cannon balls is not added to equip attack, it needs to be added by the skills that use them if (ammo_idx >= 0 && sd->inventory_data[ammo_idx] != nullptr && sd->inventory_data[ammo_idx]->subtype != AMMO_CANNONBALL) eatk += sd->bonus.arrow_atk; } return eatk + status->eatk; } return 0; // shouldn't happen but just in case } #endif /*======================================== * Returns the element type of attack *---------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ int32 battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int16 weapon_position, bool calc_for_damage_only) { map_session_data *sd = BL_CAST(BL_PC, src); status_change *sc = status_get_sc(src); status_data* sstatus = status_get_status_data(*src); int32 element = skill_get_ele(skill_id, skill_lv); //Take weapon's element if( !skill_id || element == ELE_WEAPON ) { if (weapon_position == EQI_HAND_R) element = sstatus->rhw.ele; else element = sstatus->lhw.ele; if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R) element = sd->bonus.arrow_ele; if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM) element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon // on official endows override all other elements [helvetica] if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows element = sc->getSCE(SC_ENCHANTARMS)->val1; } else if( element == ELE_ENDOWED ) //Use enchantment's element element = status_get_attack_sc_element(src,sc); else if( element == ELE_RANDOM ) //Use random element element = rnd()%ELE_ALL; switch( skill_id ) { case GS_GROUNDDRIFT: element = wd->miscflag; //element comes in flag. break; case LK_SPIRALPIERCE: if (!sd) element = ELE_NEUTRAL; //forced neutral for monsters break; case RK_DRAGONBREATH: if (sc) { if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth element = ELE_DARK; else if (sc->getSCE(SC_GIANTGROWTH)) element = ELE_HOLY; } break; case RK_DRAGONBREATH_WATER: if (sc) { if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit element = ELE_NEUTRAL; else if (sc->getSCE(SC_FIGHTINGSPIRIT)) element = ELE_GHOST; } break; case LG_HESPERUSLIT: if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4) element = ELE_HOLY; break; case GN_CARTCANNON: case NC_ARMSCANNON: if (sd && sd->state.arrow_atk > 0) element = sd->bonus.arrow_ele; break; case SJ_PROMINENCEKICK: element = ELE_FIRE; break; case RL_H_MINE: if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER element = ELE_FIRE; break; case NW_BASIC_GRENADE: case NW_HASTY_FIRE_IN_THE_HOLE: case NW_GRENADES_DROPPING: case NW_MISSION_BOMBARD: // Night Watch Grenade Fragment elementals affecting those skills. if( sc != nullptr ){ if( sc->getSCE( SC_GRENADE_FRAGMENT_1 ) != nullptr ){ element = ELE_WATER; }else if( sc->getSCE( SC_GRENADE_FRAGMENT_2 ) != nullptr ){ element = ELE_WIND; }else if( sc->getSCE( SC_GRENADE_FRAGMENT_3 ) != nullptr ){ element = ELE_EARTH; }else if( sc->getSCE( SC_GRENADE_FRAGMENT_4 ) != nullptr ){ element = ELE_FIRE; }else if( sc->getSCE( SC_GRENADE_FRAGMENT_5 ) != nullptr ){ element = ELE_DARK; }else if( sc->getSCE( SC_GRENADE_FRAGMENT_6 ) != nullptr ){ element = ELE_HOLY; } } break; case SS_FUUMASHOUAKU: case SS_FUUMAKOUCHIKU: if( sd != nullptr ){ element = sd->bonus.arrow_ele; } break; } if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN)) element = ELE_HOLY; // calc_flag means the element should be calculated for damage only if (calc_for_damage_only) return element; #ifdef RENEWAL if (skill_id == CR_SHIELDBOOMERANG) element = ELE_NEUTRAL; #endif return element; } int32 battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag) { int32 element = skill_get_ele(skill_id, skill_lv); map_session_data *sd = BL_CAST(BL_PC, src); status_change *sc = status_get_sc(src); status_data* sstatus = status_get_status_data(*src); if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element element = sstatus->rhw.ele; if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM) element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon } else if (element == ELE_ENDOWED) //Use status element element = status_get_attack_sc_element(src,status_get_sc(src)); else if (element == ELE_RANDOM) //Use random element element = rnd()%ELE_ALL; switch(skill_id) { case NPC_EARTHQUAKE: element = ELE_NEUTRAL; break; case WL_HELLINFERNO: if (mflag & 2) { // ELE_DARK element = ELE_DARK; } break; case NPC_PSYCHIC_WAVE: case SO_PSYCHIC_WAVE: if( sc != nullptr && !sc->empty() ) { static const std::vector types = { SC_HEATER_OPTION, SC_COOLER_OPTION, SC_BLAST_OPTION, SC_CURSED_SOIL_OPTION, SC_FLAMETECHNIC_OPTION, SC_COLD_FORCE_OPTION, SC_GRACE_BREEZE_OPTION, SC_EARTH_CARE_OPTION, SC_DEEP_POISONING_OPTION }; for( sc_type type : types ){ if( sc->getSCE( type ) ){ element = sc->getSCE( type )->val3; break; } } } break; case KO_KAIHOU: if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) element = sd->spiritcharm_type; break; case AB_ADORAMUS: if (sc && sc->getSCE(SC_ANCILLA)) element = ELE_NEUTRAL; break; case LG_RAYOFGENESIS: if (sc && sc->getSCE(SC_INSPIRATION)) element = ELE_NEUTRAL; break; case WM_REVERBERATION: case TR_METALIC_FURY: case TR_SOUNDBLEND: if (sd) element = sd->bonus.arrow_ele; break; case SU_CN_METEOR: case SU_CN_METEOR2: case SH_HYUN_ROKS_BREEZE: case SH_HYUN_ROK_CANNON: if( sc != nullptr && sc->count > 0 ){ if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_1 ) != nullptr ){ element = ELE_WATER; }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_2 ) != nullptr ){ element = ELE_WIND; }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_3 ) != nullptr ){ element = ELE_EARTH; }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_4 ) != nullptr ){ element = ELE_FIRE; }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_5 ) != nullptr ){ element = ELE_DARK; }else if( sc->getSCE( SC_COLORS_OF_HYUN_ROK_6 ) != nullptr ){ element = ELE_HOLY; } } break; case SS_ANKOKURYUUAKUMU: if (mflag & SKILL_ALTDMG_FLAG) element = ELE_FIRE; break; } return element; } int32 battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int32 mflag) { int32 element = skill_get_ele(skill_id, skill_lv); if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] element = ELE_NEUTRAL; else if (element == ELE_RANDOM) //Use random element element = rnd()%ELE_ALL; return element; } #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0); #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0); #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; } #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; } //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0); #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0); //Adds an absolute value to damage. 100 = +100 damage #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0); #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0); #ifdef RENEWAL #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0); #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0); #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0); #else #define RE_ALLATK_ADD(wd, a) {;} #define RE_ALLATK_RATE(wd, a) {;} #define RE_ALLATK_ADDRATE(wd, a) {;} #endif /** * Cap both damage and basedamage of damage struct to a minimum value * @param wd: Weapon damage structure * @param src: Source of the attack * @param skill_id: Skill ID of the skill used by source * @param min: Minimum value to which damage should be capped */ static void battle_min_damage(struct Damage &wd, struct block_list &src, uint16 skill_id, int64 min) { if (is_attack_right_handed(&src, skill_id)) { wd.damage = cap_value(wd.damage, min, INT64_MAX); #ifndef RENEWAL wd.basedamage = cap_value(wd.basedamage, min, INT64_MAX); #endif } // Left-hand damage is always capped to 0 if (is_attack_left_handed(&src, skill_id)) { wd.damage2 = cap_value(wd.damage2, 0, INT64_MAX); } } /** * Returns the bonus damage granted by Spirit Spheres * As we delete the spheres before calculating the damage, we need some kind of logic to figure out how many were available * Each skill handles this in its own way, this function handles the different cases * @param wd: Weapon damage structure * @param src: Source of the attack * @param skill_id: Skill ID of the skill used by source * @param min: Minimum value to which damage should be capped */ static int32 battle_get_spiritball_damage(struct Damage& wd, struct block_list& src, uint16 skill_id) { map_session_data* sd = BL_CAST(BL_PC, &src); // Return 0 for non-players if (!sd) return 0; int32 damage = 0; switch (skill_id) { case MO_INVESTIGATE: #ifndef RENEWAL case MO_FINGEROFFENSIVE: #endif // These skills used as many spheres as they do hits damage = (wd.div_ + sd->spiritball) * 3; break; #ifdef RENEWAL case MO_FINGEROFFENSIVE: // These skills store the spheres used in spiritball_old damage = (sd->spiritball_old + sd->spiritball) * 3; break; #endif case MO_EXTREMITYFIST: // These skills store the number of spheres the player had before cast damage = sd->spiritball_old * 3; break; default: // Any skills that do not consume spheres or do not care damage = sd->spiritball * 3; break; } return damage; } /*======================================== * Do element damage modifier calculation *---------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); map_session_data* sd = BL_CAST(BL_PC, src); status_change* sc = status_get_sc(src); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true); // Elemental attribute fix if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) { int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true); switch (skill_id) { case PA_SACRIFICE: case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: case NC_SELFDESTRUCTION: case HFLI_SBR44: wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1); if (is_attack_left_handed(src, skill_id)) wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1); break; default: if (skill_id == 0 && (battle_config.attack_attr_none & src->type)) return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements #ifdef RENEWAL if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else #endif wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1); if (is_attack_left_handed(src, skill_id)) wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1); #ifdef RENEWAL } #endif break; } // Forced to neutral skills [helvetica] // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again switch (skill_id) { #ifdef RENEWAL case MO_INVESTIGATE: case MO_EXTREMITYFIST: case CR_SHIELDBOOMERANG: case PA_SHIELDCHAIN: #endif case MC_CARTREVOLUTION: case HW_MAGICCRASHER: case SR_FALLENEMPIRE: case SR_CRESCENTELBOW_AUTOSPELL: case SR_GATEOFHELL: case GN_FIRE_EXPANSION_ACID: wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1); if (is_attack_left_handed(src, skill_id)) wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1); break; } } #ifndef RENEWAL // These mastery bonuses are non-elemental and should apply even if the attack misses // They are still increased by the EDP/Magnum Break bonus damage (WATK_ELEMENT) // In renewal these bonuses do not apply when the attack misses if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_STAR)) { // Star Crumb bonus damage ATK_ADD2(wd->damage, wd->damage2, sd->right_weapon.star, sd->left_weapon.star); } // Check if general mastery bonuses apply (above check is only for Star Crumb) if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) { // Spirit Sphere bonus damage ATK_ADD(wd->damage, wd->damage2, battle_get_spiritball_damage(*wd, *src, skill_id)); // Skill-specific bonuses switch(skill_id) { case TF_POISON: ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv); // Envenom applies the attribute table to the base damage and then again to the final damage wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1); break; case NJ_SYURIKEN: ATK_ADD(wd->damage, wd->damage2, 4 * skill_lv); if (sd) { ATK_ADD(wd->damage, wd->damage2, 3 * pc_checkskill(sd, NJ_TOBIDOUGU)); ATK_ADD(wd->damage, wd->damage2, sd->bonus.arrow_atk); } // Applies attribute table on neutral element to the final damage wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1); break; case NJ_KUNAI: if (sd) { ATK_ADD(wd->damage, wd->damage2, 3 * sd->bonus.arrow_atk); } // Applies attribute table on neutral element to the final damage wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1); break; } } // These bonuses do not apply to skills that ignore +% damage cards // If damage was reduced below 0 and was not increased again to a positive value through mastery bonuses, these bonuses are ignored // Any of these are only applied to your right hand weapon in pre-renewal if (!nk[NK_IGNOREELEMENT] && !nk[NK_IGNOREATKCARD] && (wd->damage > 0 || wd->damage2 > 0) && sc) { // EDP bonus damage // This has to be applied after mastery bonuses but still before the elemental extra damage if (sc->getSCE(SC_EDP)) wd->damage += (wd->damage * sc->getSCE(SC_EDP)->val3) / 100; // This adds a percentual damage bonus based on the damage you would deal with a normal attack // Applies only to player damage; monsters and mercenaries don't get this damage boost if (sd && sc->getSCE(SC_WATK_ELEMENT)) { // Pretend the normal attack was of the element stored in the status change wd->basedamage = battle_attr_fix(src, target, wd->basedamage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv, 1); // Star Crumb bonus damage wd->basedamage += sd->right_weapon.star; // Spirit Sphere bonus damage wd->basedamage += battle_get_spiritball_damage(*wd, *src, skill_id); // Add percent of the base damage to the damage wd->damage += (wd->basedamage * sc->getSCE(SC_WATK_ELEMENT)->val2) / 100; } } #endif // Cap damage to 0 if (battle_config.attr_recover == 0) battle_min_damage(*wd, *src, skill_id, 0); } /*================================== * Calculate weapon mastery damages *---------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); status_change *sc = status_get_sc(src); status_data* sstatus = status_get_status_data(*src); int32 t_class = status_get_class(target); #ifndef RENEWAL if (sd) { wd->basedamage = battle_addmastery(sd, target, wd->basedamage, 0); } #endif // Check if mastery damage applies to current skill if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) { //Add mastery damage uint16 skill; wd->damage = battle_addmastery(sd,target,wd->damage,0); #ifdef RENEWAL wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0); #endif if (is_attack_left_handed(src, skill_id)) { wd->damage2 = battle_addmastery(sd,target,wd->damage2,1); #ifdef RENEWAL wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1); #endif } #ifdef RENEWAL //General skill masteries if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica] ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv); if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0) ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4); // Star Crumb bonus damage ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, sd->right_weapon.star, sd->left_weapon.star); // Spirit Sphere bonus damage ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_get_spiritball_damage(*wd, *src, skill_id)); if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { ATK_ADD(wd->damage, wd->damage2, 3 * skill); ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill); } #endif switch(skill_id) { case RA_WUGDASH: case RA_WUGSTRIKE: case RA_WUGBITE: if (sd) { skill = pc_checkskill(sd, RA_TOOTHOFWUG); ATK_ADD(wd->damage, wd->damage2, 30 * skill); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill); #endif } break; #ifdef RENEWAL case GN_CARTCANNON: case NC_ARMSCANNON: // Arrow attack of these skills is not influenced by P.ATK so we add it as mastery attack if (sd != nullptr) { status_data* tstatus = status_get_status_data(*target); ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_attr_fix(src, target, sd->bonus.arrow_atk, sd->bonus.arrow_ele, tstatus->def_ele, tstatus->ele_lv)); } break; #endif } if (sc) { // Status change considered as masteries #ifdef RENEWAL if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2); #endif if(sc->getSCE(SC_CAMOUFLAGE)) { ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3)); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3)); #endif } if(sc->getSCE(SC_GN_CARTBOOST)) { ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1); #endif } if (sc->getSCE(SC_P_ALTER)) { ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2); #ifdef RENEWAL ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2); #endif } } } } #ifdef RENEWAL /*========================================= * Calculate the various Renewal ATK parts *----------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); map_session_data *sd = BL_CAST(BL_PC, src); bool critical = false; int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false); int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false); wd->statusAtk += sstatus->batk; wd->statusAtk2 += sstatus->batk; if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica] wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, sstatus->rhw.ele, tstatus->def_ele, tstatus->ele_lv); wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, sstatus->lhw.ele, tstatus->def_ele, tstatus->ele_lv); } else { // status atk is considered neutral on normal attacks [helvetica] wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } // Right-hand status attack is doubled after elemental adjustments wd->statusAtk *= 2; // Check critical if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL) critical = true; wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical); wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical); // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage) if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) { int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100)); int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100)); bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv); bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv); wd->weaponAtk += bonus_atk; wd->weaponAtk2 += bonus_atk2; } wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv); wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv); wd->equipAtk += battle_calc_equip_attack(src, skill_id); wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv); wd->equipAtk2 += battle_calc_equip_attack(src, skill_id); wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv); // AtkRate gives a static bonus from (W.ATK + E.ATK) if (sd && sd->bonus.atk_rate) { wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100; wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100; } //Mastery ATK is a special kind of ATK that has no elemental properties //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv); wd->damage = 0; wd->damage2 = 0; } #endif /*========================================================== * Calculate basic ATK that goes into the skill ATK formula *---------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { status_change *sc = status_get_sc(src); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); map_session_data *sd = BL_CAST(BL_PC, src); map_session_data *tsd = BL_CAST(BL_PC, target); uint16 bflag = BDMG_NONE; #ifndef RENEWAL uint16 i; #endif std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); switch (skill_id) { //Calc base damage according to skill case PA_SACRIFICE: wd->damage = sstatus->max_hp* 9/100; wd->damage2 = 0; #ifdef RENEWAL wd->weaponAtk = wd->damage; wd->weaponAtk2 = wd->damage2; #endif break; #ifdef RENEWAL case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { battle_calc_damage_parts(wd, src, target, skill_id, skill_lv); // Officially statusAtk + weaponAtk + equipAtk make base attack // We simulate this here by adding them all into equip attack ATK_ADD2(wd->equipAtk, wd->equipAtk2, wd->statusAtk + wd->weaponAtk, wd->statusAtk2 + wd->weaponAtk2); // Set statusAtk and weaponAtk to 0 ATK_RATE(wd->statusAtk, wd->statusAtk2, 0); ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 0); // Add weight int16 index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) wd->equipAtk += sd->inventory_data[index]->weight / 10; // 70% damage modifier is applied to base attack + weight ATK_RATE(wd->equipAtk, wd->equipAtk2, 70); // Additional skill-specific size fix switch (tstatus->size) { case SZ_SMALL: //Small: 130% ATK_RATE(wd->equipAtk, wd->equipAtk2, 130); break; case SZ_MEDIUM: //Medium: 115% ATK_RATE(wd->equipAtk, wd->equipAtk2, 115); break; //case SZ_BIG: //Large: 100% } } else { wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead } #else case NJ_ISSEN: wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100; wd->damage2 = 0; break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { int16 index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only. } else { wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead } i = sstatus->str/10; i*=i; ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? case SZ_SMALL: //Small: 125% ATK_RATE(wd->damage, wd->damage2, 125); break; //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(wd->damage, wd->damage2, 75); break; } #endif break; case CR_SHIELDBOOMERANG: case PA_SHIELDCHAIN: wd->damage = sstatus->batk; if (sd) { int16 index = sd->equip_index[EQI_HAND_L]; //Base damage of shield skills is [batk + 4*refine + weight] if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) { ATK_ADD(wd->damage, wd->damage2, 4 * sd->inventory.u.items_inventory[index].refine); ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, 4 * sd->inventory.u.items_inventory[index].refine); ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10); #endif } #ifndef RENEWAL // Shield Boomerang and Rapid Smiting calculate DEF before the skill ratio battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv); #endif } else ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2 break; case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: { int32 damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv; if(status_get_lv(src) > 100) damagevalue = damagevalue * status_get_lv(src) / 100; if(sd) { if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) { damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100; } else { damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100; } } if (sc && sc->getSCE(SC_DRAGONIC_AURA)) damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100; ATK_ADD(wd->damage, wd->damage2, damagevalue); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue); #endif wd->flag |= BF_LONG; } break; case NC_SELFDESTRUCTION: { int32 damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit); if(status_get_lv(src) > 100) damagevalue = damagevalue * status_get_lv(src) / 100; damagevalue = damagevalue + sstatus->hp; ATK_ADD(wd->damage, wd->damage2, damagevalue); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue); #endif } break; case KO_HAPPOKUNAI: if(sd) { int16 index = sd->equip_index[EQI_AMMO]; int32 damagevalue = 3 * ( #ifdef RENEWAL 2 * #endif sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ? sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5; if (sc && sc->getSCE(SC_KAGEMUSYA)) damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100; ATK_ADD(wd->damage, wd->damage2, damagevalue); #ifdef RENEWAL ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue); #endif } else ATK_ADD(wd->damage, wd->damage2, 5000); break; case HFLI_SBR44: //[orn] if(src->type == BL_HOM) wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ; break; default: // Flags that apply to both pre-renewal and renewal bflag = BDMG_NONE; if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) bflag |= BDMG_CRIT; if (!skill_id && sc && sc->getSCE(SC_CHANGE)) bflag |= BDMG_MAGIC; #ifdef RENEWAL if (sd) battle_calc_damage_parts(wd, src, target, skill_id, skill_lv); else { wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag); if (is_attack_left_handed(src, skill_id)) wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag); } #else // Pre-renewal exclusive flags if (skill_id == HW_MAGICCRASHER) bflag |= BDMG_MAGIC; if (sc && sc->getSCE(SC_WEAPONPERFECTION)) bflag |= BDMG_NOSIZE; if (is_skill_using_arrow(src, skill_id) && sd) { switch(sd->status.weapon) { case W_BOW: bflag |= BDMG_ARROW; break; case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: // Criticals with any guns are calculated like melee criticals if (!(bflag & BDMG_CRIT)) { bflag |= BDMG_ARROW; } break; default: // Attacks that use ammo are calculated like melee attacks as long as no ranged weapon is equipped // Some skills manually add arrow_atk as mastery bonus later (e.g. Throw Shuriken, Throw Kunai) break; } } if (skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING) bflag &= ~(BDMG_CRIT); // Sharpshooting just ignores DEF/FLEE but damage is like a normal attack wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag); if (is_attack_left_handed(src, skill_id)) wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag); #endif if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets if(wd->miscflag > 0) { wd->damage /= wd->miscflag; #ifdef RENEWAL wd->statusAtk /= wd->miscflag; wd->weaponAtk /= wd->miscflag; wd->equipAtk /= wd->miscflag; wd->masteryAtk /= wd->miscflag; #endif } else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } //Add any bonuses that modify the base atk (pre-skills) if(sd) { int32 skill; #ifndef RENEWAL if (sd->bonus.crit_atk_rate && (bflag & BDMG_CRIT)) { // add +crit damage bonuses here in pre-renewal mode [helvetica] ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate); } if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) { if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish] // Reduce count by one (self) [Tydus1] i -= 1; ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i); } } #else if ((skill = pc_checkskill(sd, TK_POWER)) > 0) { int32 dmg_bonus = 20 * skill; ATK_ADDRATE(wd->damage, wd->damage2, dmg_bonus); RE_ALLATK_ADDRATE(wd, dmg_bonus); } #endif } #ifndef RENEWAL if (tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && (bflag & BDMG_CRIT)) { ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate); } //Acid Terror ignores DEF but will substract VIT from base attack value instead if (skill_id == AM_ACIDTERROR) ATK_ADD(wd->damage, wd->damage2, -tstatus->def2); #endif break; } //End switch(skill_id) } //For quick div adjustment. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); } #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; } /*================================================= [Playtester] * Applies DAMAGE_DIV_FIX and checks for min damage * @param d: Damage struct to apply DAMAGE_DIV_FIX to * @param skill_id: ID of the skill that deals damage * @return Modified damage struct *------------------------------------------------*/ static void battle_apply_div_fix(struct Damage* d, uint16 skill_id) { if(d->damage) { DAMAGE_DIV_FIX(d->damage, d->div_); //Min damage if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag))) d->damage = d->div_; } else if (d->div_ < 0) { d->div_ *= -1; } } /*======================================= * Check for and calculate multi attacks *--------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); status_change *sc = status_get_sc(src); status_change *tsc = status_get_sc(target); status_data* tstatus = status_get_status_data(*target); if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica] int16 i; if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1) { int32 chance = rnd()%100; switch(sc->getSCE(SC_FEARBREEZE)->val1) { case 5: if (chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times. [[fallthrough]]; case 4: if (chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times. [[fallthrough]]; case 3: if (chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times. [[fallthrough]]; case 2: case 1: if (chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times. } wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount); sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1; if (wd->div_ > 1) wd->type = DMG_MULTI_HIT; } if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER ) || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST ) || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed { //Success chance is not added, the higher one is used [Skotlex] int32 max_rate = 0; if (sc && sc->getSCE(SC_KAGEMUSYA)) max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE else #ifdef RENEWAL max_rate = max(7 * skill_lv, sd->bonus.double_rate); #else max_rate = max(5 * skill_lv, sd->bonus.double_rate); #endif if( rnd()%100 < max_rate ) { wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); wd->type = DMG_MULTI_HIT; } } if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect || (sc != nullptr && !sc->empty() && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN && rnd()%100 < 5*skill_lv ) //Success rate { wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv); wd->type = DMG_MULTI_HIT; sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1)); } } switch (skill_id) { case RK_WINDCUTTER: if (sd && sd->weapontype1 == W_2HSWORD) wd->div_ = 2; break; case SC_FATALMENACE: if (sd && sd->weapontype1 == W_DAGGER) wd->div_++; break; case SR_RIDEINLIGHTNING: wd->div_ = (sd ? max(1, skill_lv) : 1); break; case RL_QD_SHOT: wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0); break; case KO_JYUMONJIKIRI: if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) ) wd->div_ = wd->div_ * -1;// needs more info break; case MH_BLAZING_AND_FURIOUS: { struct homun_data *hd = BL_CAST(BL_HOM, src); if (hd) { wd->div_ = hd->homunculus.spiritball; hom_delspiritball(hd, MAX_SPIRITBALL, 1); } break; } case ABC_FRENZY_SHOT: if( rnd_chance( 5 * skill_lv, 100 ) ){ wd->div_ = 3; } break; #ifdef RENEWAL case AS_POISONREACT: skill_lv = pc_checkskill(sd, TF_DOUBLE); if (skill_lv > 0) { if(rnd()%100 < (7 * skill_lv)) { wd->div_++; } } break; #endif case NW_SPIRAL_SHOOTING: if (sd && sd->weapontype1 == W_GRENADE) wd->div_ += 1; break; case NW_MAGAZINE_FOR_ONE: if (sd && sd->weapontype1 == W_GATLING) wd->div_ += 4; break; case NW_THE_VIGILANTE_AT_NIGHT: if (sd && sd->weapontype1 == W_GATLING) wd->div_ += 3; break; } } /** * Calculates the percentual attack modificator (ATKpercent) based on status changes * These bonuses are added together and the percent is applied to the damage before the defense reduction in pre-renewal * In renewal this simply sets the base skillratio before the actual skill ratio of the skill used is added * This bonus works as a separate unit to the rest (e.g., if one of these is not applied to a skill, then we know none are) * Do not add additional status changes here unless they are confirmed to use ATKpercent * @param bl: Object to calc atkpercent for * @param skill_id: Skill used by object * @param sc: Object's status change information * @return atkpercent with cap_value(watk,0,USHRT_MAX) */ static uint16 battle_get_atkpercent(struct block_list& bl, uint16 skill_id, status_change& sc) { if (bl.type == BL_PC && !battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) return 100; int32 atkpercent = 100; if (sc.getSCE(SC_CURSE)) atkpercent -= 25; if (sc.getSCE(SC_PROVOKE)) atkpercent += sc.getSCE(SC_PROVOKE)->val2; if (sc.getSCE(SC_STRIPWEAPON) && bl.type != BL_PC) atkpercent -= sc.getSCE(SC_STRIPWEAPON)->val2; if (sc.getSCE(SC_CONCENTRATION)) atkpercent += sc.getSCE(SC_CONCENTRATION)->val2; if (sc.getSCE(SC_TRUESIGHT)) atkpercent += 2 * sc.getSCE(SC_TRUESIGHT)->val1; if (sc.getSCE(SC_JOINTBEAT) && sc.getSCE(SC_JOINTBEAT)->val2 & BREAK_WAIST) atkpercent -= 25; if (sc.getSCE(SC_INCATKRATE)) atkpercent += sc.getSCE(SC_INCATKRATE)->val1; if (sc.getSCE(SC_POWERUP)) atkpercent += sc.getSCE(SC_POWERUP)->val1; if (sc.getSCE(SC_SKE)) atkpercent += 300; if (sc.getSCE(SC_BLOODLUST)) atkpercent += sc.getSCE(SC_BLOODLUST)->val2; if (sc.getSCE(SC_FLEET)) atkpercent += sc.getSCE(SC_FLEET)->val3; if (sc.getSCE(SC_INVINCIBLE)) atkpercent += sc.getSCE(SC_INVINCIBLE)->val2; /* Only few selected skills should use this function, DO NOT ADD any that are not caused by the skills listed below * TODO: * GD_GUARDUP (2*skLevel+8) * EL_WATERBARRIER (-3) * SC_ENERVATION (-30/-40/-50) * MH_EQC (skLevel*5) * MH_VOLCANIC_ASH (-50) */ return (uint16)cap_value(atkpercent, 0, USHRT_MAX); } /*====================================================== * Calculate skill level ratios for weapon-based skills *------------------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int32 battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); map_session_data *tsd = BL_CAST(BL_PC, target); status_change *sc = status_get_sc(src); status_change *tsc = status_get_sc(target); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); int32 skillratio = 100; int32 i; //Skill damage modifiers that stack linearly if(sc && skill_id != PA_SACRIFICE) { #ifdef RENEWAL //ATK percent modifier (in renewal, it's applied before the skillratio) skillratio = battle_get_atkpercent(*src, skill_id, *sc); #endif if(sc->getSCE(SC_OVERTHRUST)) skillratio += sc->getSCE(SC_OVERTHRUST)->val3; if(sc->getSCE(SC_MAXOVERTHRUST)) skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2; if(sc->getSCE(SC_BERSERK)) #ifndef RENEWAL skillratio += 100; #else skillratio += 200; #endif if (!skill_id || skill_id == KN_AUTOCOUNTER) { if (sc->getSCE(SC_CRUSHSTRIKE)) { if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]% int16 index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk + 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6); } status_change_end(src,SC_CRUSHSTRIKE); skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); } else { if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps skillratio += 125; else skillratio += 250; } } } } switch(skill_id) { case SM_BASH: case MS_BASH: skillratio += 30 * skill_lv; break; case SM_MAGNUM: case MS_MAGNUM: if(wd->miscflag == 1) skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester] else skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester] break; case MC_MAMMONITE: skillratio += 50 * skill_lv; break; case HT_POWER: skillratio += -50 + 8 * sstatus->str; break; case AC_DOUBLE: case MA_DOUBLE: skillratio += 10 * (skill_lv - 1); break; case AC_SHOWER: case MA_SHOWER: #ifdef RENEWAL skillratio += 50 + 10 * skill_lv; #else skillratio += -25 + 5 * skill_lv; #endif break; case AC_CHARGEARROW: case MA_CHARGEARROW: skillratio += 50; break; case KN_PIERCE: skillratio += 10 * skill_lv; if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10) skillratio *= 2; break; case ML_PIERCE: skillratio += 10 * skill_lv; break; case MER_CRASH: skillratio += 10 * skill_lv; break; case KN_SPEARSTAB: skillratio += 20 * skill_lv; break; case KN_SPEARBOOMERANG: skillratio += 50 * skill_lv; break; #ifdef RENEWAL case KN_BRANDISHSPEAR: skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3; break; #else case KN_BRANDISHSPEAR: #endif case ML_BRANDISH: { int32 ratio = 100 + 20 * skill_lv; skillratio += -100 + ratio; if(skill_lv > 3 && wd->miscflag == 0) skillratio += ratio / 2; if(skill_lv > 6 && wd->miscflag == 0) skillratio += ratio / 4; if(skill_lv > 9 && wd->miscflag == 0) skillratio += ratio / 8; if(skill_lv > 6 && wd->miscflag == 1) skillratio += ratio / 2; if(skill_lv > 9 && wd->miscflag == 1) skillratio += ratio / 4; if(skill_lv > 9 && wd->miscflag == 2) skillratio += ratio / 2; } break; case KN_BOWLINGBASH: case MS_BOWLINGBASH: skillratio += 40 * skill_lv; break; case AS_GRIMTOOTH: skillratio += 20 * skill_lv; break; case AS_POISONREACT: skillratio += 30 * skill_lv; break; case AS_SONICBLOW: #ifdef RENEWAL skillratio += 100 + 100 * skill_lv; if (tstatus->hp < (tstatus->max_hp / 2)) skillratio += skillratio / 2; #else skillratio += 200 + 50 * skill_lv; if (sd && pc_checkskill(sd, AS_SONICACCEL) > 0) skillratio += skillratio / 10; #endif break; case TF_SPRINKLESAND: skillratio += 30; break; case MC_CARTREVOLUTION: skillratio += 50; if(sd && sd->cart_weight) skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight else if (!sd) skillratio += 100; //Max damage for non players. break; case NPC_PIERCINGATT: skillratio += -25; //75% base damage break; case NPC_COMBOATTACK: skillratio += 25 * skill_lv; break; case NPC_RANDOMATTACK: case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_UNDEADATTACK: case NPC_TELEKINESISATTACK: case NPC_BLOODDRAIN: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_ICEBREATH2: case NPC_THUNDERBREATH: case NPC_HELLJUDGEMENT: case NPC_HELLJUDGEMENT2: case NPC_PULSESTRIKE: skillratio += 100 * (skill_lv - 1); break; case NPC_REVERBERATION_ATK: skillratio += 400 + 200 * skill_lv; break; case RG_BACKSTAP: if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty) skillratio += (200 + 40 * skill_lv) / 2; else skillratio += 200 + 40 * skill_lv; break; case RG_RAID: #ifdef RENEWAL skillratio += -100 + 50 + skill_lv * 150; #else skillratio += 40 * skill_lv; #endif break; case RG_INTIMIDATE: skillratio += 30 * skill_lv; break; case CR_SHIELDCHARGE: skillratio += 20 * skill_lv; break; case CR_SHIELDBOOMERANG: #ifdef RENEWAL skillratio += -100 + skill_lv * 80; #else skillratio += 30 * skill_lv; #endif break; case NPC_DARKCROSS: case CR_HOLYCROSS: #ifdef RENEWAL if(sd && sd->status.weapon == W_2HSPEAR) skillratio += 70 * skill_lv; else #endif skillratio += 35 * skill_lv; break; case AM_DEMONSTRATION: skillratio += 20 * skill_lv; break; case AM_ACIDTERROR: #ifdef RENEWAL skillratio += -100 + 200 * skill_lv; if (sd && pc_checkskill(sd, AM_LEARNINGPOTION)) skillratio += 100; // !TODO: What's this bonus increase? #else skillratio += -50 + 50 * skill_lv; #endif break; case MO_FINGEROFFENSIVE: #ifdef RENEWAL skillratio += 500 + skill_lv * 200; if (tsc && tsc->getSCE(SC_BLADESTOP)) skillratio += skillratio / 2; #else skillratio += 50 * skill_lv; #endif break; case MO_INVESTIGATE: #ifdef RENEWAL skillratio += -100 + 100 * skill_lv; if (tsc && tsc->getSCE(SC_BLADESTOP)) skillratio += skillratio / 2; #else skillratio += 75 * skill_lv; #endif break; case MO_EXTREMITYFIST: skillratio += 700 + sstatus->sp * 10; #ifdef RENEWAL if (wd->miscflag&1) skillratio *= 2; // More than 5 spirit balls active #endif skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection break; case MO_TRIPLEATTACK: skillratio += 20 * skill_lv; break; case MO_CHAINCOMBO: #ifdef RENEWAL skillratio += 150 + 50 * skill_lv; if (sd && sd->status.weapon == W_KNUCKLE) skillratio *= 2; #else skillratio += 50 + 50 * skill_lv; #endif break; case MO_COMBOFINISH: #ifdef RENEWAL skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role? #else skillratio += 140 + 60 * skill_lv; #endif if (sc->getSCE(SC_GT_ENERGYGAIN)) skillratio += skillratio * 50 / 100; break; case BA_MUSICALSTRIKE: case DC_THROWARROW: #ifdef RENEWAL skillratio += 10 + 40 * skill_lv; #else skillratio += 25 + 25 * skill_lv; #endif break; case CH_TIGERFIST: #ifdef RENEWAL skillratio += 400 + 150 * skill_lv; RE_LVL_DMOD(100); #else skillratio += -60 + 100 * skill_lv; #endif if (sc->getSCE(SC_GT_ENERGYGAIN)) skillratio += skillratio * 50 / 100; break; case CH_CHAINCRUSH: #ifdef RENEWAL skillratio += -100 + 200 * skill_lv; RE_LVL_DMOD(100); #else skillratio += 300 + 100 * skill_lv; #endif if (sc->getSCE(SC_GT_ENERGYGAIN)) skillratio += skillratio * 50 / 100; break; case CH_PALMSTRIKE: #ifdef RENEWAL skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role? RE_LVL_DMOD(100); #else skillratio += 100 + 100 * skill_lv; #endif break; case LK_HEADCRUSH: skillratio += 40 * skill_lv; break; case LK_JOINTBEAT: skillratio += 10 * skill_lv - 50; if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment. skillratio *= 2; break; #ifdef RENEWAL // Renewal: skill ratio applies to entire damage [helvetica] case LK_SPIRALPIERCE: skillratio += 50 + 50 * skill_lv; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10) skillratio *= 2; break; case ML_SPIRALPIERCE: skillratio += 50 + 50 * skill_lv; RE_LVL_DMOD(100); break; #endif case ASC_METEORASSAULT: #ifdef RENEWAL skillratio += 100 + 120 * skill_lv; RE_LVL_DMOD(100); #else skillratio += -60 + 40 * skill_lv; #endif break; case SN_SHARPSHOOTING: if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing? if (wd->miscflag & 2) // Splash damage bonus skillratio += -100 + 140 * skill_lv; else skillratio += 100 + 50 * skill_lv; break; } [[fallthrough]]; case MA_SHARPSHOOTING: #ifdef RENEWAL skillratio += -100 + 300 + 300 * skill_lv; RE_LVL_DMOD(100); #else skillratio += 100 + 50 * skill_lv; #endif break; #ifdef RENEWAL case CR_ACIDDEMONSTRATION: skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus if (target->type == BL_PC) skillratio /= 2; break; #endif case CG_ARROWVULCAN: #ifdef RENEWAL skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); #else skillratio += 100 + 100 * skill_lv; #endif break; case AS_SPLASHER: #ifdef RENEWAL skillratio += -100 + 400 + 100 * skill_lv; #else skillratio += 400 + 50 * skill_lv; #endif if(sd) skillratio += 20 * pc_checkskill(sd,AS_POISONREACT); break; case ASC_BREAKER: #ifdef RENEWAL skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier RE_LVL_DMOD(100); #else // Pre-Renewal: skill ratio for weapon part of damage [helvetica] skillratio += -100 + 100 * skill_lv; #endif break; case PA_SACRIFICE: skillratio += -10 + 10 * skill_lv; break; case PA_SHIELDCHAIN: #ifdef RENEWAL skillratio = -100 + 300 + 200 * skill_lv; if( sd != nullptr ){ int16 index = sd->equip_index[EQI_HAND_L]; // Damage affected by the shield's weight and refine. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){ skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine; } // Damage affected by shield mastery if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){ skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY ); } } RE_LVL_DMOD(100); #else skillratio += 30 * skill_lv; #endif if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech] skillratio += skillratio * 50 / 100; break; case WS_CARTTERMINATION: i = 10 * (16 - skill_lv); if (i < 1) i = 1; //Preserve damage ratio when max cart weight is changed. if (sd && sd->cart_weight) skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100; else if (!sd) skillratio += 80000 / i - 100; break; case TK_DOWNKICK: case TK_STORMKICK: skillratio += 60 + 20 * skill_lv; break; case TK_TURNKICK: case TK_COUNTER: skillratio += 90 + 30 * skill_lv; break; case TK_JUMPKICK: //Different damage formulas depending on damage trigger if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id) skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel] else if (wd->miscflag) { skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel] if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel] skillratio *= 2; } else skillratio += -70 + 10 * skill_lv; break; case GS_TRIPLEACTION: skillratio += 50 * skill_lv; break; case GS_BULLSEYE: //Only works well against brute/demihumans non bosses. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE)) skillratio += 400; break; case GS_TRACKING: skillratio += 100 * (skill_lv + 1); break; case GS_PIERCINGSHOT: #ifdef RENEWAL if (sd && sd->weapontype1 == W_RIFLE) skillratio += 150 + 30 * skill_lv; else skillratio += 100 + 20 * skill_lv; #else skillratio += 20 * skill_lv; #endif break; case GS_RAPIDSHOWER: skillratio += 400 + 50 * skill_lv; break; case GS_DESPERADO: skillratio += 50 * (skill_lv - 1); if (sc && sc->getSCE(SC_FALLEN_ANGEL)) skillratio *= 2; break; case GS_DUST: skillratio += 50 * skill_lv; break; case GS_FULLBUSTER: skillratio += 100 * (skill_lv + 2); break; case GS_SPREADATTACK: #ifdef RENEWAL skillratio += 30 * skill_lv; #else skillratio += 20 * (skill_lv - 1); #endif break; #ifdef RENEWAL case GS_GROUNDDRIFT: skillratio += 100 + 20 * skill_lv; break; #endif case NJ_HUUMA: #ifdef RENEWAL skillratio += -150 + 250 * skill_lv; #else skillratio += 50 + 150 * skill_lv; #endif break; case NJ_TATAMIGAESHI: skillratio += 10 * skill_lv; #ifdef RENEWAL skillratio *= 2; #endif break; case NJ_KASUMIKIRI: #ifdef RENEWAL skillratio += 20 * skill_lv; #else skillratio += 10 * skill_lv; #endif break; case NJ_KIRIKAGE: #ifdef RENEWAL skillratio += -50 + 150 * skill_lv; #else skillratio += 100 * (skill_lv - 1); #endif break; #ifdef RENEWAL case NJ_SYURIKEN: skillratio += 5 * skill_lv; break; case NJ_KUNAI: skillratio += -100 + 100 * skill_lv; break; case KN_CHARGEATK: skillratio += 600; break; case AS_VENOMKNIFE: skillratio += 400; break; #else case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500% int32 k = (wd->miscflag-1)/3; if (k < 0) k = 0; else if (k > 4) k = 4; skillratio += 100 * k; } break; #endif case HT_PHANTASMIC: #ifdef RENEWAL skillratio += 400; #else skillratio += 50; #endif break; case MO_BALKYOUNG: #ifdef RENEWAL skillratio += 700; #else skillratio += 200; #endif break; case HFLI_MOON: //[orn] skillratio += 10 + 110 * skill_lv; break; case HFLI_SBR44: //[orn] skillratio += 100 * (skill_lv - 1); break; case NPC_VAMPIRE_GIFT: skillratio += ((skill_lv - 1) % 5 + 1) * 100; break; case RK_SONICWAVE: skillratio += -100 + 1050 + 150 * skill_lv; RE_LVL_DMOD(100); break; case RK_HUNDREDSPEAR: skillratio += -100 + 600 + 200 * skill_lv; if (sd) skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE); if (sc) { if( sc->getSCE( SC_DRAGONIC_AURA ) ){ skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160; } if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10) skillratio *= 2; } RE_LVL_DMOD(100); break; case RK_WINDCUTTER: if (sd) { if (sd->weapontype1 == W_2HSWORD) skillratio += -100 + 250 * skill_lv; else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR) skillratio += -100 + 400 * skill_lv; else skillratio += -100 + 300 * skill_lv; } else skillratio += -100 + 300 * skill_lv; RE_LVL_DMOD(100); break; case RK_IGNITIONBREAK: skillratio += -100 + 450 * skill_lv; RE_LVL_DMOD(100); break; case NPC_IGNITIONBREAK: // 3x3 cell Damage = 1000 1500 2000 2500 3000 % // 7x7 cell Damage = 750 1250 1750 2250 2750 % // 11x11 cell Damage = 500 1000 1500 2000 2500 % i = distance_bl(src,target); if (i < 2) skillratio += -100 + 500 * (skill_lv + 1); else if (i < 4) skillratio += -100 + 250 + 500 * skill_lv; else skillratio += -100 + 500 * skill_lv; break; case RK_STORMBLAST: skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] % RE_LVL_DMOD(100); break; case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] % skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5); RE_LVL_DMOD(150); // Base level bonus. break; // case NPC_PHANTOMTHRUST: // ATK = 100% for all level case GC_CROSSIMPACT: skillratio += -100 + 1400 + 150 * skill_lv; RE_LVL_DMOD(100); break; case GC_COUNTERSLASH: //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]% skillratio += -100 + 300 + 150 * skill_lv; RE_LVL_DMOD(120); skillratio += sstatus->agi * 2; // If 4th job, job level of your 3rd job counts skillratio += (sd ? (sd->class_&JOBL_FOURTH ? sd->change_level_4th : sd->status.job_level) * 4 : 0); break; case GC_VENOMPRESSURE: skillratio += 900; break; case GC_PHANTOMMENACE: skillratio += 200; break; case GC_ROLLINGCUTTER: skillratio += -100 + 50 + 80 * skill_lv; RE_LVL_DMOD(100); break; case GC_CROSSRIPPERSLASHER: skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3); RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_ROLLINGCUTTER)) skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200; break; case GC_DARKCROW: skillratio += 100 * (skill_lv - 1); break; case AB_DUPLELIGHT_MELEE: skillratio += 50 + 15 * skill_lv; break; case NPC_ARROWSTORM: if (skill_lv > 4) skillratio += 1900; else skillratio += 900; break; case NPC_DRAGONBREATH: if (skill_lv > 5) skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER else skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH break; case RA_ARROWSTORM: if (sc && sc->getSCE(SC_FEARBREEZE)) skillratio += -100 + 200 + 250 * skill_lv; else skillratio += -100 + 200 + 180 * skill_lv; RE_LVL_DMOD(100); break; case RA_AIMEDBOLT: if (sc && sc->getSCE(SC_FEARBREEZE)) skillratio += -100 + 800 + 35 * skill_lv; else skillratio += -100 + 500 + 20 * skill_lv; RE_LVL_DMOD(100); break; case RA_CLUSTERBOMB: skillratio += 100 + 100 * skill_lv; break; case RA_WUGDASH:// ATK 300% skillratio += 200; break; case RA_WUGSTRIKE: skillratio += -100 + 200 * skill_lv; break; case RA_WUGBITE: skillratio += 300 + 200 * skill_lv; if (skill_lv == 5) skillratio += 100; break; case RA_SENSITIVEKEEN: skillratio += 50 * skill_lv; break; case NC_BOOSTKNUCKLE: skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus? RE_LVL_DMOD(100); break; case NC_PILEBUNKER: skillratio += 200 + 100 * skill_lv + status_get_str(src); RE_LVL_DMOD(100); break; case NC_VULCANARM: skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus? RE_LVL_DMOD(100); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: skillratio += 200 + 300 * skill_lv; RE_LVL_DMOD(150); break; case NC_ARMSCANNON: skillratio += -100 + 400 + 350 * skill_lv; RE_LVL_DMOD(100); break; case NC_AXEBOOMERANG: skillratio += 150 + 50 * skill_lv; if (sd) { int16 index = sd->equip_index[EQI_HAND_R]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON) skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech] } RE_LVL_DMOD(100); break; case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari] skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR)) skillratio *= 2; break; case NC_MAGMA_ERUPTION: // 'Slam' damage skillratio += 350 + 50 * skill_lv; break; case NC_AXETORNADO: skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2; if (sc && sc->getSCE(SC_AXE_STOMP)) skillratio += 380; RE_LVL_DMOD(100); break; case SC_FATALMENACE: skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus? if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){ skillratio += 30 * skill_lv; } RE_LVL_DMOD(100); break; case SC_TRIANGLESHOT: skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi; RE_LVL_DMOD(100); break; case SC_FEINTBOMB: skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1); RE_LVL_DMOD(120); break; case LG_CANNONSPEAR: skillratio += -100 + skill_lv * ( 120 + sstatus->str ); if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){ skillratio += 400; } RE_LVL_DMOD(100); break; case LG_BANISHINGPOINT: skillratio += -100 + ( 100 * skill_lv ); if( sd != nullptr ){ skillratio += pc_checkskill( sd, SM_BASH ) * 70; } if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){ skillratio += 800; } RE_LVL_DMOD(100); break; case LG_SHIELDPRESS: skillratio += -100 + 200 * skill_lv; if (sd) { // Shield Press only considers base STR without job bonus skillratio += sd->status.str; if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){ skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY ); } int16 index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) skillratio += sd->inventory_data[index]->weight / 10; } RE_LVL_DMOD(100); break; case LG_PINPOINTATTACK: skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src); RE_LVL_DMOD(120); break; case LG_RAGEBURST: if (sd && sd->spiritball_old) skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100; else skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src)); RE_LVL_DMOD(100); break; case LG_MOONSLASHER: skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0); RE_LVL_DMOD(100); break; case LG_OVERBRAND: if(sc && sc->getSCE(SC_OVERBRANDREADY)) skillratio += -100 + 500 * skill_lv; else skillratio += -100 + 350 * skill_lv; skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0); RE_LVL_DMOD(100); break; case LG_EARTHDRIVE: skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus? if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){ skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY ); } RE_LVL_DMOD(100); break; case LG_HESPERUSLIT: if (sc && sc->getSCE(SC_INSPIRATION)) skillratio += -100 + 450 * skill_lv; else skillratio += -100 + 300 * skill_lv; skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus? RE_LVL_DMOD(100); break; case SR_EARTHSHAKER: if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) { //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] % skillratio += -100 + 300 * skill_lv; RE_LVL_DMOD(100); skillratio += status_get_str(src) * 3; } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] % skillratio += -100 + 400 * skill_lv; RE_LVL_DMOD(100); skillratio += status_get_str(src) * 2; } break; case SR_DRAGONCOMBO: skillratio += 100 + 80 * skill_lv; RE_LVL_DMOD(100); break; case SR_FALLENEMPIRE: // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] % skillratio += 300 * skill_lv; RE_LVL_DMOD(150); break; case SR_TIGERCANNON: { uint32 hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100, sp = sstatus->max_sp * (5 + skill_lv) / 100; if (wd->miscflag&8) // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] % skillratio += -100 + (hp + sp) / 2; else // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] % skillratio += -100 + (hp + sp) / 4; RE_LVL_DMOD(100); } if (sc->getSCE(SC_GT_REVITALIZE)) skillratio += skillratio * 30 / 100; break; case SR_SKYNETBLOW: //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] % skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus RE_LVL_DMOD(100); break; case SR_RAMPAGEBLASTER: if (tsc && tsc->getSCE(SC_EARTHSHAKER)) { skillratio += 1400 + 550 * skill_lv; RE_LVL_DMOD(120); } else { skillratio += 900 + 350 * skill_lv; RE_LVL_DMOD(150); } if (sc->getSCE(SC_GT_CHANGE)) skillratio += skillratio * 30 / 100; break; case SR_KNUCKLEARROW: if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] % skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5; if (tsd && tsd->weight) skillratio += 100 * tsd->weight / tsd->max_weight; RE_LVL_DMOD(150); } else { if (status_get_class_(target) == CLASS_BOSS) skillratio += 400 + 200 * skill_lv; else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] % skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); } if (sc->getSCE(SC_GT_CHANGE)) skillratio += skillratio * 30 / 100; break; case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] % skillratio += -100 + status_get_lv(src) + sstatus->dex; RE_LVL_DMOD(100); break; case SR_GATEOFHELL: if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) skillratio += -100 + 800 * skill_lv; else skillratio += -100 + 500 * skill_lv; RE_LVL_DMOD(100); if (sc->getSCE(SC_GT_REVITALIZE)) skillratio += skillratio * 30 / 100; break; case SR_GENTLETOUCH_QUIET: skillratio += -100 + 100 * skill_lv + sstatus->dex; RE_LVL_DMOD(100); break; case SR_HOWLINGOFLION: skillratio += -100 + 500 * skill_lv; RE_LVL_DMOD(100); break; case SR_RIDEINLIGHTNING: skillratio += -100 + 40 * skill_lv; if (sd && sd->status.weapon == W_KNUCKLE) skillratio += 50 * skill_lv; RE_LVL_DMOD(100); break; case WM_SEVERE_RAINSTORM_MELEE: //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] % skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200); if (wd->miscflag&4) // Whip/Instrument equipped skillratio += 20 * skill_lv; RE_LVL_DMOD(100); break; case WM_GREAT_ECHO: skillratio += -100 + 250 + 500 * skill_lv; if (sd) { skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0) skillratio *= 2; } RE_LVL_DMOD(100); break; case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] % skillratio += -100 + 200 * skill_lv; if(sd && sd->cart_weight) skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50; if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR)) skillratio *= 2; } break; case GN_CARTCANNON: skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART)); RE_LVL_DMOD(100); break; case GN_SPORE_EXPLOSION: skillratio += -100 + 400 + 200 * skill_lv; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY)) skillratio *= 2; break; case GN_WALLOFTHORN: skillratio += 10 * skill_lv; break; case GN_CRAZYWEED_ATK: skillratio += -100 + 700 + 100 * skill_lv; RE_LVL_DMOD(100); break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { case ITEMID_APPLE_BOMB: skillratio += 200 + status_get_str(src) + status_get_dex(src); break; case ITEMID_COCONUT_BOMB: case ITEMID_PINEAPPLE_BOMB: skillratio += 700 + status_get_str(src) + status_get_dex(src); break; case ITEMID_MELON_BOMB: skillratio += 400 + status_get_str(src) + status_get_dex(src); break; case ITEMID_BANANA_BOMB: skillratio += 777 + status_get_str(src) + status_get_dex(src); break; case ITEMID_BLACK_LUMP: skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3; break; case ITEMID_BLACK_HARD_LUMP: skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2; break; case ITEMID_VERY_HARD_LUMP: skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src); break; } RE_LVL_DMOD(100); } break; case GN_HELLS_PLANT_ATK: skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus RE_LVL_DMOD(100); break; // Physical Elemantal Spirits Attack Skills case EL_CIRCLE_OF_FIRE: case EL_FIRE_BOMB_ATK: case EL_STONE_RAIN: skillratio += 200; break; case EL_FIRE_WAVE_ATK: skillratio += 500; break; case EL_TIDAL_WEAPON: skillratio += 1400; break; case EL_WIND_SLASH: skillratio += 100; break; case EL_HURRICANE: skillratio += 600; break; case EL_TYPOON_MIS: case EL_WATER_SCREW_ATK: skillratio += 900; break; case EL_STONE_HAMMER: skillratio += 400; break; case EL_ROCK_CRUSHER: skillratio += 700; break; case KO_JYUMONJIKIRI: skillratio += -100 + 200 * skill_lv; RE_LVL_DMOD(120); if(tsc && tsc->getSCE(SC_JYUMONJIKIRI)) skillratio += skill_lv * status_get_lv(src); if (sc && sc->getSCE(SC_KAGEMUSYA)) skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100; break; case KO_HUUMARANKA: skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0); RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_KAGEMUSYA)) skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100; break; case KO_SETSUDAN: skillratio += 100 * (skill_lv - 1); RE_LVL_DMOD(100); if (tsc) { struct status_change_entry *sce; if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked. skillratio += 200 * sce->val1; } break; case KO_BAKURETSU: skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10; RE_LVL_DMOD(120); skillratio += 10 * (sd ? sd->status.job_level : 1); if (sc && sc->getSCE(SC_KAGEMUSYA)) skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100; break; case KO_MAKIBISHI: skillratio += -100 + 20 * skill_lv; break; case MH_NEEDLE_OF_PARALYZE: skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus break; case MH_TOXIN_OF_MANDARA: skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus break; case MH_NEEDLE_STINGER: skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus break; case MH_STAHL_HORN: skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus break; case MH_GLANZEN_SPIES: skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus break; case MH_LAVA_SLIDE: skillratio += -100 + 50 * skill_lv; break; case MH_BLAST_FORGE: skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str; break; case MH_SONIC_CRAW: skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150; break; case MH_BLAZING_AND_FURIOUS: skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str; break; case MH_THE_ONE_FIGHTER_RISES: skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str; break; case MH_SILVERVEIN_RUSH: skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus break; case MH_MIDNIGHT_FRENZY: skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus break; case MH_MAGMA_FLOW: skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120; break; case RL_MASS_SPIRAL: skillratio += -100 + 200 * skill_lv; break; case RL_FIREDANCE: skillratio += 100 + 100 * skill_lv; skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0); RE_LVL_DMOD(100); break; case RL_BANISHING_BUSTER: skillratio += -100 + 1000 + 200 * skill_lv; RE_LVL_DMOD(100); break; case RL_S_STORM: skillratio += -100 + 1700 + 200 * skill_lv; break; case RL_SLUGSHOT: if (target->type == BL_MOB) skillratio += -100 + 1200 * skill_lv; else skillratio += -100 + 2000 * skill_lv; skillratio *= 2 + tstatus->size; break; case RL_D_TAIL: skillratio += -100 + 500 + 200 * skill_lv; if (sd && (wd->miscflag & 8)) skillratio *= 2; RE_LVL_DMOD(100); break; case RL_R_TRIP: skillratio += -100 + 350 * skill_lv; RE_LVL_DMOD(100); break; case RL_R_TRIP_PLUSATK: skillratio += -100 + 300 + 300 * skill_lv; break; case RL_H_MINE: if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv skillratio += -100 + 500 + 300 * skill_lv; else // 200 + 200 * SkillLv skillratio += -100 + 200 + 200 * skill_lv; break; case RL_HAMMER_OF_GOD: skillratio += -100 + 100 * skill_lv; if (sd) { if (wd->miscflag & 8) skillratio += 400 * sd->spiritball_old; else skillratio += 150 * sd->spiritball_old; } RE_LVL_DMOD(100); break; case RL_FIRE_RAIN: case RL_AM_BLAST: skillratio += -100 + 3500 + 300 * skill_lv; break; case SU_BITE: skillratio += 100; break; case SU_SCRATCH: skillratio += -50 + 50 * skill_lv; break; case SU_SCAROFTAROU: skillratio += -100 + 100 * skill_lv; if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE)) skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src); break; case SU_PICKYPECK: case SU_PICKYPECK_DOUBLE_ATK: skillratio += 100 + 100 * skill_lv; if (status_get_hp(target) < (status_get_max_hp(target) / 2)) skillratio *= 2; if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE)) skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src); break; case SU_LUNATICCARROTBEAT: case SU_LUNATICCARROTBEAT2: skillratio += 100 + 100 * skill_lv; if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE)) skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src); if (status_get_lv(src) > 99) skillratio += sstatus->str; RE_LVL_DMOD(100); break; case SU_SVG_SPIRIT: skillratio += 150 + 150 * skill_lv; if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE)) skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src); break; case SJ_FULLMOONKICK: skillratio += 1000 + 100 * skill_lv; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_LIGHTOFMOON)) skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100; break; case SJ_NEWMOONKICK: skillratio += 600 + 100 * skill_lv; break; case SJ_STAREMPEROR: skillratio += 700 + 200 * skill_lv; break; case SJ_SOLARBURST: skillratio += 900 + 220 * skill_lv; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_LIGHTOFSUN)) skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100; break; case SJ_PROMINENCEKICK: skillratio += 50 + 50 * skill_lv; break; case SJ_FALLINGSTAR_ATK: case SJ_FALLINGSTAR_ATK2: skillratio += 100 * skill_lv; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_LIGHTOFSTAR)) skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100; break; case DK_SERVANTWEAPON_ATK: skillratio += -100 + 600 + 850 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case DK_SERVANT_W_PHANTOM: skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case DK_SERVANT_W_DEMOL: skillratio += -100 + 500 * skill_lv; RE_LVL_DMOD(100); break; case DK_HACKANDSLASHER: case DK_HACKANDSLASHER_ATK: skillratio += -100 + 350 + 820 * skill_lv; skillratio += 7 * sstatus->pow; RE_LVL_DMOD(100); break; case DK_DRAGONIC_AURA: skillratio += 3650 * skill_lv + 10 * sstatus->pow; if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) skillratio += 150 * skill_lv; RE_LVL_DMOD(100); break; case DK_MADNESS_CRUSHER: skillratio += -100 + 1000 + 3800 * skill_lv; skillratio += 10 * sstatus->pow; if( sd != nullptr ){ int16 index = sd->equip_index[EQI_HAND_R]; if( index >= 0 && sd->inventory_data[index] != nullptr ){ skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level; } } RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10) skillratio *= 2; break; case DK_STORMSLASH: skillratio += -100 + 300 + 750 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100)) skillratio *= 2; break; case DK_DRAGONIC_BREATH: skillratio += -100 + 50 + 350 * skill_lv; skillratio += 7 * sstatus->pow; if (sc && sc->getSCE(SC_DRAGONIC_AURA)) { skillratio += 3 * sstatus->pow; skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 7) / 100; // Skill level x 0.07 x ((MaxHP / 4) + (MaxSP / 2)) skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 7) / 100; } else { skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 5) / 100; // Skill level x 0.05 x ((MaxHP / 4) + (MaxSP / 2)) skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 5) / 100; } RE_LVL_DMOD(100); break; case IQ_OLEUM_SANCTUM: skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case IQ_MASSIVE_F_BLASTER: skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow; if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON) skillratio += 150 * skill_lv; RE_LVL_DMOD(100); break; case IQ_EXPOSION_BLASTER: skillratio += -100 + 450 + 2600 * skill_lv; skillratio += 10 * sstatus->pow; if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){ skillratio += 950 * skill_lv; } RE_LVL_DMOD(100); break; case IQ_FIRST_BRAND: skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case IQ_SECOND_FLAME: skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow; RE_LVL_DMOD(100); break; case IQ_SECOND_FAITH: skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case IQ_SECOND_JUDGEMENT: skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow; RE_LVL_DMOD(100); break; case IQ_THIRD_PUNISH: skillratio += -100 + 450 + 1800 * skill_lv; skillratio += 10 * sstatus->pow; RE_LVL_DMOD(100); break; case IQ_THIRD_FLAME_BOMB: skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow; skillratio += sstatus->max_hp * 20 / 100; RE_LVL_DMOD(100); break; case IQ_THIRD_CONSECRATION: skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow; RE_LVL_DMOD(100); break; case IG_GRAND_JUDGEMENT: skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow; if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT) skillratio += 100 + 150 * skill_lv; RE_LVL_DMOD(100); if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0) skillratio += skillratio * i / 100; break; case IG_SHIELD_SHOOTING: skillratio += -100 + 1000 + 3500 * skill_lv; skillratio += 10 * sstatus->pow; skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY ); if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech] int16 index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) { skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10; skillratio += sd->inventory.u.items_inventory[index].refine * 100; } } RE_LVL_DMOD(100); break; case IG_OVERSLASH: skillratio += -100 + 220 * skill_lv; skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv; skillratio += 7 * sstatus->pow; RE_LVL_DMOD(100); if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0) skillratio += skillratio * i / 100; break; case IG_RADIANT_SPEAR: skillratio += -100 + 3500 + 1150 * skill_lv; skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50; skillratio += 5 * sstatus->pow; // !TODO: check POW ratio if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ) skillratio += 250 * skill_lv; RE_LVL_DMOD(100); break; case IG_IMPERIAL_CROSS: skillratio += -100 + 1650 + 1350 * skill_lv; skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 25; skillratio += 5 * sstatus->pow; // !TODO: check POW ratio if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ) skillratio += 100 + 300 * skill_lv; RE_LVL_DMOD(100); break; case CD_EFFLIGO: skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow; skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M ); if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) { skillratio += 150 * skill_lv; skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M ); } RE_LVL_DMOD(100); break; case CD_PETITIO: skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SHC_DANCING_KNIFE: skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SHC_SAVAGE_IMPACT: skillratio += -100 + 105 * skill_lv + 5 * sstatus->pow; if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){ skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio } RE_LVL_DMOD(100); break; case SHC_ETERNAL_SLASH: skillratio += -100 + 300 * skill_lv + 2 * sstatus->pow; if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){ skillratio += 120 * skill_lv + sstatus->pow; } RE_LVL_DMOD(100); break; case SHC_SHADOW_STAB: skillratio += -100 + 550 * skill_lv; skillratio += 5 * sstatus->pow; if (wd->miscflag & SKILL_ALTDMG_FLAG) { skillratio += 100 * skill_lv + 2 * sstatus->pow; } RE_LVL_DMOD(100); break; case SHC_IMPACT_CRATER: skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SHC_FATAL_SHADOW_CROW: skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow; if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON) skillratio += 150 * skill_lv; RE_LVL_DMOD(100); break; case SHC_CROSS_SLASH: skillratio += -100 + 300 * skill_lv; skillratio += 5 * sstatus->pow; if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ) { skillratio += 60 * skill_lv; skillratio += 2 * sstatus->pow; } RE_LVL_DMOD(100); break; case MT_AXE_STOMP: skillratio += -100 + 450 + 1150 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case MT_MIGHTY_SMASH: skillratio += -100 + 80 + 240 * skill_lv; skillratio += 5 * sstatus->pow; if (sc && sc->getSCE(SC_AXE_STOMP)) { skillratio += 20; skillratio += 5 * sstatus->pow; } RE_LVL_DMOD(100); break; case MT_RUSH_QUAKE: skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow; if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT) skillratio += 150 * skill_lv; RE_LVL_DMOD(100); break; case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech] skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case MT_SPARK_BLASTER: skillratio += -100 + 600 + 1400 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case MT_TRIPLE_LASER: skillratio += -100 + 650 + 1150 * skill_lv; skillratio += 12 * sstatus->pow; RE_LVL_DMOD(100); break; case MT_RUSH_STRIKE: skillratio += -100 + 3500 * skill_lv; skillratio += 5 * sstatus->pow; // !TODO: check POW ratio RE_LVL_DMOD(100); break; case MT_POWERFUL_SWING: skillratio += -100 + 300 + 850 * skill_lv; skillratio += 5 * sstatus->pow; // !TODO: check POW ratio if (sc && sc->getSCE(SC_AXE_STOMP)) skillratio += 100 + 100 * skill_lv; RE_LVL_DMOD(100); break; case MT_ENERGY_CANNONADE: skillratio += -100 + 250 + 750 * skill_lv; skillratio += 5 * sstatus->pow; // !TODO: check POW ratio RE_LVL_DMOD(100); break; case ABC_ABYSS_DAGGER: skillratio += -100 + 350 + 1400 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case ABC_UNLUCKY_RUSH: skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow; RE_LVL_DMOD(100); break; case ABC_CHAIN_REACTION_SHOT: skillratio += -100 + 850 * skill_lv; skillratio += 15 * sstatus->con; RE_LVL_DMOD(100); break; case ABC_CHAIN_REACTION_SHOT_ATK: skillratio += -100 + 800 + 2550 * skill_lv; skillratio += 15 * sstatus->con; RE_LVL_DMOD(100); break; case ABC_DEFT_STAB: skillratio += -100 + 700 + 550 * skill_lv; skillratio += 7 * sstatus->pow; RE_LVL_DMOD(100); break; case ABC_FRENZY_SHOT: skillratio += -100 + 250 + 800 * skill_lv; skillratio += 15 * sstatus->con; RE_LVL_DMOD(100); break; case WH_HAWKRUSH: skillratio += -100 + 500 * skill_lv + 5 * sstatus->con; if (sd) skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10; RE_LVL_DMOD(100); break; case WH_HAWKBOOMERANG: skillratio += -100 + 600 * skill_lv + 10 * sstatus->con; if (sd) skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10; if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH) skillratio += skillratio * 50 / 100; RE_LVL_DMOD(100); break; case WH_GALESTORM: skillratio += -100 + 1350 * skill_lv; skillratio += 10 * sstatus->con; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)) skillratio += skillratio * 50 / 100; break; case WH_CRESCIVE_BOLT: skillratio += -100 + 500 + 1300 * skill_lv; skillratio += 5 * sstatus->con; RE_LVL_DMOD(100); if (sc) { if (sc->getSCE(SC_CRESCIVEBOLT)) skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100; if (sc->getSCE(SC_CALAMITYGALE)) { skillratio += skillratio * 20 / 100; if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH) skillratio += skillratio * 50 / 100; } } break; case WH_DEEPBLINDTRAP: case WH_SOLIDTRAP: case WH_SWIFTTRAP: case WH_FLAMETRAP: skillratio += -100 + 850 * skill_lv + 5 * sstatus->con; RE_LVL_DMOD(100); skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100; break; case WH_WILD_WALK: skillratio += -100 + 1800 + 2800 * skill_lv; // !TODO: unknown con and WH_NATUREFRIENDLY/HT_STEELCROW skills ratio skillratio += 5 * sstatus->con; skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10; skillratio += skillratio * pc_checkskill(sd, HT_STEELCROW) / 10; RE_LVL_DMOD(100); break; case BO_ACIDIFIED_ZONE_WATER: case BO_ACIDIFIED_ZONE_GROUND: case BO_ACIDIFIED_ZONE_WIND: case BO_ACIDIFIED_ZONE_FIRE: case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech] case BO_ACIDIFIED_ZONE_GROUND_ATK: case BO_ACIDIFIED_ZONE_WIND_ATK: case BO_ACIDIFIED_ZONE_FIRE_ATK: skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow; if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){ skillratio += skillratio * 50 / 100; if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT) skillratio += skillratio * 50 / 100; } RE_LVL_DMOD(100); break; case BO_EXPLOSIVE_POWDER: skillratio += -100 + 500 + 650 * skill_lv; skillratio += 5 * sstatus->pow; if (sc && sc->getSCE(SC_RESEARCHREPORT)) skillratio += 100 * skill_lv; RE_LVL_DMOD(100); break; case BO_MAYHEMIC_THORNS: skillratio += -100 + 200 + 300 * skill_lv; skillratio += 5 * sstatus->pow; if (sc && sc->getSCE(SC_RESEARCHREPORT)) skillratio += 150; RE_LVL_DMOD(100); break; case BO_MYSTERY_POWDER: skillratio += -100 + 1500 + 4000 * skill_lv; skillratio += 5 * sstatus->pow; // !TODO: check POW ratio RE_LVL_DMOD(100); break; case BO_DUST_EXPLOSION: skillratio += -100 + 450 + 600 * skill_lv; skillratio += 5 * sstatus->pow; // !TODO: check POW ratio if (sc && sc->getSCE(SC_RESEARCHREPORT)) skillratio += 200 * skill_lv; RE_LVL_DMOD(100); break; case TR_ROSEBLOSSOM: skillratio += -100 + 200 + 2000 * skill_lv; if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0) skillratio += 3 * sstatus->con; if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){ skillratio += 200 * skill_lv; } RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) { skillratio *= 2; if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN) skillratio += skillratio * 50 / 100; } break; case TR_ROSEBLOSSOM_ATK: skillratio += -100 + 250 + 2800 * skill_lv; if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0) skillratio += 3 * sstatus->con; if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){ skillratio += 200 * skill_lv; } RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) { skillratio *= 2; if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN) skillratio += skillratio * 50 / 100; } break; case TR_RHYTHMSHOOTING: skillratio += -100 + 550 + 950 * skill_lv; if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0) skillratio += 5 * sstatus->con; if (tsc && tsc->getSCE(SC_SOUNDBLEND)) { skillratio += 300 + 100 * skill_lv; skillratio += 2 * sstatus->con; } RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) { skillratio *= 2; if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN) skillratio += skillratio * 50 / 100; } break; case ABR_BATTLE_BUSTER:// Need official formula. case ABR_DUAL_CANNON_FIRE:// Need official formula. skillratio += -100 + 8000; break; case ABR_INFINITY_BUSTER:// Need official formula. skillratio += -100 + 50000; break; case HN_SPIRAL_PIERCE_MAX: skillratio += -100 + 1000 + 1500 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv; skillratio += 5 * sstatus->pow; switch (status_get_size(target)){ case SZ_SMALL: skillratio = skillratio * 150 / 100; break; case SZ_MEDIUM: skillratio = skillratio * 130 / 100; break; case SZ_BIG: skillratio = skillratio * 120 / 100; break; } RE_LVL_DMOD(100); break; case HN_SHIELD_CHAIN_RUSH: skillratio += -100 + 850 + 1050 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case HN_MEGA_SONIC_BLOW: skillratio += -100 + 900 + 750 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 5 * skill_lv; skillratio += 5 * sstatus->pow; if (status_get_hp(target) < status_get_max_hp(target) / 2) skillratio *= 2; RE_LVL_DMOD(100); break; case HN_DOUBLEBOWLINGBASH: skillratio += -100 + 250 + 400 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case NW_HASTY_FIRE_IN_THE_HOLE: skillratio += -100 + 1500 + 1500 * skill_lv; skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20; skillratio += 5 * sstatus->con; RE_LVL_DMOD(100); break; case NW_BASIC_GRENADE: skillratio += -100 + 1500 + 2100 * skill_lv; skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50; skillratio += 5 * sstatus->con; RE_LVL_DMOD(100); break; case NW_GRENADES_DROPPING: skillratio += -100 + 550 + 850 * skill_lv; skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30; skillratio += 5 * sstatus->con; RE_LVL_DMOD(100); break; case NW_WILD_FIRE: skillratio += -100 + 1500 + 3000 * skill_lv; skillratio += 5 * sstatus->con; if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT)) skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv; if (sd && sd->weapontype1 == W_SHOTGUN) skillratio += 200 * skill_lv; RE_LVL_DMOD(100); break; case NW_MAGAZINE_FOR_ONE: skillratio += -100 + 250 + 500 * skill_lv; skillratio += 5 * sstatus->con; if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT)) skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv; if (sd && sd->weapontype1 == W_REVOLVER) skillratio += 50 + 300 * skill_lv; RE_LVL_DMOD(100); break; case NW_SPIRAL_SHOOTING: skillratio += -100 + 1200 + 1700 * skill_lv; skillratio += 5 * sstatus->con; if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT)) skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv; if (sd && sd->weapontype1 == W_RIFLE) skillratio += 200 + 1100 * skill_lv; RE_LVL_DMOD(100); break; case NW_ONLY_ONE_BULLET: skillratio += -100 + 1200 + 3000 * skill_lv; skillratio += 5 * sstatus->con; if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT)) skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv; if (sd && sd->weapontype1 == W_REVOLVER) { skillratio += 400 * skill_lv; } RE_LVL_DMOD(100); break; case NW_THE_VIGILANTE_AT_NIGHT: if (sd && sd->weapontype1 == W_GATLING) { skillratio += -100 + 300 * skill_lv; if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT)) skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv; } else { skillratio += -100 + 800 + 700 * skill_lv; if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT)) skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 200 * skill_lv; } skillratio += 5 * sstatus->con; RE_LVL_DMOD(100); break; case NW_MISSION_BOMBARD: if( wd->miscflag&SKILL_ALTDMG_FLAG ){ skillratio += -100 + 5000 + 1800 * skill_lv; skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 100; }else{ skillratio += -100 + 800 + 200 * skill_lv; skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30; } skillratio += 5 * sstatus->con; RE_LVL_DMOD(100); break; case SH_CHUL_HO_SONIC_CLAW: skillratio += -100 + 1100 + 2200 * skill_lv; skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); skillratio += 5 * sstatus->pow; if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){ skillratio += 400 * skill_lv; skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); } RE_LVL_DMOD(100); break; case SH_HOWLING_OF_CHUL_HO: skillratio += -100 + 600 + 1050 * skill_lv; skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); skillratio += 5 * sstatus->pow; if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){ skillratio += 100 + 100 * skill_lv; skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); } RE_LVL_DMOD(100); break; case SH_HOGOGONG_STRIKE: skillratio += -100 + 180 + 200 * skill_lv; skillratio += 10 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); skillratio += 5 * sstatus->pow; if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){ skillratio += 70 + 150 * skill_lv; skillratio += 10 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); } RE_LVL_DMOD(100); break; case SKE_MIDNIGHT_KICK: skillratio += -100 + 800 + 1500 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; if( sc != nullptr && ( sc->getSCE( SC_MIDNIGHT_MOON ) != nullptr || sc->getSCE( SC_SKY_ENCHANT ) != nullptr ) ){ skillratio += 950 + 250 * skill_lv; } RE_LVL_DMOD(100); break; case SKE_ALL_IN_THE_SKY: skillratio += -100 + 250 + 1200 * skill_lv; skillratio += 5 * sstatus->pow; if (status_get_race(target) == RC_DEMIHUMAN || status_get_race(target) == RC_DEMON) wd->div_ = 3; break; case SKE_TWINKLING_GALAXY: skillratio += -100 + 300 + 500 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 3 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SKE_STAR_CANNON: skillratio += -100 + 250 + 550 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SKE_STAR_BURST: skillratio += -100 + 500 + 400 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 3 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SKE_DAWN_BREAK: skillratio += -100 + 600 + 700 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; if( sc != nullptr && ( sc->getSCE( SC_DAWN_MOON ) != nullptr || sc->getSCE( SC_SKY_ENCHANT ) != nullptr ) ){ skillratio += 200 * skill_lv; } RE_LVL_DMOD(100); break; case SKE_SUNSET_BLAST: skillratio += -100 + 950 + 400 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SKE_RISING_MOON: skillratio += -100 + 700 + 450 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SKE_NOON_BLAST: skillratio += -100 + 1500 + 1250 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SKE_RISING_SUN: skillratio += -100 + 500 + 600 * skill_lv; skillratio += pc_checkskill( sd, SKE_SKY_MASTERY ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SS_SHIMIRU: skillratio += -100 + 700 * skill_lv; skillratio += 5 * sstatus->con; RE_LVL_DMOD(100); break; case SS_KAGEGARI: skillratio += -100 + 500 + 400 * skill_lv; skillratio += pc_checkskill( sd, SS_KAGEGISSEN ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SS_KAGEAKUMU: case SS_HITOUAKUMU: skillratio += -100 + 18000 + 5 * sstatus->pow; if( tsc != nullptr && tsc->getSCE( SC_NIGHTMARE ) != nullptr ){ skillratio += skillratio / 2; } RE_LVL_DMOD(100); break; case SS_KAGENOMAI: skillratio += -100 + 400 + 550 * skill_lv; skillratio += pc_checkskill( sd, SS_KAGEGARI ) * 50 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); if (wd->miscflag & SKILL_ALTDMG_FLAG) skillratio = skillratio * 3 / 10; break; case SS_FUUMASHOUAKU: skillratio += -100 + 700 + 200 * skill_lv; skillratio += pc_checkskill( sd, SS_FUUMAKOUCHIKU ) * 5 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SS_FUUMAKOUCHIKU: skillratio += -100 + 600 + 400 * skill_lv; if( wd->miscflag&SKILL_ALTDMG_FLAG ){ skillratio += 200; } skillratio += pc_checkskill( sd, SS_FUUMASHOUAKU ) * 30 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SS_KUNAIWAIKYOKU: skillratio += -100 + 300 + 600 * skill_lv; skillratio += pc_checkskill( sd, SS_KUNAIKUSSETSU ) * 10 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); if (wd->miscflag & SKILL_ALTDMG_FLAG) skillratio = skillratio * 3 / 10; break; case SS_KUNAIKUSSETSU: skillratio += -100 + 200 + 360 * skill_lv; skillratio += pc_checkskill( sd, SS_KUNAIKAITEN ) * 10 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SS_KUNAIKAITEN: skillratio += -100 + 800 + 700 * skill_lv; skillratio += pc_checkskill( sd, SS_KUNAIWAIKYOKU ) * 70 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); break; case SS_KAGEGISSEN: skillratio += -100 + 1600 + 700 * skill_lv; skillratio += pc_checkskill( sd, SS_KAGENOMAI ) * 100 * skill_lv; skillratio += 5 * sstatus->pow; RE_LVL_DMOD(100); if (wd->miscflag & SKILL_ALTDMG_FLAG) skillratio = skillratio * 3 / 10; break; } return skillratio; } /*================================================================================================== * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation *--------------------------------------------------------------------------------------------------* * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); map_session_data *tsd = BL_CAST(BL_PC, target); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); int64 atk = 0; //Constant/misc additions from skills switch (skill_id) { case MO_EXTREMITYFIST: atk = 250 + 150 * skill_lv; break; case PA_SHIELDCHAIN: if (sd) { int16 index = sd->equip_index[EQI_HAND_L]; // Bonus damage: [max(100, Random(100, 0.7*weight + pow(skill level + refine)))] if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) { // First calculate the random part of the bonus int32 bonus = (7 * sd->inventory_data[index]->weight) / 100; bonus += static_cast(pow(skill_lv + sd->inventory.u.items_inventory[index].refine, 2)); // Now get a random value between 100 and the random part atk = max(100, rnd_value(100, bonus)); } } break; #ifndef RENEWAL case GS_MAGICALBULLET: if (sstatus->matk_max > sstatus->matk_min) atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min); else atk = sstatus->matk_min; break; #endif #ifdef RENEWAL case HT_FREEZINGTRAP: if(sd) atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP); break; #endif } return atk; } /*============================================================== * Stackable SC bonuses added on top of calculated skill damage *-------------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); status_change *sc = status_get_sc(src); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); uint8 anger_id = 0; // SLS Anger // Kagerou/Oboro Earth Charm effect +15% wATK if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) { ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm); #ifdef RENEWAL ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm); #endif } //The following are applied on top of current damage and are stackable. if (sc) { #ifdef RENEWAL if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT) ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2); if (sc->getSCE(SC_DRUMBATTLE)) ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2); if (sc->getSCE(SC_MADNESSCANCEL)) ATK_ADD(wd->equipAtk, wd->equipAtk2, 100); if (sc->getSCE(SC_MAGICALBULLET)) { int16 tmdef = tstatus->mdef + tstatus->mdef2; if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) { ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0)); } else { ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0)); } } if (sc->getSCE(SC_GATLINGFEVER)) ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3); #else //ATK percent modifier (in pre-renewal, it's applied multiplicatively after the skill ratio) ATK_RATE(wd->damage, wd->damage2, battle_get_atkpercent(*src, skill_id, *sc)); ATK_RATER(wd->basedamage, battle_get_atkpercent(*src, 0, *sc)); #endif if (sc->getSCE(SC_SPIRIT)) { if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) { ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) { ATK_ADDRATE(wd->damage, wd->damage2, 100); RE_ALLATK_ADDRATE(wd, 100); } } if (sc->getSCE(SC_GT_CHANGE)) ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1); #ifdef RENEWAL if (sc->getSCE(SC_EDP)) { switch(skill_id) { // Renewal: Venom Splasher, Meteor Assault, Grimtooth and Venom Knife ignore EDP case TF_SPRINKLESAND: case AS_SPLASHER: case ASC_METEORASSAULT: case AS_GRIMTOOTH: case AS_VENOMKNIFE: break; // skills above have no effect with EDP default: // fall through to apply EDP bonuses // Renewal EDP formula [helvetica] // weapon atk * (2.5 + (edp level * .3)) // equip atk * (2.5 + (edp level * .3)) ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30)); ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30)); break; } } #endif if (sc->getSCE(SC_DANCEWITHWUG)) { if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) { ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd)); RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd)); } ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd)); #ifdef RENEWAL ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd)); #endif } if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) { ATK_ADD(wd->damage, wd->damage2, 200); #ifdef RENEWAL ATK_ADD(wd->equipAtk, wd->equipAtk2, 200); #endif } if (sc->getSCE(SC_EQC)) { ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2); #ifdef RENEWAL ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2); #endif } if(sc->getSCE(SC_STYLE_CHANGE)) { TBL_HOM *hd = BL_CAST(BL_HOM,src); if(hd) { ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3); RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3); } } if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { switch(skill_id) { case RA_WUGDASH: case RA_WUGSTRIKE: case RA_WUGBITE: break; default: ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2); RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2); break; } } if (sc->getSCE(SC_HEAT_BARREL)) { ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3); RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3); } if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) { ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4); RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4); } } if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) { ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3); RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3); } if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) { ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2); RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2); } if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) { ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2); RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2); } if (sc->getSCE(SC_MIRACLE)) anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state if (sc->getSCE(SC_HIDDEN_CARD) && (wd->flag&BF_LONG) == BF_LONG) RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HIDDEN_CARD)->val3); } if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) { ATK_ADDRATE(wd->damage, wd->damage2, 20); RE_ALLATK_ADDRATE(wd, 20); } } if (sd != nullptr && !anger_id) ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]); uint16 anger_level; if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) { int32 skillratio = sd->status.base_level + sstatus->dex + sstatus->luk; if (anger_id == 2) skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula. if (anger_level < 4) skillratio /= 12 - 3 * anger_level; #ifdef RENEWAL // (renewal) maximum damage bonus limit : (skill level x 25)% skillratio = min( skillratio, 25 * anger_level ); #endif ATK_ADDRATE(wd->damage, wd->damage2, skillratio); #ifdef RENEWAL RE_ALLATK_ADDRATE(wd, skillratio); #endif } } /*==================================== * Calc defense damage reduction *------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); map_session_data *tsd = BL_CAST(BL_PC, target); status_change *sc = status_get_sc(src); status_change *tsc = status_get_sc(target); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); //Defense reduction int16 vit_def; defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions. int16 def2 = tstatus->def2; if (sd) { int32 i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL]; i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL]; if (i) { i = min(i,100); //cap it to 100 for 0 def min def1 -= def1 * i / 100; def2 -= def2 * i / 100; } //Kagerou/Oboro Earth Charm effect +10% eDEF if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) { int16 si = 10 * sd->spiritcharm; def1 = (def1 * (100 + si)) / 100; } } if (sc && sc->getSCE(SC_EXPIATIO)) { int16 i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level i = min(i,100); //cap it to 100 for 0 def min def1 = (def1*(100-i))/100; def2 = (def2*(100-i))/100; } if (tsc) { if (tsc->getSCE(SC_FORCEOFVANGUARD)) { int16 i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1; def1 = (def1 * (100 + i)) / 100; } if( tsc->getSCE(SC_CAMOUFLAGE) ){ int16 i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second i = min(i,100); //cap it to 100 for 0 def min def1 = (def1*(100-i))/100; def2 = (def2*(100-i))/100; } if (tsc->getSCE(SC_GT_REVITALIZE)) def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4; if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC) def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100; } if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) { unsigned char target_count; //256 max targets should be a sane max //Official servers limit the count to 22 targets target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1)); if(target_count >= battle_config.vit_penalty_count) { if(battle_config.vit_penalty_type == 1) { if( !tsc || !tsc->getSCE(SC_STEELBODY) ) def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; } else { //Assume type 2 if( !tsc || !tsc->getSCE(SC_STEELBODY) ) def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; } } if(def2 < 1) def2 = 1; } #ifdef RENEWAL if (skill_id == AM_ACIDTERROR) def2 = 0; // Ignore only status defense. #endif //Damage reduction based on vitality if (tsd) { //Sd vit-eq int32 skill; #ifndef RENEWAL //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5] vit_def = ((3 * def2) / 10); vit_def += rnd_value(0, max(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1)); vit_def += (def2 / 2); #else vit_def = def2; #endif if (src->type == BL_MOB && (battle_check_undead(sstatus->race, sstatus->def_ele) || sstatus->race == RC_DEMON) && //This bonus already doesn't work vs players (skill = pc_checkskill(tsd, AL_DP)) > 0) vit_def += (int32)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5); if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 && (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) ) vit_def += skill*5; if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 && (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) ) vit_def += skill * 10; } else { //Mob-Pet vit-eq #ifndef RENEWAL //VIT + rnd(0,[VIT/20]^2-1) if (tsc && tsc->getSCE(SC_SKA)) vit_def = 90; //Eska sets the random part of the formula to 90 else vit_def = (def2 / 20) * (def2 / 20); vit_def = def2 + (vit_def>0?rnd()%vit_def:0); #else //SoftDEF of monsters is floor((BaseLevel+Vit)/2) vit_def = def2; #endif } if (battle_config.weapon_defense_type) { vit_def += def1*battle_config.weapon_defense_type; def1 = 0; } #ifdef RENEWAL std::bitset nk = battle_skill_get_damage_properties(skill_id, wd->miscflag); if (nk[NK_SIMPLEDEFENSE]) { // Defense reduction by flat value. // This completely bypasses the normal RE DEF Reduction formula. wd->damage -= (def1 + vit_def); if (is_attack_left_handed(src, skill_id)) wd->damage2 -= (def1 + vit_def); } else { /** * RE DEF Reduction * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF * Pierce defence gains 1 atk per def/2 */ if (def1 == -400) /* -400 creates a division by 0 and subsequently crashes */ def1 = -399; ATK_ADD2(wd->damage, wd->damage2, is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1 * battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv)) / 200 : 0, is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1 * battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv)) / 200 : 0 ); if (!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)) wd->damage = wd->damage * (4000 + def1) / (4000 + 10 * def1) - vit_def; if (is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)) wd->damage2 = wd->damage2 * (4000 + def1) / (4000 + 10 * def1) - vit_def; } #else if (def1 > 100) def1 = 100; ATK_RATE2(wd->damage, wd->damage2, attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)), attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1)) ); ATK_RATER(wd->basedamage, 100 - def1); ATK_ADD2(wd->damage, wd->damage2, attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def, attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def ); wd->basedamage -= vit_def; #endif } /*==================================== * Modifiers ignoring DEF *------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); status_change *sc = status_get_sc(src); status_data* sstatus = status_get_status_data(*src); // Post skill/vit reduction damage increases #ifndef RENEWAL //Refine bonus if (sd) { if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_REFINE)) { ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2); } wd->basedamage += sstatus->rhw.atk2; } //After DEF reduction, damage can be negative, refine bonus works against that value //After refinement bonus was applied, damage is capped to 1, then masteries are applied battle_min_damage(*wd, *src, skill_id, 1); battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv); #endif if (sc) { // SC skill damages if (sc->getSCE(SC_AURABLADE) #ifndef RENEWAL && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE #endif ) { #ifdef RENEWAL ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula #else ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1); #endif } } //Set to min of 1 battle_min_damage(*wd, *src, skill_id, 1); #ifdef RENEWAL switch (skill_id) { case AS_SONICBLOW: if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) ATK_ADDRATE(wd->damage, wd->damage2, 90); break; } #endif } /*================================================================================= * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation *--------------------------------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { status_data* tstatus = status_get_status_data(*target); bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false); if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM) status_change_end(src, SC_CAMOUFLAGE); //Plants receive 1 damage when hit if( attack_hits || wd->damage > 0 ) wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) { map_session_data *sd = BL_CAST(BL_PC, src); if (sd && sd->status.weapon == W_KATAR) wd->damage2 = 0; //No backhand damage against plants else wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand } if (attack_hits && target->type == BL_MOB) { status_change *sc = status_get_sc(target); int64 damage_dummy = 1; if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0. wd->damage = wd->damage2 = 0; return; } } if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) { if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) { wd->damage = wd->damage2 = 0; return; } const int32 right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false); const int32 left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false); if (wd->damage > 0) { wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv); wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag); } else if (wd->damage2 > 0) { wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv); wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag); } return; } // Triple Attack and Finger Offensive have a special property, they do not split damage on plant mode // In pre-renewal, it requires the monster to have exactly 100 def if ((skill_id == MO_TRIPLEATTACK || skill_id == MO_FINGEROFFENSIVE) && wd->div_ < 0 #ifndef RENEWAL && tstatus->def == 100 #endif ) wd->div_ *= -1; //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here battle_apply_div_fix(wd, skill_id); //If there is left hand damage, total damage can never exceed 2, even on multiple hits if(wd->damage > 1 && wd->damage2 > 0) { wd->damage = 1; wd->damage2 = 1; } } /*======================================================================================== * Perform left/right hand weapon damage calculation based on previously calculated damage *---------------------------------------------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); if (sd) { int32 skill; if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) skill = pc_checkskill(sd,TF_DOUBLE); wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100; #ifdef RENEWAL } else if(is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield #else } else if(is_attack_left_handed(src, skill_id)) { //Dual-wield #endif // If you only have a weapon in the left hand, then your main hand damage will be identical to an unarmed attack if (is_attack_right_handed(src, skill_id) && wd->damage) { if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) { skill = pc_checkskill(sd,AS_RIGHT); ATK_RATER(wd->damage, 50 + (skill * 10)) } else if(sd->class_ == MAPID_KAGEROUOBORO) { skill = pc_checkskill(sd,KO_RIGHT); ATK_RATER(wd->damage, 70 + (skill * 10)) } if(wd->damage < 1) wd->damage = 1; } // Left hand damage will always be adjusted, even if you don't have a weapon in the main hand if (wd->damage2) { if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) { skill = pc_checkskill(sd,AS_LEFT); ATK_RATEL(wd->damage2, 30 + (skill * 10)) } else if(sd->class_ == MAPID_KAGEROUOBORO) { skill = pc_checkskill(sd,KO_LEFT); ATK_RATEL(wd->damage2, 50 + (skill * 10)) } if(wd->damage2 < 1) wd->damage2 = 1; } } } if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage) wd->damage=0; if(!is_attack_left_handed(src, skill_id) && wd->damage2) wd->damage2=0; } /** * Check if bl is devoted by someone * @param bl * @return 'd_bl' if devoted or nullptr if not devoted */ struct block_list *battle_check_devotion(struct block_list *bl) { struct block_list *d_bl = nullptr; if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) { status_change *sc = status_get_sc(bl); if (sc && sc->getSCE(SC_DEVOTION)) d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1); } return d_bl; } /*========================================== * BG/GvG attack modifiers *------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { if( wd->damage + wd->damage2 ) { //There is a total damage value if( src != target && //Don't reflect your own damage (Grand Cross) (!skill_id || skill_id || (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) { int64 damage = wd->damage + wd->damage2, rdamage = 0; map_session_data *tsd = BL_CAST(BL_PC, target); status_data* sstatus = status_get_status_data(*src); t_tick tick = gettick(), rdelay = 0; rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false); if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated struct block_list *d_bl = battle_check_devotion(src); rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false); if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_); //Use Reflect Shield to signal this kind of skill trigger [Skotlex] battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false); skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick); } } struct map_data *mapdata = map_getmapdata(target->m); if(!wd->damage2) { wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv); if( mapdata_flag_gvg2(mapdata) ) wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag); else if( mapdata->getMapFlag(MF_BATTLEGROUND) ) wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag); } else if(!wd->damage) { wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv); if( mapdata_flag_gvg2(mapdata) ) wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag); else if( mapdata->getMapFlag(MF_BATTLEGROUND) ) wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag); } else { wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv); wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv); if (mapdata_flag_gvg2(mapdata)) { wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag); wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag); } else if (mapdata->getMapFlag(MF_BATTLEGROUND)) { wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag); wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag); } if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1; } } } /*========================================== * final ATK modifiers - after BG/GvG calc *------------------------------------------ * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { map_session_data *sd = BL_CAST(BL_PC, src); map_session_data *tsd = BL_CAST(BL_PC, target); status_change *sc = status_get_sc(src); status_change *tsc = status_get_sc(target); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); int32 skill_damage = 0; //Reject Sword bugreport:4493 by Daegaladh if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) && (src->type!=BL_PC || ( ((TBL_PC *)src)->weapontype1 == W_DAGGER || ((TBL_PC *)src)->weapontype1 == W_1HSWORD || ((TBL_PC *)src)->status.weapon == W_2HSWORD )) && rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2 ) { ATK_RATER(wd->damage, 50) clif_skill_nodamage(target, *target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1); battle_fix_damage(target,src,wd->damage,clif_damage(*target,*src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD); if (status_isdead(*target)) return; if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 ) status_change_end(target, SC_REJECTSWORD); } if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) { //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}] int64 rdamage = 0; int32 ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125; if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0); rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10; skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE); clif_skill_damage( *target, *src, gettick(), status_get_amotion(src), 0, rdamage, 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE ); // This is how official does clif_damage(*src, *target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false); battle_fix_damage(target, src, rdamage, 0, SR_CRESCENTELBOW); status_damage(src, target, rdamage/10, 0, 0, 1, 0); status_change_end(target, SC_CRESCENTELBOW); } if( sc ) { //SC_FUSION hp penalty [Komurka] if (sc->getSCE(SC_FUSION)) { uint32 hp = sstatus->max_hp; if (sd && tsd) { hp = hp / 13; if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20)) hp = sstatus->hp; } else hp = 2*hp/100; //2% hp loss per hit status_zap(src, hp, 0); } if (sc->getSCE(SC_VIGOR)) status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0); // Only affecting non-skills if (!skill_id && wd->dmg_lv > ATK_BLOCK) { if (sc->getSCE(SC_ENCHANTBLADE)) { //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2 int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2; if (sstatus->matk_max > sstatus->matk_min) enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min); else enchant_dmg = enchant_dmg + sstatus->matk_min; enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2); if (enchant_dmg > 0) ATK_ADD(wd->damage, wd->damage2, enchant_dmg); } } if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM) status_change_end(src, SC_CAMOUFLAGE); } #ifndef RENEWAL if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?) struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag); wd->damage += md.damage; } #endif // Skill damage adjustment if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0) ATK_ADDRATE(wd->damage, wd->damage2, skill_damage); } /*==================================================== * Basic wd init - not influenced by HIT/MISS/DEF/etc. *---------------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int32 wflag) { status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); status_change *sc = status_get_sc(src); map_session_data *sd = BL_CAST(BL_PC, src); struct Damage wd; wd.type = DMG_NORMAL; //Normal attack wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1; wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica] /*if(skill_id == KN_AUTOCOUNTER) wd.amotion /= 2; */ wd.dmotion = tstatus->dmotion; wd.blewcount =skill_get_blewcount(skill_id,skill_lv); wd.miscflag = wflag; wd.flag = BF_WEAPON; //Initial Flag wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish] wd.isspdamage = false; wd.damage = wd.damage2 = #ifdef RENEWAL wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 = wd.percentAtk = wd.percentAtk2 = #else wd.basedamage = #endif 0; wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later if(sd) wd.blewcount += battle_blewcount_bonus(sd, skill_id); if (skill_id) { wd.flag |= battle_range_type(src, target, skill_id, skill_lv); switch(skill_id) { #ifdef RENEWAL case RG_BACKSTAP: if (sd && sd->status.weapon == W_DAGGER) wd.div_ = 2; break; case MO_CHAINCOMBO: if (sd && sd->status.weapon == W_KNUCKLE) wd.div_ = -6; break; #endif case MH_SONIC_CRAW:{ TBL_HOM *hd = BL_CAST(BL_HOM,src); wd.div_ = hd->homunculus.spiritball; } break; case MO_FINGEROFFENSIVE: if (sd) { if (battle_config.finger_offensive_type) wd.div_ = 1; #ifndef RENEWAL else if ((sd->spiritball + sd->spiritball_old) < wd.div_) wd.div_ = sd->spiritball + sd->spiritball_old; #endif } break; case KN_PIERCE: case ML_PIERCE: wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1)); break; case TF_DOUBLE: //For NPC used skill. case GS_CHAINACTION: wd.type = DMG_MULTI_HIT; break; case GS_GROUNDDRIFT: wd.amotion = sstatus->amotion; [[fallthrough]]; case KN_SPEARSTAB: #ifndef RENEWAL case KN_BOWLINGBASH: #endif case MS_BOWLINGBASH: case MO_BALKYOUNG: case TK_TURNKICK: wd.blewcount = 0; break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: // A random 0~3 knockback bonus is added to the base knockback wd.blewcount += rnd_value(0, 3); break; #ifdef RENEWAL case KN_BOWLINGBASH: if (sd && sd->status.weapon == W_2HSWORD) { if (wd.miscflag >= 2 && wd.miscflag <= 3) wd.div_ = 3; else if (wd.miscflag >= 4) wd.div_ = 4; } break; #endif case KN_AUTOCOUNTER: wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL; break; case LK_SPIRALPIERCE: if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC; break; case RK_WINDCUTTER: if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR)) wd.flag |= BF_LONG; break; case NC_BOOSTKNUCKLE: case NC_VULCANARM: case NC_ARMSCANNON: if (sc && sc->getSCE(SC_ABR_DUAL_CANNON)) wd.div_ = 2; break; case NC_POWERSWING: if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR)) wd.div_ = -2; break; case GN_CARTCANNON: if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR)) wd.div_ = 2; break; case DK_SERVANT_W_PHANTOM: case DK_SERVANT_W_DEMOL: if (sd && (sd->servantball + sd->servantball_old) < wd.div_) wd.div_ = sd->servantball + sd->servantball_old; break; case IQ_THIRD_FLAME_BOMB: wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3. break; case IG_OVERSLASH: if( wd.miscflag >= 4 ){ wd.div_ = 7; }else if( wd.miscflag >= 2 ){ wd.div_ = 5; } break; case SHC_ETERNAL_SLASH: if (sc && sc->getSCE(SC_E_SLASH_COUNT)) wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1; break; case SHC_IMPACT_CRATER: if (sc && sc->getSCE(SC_ROLLINGCUTTER)) wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1; break; case MT_AXE_STOMP: if (sd && sd->status.weapon == W_2HAXE) wd.div_ = 3; break; case SHC_SAVAGE_IMPACT: wd.div_ = wd.div_ + wd.miscflag; break; case MT_MIGHTY_SMASH: if (sc && sc->getSCE(SC_AXE_STOMP)) wd.div_ = 7; break; case BO_EXPLOSIVE_POWDER: if (sc && sc->getSCE(SC_RESEARCHREPORT)) wd.div_ = 5; break; case BO_MAYHEMIC_THORNS: if (sc && sc->getSCE(SC_RESEARCHREPORT)) wd.div_ = 4; break; case HN_DOUBLEBOWLINGBASH: if (wd.miscflag > 1) wd.div_ += min(4, wd.miscflag); break; } } else { bool is_long = false; if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK))) is_long = true; wd.flag |= is_long ? BF_LONG : BF_SHORT; } return wd; } /** * Check if we should reflect the damage and calculate it if so * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC * @param wd : weapon damage * @param src : bl who did the attack * @param target : target of the attack * @param skill_id : id of casted skill, 0 = basic atk * @param skill_lv : lvl of skill casted */ void battle_do_reflect(int32 attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv) { // Don't reflect your own damage (Grand Cross) if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL || (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM )))) { int64 damage = wd->damage + wd->damage2, rdamage = 0; map_session_data *tsd = BL_CAST(BL_PC, target); status_change *tsc = status_get_sc(target); status_data* sstatus = status_get_status_data(*src); struct unit_data *ud = unit_bl2ud(target); t_tick tick = gettick(), rdelay = 0; if (!tsc) return; auto * sce = tsc->getSCE(SC_MAXPAIN); if (sce) { sce->val2 = (int32)damage; if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag)); } // Calculate skill reflect damage separately if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE)) rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true); if( rdamage > 0 ) { struct block_list *d_bl = battle_check_devotion(src); status_change *sc = status_get_sc(src); if (sc && sc->getSCE(SC_VITALITYACTIVATION)) rdamage /= 2; if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross) map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag); else if( attack_type == BF_WEAPON || attack_type == BF_MISC) { rdelay = clif_damage(*src, (d_bl == nullptr) ? *src : *d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false); if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_); // It appears that official servers give skill reflect damage a longer delay battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false); skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick); } } } } /*============================================ * Calculate "weapon"-type attacks and skills *-------------------------------------------- * Credits: * Original coder Skotlex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int32 wflag) { map_session_data *sd, *tsd; struct Damage wd; status_change *sc = status_get_sc(src); status_change *tsc = status_get_sc(target); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); int32 right_element, left_element; bool infdef = false; memset(&wd,0,sizeof(wd)); if (src == nullptr || target == nullptr) { nullpo_info(NLP_MARK); return wd; } wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag); right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false); left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false); if (sc != nullptr && sc->empty()) sc = nullptr; //Skip checking as there are no status changes active. if (tsc != nullptr && tsc->empty()) tsc = nullptr; //Skip checking as there are no status changes active. sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); //Check for Lucky Dodge if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) { wd.type = DMG_LUCY_DODGE; wd.dmg_lv = ATK_LUCKY; if(wd.div_ < 0) wd.div_ *= -1; return wd; } // on official check for multi hit first so we can override crit on double attack [helvetica] battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv); // crit check is next since crits always hit on official [helvetica] if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) { #if PACKETVER >= 20161207 if (wd.type&DMG_MULTI_HIT) wd.type = DMG_MULTI_HIT_CRITICAL; else wd.type = DMG_CRITICAL; #else wd.type = DMG_CRITICAL; #endif } std::bitset nk = battle_skill_get_damage_properties(skill_id, wd.miscflag); // check if we're landing a hit if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true)) wd.dmg_lv = ATK_FLEE; else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants #ifndef RENEWAL // First call function with skill_id 0 to get base damage of a normal attack battle_calc_skill_base_damage(&wd, src, target, 0, 0); // base damage wd.basedamage = wd.damage; // Now get actual skill damage if (skill_id != 0) #endif battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage #ifndef RENEWAL // Skill ratio ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv)); // Additive damage bonus ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv)); #endif #ifdef RENEWAL if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher status_data* sstatus = status_get_status_data(*src); if (sstatus->matk_max > sstatus->matk_min) { ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); } else ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min); } #endif int32 i = 0; #ifndef RENEWAL // add any miscellaneous player ATK bonuses if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) ATK_ADDRATE(wd.damage, wd.damage2, i); if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) ATK_ADDRATE(wd.damage, wd.damage2, -i); #endif #ifdef RENEWAL // In Renewal we only cardfix to the weapon and equip ATK //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only" if (sd) { wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag); wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag); if (is_attack_left_handed(src, skill_id)) { wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag); wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag); } } //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only" if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later std::bitset ignoreele_nk = nk; ignoreele_nk.set(NK_IGNOREELEMENT); wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag); wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag); wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag); wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag); if (is_attack_left_handed(src, skill_id)) { wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag); wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag); wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag); wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag); } } // final attack bonuses that aren't affected by cards battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv); if (sd) { //monsters, homuns and pets have their damage computed directly wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk; if( is_attack_left_handed( src, skill_id ) ){ wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2; } // Apply P.ATK mod // But for Dragonbreaths it only applies if Dragonic Aura is skilled if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){ wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) ); if( is_attack_left_handed( src, skill_id ) ){ wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) ); } } // Apply MasteryATK wd.damage += wd.masteryAtk; if( is_attack_left_handed( src, skill_id ) ){ wd.damage2 += wd.masteryAtk2; } // CritAtkRate modifier if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) { if (skill_id > 0) { wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200)); if (is_attack_left_handed(src, skill_id)) wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200)); } else { wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100)); if (is_attack_left_handed(src, skill_id)) wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100)); } } if (wd.flag & BF_SHORT) ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate); if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate); } // Skill ratio ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv)); // Additive damage bonus ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv)); // Advance Katar Mastery if (sd) { uint16 katar_skill; if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill)); } // Res reduces physical damage by a percentage and // is calculated before DEF and other reductions. // All skills that use the simple defense formula (damage substracted by DEF+DEF2) ignore Res // TODO: Res formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down if ((wd.damage + wd.damage2) && tstatus->res > 0 && !nk[NK_SIMPLEDEFENSE]) { int16 res = tstatus->res; int16 ignore_res = 0;// Value used as a percentage. if (sd) ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL]; // Attacker status's that pierce Res. if (sc) { if (sc->getSCE(SC_A_TELUM)) ignore_res += sc->getSCE(SC_A_TELUM)->val2; if (sc->getSCE(SC_POTENT_VENOM)) ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2; } ignore_res = min(ignore_res, battle_config.max_res_mres_ignored); if (ignore_res > 0) res -= res * ignore_res / 100; // Apply damage reduction. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res); wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res); } #else // final attack bonuses that aren't affected by cards battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv); #endif if (wd.damage + wd.damage2) { #ifdef RENEWAL // Check if attack ignores DEF (in pre-renewal we need to update base damage even when the skill ignores DEF) if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R)) #else // Shield Boomerang and Rapid Smiting already calculated the defense before the skill ratio was applied if(skill_id != PA_SHIELDCHAIN && skill_id != CR_SHIELDBOOMERANG) #endif battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv); battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv); } #ifdef RENEWAL // add any miscellaneous player ATK bonuses if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) { ATK_ADDRATE(wd.damage, wd.damage2, i); RE_ALLATK_ADDRATE(&wd, i); } if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) { ATK_ADDRATE(wd.damage, wd.damage2, -i); RE_ALLATK_ADDRATE(&wd, -i); } #endif } battle_calc_element_damage(&wd, src, target, skill_id, skill_lv); #ifdef RENEWAL if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) { if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica] wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate))))); if (is_attack_left_handed(src, skill_id)) wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate))))); } else wd.damage = (int64)floor((float)(wd.damage * 1.4f)); if (tsd && tsd->bonus.crit_def_rate != 0) ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate); } #endif switch (skill_id) { case TK_DOWNKICK: case TK_STORMKICK: case TK_TURNKICK: case TK_COUNTER: if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST) ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN)); break; case LG_SHIELDPRESS: if (sd) { int32 damagevalue = 0; int16 index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine; ATK_ADD(wd.damage, wd.damage2, damagevalue); } break; case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40) if (wd.miscflag&8) { ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40); } else ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40); break; case SR_GATEOFHELL: { status_data* sstatus = status_get_status_data(*src); double bonus = 1 + skill_lv * 2 / 10; ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp); if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) { ATK_ADD(wd.damage, wd.damage2, static_cast(sstatus->max_sp * bonus) + 40 * status_get_lv(src)); } else ATK_ADD(wd.damage, wd.damage2, static_cast(sstatus->sp * bonus) + 10 * status_get_lv(src)); } break; case MH_TINDER_BREAKER: ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus break; case MH_CBC: ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus break; case MH_EQC: ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus break; case NPC_MAXPAIN_ATK: if (sc) { auto * sce = sc->getSCE(SC_MAXPAIN); if (sce) { if (sce->val2) wd.damage = sce->val2 * skill_lv / 10; else if (sce->val3) wd.damage = sce->val3 * skill_lv / 10; } } else wd.damage = 0; break; } if(sd) { #ifndef RENEWAL uint16 skill; if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0) ATK_ADD(wd.damage, wd.damage2, skill * 2); if (skill_id == GS_GROUNDDRIFT) ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv); if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0) ATK_ADD(wd.damage, wd.damage2, 4); //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only" switch(skill_id) { case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval] wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100; if(is_attack_left_handed(src, skill_id)) wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100; } break; default: wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag); if( is_attack_left_handed(src, skill_id )) wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag); break; } #endif } #ifdef RENEWAL // In renewal only do it for non player attacks if( tsd && !sd ){ #else if( tsd ){ #endif // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only" wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag); if(is_attack_left_handed(src, skill_id)) wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag); } // only do 1 dmg to plant, no need to calculate rest if(infdef){ battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv); return wd; } //Apply DAMAGE_DIV_FIX and check for min damage battle_apply_div_fix(&wd, skill_id); battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv); #ifdef RENEWAL switch (skill_id) { case NJ_ISSEN: case GN_FIRE_EXPANSION_ACID: return wd; //These skills will do a GVG fix later default: #endif battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv); #ifdef RENEWAL break; } #endif battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv); battle_absorb_damage(target, &wd); battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta] return wd; } /*========================================== * Calculate "magic"-type attacks and skills *------------------------------------------ * Credits: * Original coder DracoRPG * Refined and optimized by helvetica */ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag) { int32 i, skill_damage = 0; int16 s_ele = 0; TBL_PC *sd; TBL_PC *tsd; status_change *sc, *tsc; struct Damage ad; struct { unsigned imdef : 1; unsigned infdef : 1; } flag; memset(&ad,0,sizeof(ad)); memset(&flag,0,sizeof(flag)); if (src == nullptr || target == nullptr) { nullpo_info(NLP_MARK); return ad; } status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); // Initial Values // Set to 1 because magic damage on plants is 1 per hit; if target is not a plant this gets reinitialized to 0 later ad.damage = 1; ad.div_ = skill_get_num(skill_id,skill_lv); ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills. ad.dmotion = tstatus->dmotion; ad.blewcount = skill_get_blewcount(skill_id, skill_lv); ad.flag = BF_MAGIC|BF_SKILL; ad.miscflag = mflag; ad.dmg_lv = ATK_DEF; std::shared_ptr skill = skill_db.find(skill_id); std::bitset nk; if (skill) nk = skill->nk; flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); s_elemental_data* ed = BL_CAST(BL_ELEM, src); sc = status_get_sc(src); tsc = status_get_sc(target); //Initialize variables that will be used afterwards s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag); switch(skill_id) { case WL_HELLINFERNO: if (mflag & 2) { // ELE_DARK ad.div_ = -3; } break; case NPC_PSYCHIC_WAVE: case SO_PSYCHIC_WAVE: if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK)) ad.div_ = 2; break; case AG_DESTRUCTIVE_HURRICANE: if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2) ad.blewcount = 2; break; case AG_CRYSTAL_IMPACT: if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2) ad.div_ = 2; break; case ABC_ABYSS_SQUARE: if (mflag == 2) ad.div_ = 2; break; case AG_CRIMSON_ARROW_ATK: if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){ ad.div_ = 2; } break; case SOA_TALISMAN_OF_FOUR_BEARING_GOD: if (sc != nullptr){ if (sc->getSCE(SC_T_FIRST_GOD) != nullptr) ad.div_ = 2; else if (sc->getSCE(SC_T_SECOND_GOD) != nullptr) ad.div_ = 3; else if (sc->getSCE(SC_T_THIRD_GOD) != nullptr) ad.div_ = 4; else if (sc->getSCE(SC_T_FOURTH_GOD) != nullptr) ad.div_ = 5; else if (sc->getSCE(SC_T_FIFTH_GOD) != nullptr) ad.div_ = 7; } break; } //Set miscellaneous data that needs be filled if(sd) { sd->state.arrow_atk = 0; ad.blewcount += battle_blewcount_bonus(sd, skill_id); } //Skill Range Criteria ad.flag |= battle_range_type(src, target, skill_id, skill_lv); //Infinite defense (plant mode) flag.infdef = is_infinite_defense(target, ad.flag)?1:0; switch(skill_id) { case MG_FIREWALL: if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) ) ad.blewcount = 0; //No knockback [[fallthrough]]; case NJ_KAENSIN: case PR_SANCTUARY: ad.dmotion = 1; //No flinch animation. break; } if (!flag.infdef) { //No need to do the math for plants uint32 skillratio = 100; //Skill dmg modifiers. #ifdef RENEWAL // Some skills do not use S.MATK and skillratio bool has_skillratio = false; #endif //Damage was set to 1 to simulate plant damage; if not plant, need to reinitialize damage with 0 ad.damage = 0; //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; } //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; } //Adds an absolute value to damage. 100 = +100 damage #define MATK_ADD(a) { ad.damage += a; } //Calc base damage according to skill switch (skill_id) { case AL_HEAL: case PR_BENEDICTIO: case PR_SANCTUARY: case AB_HIGHNESSHEAL: ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false); break; case PR_ASPERSIO: ad.damage = 40; break; case ALL_RESURRECTION: case PR_TURNUNDEAD: //Undead check is on skill_castend_damageid code. #ifdef RENEWAL i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + 300 - 300 * tstatus->hp / tstatus->max_hp; #else i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + 200 - 200 * tstatus->hp / tstatus->max_hp; #endif if(i > 700) i = 700; if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE)) ad.damage = tstatus->hp; else { #ifdef RENEWAL if (sstatus->matk_max > sstatus->matk_min) { MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); } else { MATK_ADD(sstatus->matk_min); } MATK_RATE(skill_lv); #else ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10; #endif } break; case NPC_DARKBREATH: ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100; break; case PF_SOULBURN: ad.damage = tstatus->sp * 2; break; case AB_RENOVATIO: ad.damage = status_get_lv(src) * 10 + sstatus->int_; break; case NPC_EARTHQUAKE: if (mflag & NPC_EARTHQUAKE_FLAG) { ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check } if (src->type == BL_PC) ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage; else ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0)); if (nk[NK_SPLASHSPLIT] && mflag > 1) ad.damage /= mflag; break; case NPC_ICEMINE: case NPC_FLAMECROSS: ad.damage = static_cast( sstatus->rhw.atk ) * static_cast( 20 ) * static_cast( skill_lv ); break; default: { if (sstatus->matk_max > sstatus->matk_min) { MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min)); } else { MATK_ADD(sstatus->matk_min); } if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill if (mflag>0) ad.damage /= mflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } switch(skill_id) { case MG_NAPALMBEAT: skillratio += -30 + 10 * skill_lv; break; case MG_FIREBALL: #ifdef RENEWAL skillratio += 40 + 20 * skill_lv; if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage skillratio = skillratio * 3 / 4; #else skillratio += -30 + 10 * skill_lv; #endif break; case MG_SOULSTRIKE: if (battle_check_undead(tstatus->race,tstatus->def_ele)) skillratio += 5 * skill_lv; break; case MG_FIREWALL: skillratio -= 50; break; case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc) { if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) || (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) || (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION))) skillratio *= 5; if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) { skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON | BF_SHORT; ad.type = DMG_NORMAL; } } break; case MG_THUNDERSTORM: // in Renewal Thunder Storm boost is 100% (in pre-re, 80%) #ifndef RENEWAL skillratio -= 20; #endif break; case MG_FROSTDIVER: skillratio += 10 * skill_lv; break; case AL_HOLYLIGHT: skillratio += 25; if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST) skillratio *= 5; //Does 5x damage include bonuses from other skills? break; case AL_RUWACH: skillratio += 45; break; case WZ_FROSTNOVA: #ifndef RENEWAL skillratio += -100 + (100 + skill_lv * 10) * 2 / 3; #else // In renewal the damage formula is identical to MG_FROSTDIVER skillratio += 10 * skill_lv; #endif break; case WZ_FIREPILLAR: if (sd && ad.div_ > 0) ad.div_ *= -1; //For players, damage is divided by number of hits skillratio += -60 + 20 * skill_lv; //20% MATK each hit break; case WZ_SIGHTRASHER: skillratio += 20 * skill_lv; break; case WZ_WATERBALL: skillratio += 30 * skill_lv; break; case WZ_STORMGUST: #ifdef RENEWAL skillratio -= 30; // Offset only once skillratio += 50 * skill_lv; #else skillratio += 40 * skill_lv; #endif break; #ifdef RENEWAL case WZ_EARTHSPIKE: skillratio += 100; if (sc && sc->getSCE(SC_EARTH_CARE_OPTION)) skillratio += skillratio * 800 / 100; break; #endif case HW_NAPALMVULCAN: #ifdef RENEWAL skillratio += -100 + 70 * skill_lv; RE_LVL_DMOD(100); #else skillratio += 25; #endif break; case SL_STIN: //Target size must be small (0) for full damage skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv); break; case SL_STUN: skillratio += 5 * skill_lv; break; case SL_SMA: //Base damage is 40% + lv% skillratio += -60 + status_get_lv(src); break; case NJ_KOUENKA: skillratio -= 10; if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0) skillratio += 10 * sd->spiritcharm; break; case NJ_KAENSIN: skillratio -= 50; if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0) skillratio += 20 * sd->spiritcharm; break; case NJ_BAKUENRYU: skillratio += 50 + 150 * skill_lv; if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0) skillratio += 100 * sd->spiritcharm; break; case NJ_HYOUSENSOU: #ifdef RENEWAL skillratio -= 30; if (sc && sc->getSCE(SC_SUITON)) skillratio += 2 * skill_lv; #endif if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0) skillratio += 20 * sd->spiritcharm; break; case NJ_HYOUSYOURAKU: skillratio += 50 * skill_lv; if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0) skillratio += 100 * sd->spiritcharm; break; case NJ_RAIGEKISAI: #ifdef RENEWAL skillratio += 100 * skill_lv; #else skillratio += 60 + 40 * skill_lv; #endif if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0) skillratio += 20 * sd->spiritcharm; break; case NJ_KAMAITACHI: skillratio += 100 * skill_lv; if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0) skillratio += 100 * sd->spiritcharm; break; case NJ_HUUJIN: #ifdef RENEWAL skillratio += 50; #endif if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0) skillratio += 10 * sd->spiritcharm; break; case NPC_ENERGYDRAIN: skillratio += 100 * skill_lv; break; #ifdef RENEWAL case WZ_HEAVENDRIVE: case NPC_GROUNDDRIVE: skillratio += 25; break; case WZ_METEOR: skillratio += 25; break; case WZ_VERMILION: if(sd) skillratio += 300 + skill_lv * 100; else skillratio += 20 * skill_lv - 20; //Monsters use old formula break; case PR_MAGNUS: if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) skillratio += 30; break; case BA_DISSONANCE: skillratio += skill_lv * 10; if (sd) skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON); break; case HW_GRAVITATION: skillratio += -100 + 100 * skill_lv; RE_LVL_DMOD(100); break; case PA_PRESSURE: skillratio += -100 + 500 + 150 * skill_lv; RE_LVL_DMOD(100); break; case WZ_SIGHTBLASTER: skillratio += 500; break; #else case WZ_VERMILION: skillratio += 20 * skill_lv - 20; break; #endif case AB_JUDEX: skillratio += -100 + 300 + 70 * skill_lv; RE_LVL_DMOD(100); break; case AB_ADORAMUS: skillratio += - 100 + 300 + 250 * skill_lv; RE_LVL_DMOD(100); break; case AB_DUPLELIGHT_MAGIC: skillratio += 300 + 40 * skill_lv; break; case WL_SOULEXPANSION: skillratio += -100 + 1000 + skill_lv * 200; skillratio += sstatus->int_; RE_LVL_DMOD(100); break; case WL_FROSTMISTY: skillratio += -100 + 200 + 100 * skill_lv; RE_LVL_DMOD(100); break; case NPC_JACKFROST: if (tsc && tsc->getSCE(SC_FREEZING)) { skillratio += 900 + 300 * skill_lv; RE_LVL_DMOD(100); } else { skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(150); } break; case WL_JACKFROST: if (tsc && tsc->getSCE(SC_MISTY_FROST)) skillratio += -100 + 1200 + 600 * skill_lv; else skillratio += -100 + 1000 + 300 * skill_lv; RE_LVL_DMOD(100); break; case WL_DRAINLIFE: skillratio += -100 + 200 * skill_lv + sstatus->int_; RE_LVL_DMOD(100); break; case WL_CRIMSONROCK: skillratio += -100 + 700 + 600 * skill_lv; RE_LVL_DMOD(100); break; case WL_HELLINFERNO: skillratio += -100 + 400 * skill_lv; if (mflag & 2) // ELE_DARK skillratio += 200 * skill_lv; RE_LVL_DMOD(100); break; case WL_COMET: skillratio += -100 + 2500 + 700 * skill_lv; RE_LVL_DMOD(100); break; case WL_CHAINLIGHTNING_ATK: skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); if (mflag > 0) skillratio += 100 * mflag; break; case WL_EARTHSTRAIN: skillratio += -100 + 1000 + 600 * skill_lv; RE_LVL_DMOD(100); break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: skillratio += -100 + 800 + 400 * skill_lv; break; case WL_SUMMON_ATK_FIRE: case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_GROUND: skillratio += 200; RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus? RE_LVL_DMOD(100); break; case NPC_RAYOFGENESIS: skillratio += -100 + 200 * skill_lv; break; case WM_METALICSOUND: skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1); if (tsc && tsc->getSCE(SC_SLEEP)) skillratio += 100; // !TODO: Confirm target sleeping bonus RE_LVL_DMOD(100); if (tsc && tsc->getSCE(SC_SOUNDBLEND)) skillratio += skillratio * 50 / 100; break; case WM_REVERBERATION: // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] % skillratio += -100 + 700 + 300 * skill_lv; RE_LVL_DMOD(100); if (tsc && tsc->getSCE(SC_SOUNDBLEND)) skillratio += skillratio * 50 / 100; break; case SO_FIREWALK: skillratio += -100 + 60 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->getSCE(SC_HEATER_OPTION) ) skillratio += (sd ? sd->status.job_level / 2 : 0); break; case SO_ELECTRICWALK: skillratio += -100 + 60 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->getSCE(SC_BLAST_OPTION) ) skillratio += (sd ? sd->status.job_level / 2 : 0); break; case NPC_FIREWALK: case NPC_ELECTRICWALK: skillratio += -100 + 100 * skill_lv; break; case SO_EARTHGRAVE: skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv; RE_LVL_DMOD(100); if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) ) skillratio += (sd ? sd->status.job_level * 5 : 0); break; case SO_DIAMONDDUST: skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv; RE_LVL_DMOD(100); if( sc && sc->getSCE(SC_COOLER_OPTION) ) skillratio += (sd ? sd->status.job_level * 5 : 0); break; case SO_POISON_BUSTER: skillratio += -100 + 1000 + 300 * skill_lv; skillratio += sstatus->int_; if( tsc && tsc->getSCE(SC_CLOUD_POISON) ) skillratio += 200 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) ) skillratio += (sd ? sd->status.job_level * 5 : 0); break; case NPC_POISON_BUSTER: skillratio += -100 + 1500 * skill_lv; break; case SO_PSYCHIC_WAVE: skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_; RE_LVL_DMOD(100); if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION))) skillratio += 20; break; case NPC_PSYCHIC_WAVE: skillratio += -100 + 500 * skill_lv; break; case SO_CLOUD_KILL: skillratio += -100 + 40 * skill_lv; skillratio += sstatus->int_ * 3; RE_LVL_DMOD(100); if (sc) { if (sc->getSCE(SC_CURSED_SOIL_OPTION)) skillratio += (sd ? sd->status.job_level : 0); if (sc->getSCE(SC_DEEP_POISONING_OPTION)) skillratio += skillratio * 1500 / 100; } break; case NPC_CLOUD_KILL: skillratio += -100 + 50 * skill_lv; break; case SO_VARETYR_SPEAR: skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_BLAST_OPTION)) skillratio += (sd ? sd->status.job_level * 5 : 0); break; case GN_DEMONIC_FIRE: if (skill_lv > 20) // Fire expansion Lv.2 skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10; else if (skill_lv > 10) { // Fire expansion Lv.1 skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50); RE_LVL_DMOD(100); } else skillratio += 10 + 20 * skill_lv; break; case KO_KAIHOU: if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) { skillratio += -100 + 200 * sd->spiritcharm; RE_LVL_DMOD(100); pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type); } break; // Magical Elemental Spirits Attack Skills case EL_FIRE_MANTLE: case EL_WATER_SCREW: skillratio += 900; break; case EL_FIRE_ARROW: case EL_ROCK_CRUSHER_ATK: skillratio += 200; break; case EL_FIRE_BOMB: case EL_ICE_NEEDLE: case EL_HURRICANE_ATK: skillratio += 400; break; case EL_FIRE_WAVE: case EL_TYPOON_MIS_ATK: skillratio += 1100; break; case MH_ERASER_CUTTER: case MH_XENO_SLASHER: skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus break; case MH_TWISTER_CUTTER: skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus break; case MH_ABSOLUTE_ZEPHYR: skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus break; case MH_HEILIGE_STANGE: skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus break; case MH_HEILIGE_PFERD: skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus break; case MH_POISON_MIST: skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus break; case SU_SV_STEMSPEAR: skillratio += 600; break; case SU_CN_METEOR: case SU_CN_METEOR2: skillratio += -100 + 200 + 100 * skill_lv; if (status_get_lv(src) > 99) { skillratio += sstatus->int_ * 5; } RE_LVL_DMOD(100); break; case NPC_VENOMFOG: skillratio += 600 + 100 * skill_lv; break; case NPC_COMET: i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2; i = cap_value(i, 1, 4); skillratio = 2500 + ((skill_lv - i + 1) * 500); break; case NPC_FIRESTORM: skillratio += 200; break; case NPC_HELLBURNING: skillratio += 900; break; case NPC_PULSESTRIKE2: skillratio += 100; break; case SP_CURSEEXPLOSION: if (tsc && tsc->getSCE(SC_SOULCURSE)) skillratio += -100 + 1200 + 300 * skill_lv; else skillratio += -100 + 400 + 100 * skill_lv; RE_LVL_DMOD(100); break; case SP_SPA: skillratio += 400 + 250 * skill_lv; RE_LVL_DMOD(100); break; case SP_SHA: skillratio += -100 + 5 * skill_lv; break; case SP_SWHOO: skillratio += 1000 + 200 * skill_lv; RE_LVL_DMOD(100); break; case NPC_STORMGUST2: skillratio += 200 * skill_lv; break; case AG_DEADLY_PROJECTION: skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_DESTRUCTIVE_HURRICANE: skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl; // (climax buff applied with pc_skillatk_bonus) RE_LVL_DMOD(100); break; case AG_RAIN_OF_CRYSTAL: skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_MYSTERY_ILLUSION: skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_VIOLENT_QUAKE_ATK: skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl; // (climax buff applied with pc_skillatk_bonus) RE_LVL_DMOD(100); break; case AG_SOUL_VC_STRIKE: skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_STRANTUM_TREMOR: skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_ALL_BLOOM_ATK: skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl; // (climax buff applied with pc_skillatk_bonus) RE_LVL_DMOD(100); break; case AG_ALL_BLOOM_ATK2: skillratio += -100 + 85000; // Skill not affected by Baselevel and SPL break; case AG_CRYSTAL_IMPACT: skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl; // (climax buff applied with pc_skillatk_bonus) RE_LVL_DMOD(100); break; case AG_CRYSTAL_IMPACT_ATK: skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl; // (climax buff applied with pc_skillatk_bonus) RE_LVL_DMOD(100); break; case AG_TORNADO_STORM: skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_FLORAL_FLARE_ROAD: skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_ASTRAL_STRIKE: skillratio += -100 + 300 + 1800 * skill_lv + 10 * sstatus->spl; if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON) skillratio += 400 * skill_lv; RE_LVL_DMOD(100); break; case AG_ASTRAL_STRIKE_ATK: skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_ROCK_DOWN: skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl; if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){ skillratio += 300 * skill_lv; } RE_LVL_DMOD(100); break; case AG_STORM_CANNON: skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl; if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){ skillratio += 300 * skill_lv; } RE_LVL_DMOD(100); break; case AG_CRIMSON_ARROW: skillratio += -100 + 400 * skill_lv + 3 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_CRIMSON_ARROW_ATK: skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl; RE_LVL_DMOD(100); break; case AG_FROZEN_SLASH: skillratio += -100 + 450 + 950 * skill_lv + 5 * sstatus->spl; if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){ skillratio += 150 + 350 * skill_lv; } RE_LVL_DMOD(100); break; case IG_JUDGEMENT_CROSS: skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl; if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT) skillratio += 150 * skill_lv; RE_LVL_DMOD(100); if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0) skillratio += skillratio * i / 100; break; case IG_CROSS_RAIN: if( sc && sc->getSCE( SC_HOLY_S ) ){ skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv; }else{ skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv; } skillratio += 7 * sstatus->spl; RE_LVL_DMOD(100); break; case CD_ARBITRIUM: skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl; skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv; RE_LVL_DMOD(100); break; case CD_ARBITRIUM_ATK: skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl; skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv; RE_LVL_DMOD(100); break; case CD_PNEUMATICUS_PROCELLA: skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl; skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS ); if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) { skillratio += 50 + 150 * skill_lv; skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS ); } RE_LVL_DMOD(100); break; case CD_FRAMEN: skillratio += -100 + 1300 * skill_lv; skillratio += 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS) * skill_lv; skillratio += 5 * sstatus->spl; if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) skillratio += 50 * skill_lv; RE_LVL_DMOD(100); break; case AG_DESTRUCTIVE_HURRICANE_CLIMAX: skillratio += -100 + 12500; // Skill not affected by Baselevel and SPL break; case ABC_ABYSS_STRIKE: skillratio += -100 + 2650 * skill_lv; skillratio += 10 * sstatus->spl; if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL) skillratio += 200 * skill_lv; RE_LVL_DMOD(100); break; case ABC_ABYSS_SQUARE: skillratio += -100 + 750 * skill_lv; skillratio += 40 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case TR_METALIC_FURY: skillratio += -100 + 3850 * skill_lv; // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well? if (tsc && tsc->getSCE(SC_SOUNDBLEND)) { skillratio += 800 * skill_lv; skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl; } RE_LVL_DMOD(100); break; case TR_SOUNDBLEND: skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl; RE_LVL_DMOD(100); if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) { skillratio += skillratio * 100 / 100; if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN) skillratio += skillratio * 50 / 100; } break; case EM_DIAMOND_STORM: skillratio += -100 + 500 + 2400 * skill_lv; skillratio += 5 * sstatus->spl; if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){ skillratio += 7300 + 200 * skill_lv; skillratio += 5 * sstatus->spl; } RE_LVL_DMOD(100); break; case EM_LIGHTNING_LAND: skillratio += -100 + 700 + 1100 * skill_lv; skillratio += 5 * sstatus->spl; if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){ skillratio += 200 * skill_lv; } RE_LVL_DMOD(100); break; case EM_VENOM_SWAMP: skillratio += -100 + 700 + 1100 * skill_lv; skillratio += 5 * sstatus->spl; if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){ skillratio += 200 * skill_lv; } RE_LVL_DMOD(100); break; case EM_CONFLAGRATION: skillratio += -100 + 700 + 1100 * skill_lv; skillratio += 5 * sstatus->spl; if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){ skillratio += 200 * skill_lv; } RE_LVL_DMOD(100); break; case EM_TERRA_DRIVE: skillratio += -100 + 500 + 2400 * skill_lv; skillratio += 5 * sstatus->spl; if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){ skillratio += 7300 + 200 * skill_lv; skillratio += 5 * sstatus->spl; } RE_LVL_DMOD(100); break; case ABC_FROM_THE_ABYSS_ATK: skillratio += -100 + 150 + 650 * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case EM_ELEMENTAL_BUSTER_FIRE: case EM_ELEMENTAL_BUSTER_WATER: case EM_ELEMENTAL_BUSTER_WIND: case EM_ELEMENTAL_BUSTER_GROUND: case EM_ELEMENTAL_BUSTER_POISON: skillratio += -100 + 550 + 2650 * skill_lv; skillratio += 10 * sstatus->spl; if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON) skillratio += 150 * skill_lv; RE_LVL_DMOD(100); break; case EM_EL_FLAMEROCK: skillratio += -100 + 2400; if (ed) skillratio += skillratio * status_get_lv(&ed->master->bl) / 100; break; case EM_EL_AGE_OF_ICE: skillratio += -100 + 3700; if (ed) skillratio += skillratio * status_get_lv(&ed->master->bl) / 100; break; case EM_EL_STORM_WIND: skillratio += -100 + 2600; if (ed) skillratio += skillratio * status_get_lv(&ed->master->bl) / 100; break; case EM_EL_AVALANCHE: skillratio += -100 + 450; if (ed) skillratio += skillratio * status_get_lv(&ed->master->bl) / 100; break; case EM_EL_DEADLY_POISON: skillratio += -100 + 700; if (ed) skillratio += skillratio * status_get_lv(&ed->master->bl) / 100; break; case NPC_RAINOFMETEOR: skillratio += 350; // unknown ratio break; case HN_NAPALM_VULCAN_STRIKE: skillratio += -100 + 350 + 650 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv; skillratio += 3 * sstatus->spl; RE_LVL_DMOD(100); // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_NAPALM_VULCAN_STRIKE by (2x skill level)% skillratio += skillratio * 2 * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100; // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY if (sc && sc->getSCE(SC_RULEBREAK)) skillratio += skillratio * 40 / 100; break; case HN_JUPITEL_THUNDER_STORM: skillratio += -100 + 1800 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv; skillratio += 3 * sstatus->spl; RE_LVL_DMOD(100); // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_JUPITEL_THUNDER_STORM by (skill level)% skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100; // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY if (sc && sc->getSCE(SC_RULEBREAK)) skillratio += skillratio * 70 / 100; break; case HN_HELLS_DRIVE: skillratio += -100 + 1700 + 900 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv; skillratio += 3 * sstatus->spl; RE_LVL_DMOD(100); // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_HELLS_DRIVE by (skill level)% skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100; // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY if (sc && sc->getSCE(SC_RULEBREAK)) skillratio += skillratio * 70 / 100; break; case HN_GROUND_GRAVITATION: if (mflag & SKILL_ALTDMG_FLAG) { // Initial damage skillratio += -100 + 3000 + 1500 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv; skillratio += 5 * sstatus->spl; ad.div_ = -2; } else { // Gravitational field damage skillratio += -100 + 800 + 700 * skill_lv; skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 2 * skill_lv; skillratio += 2 * sstatus->spl; } RE_LVL_DMOD(100); // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_GROUND_GRAVITATION (gravity field damage) by (skill level)% if (!(mflag & SKILL_ALTDMG_FLAG)) skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100; // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY if (sc && sc->getSCE(SC_RULEBREAK)) skillratio += skillratio * 50 / 100; break; case HN_JACK_FROST_NOVA: if (mflag & SKILL_ALTDMG_FLAG) { // Initial damage skillratio += -100 + 200 * skill_lv; skillratio += 2 * sstatus->spl; ad.div_ = 1; // 1 hit } else { // Explosion damage skillratio += -100 + 400 + 500 * skill_lv; skillratio += 4 * sstatus->spl; } skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv; RE_LVL_DMOD(100); // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_JACK_FROST_NOVA (explosion damage) by (skill level)% if (!(mflag & SKILL_ALTDMG_FLAG)) skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100; // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY if (sc && sc->getSCE(SC_RULEBREAK)) skillratio += skillratio * 70 / 100; break; case HN_METEOR_STORM_BUSTER: if (mflag & SKILL_ALTDMG_FLAG) { // Fall damage skillratio += -100 + 300 + 320 * skill_lv; ad.div_ = -3; } else { // Explosion damage skillratio += -100 + 450 + 160 * skill_lv; } skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 5 * skill_lv; skillratio += 3 * sstatus->spl; RE_LVL_DMOD(100); // After RE_LVL_DMOD calculation, HN_SELFSTUDY_SOCERY amplifies the skill ratio of HN_METEOR_STORM_BUSTER (fall damage) by (skill level)% if (mflag & SKILL_ALTDMG_FLAG) skillratio += skillratio * pc_checkskill(sd, HN_SELFSTUDY_SOCERY) / 100; // SC_RULEBREAK increases the skill ratio after HN_SELFSTUDY_SOCERY if (sc && sc->getSCE(SC_RULEBREAK)) skillratio += skillratio * 50 / 100; break; case SOA_EXORCISM_OF_MALICIOUS_SOUL: skillratio += -100 + 150 * skill_lv; skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 2; skillratio += 1 * sstatus->spl; if ((tsc != nullptr && tsc->getSCE(SC_SOULCURSE) != nullptr) || (sc != nullptr && sc->getSCE(SC_TOTEM_OF_TUTELARY) != nullptr)) skillratio += 100 * skill_lv; if (sd != nullptr) skillratio *= sd->soulball_old; RE_LVL_DMOD(100); break; case SOA_TALISMAN_OF_BLUE_DRAGON: skillratio += -100 + 850 + 2250 * skill_lv; skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv; skillratio += 5 * sstatus->spl; if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr) skillratio += 100 + 700 * skill_lv; RE_LVL_DMOD(100); break; case SOA_TALISMAN_OF_WHITE_TIGER: skillratio += -100 + 400 + 1000 * skill_lv; skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv; skillratio += 5 * sstatus->spl; if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr) skillratio += 400 * skill_lv; RE_LVL_DMOD(100); break; case SOA_TALISMAN_OF_RED_PHOENIX: skillratio += -100 + 1400 + 1450 * skill_lv; skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv; skillratio += 5 * sstatus->spl; if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr) skillratio += 200 + 400 * skill_lv; RE_LVL_DMOD(100); break; case SOA_TALISMAN_OF_BLACK_TORTOISE: skillratio += -100 + 2150 + 1600 * skill_lv; skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv; skillratio += 5 * sstatus->spl; if (sc != nullptr && sc->getSCE(SC_T_FIFTH_GOD) != nullptr) skillratio += 150 + 500 * skill_lv; RE_LVL_DMOD(100); break; case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS: skillratio += -100 + 500 + 2000 * skill_lv; skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv; skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 15 * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case SOA_TALISMAN_OF_FOUR_BEARING_GOD: skillratio += -100 + 50 + 250 * skill_lv; skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 15 * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case SOA_TALISMAN_OF_SOUL_STEALING: skillratio += -100 + 500 + 1250 * skill_lv; skillratio += pc_checkskill(sd, SOA_TALISMAN_MASTERY) * 7 * skill_lv; skillratio += pc_checkskill(sd, SOA_SOUL_MASTERY) * 7 * skill_lv; skillratio += 3 * sstatus->spl; RE_LVL_DMOD(100); break; case SH_HYUN_ROKS_BREEZE: skillratio += -100 + 650 + 750 * skill_lv; skillratio += 20 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); skillratio += 5 * sstatus->spl; if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){ skillratio += 100 + 200 * skill_lv; skillratio += 20 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); } RE_LVL_DMOD(100); break; case SH_HYUN_ROK_CANNON: skillratio += -100 + 1100 + 2050 * skill_lv; skillratio += 50 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); skillratio += 5 * sstatus->spl; if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){ skillratio += 400 * skill_lv; skillratio += 25 * pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY); } RE_LVL_DMOD(100); break; case SS_TOKEDASU: skillratio += -100 + 700 * skill_lv; skillratio += 5 * sstatus->con; RE_LVL_DMOD(100); break; case SS_SEKIENHOU: skillratio += -100 + 850 + 1250 * skill_lv; skillratio += 70 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case SS_REIKETSUHOU: skillratio += -100 + 250 + 550 * skill_lv; skillratio += 40 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case SS_KINRYUUHOU: skillratio += -100 + 300 + 400 * skill_lv; skillratio += 15 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case SS_ANKOKURYUUAKUMU: skillratio += -100 + 15500 * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case SS_RAIDENPOU: skillratio += -100 + 600 + 1300 * skill_lv; skillratio += 70 * pc_checkskill( sd, SS_ANTENPOU ) * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); break; case SS_ANTENPOU: skillratio += -100 + 450 + 950 * skill_lv; skillratio += 5 * sstatus->spl; RE_LVL_DMOD(100); if (mflag & SKILL_ALTDMG_FLAG) skillratio = skillratio * 3 / 10; break; } if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) || (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) || (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) || (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH)) skillratio += 25; } #ifdef RENEWAL has_skillratio = true; #else MATK_RATE(skillratio); #endif //Constant/misc additions from skills if (skill_id == WZ_FIREPILLAR) MATK_ADD(100 + 50 * skill_lv); break; } } #ifdef RENEWAL // Damage modifier need to be applied before SMATK ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); // Additionnal damage from W_2HSTAFF // Must be before smatk and after battle_calc_cardfix if (sd != nullptr && sd->status.weapon == W_2HSTAFF && (i = pc_checkskill(sd, AG_TWOHANDSTAFF)) > 0) { ad.damage += ad.damage * i / 100; } if (has_skillratio) { // S.MATK needs to be applied before the skill ratio to prevent rounding issues if (sd && sstatus->smatk > 0) ad.damage += ad.damage * sstatus->smatk / 100; MATK_RATE(skillratio); } #endif if(sd) { #ifndef RENEWAL //Damage bonuses if ((i = pc_skillatk_bonus(sd, skill_id))) ad.damage += (int64)ad.damage*i/100; #endif //Ignore Defense? if (!flag.imdef && ( sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) || sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) || sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL ) )) flag.imdef = 1; } if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) ad.damage -= (int64)ad.damage*i/100; #ifdef RENEWAL // MRes reduces magical damage by a percentage and // is calculated before MDEF and other reductions. // TODO: MRes formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down if (ad.damage && tstatus->mres > 0) { int16 mres = tstatus->mres; int16 ignore_mres = 0;// Value used as percentage. if (sd) ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL]; // Attacker status's that pierce MRes. if (sc && sc->getSCE(SC_A_VITA)) ignore_mres += sc->getSCE(SC_A_VITA)->val2; ignore_mres = min(ignore_mres, battle_config.max_res_mres_ignored); if (ignore_mres > 0) mres -= mres * ignore_mres / 100; // Apply damage reduction. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres); } #endif if(!flag.imdef){ // Bonuses ignoring Mdef are added together defType mdef = tstatus->mdef; int32 mdef2 = tstatus->mdef2; i = 0; // Bonus ratio that ignores Mdef if (sc != nullptr && sc->getSCE(SC_EXPIATIO)) i += 5 * sc->getSCE(SC_EXPIATIO)->val1; if (sd != nullptr) { i += sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL] + sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL]; std::vector race2 = status_get_race2(target); for (const auto &raceit : race2) i += sd->indexed_bonus.ignore_mdef_by_race2[raceit]; } i = cap_value(i, 0, 100); #ifdef RENEWAL // On renewal, Mdef is rounded after calculation if (i > 0) { mdef = (defType)( (float)(mdef - mdef * i / 100.) ); } /** * RE MDEF Reduction * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF */ if (mdef < 0) mdef = 0; // Negative eMDEF is treated as 0 on official ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2; #else // On pre-renewal, Mdef reduction is rounded down before being subtracted from Mdef if (i > 0) mdef -= mdef * i / 100; if(battle_config.magic_defense_type) ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2; else ad.damage = ad.damage * (100-mdef)/100 - mdef2; #endif } i = 0; // pc_skillatk_bonus ratio #ifdef RENEWAL // pc_skillatk_bonus must be after def reduction and before the damages applied when the target is hit (at least on renewal) if (sd != nullptr) i += pc_skillatk_bonus(sd, skill_id); #endif // Buffs added to pc_skillatk_bonus (renewal) ratio switch (skill_id) { case AG_DESTRUCTIVE_HURRICANE: if (sc->getSCE(SC_CLIMAX)) { if (sc->getSCE(SC_CLIMAX)->val1 == 3) i += 150; else if (sc->getSCE(SC_CLIMAX)->val1 == 5) i -= 20; } break; case AG_VIOLENT_QUAKE_ATK: if (sc->getSCE(SC_CLIMAX)) { if (sc->getSCE(SC_CLIMAX)->val1 == 1) i -= 50; else if (sc->getSCE(SC_CLIMAX)->val1 == 3) i += 200; } break; case AG_ALL_BLOOM_ATK: if (sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 3) i += 300; break; case AG_CRYSTAL_IMPACT: if (sc->getSCE(SC_CLIMAX)) { if (sc->getSCE(SC_CLIMAX)->val1 == 3) i += 50; else if (sc->getSCE(SC_CLIMAX)->val1 == 4) i -= 50; } break; case AG_CRYSTAL_IMPACT_ATK: if (sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4) i += 150; break; case SU_CN_METEOR: case SU_CN_METEOR2: if (sc->getSCE(SC_COLORS_OF_HYUN_ROK_BUFF) != nullptr) i += sc->getSCE(SC_COLORS_OF_HYUN_ROK_BUFF)->val2; break; } if (i != 0) ad.damage = (int64)( (double)( ad.damage + ad.damage * i / 100. ) ); //Apply the physical part of the skill's damage. [Skotlex] switch (skill_id) { case CR_GRANDCROSS: case NPC_GRANDDARKNESS: { // Pre-re ATK = Take atk, apply def reduction and add refine bonus // Final Damage = (ATK+MATK)*RATIO // Renewal ATK = Take total atk // Final Damage = ((ATK+MATK)/2)*RATIO - (tDEF + tMDEF) // No need to go through the whole physical damage code struct Damage wd = initialize_weapon_data(src, target, skill_id, skill_lv, mflag); battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // Calculate ATK #ifdef RENEWAL if (sd) wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk; #else battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv); if (sd) { wd.damage += sstatus->rhw.atk2; } #endif // Combine ATK and MATK #ifdef RENEWAL ad.damage = (wd.damage + ad.damage) / 2; #else ad.damage = std::max((int64)1, wd.damage + ad.damage); #endif // Ratio skillratio += 40 * skill_lv; MATK_RATE(skillratio); #ifdef RENEWAL // Total defense reduction (renewal only) battle_calc_defense_reduction(&ad, src, target, skill_id, skill_lv); ad.damage -= (tstatus->mdef + tstatus->mdef2); #endif } break; } if(ad.damage<1) ad.damage=1; else if(sc) { //only applies when hit // !TODO: shouldn't they be with pc_skillatk_bonus? switch(skill_id) { case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: if(sc->getSCE(SC_GUST_OPTION)) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break; case MG_FIREBOLT: case MG_FIREWALL: if(sc->getSCE(SC_PYROTECHNIC_OPTION)) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break; case MG_COLDBOLT: case MG_FROSTDIVER: if(sc->getSCE(SC_AQUAPLAY_OPTION)) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break; case WZ_EARTHSPIKE: case WZ_HEAVENDRIVE: if(sc->getSCE(SC_PETROLOGY_OPTION)) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break; } } if (!nk[NK_IGNOREELEMENT]) ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); #ifndef RENEWAL ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); #endif switch (skill_id) { case CR_GRANDCROSS: case NPC_GRANDDARKNESS: if (src == target) { // Grand Cross on self first applies attr_fix, then cardfix and finally halves the damage if (src->type == BL_PC) ad.damage = ad.damage / 2; else ad.damage = 0; } else // Grand Cross on target applies attr_fix, then cardfix and then attr_fix a second time ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); break; } } //Hint: Against plants damage will still be 1 at this point //Apply DAMAGE_DIV_FIX and check for min damage battle_apply_div_fix(&ad, skill_id); struct map_data *mapdata = map_getmapdata(target->m); ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv); if (mapdata_flag_gvg2(mapdata)) ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag); else if (mapdata->getMapFlag(MF_BATTLEGROUND)) ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag); // Skill damage adjustment if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0) MATK_ADDRATE(skill_damage); battle_absorb_damage(target, &ad); //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack return ad; } /*========================================== * Calculate "misc"-type attacks and skills *------------------------------------------ * Credits: * Original coder Skotlex * Refined and optimized by helvetica */ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 mflag) { int32 skill_damage = 0; int16 i, s_ele; map_session_data *sd, *tsd; struct Damage md; //DO NOT CONFUSE with md of mob_data! status_change *ssc = status_get_sc(src); memset(&md,0,sizeof(md)); if (src == nullptr || target == nullptr) { nullpo_info(NLP_MARK); return md; } status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); //Some initial values md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); md.dmotion = tstatus->dmotion; md.div_ = skill_get_num(skill_id,skill_lv); md.blewcount = skill_get_blewcount(skill_id,skill_lv); md.dmg_lv = ATK_DEF; md.flag = BF_MISC|BF_SKILL; md.miscflag = mflag; std::shared_ptr skill = skill_db.find(skill_id); std::bitset nk; if (skill) nk = skill->nk; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if(sd) { sd->state.arrow_atk = 0; md.blewcount += battle_blewcount_bonus(sd, skill_id); } s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag); //Skill Range Criteria md.flag |= battle_range_type(src, target, skill_id, skill_lv); switch (skill_id) { case TF_THROWSTONE: if (sd) md.damage = 50; else md.damage = 30; md.flag |= BF_WEAPON; break; case NPC_KILLING_AURA: md.damage = 10000; break; #ifdef RENEWAL case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0)); md.damage += md.damage * (rnd()%20 - 10) / 100; md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0); break; #else case HT_LANDMINE: case MA_LANDMINE: md.damage = static_cast(skill_lv * (sstatus->dex + 75.0) * (100.0 + sstatus->int_) / 100.0); break; case HT_BLASTMINE: md.damage = static_cast(skill_lv * (sstatus->dex / 2.0 + 50.0) * (100.0 + sstatus->int_) / 100.0); break; case HT_CLAYMORETRAP: md.damage = static_cast(skill_lv * (sstatus->dex / 2.0 + 75.0) * (100.0 + sstatus->int_) / 100.0); break; #endif case HT_BLITZBEAT: case SN_FALCONASSAULT: { uint16 skill; //Blitz-beat Damage if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW))) skill = 0; #ifdef RENEWAL md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2; RE_LVL_MDMOD(100); #else md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2; if(mflag > 1) //Autocasted Blitz nk.set(NK_SPLASHSPLIT); #endif if (skill_id == SN_FALCONASSAULT) { //Div fix of Blitzbeat DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5)); //Falcon Assault Modifier md.damage = md.damage * (150 + 70 * skill_lv) / 100; } } break; #ifndef RENEWAL case BA_DISSONANCE: md.damage = 30 + skill_lv * 10; if (sd) md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON); break; #endif case NPC_SELFDESTRUCTION: md.damage = sstatus->hp; break; case NPC_SMOKING: md.damage = 3; break; case NPC_EVILLAND: md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false); break; #ifndef RENEWAL case ASC_BREAKER: md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_; nk.set(NK_IGNOREFLEE); nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part. break; case HW_GRAVITATION: md.damage = 200 + 200 * skill_lv; md.dmotion = 0; //No flinch animation break; case PA_PRESSURE: md.damage = 500 + 300 * skill_lv; break; #endif case PA_GOSPEL: if (mflag > 0) md.damage = (rnd() % 4000) + 1500; else { md.damage = (rnd() % 5000) + 3000; #ifdef RENEWAL md.damage -= (int64)status_get_def(target); #else md.damage -= (md.damage * (int64)status_get_def(target)) / 100; #endif md.damage -= tstatus->def2; if (md.damage < 0) md.damage = 0; } break; case GN_FIRE_EXPANSION_ACID: #ifdef RENEWAL // Official Renewal formula [helvetica] // damage = 7 * ((atk + matk)/skill level) * (target vit/100) // skill is a "forced neutral" type skill, it benefits from weapon element but final damage // is considered "neutral" for purposes of resistances { struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0); struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0); md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 ); // AD benefits from endow/element but damage is forced back to neutral md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } // Fall through #else case CR_ACIDDEMONSTRATION: if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int32)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage /= 2; #endif break; case NJ_ZENYNAGE: md.damage = skill_get_zeny( skill_id, skill_lv ); if( md.damage == 0 ){ md.damage = 2; } md.damage += rnd_value( static_cast( 0 ), md.damage ); // Specific to Boss Class if( status_get_class_( target ) == CLASS_BOSS ){ md.damage /= 3; } if( tsd != nullptr ){ md.damage /= 2; } break; case KO_MUCHANAGE: md.damage = skill_get_zeny( skill_id, skill_lv ); if( md.damage == 0 ){ md.damage = 10; } md.damage = rnd_value( md.damage / 2, md.damage ); if( pc_checkskill( sd, NJ_TOBIDOUGU ) == 0 ){ md.damage /= 2; } // Specific to Boss Class if( status_get_class_( target ) == CLASS_BOSS ){ md.damage /= 2; } break; #ifdef RENEWAL case NJ_ISSEN: // Official Renewal formula [helvetica] // base damage = currenthp + ((atk * currenthp * skill level) / maxhp) // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef) // modified def formula { int16 totaldef; struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0); status_change *sc = status_get_sc(src); md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp; if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active md.div_ = -(i + 2); // mirror image count + 2 md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10; } // modified def reduction, final damage = base damage - (edef + sdef) totaldef = tstatus->def2 + (int16)status_get_def(target); md.damage -= totaldef; md.flag |= BF_WEAPON; } break; #endif case GS_FLING: md.damage = (sd ? sd->status.job_level : status_get_lv(src)); break; case HVAN_EXPLOSION: //[orn] md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100; break; case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ; RE_LVL_TMDMOD(); if(sd) { int32 researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP); if(researchskill_lv) md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100); else md.damage = 0; } else md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100); nk.set(NK_IGNOREELEMENT); nk.set(NK_IGNOREFLEE); nk.set(NK_IGNOREDEFCARD); break; case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage md.damage = 800 + 200 * skill_lv; break; case NPC_MAGMA_ERUPTION_DOTDAMAGE: md.damage = 1000 * skill_lv; break; case GN_THORNS_TRAP: md.damage = 100 + 200 * skill_lv + status_get_int(src); break; case RL_B_TRAP: // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100; if (status_bl_has_mode(target, MD_STATUSIMMUNE)) md.damage /= 10; break; case NPC_WIDESUCK: md.damage = tstatus->max_hp * 15 / 100; break; case SU_SV_ROOTTWIST_ATK: md.damage = 100; break; case SP_SOULEXPLOSION: md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100; break; case SJ_NOVAEXPLOSING: // (Base ATK + Weapon ATK) * Ratio md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100; // Additional Damage md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv); break; case NPC_CANE_OF_EVIL_EYE: md.damage = 15000; break; } if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets if(mflag > 0) md.damage /= mflag; else ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } if (!nk[NK_IGNOREFLEE]) { status_change *sc = status_get_sc(target); i = 0; //Temp for "hit or no hit" if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING) i = 1; else { int16 flee = tstatus->flee, #ifdef RENEWAL hitrate = 0; //Default hitrate #else hitrate = 80; //Default hitrate #endif if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) { unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max if(attacker_count >= battle_config.agi_penalty_count) { if (battle_config.agi_penalty_type == 1) flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; else //assume type 2: absolute reduction flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; if(flee < 1) flee = 1; } } hitrate += sstatus->hit - flee; #ifdef RENEWAL if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window hitrate += pc_checkskill(sd,AC_VULTURE); #endif hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate); if(rnd()%100 < hitrate) i = 1; } if (!i) { md.damage = 0; md.dmg_lv = ATK_FLEE; } } md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag); if (sd && (i = pc_skillatk_bonus(sd, skill_id))) md.damage += (int64)md.damage*i/100; if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) md.damage -= (int64)md.damage*i/100; if(!nk[NK_IGNOREELEMENT]) md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); //Plant damage if(md.damage < 0) md.damage = 0; else if(md.damage && is_infinite_defense(target, md.flag)) { md.damage = 1; } //Apply DAMAGE_DIV_FIX and check for min damage battle_apply_div_fix(&md, skill_id); switch(skill_id) { case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: if (md.damage == 1) break; [[fallthrough]]; case RA_CLUSTERBOMB: { struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); md.damage += wd.damage; } break; case NJ_ZENYNAGE: if (sd) { if (md.damage > sd->status.zeny) md.damage = sd->status.zeny; pc_payzeny( sd, static_cast( md.damage ), LOG_TYPE_CONSUME ); } break; } struct map_data *mapdata = map_getmapdata(target->m); md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv); if(mapdata_flag_gvg2(mapdata)) md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag); else if(mapdata->getMapFlag(MF_BATTLEGROUND)) md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag); // Skill damage adjustment if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0) md.damage += (int64)md.damage * skill_damage / 100; battle_absorb_damage(target, &md); battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta] return md; } /** * Calculate vanish damage on a target * @param sd: Player with vanish item * @param target: Target to vanish HP/SP * @param flag: Damage struct battle flag */ void battle_vanish_damage(map_session_data *sd, struct block_list *target, int32 flag) { nullpo_retv(sd); nullpo_retv(target); // bHPVanishRate int16 vanish_hp = 0; if (!sd->hp_vanish.empty()) { for (auto &it : sd->hp_vanish) { if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate)) vanish_hp += it.per; } } // bSPVanishRate int16 vanish_sp = 0; if (!sd->sp_vanish.empty()) { for (auto &it : sd->sp_vanish) { if (!(((it.flag)&flag)&BF_WEAPONMASK && ((it.flag)&flag)&BF_RANGEMASK && ((it.flag)&flag)&BF_SKILLMASK)) continue; if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate)) vanish_sp += it.per; } } if (vanish_hp > 0 || vanish_sp > 0) status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once } /*========================================== * Battle main entry, from skill_attack *------------------------------------------ * Credits: * Original coder unknown * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_attack(int32 attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int32 flag) { struct Damage d; switch(attack_type) { case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break; case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break; case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break; default: ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv); memset(&d,0,sizeof(d)); break; } if( d.damage + d.damage2 < 1 ) { //Miss/Absorbed //Weapon attacks should go through to cause additional effects. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss? d.dmg_lv = ATK_MISS; d.dmotion = 0; if(bl->type == BL_PC) d.div_ = 1; status_change *tsc = status_get_sc(target); // Weapon Blocking has the ability to trigger on ATK_MISS as well. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) { status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING); if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) { clif_skill_nodamage(target, *bl, GC_WEAPONBLOCKING, tsce->val1); sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1)); } } } else // Some skills like Weaponry Research will cause damage even if attack is dodged d.dmg_lv = ATK_DEF; map_session_data *sd = BL_CAST(BL_PC, bl); if (sd && d.damage + d.damage2 > 1) battle_vanish_damage(sd, target, d.flag); return d; } /*========================================== * Final damage return function *------------------------------------------ * Credits: * Original coder unknown * Initial refactoring by Baalberith * Refined and optimized by helvetica */ int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int32 flag, uint16 skill_id, bool status_reflect){ status_change *tsc = status_get_sc(tbl); if (tsc) { // These statuses do not reflect any damage (off the target) if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU)) return 0; } status_change *sc = status_get_sc(src); if (sc) { if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT)) return 0; } map_session_data *tsd = BL_CAST(BL_PC, tbl); int64 rdamage = 0, damage = *dmg; if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) { rdamage += damage * tsd->bonus.short_weapon_damage_return / 100; } else if( status_reflect && tsc != nullptr && !tsc->empty() ) { if( tsc->getSCE(SC_REFLECTSHIELD) ) { status_change_entry *sce_d; block_list *d_bl; if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) && ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) ) { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) || !check_distance_bl(tbl,d_bl,sce_d->val3) ) return 0; } } if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) { // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) rdamage = 0; else { rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100; } } if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) { if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) { int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage. clif_skill_damage( *src, *tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE ); skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE); status_change_end(tbl, SC_DEATHBOUND); rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech] } } } } else { if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) { rdamage += damage * tsd->bonus.long_weapon_damage_return / 100; } } // Config damage adjustment map_data *mapdata = map_getmapdata(src->m); if (mapdata_flag_gvg2(mapdata)) rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag); else if (mapdata->getMapFlag(MF_BATTLEGROUND)) rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag); else if (mapdata->getMapFlag(MF_PVP)) rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag); // Skill damage adjustment int32 skill_damage = battle_skill_damage(src, tbl, skill_id); if (skill_damage != 0) { rdamage += rdamage * skill_damage / 100; } int64 reduce = 0; map_session_data* sd = BL_CAST(BL_PC, src); if (sd && sd->bonus.reduce_damage_return != 0) { reduce += (sd->bonus.reduce_damage_return); } if (sc) { if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) { reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2; } if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) { reduce += sc->getSCE(SC_VENOMBLEED)->val2; } if (sc->getSCE(SC_REF_T_POTION)) reduce += 100; } if (rdamage > 0) { rdamage -= rdamage * i64min(100, reduce) / 100; rdamage = i64max(rdamage, 1); } if (rdamage == 0) return 0; // No reflecting damage calculated. else return cap_value(rdamage, 1, status_get_max_hp(tbl)); } /** Check for Coma damage * @param sd: Source player * @param bl: Target * @param attack_type: Attack type * @return True if Coma applies, false if Coma does not apply */ bool battle_check_coma(map_session_data& sd, struct block_list& target, e_battle_flag attack_type) { status_data* tstatus = status_get_status_data(target); mob_data* dstmd = BL_CAST(BL_MOB, &target); // Coma if (sd.special_state.bonus_coma && (!dstmd || (!util::vector_exists(status_get_race2(&dstmd->bl), RC2_GVG) && status_get_class(&dstmd->bl) != CLASS_BATTLEFIELD))) { int32 rate = 0; rate += sd.indexed_bonus.coma_class[tstatus->class_] + sd.indexed_bonus.coma_class[CLASS_ALL]; if(!status_bl_has_mode(&target, MD_STATUSIMMUNE)) rate += sd.indexed_bonus.coma_race[tstatus->race] + sd.indexed_bonus.coma_race[RC_ALL]; if (attack_type&BF_WEAPON) { rate += sd.indexed_bonus.weapon_coma_class[tstatus->class_] + sd.indexed_bonus.weapon_coma_class[CLASS_ALL]; if (!status_bl_has_mode(&target, MD_STATUSIMMUNE)) { rate += sd.indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd.indexed_bonus.weapon_coma_ele[ELE_ALL]; rate += sd.indexed_bonus.weapon_coma_race[tstatus->race] + sd.indexed_bonus.weapon_coma_race[RC_ALL]; } } if (rate > 0 && rnd_chance(rate, 10000)) return true; } return false; } /** * Calculate Vellum damage on a target * @param sd: Player with vanish item * @param target: Target to vanish HP/SP * @param wd: Damage struct reference * @return True on damage done or false if not */ bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd) { nullpo_retr(false, sd); nullpo_retr(false, target); nullpo_retr(false, wd); status_data* tstatus = status_get_status_data(*target); // bHPVanishRaceRate int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX); int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX); // bSPVanishRaceRate int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX); int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX); // The HP and SP damage bonus from these items don't stack because of the special damage display for SP. // Vellum damage overrides any other damage done as well. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) { wd->damage = apply_rate(tstatus->max_hp, vellum_hp); wd->damage2 = 0; } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) { wd->damage = apply_rate(tstatus->max_sp, vellum_sp); wd->damage2 = 0; wd->isspdamage = true; } else return false; return true; } /*=========================================== * Perform battle drain effects (HP/SP loss) *-------------------------------------------*/ void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int32 race, int32 class_) { struct weapon_data *wd; int64 *damage; int32 thp = 0, // HP gained tsp = 0, // SP gained //rhp = 0, // HP reduced from target //rsp = 0, // SP reduced from target hp = 0, sp = 0; if (!CHK_RACE(race) && !CHK_CLASS(class_)) return; for (int32 i = 0; i < 4; i++) { //First two iterations: Right hand if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; } else { wd = &sd->left_weapon; damage = &ldamage; } if (*damage <= 0) continue; if (i == 1 || i == 3) { hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL]; hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per); sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL]; sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per); if( hp ) { //rhp += hp; thp += hp; } if( sp ) { //rsp += sp; tsp += sp; } } else { hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL]; sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL]; if( hp ) { //rhp += hp; thp += hp; } if( sp ) { //rsp += sp; tsp += sp; } } } if (!thp && !tsp) return; status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1); //if (rhp || rsp) // status_zap(tbl, rhp, rsp); } /*=========================================== * Deals the same damage to targets in area. *------------------------------------------- * Credits: * Original coder pakpil */ int32 battle_damage_area(struct block_list *bl, va_list ap) { t_tick tick; int64 damage; int32 amotion, dmotion; struct block_list *src; nullpo_ret(bl); tick = va_arg(ap, t_tick); src = va_arg(ap,struct block_list *); amotion = va_arg(ap,int32); dmotion = va_arg(ap,int32); damage = va_arg(ap,int32); if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM) return 0; if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) { map_freeblock_lock(); if( src->type == BL_PC ) battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl)); if( amotion ) battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false); else battle_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE); clif_damage(*bl,*bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false); skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); map_freeblock_unlock(); } return 0; } /** * Triggers aftercast delay for autocasted skills. * @param src: Source data * @param skill_id: Skill used * @param skill_lv: Skill level used * @param tick: Server tick */ void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick) { unit_data *ud = unit_bl2ud(src); if (ud) { int32 autocast_tick = skill_delayfix(src, skill_id, skill_lv); if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) { ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick); if (battle_config.display_status_timers && src->type == BL_PC) clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0); } } } /** * Triggers autocasted skills from super elemental supportive buffs. * @param sd: Player data * @param target: Target data * @param skill_id: Skill used * @param tick: Server tick * @param flag: Special skill flags */ void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int32 flag) { uint16 skill_lv = pc_checkskill(sd, skill_id); skill_lv = max(1, skill_lv); sd->state.autocast = 1; if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) { skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag); battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick); } sd->state.autocast = 0; } /*========================================== * Do a basic physical attack (call through unit_attack_timer) *------------------------------------------*/ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int32 flag) { map_session_data *sd = nullptr, *tsd = nullptr; status_change *sc, *tsc; int64 damage; int32 skillv; struct Damage wd; bool vellum_damage = false; nullpo_retr(ATK_NONE, src); nullpo_retr(ATK_NONE, target); if (src->prev == nullptr || target->prev == nullptr) return ATK_NONE; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); status_data* sstatus = status_get_status_data(*src); status_data* tstatus = status_get_status_data(*target); sc = status_get_sc(src); tsc = status_get_sc(target); if (sc != nullptr && sc->empty()) //Avoid sc checks when there's none to check for. [Skotlex] sc = nullptr; if (tsc != nullptr && tsc->empty()) tsc = nullptr; if (sd) { sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)); if (sd->state.arrow_atk) { int16 index = sd->equip_index[EQI_AMMO]; if (index < 0) { if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA) clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET ); else clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO ); return ATK_NONE; } //Ammo check by Ishizu-chan if (sd->inventory_data[index]) { switch (sd->status.weapon) { case W_BOW: if (sd->inventory_data[index]->subtype != AMMO_ARROW) { clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO ); return ATK_NONE; } break; case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: if (sd->inventory_data[index]->subtype != AMMO_BULLET) { clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET ); return ATK_NONE; } break; case W_GRENADE: if (sd->inventory_data[index]->subtype != #ifdef RENEWAL AMMO_BULLET) { #else AMMO_GRENADE) { #endif clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET ); return ATK_NONE; } break; } } } } if (sc != nullptr && !sc->empty()) { if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2)) status_change_end(src, SC_CLOAKING); else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2)) status_change_end(src, SC_CLOAKINGEXCEED); else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0) status_change_end(src, SC_NEWMOON); } if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) { uint8 dir = map_calc_dir(target,src->x,src->y); int32 t_dir = unit_getdir(target); int32 dist = distance_bl(src, target); if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) { uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1; clif_skillcastcancel( *target ); //Remove the casting bar. [Skotlex] clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS. status_change_end(target, SC_AUTOCOUNTER); skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0); return ATK_BLOCK; } } if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) && #ifndef RENEWAL status_get_class_(src) != CLASS_BOSS && #endif (src->type == BL_PC || tsd == nullptr || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) ) { uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1; int32 duration = skill_get_time2(MO_BLADESTOP,skill_lv); #ifdef RENEWAL if (status_get_class_(src) == CLASS_BOSS) duration = 2000; // Only lasts 2 seconds for Boss monsters #endif status_change_end(target, SC_BLADESTOP_WAIT); if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) { //Target locked. clif_damage(*src, *target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS. clif_bladestop( *target, src->id, true ); sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration); return ATK_BLOCK; } } if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) { #ifdef RENEWAL int32 triple_rate = 30; //Base Rate #else int32 triple_rate = 30 - skillv; //Base Rate #endif if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) { triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100; status_change_end(src, SC_SKILLRATE_UP); } if (rnd()%100 < triple_rate) { //Need to apply canact_tick here because it doesn't go through skill_castend_id sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick); if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) ) return ATK_DEF; return ATK_MISS; } } if (sc) { if (sc->getSCE(SC_SACRIFICE)) { uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1; damage_lv ret_val; if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 ) status_change_end(src, SC_SACRIFICE); /** * We need to calculate the DMG before the hp reduction, because it can kill the source. * For further information: bugreport:4950 */ ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0); status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9% if( ret_val == ATK_NONE ) return ATK_MISS; return ret_val; } if (sc->getSCE(SC_MAGICALATTACK)) { if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) ) return ATK_DEF; return ATK_MISS; } if( sc->getSCE(SC_GT_ENERGYGAIN) ) { int32 spheres = 5; if( sc->getSCE(SC_RAISINGDRAGON) ) spheres += sc->getSCE(SC_RAISINGDRAGON)->val1; if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 ) pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres); } } if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) { int32 spheres = 5; if( tsc->getSCE(SC_RAISINGDRAGON) ) spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1; if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 ) pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres); } if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) { int32 hp_heal = tstatus->max_hp - tstatus->hp; if (hp_heal > tsc->getSCE(SC_KAAHI)->val2) hp_heal = tsc->getSCE(SC_KAAHI)->val2; if (hp_heal) status_heal(target, hp_heal, 0, 2); } wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag); if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd)) vellum_damage = true; if( sc != nullptr && !sc->empty() ) { if (sc->getSCE(SC_EXEEDBREAK)) status_change_end(src, SC_EXEEDBREAK); if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){ if (status_charge(src, 0, 20)) { if (!is_infinite_defense(target, wd.flag)) { struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT); wd.damage = ad.damage; DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits. } else { wd.damage = 1; DAMAGE_DIV_FIX(wd.damage, wd.div_); } } else status_change_end(src,SC_SPELLFIST); } if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage) wd.damage += wd.damage * 150 / 100; // 2.5 times damage if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){ int32 mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15; if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) mod += sc->getSCE(SC_VIGOR)->val1 * 10; wd.damage += wd.damage * mod / 100; } if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) { int16 idx = sd->equip_index[EQI_AMMO]; if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) { pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME); sc->getSCE(SC_FEARBREEZE)->val4 = 0; } } } if (sd && sd->state.arrow_atk) //Consume arrow. battle_consume_ammo(sd, 0, 0); damage = wd.damage + wd.damage2; if( damage > 0 && src != target ) { if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1; if (rand() % 100 < duple_rate) skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL); if (rand() % 100 < duple_rate) skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL); } } wd.dmotion = clif_damage(*src, *target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage); if (sd && sd->bonus.splash_range > 0 && damage > 0) skill_castend_damage_id(src, target, 0, 1, tick, 0); if ( target->type == BL_SKILL && damage > 0 ) { TBL_SKILL *su = (TBL_SKILL*)target; if (su && su->group) { if (su->group->skill_id == HT_BLASTMINE) skill_blown(src, target, 3, -1, BLOWN_NONE); if (su->group->skill_id == GN_WALLOFTHORN) { if (--su->val2 <= 0) skill_delunit(su); } } } map_freeblock_lock(); if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) { if( !status_isdead(*target) ) skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick); if( wd.dmg_lv > ATK_BLOCK ) skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick); } else battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage); if( tsc ) { if( tsc->getSCE(SC_DEVOTION) ) { struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION); struct block_list *d_bl = map_id2bl(sce->val1); if( d_bl && ( (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id) ) && check_distance_bl(target, d_bl, sce->val3) ) { // Only trigger if the devoted player was hit if( damage > 0 ){ int64 devotion_damage = damage; map_session_data* dsd = BL_CAST( BL_PC, d_bl ); // Needed to check the devotion master for Rebound Shield status. status_change *d_sc = status_get_sc(d_bl); // The devoting player needs to stand up if( dsd && pc_issit( dsd ) ){ pc_setstand( dsd, true ); skill_sit( dsd, 0 ); } if (d_sc && d_sc->getSCE(SC_REBOUND_S)) devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100; clif_damage(*d_bl, *d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false); battle_fix_damage(src, d_bl, devotion_damage, 0, CR_DEVOTION); } } else status_change_end(target, SC_DEVOTION); } if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) { s_elemental_data *ed = ((TBL_PC*)target)->ed; if (ed) { clif_skill_damage( ed->bl, *target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE ); skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag); } } if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) { struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1); if (e_bl && !status_isdead(*e_bl)) { clif_damage(*e_bl, *e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false); battle_fix_damage(src, e_bl, damage, 0, EL_WATER_SCREEN); } } } if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) { int32 sp = 0; uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2; uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3; int32 i = rnd()%100; if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE) i = 0; //Max chance, no skill_lv reduction. [Skotlex] //reduction only for skill_lv > 1 if (skill_lv > 1) { if (i >= 50) skill_lv /= 2; else if (i >= 15) skill_lv--; } sp = skill_get_sp(skill_id,skill_lv) * 2 / 3; if (status_charge(src, 0, sp)) { struct unit_data *ud = unit_bl2ud(src); switch (skill_get_casttype(skill_id)) { case CAST_GROUND: skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag); break; case CAST_DAMAGE: skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag); break; } if (ud) { int32 autospell_tick = skill_delayfix(src, skill_id, skill_lv); if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) { ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick); if (battle_config.display_status_timers && sd) clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0); } } } } if (sd) { uint16 r_skill = 0, sk_idx = 0; if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 && (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) && sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED ) { if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) { int32 r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type; if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) { int32 maxcount = 0; std::shared_ptr skill = skill_db.find(r_skill); if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] ) type = -1; if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] ) type = -1; if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0 ) { unit_skillunit_maxcount(sd->ud, r_skill, maxcount); if( maxcount == 0 ) type = -1; } if( type != CAST_GROUND ){ clif_skill_fail( *sd, r_skill ); map_freeblock_unlock(); return wd.dmg_lv; } } if (sd->state.autocast == 0) { sd->state.autocast = 1; skill_consume_requirement(sd, r_skill, r_lv, 3); switch (type) { case CAST_GROUND: skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag); break; case CAST_DAMAGE: skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag); break; } } sd->state.autocast = 0; sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick); clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1); } } if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) { if (sd) sd->state.autocast = 1; if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1))) skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag); if (sd) sd->state.autocast = 0; } if( sc ){ if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd_chance( 5 * sc->getSCE( SC_SERVANTWEAPON )->val1, 100 ) ){ uint16 skill_id = DK_SERVANTWEAPON_ATK; uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1; sd->state.autocast = 1; pc_delservantball( *sd ); skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech] if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){ uint16 skill_id = CD_PETITIO; uint16 skill_lv = pc_checkskill( sd, CD_PETITIO ); sd->state.autocast = 1; skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd_chance( 25, 100 ) ){ uint16 skill_id = ABC_FROM_THE_ABYSS_ATK; uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1; sd->state.autocast = 1; pc_delabyssball( *sd ); skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } // It has a success chance of triggering even tho the description says nothing about it. // TODO: Need to find out what the official success chance is. [Rytech] if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){ uint16 skill_id = ABC_ABYSS_SQUARE; uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE); sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } if( sc->getSCE( SC_AUTO_FIRING_LAUNCHER ) ){ uint16 skill_id; uint16 skill_lv; switch( sc->getSCE( SC_AUTO_FIRING_LAUNCHER )->val1 ){ case 1: skill_id = NW_BASIC_GRENADE; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 6, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } break; case 2: skill_id = NW_BASIC_GRENADE; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 7, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } break; case 3: skill_id = NW_HASTY_FIRE_IN_THE_HOLE; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 3, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } skill_id = NW_BASIC_GRENADE; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 8, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } break; case 4: skill_id = NW_HASTY_FIRE_IN_THE_HOLE; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 5, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } skill_id = NW_BASIC_GRENADE; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 9, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } break; case 5: skill_id = NW_GRENADES_DROPPING; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 3, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } skill_id = NW_HASTY_FIRE_IN_THE_HOLE; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 7, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } skill_id = NW_BASIC_GRENADE; skill_lv = pc_checkskill( sd, skill_id ); if( skill_lv > 0 && rnd_chance( 10, 100 ) ){ sd->state.autocast = 1; skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag ); battle_autocast_aftercast( src, skill_id, skill_lv, tick ); sd->state.autocast = 0; } break; } } // Autocasted skills from super elemental supportive buffs. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7) battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag); if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7) battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag); if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7) battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag); if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7) battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag); if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7) battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag); } if (wd.flag & BF_WEAPON && src != target && damage > 0) { if (battle_config.left_cardfix_to_right) battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_); else battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_); } } if (tsc) { if (damage > 0 && tsc->getSCE(SC_POISONREACT) && (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3 || sstatus->def_ele == ELE_POISON) && // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O; status_check_skilluse(target, src, TF_POISON, 0) ) { //Poison React struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT); if (sstatus->def_ele == ELE_POISON) { sce->val2 = 0; skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0); } else { skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); --sce->val2; } if (sce->val2 <= 0) status_change_end(target, SC_POISONREACT); } } if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2) status_heal(src, 0, 0, 1, 0); map_freeblock_unlock(); return wd.dmg_lv; } /*========================= * Check for undead status *------------------------- * Credits: * Original coder Skotlex * Refactored by Baalberith */ int32 battle_check_undead(int32 race,int32 element) { if(battle_config.undead_detect_type == 0) { if(element == ELE_UNDEAD) return 1; } else if(battle_config.undead_detect_type == 1) { if(race == RC_UNDEAD) return 1; } else { if(element == ELE_UNDEAD || race == RC_UNDEAD) return 1; } return 0; } /*================================================================ * Returns the upmost level master starting with the given object *----------------------------------------------------------------*/ struct block_list* battle_get_master(struct block_list *src) { struct block_list *prev; //Used for infinite loop check (master of yourself?) do { prev = src; switch (src->type) { case BL_PET: if (((TBL_PET*)src)->master) src = (struct block_list*)((TBL_PET*)src)->master; break; case BL_MOB: if (((TBL_MOB*)src)->master_id) src = map_id2bl(((TBL_MOB*)src)->master_id); break; case BL_HOM: if (((TBL_HOM*)src)->master) src = (struct block_list*)((TBL_HOM*)src)->master; break; case BL_MER: if (((TBL_MER*)src)->master) src = (struct block_list*)((TBL_MER*)src)->master; break; case BL_ELEM: if (((TBL_ELEM*)src)->master) src = (struct block_list*)((TBL_ELEM*)src)->master; break; case BL_SKILL: if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id) src = map_id2bl(((TBL_SKILL*)src)->group->src_id); break; } } while (src && src != prev); return prev; } bool battle_get_exception_ai(block_list &src) { mob_data *md = BL_CAST(BL_MOB, &src); if (!md) return false; switch (md->special_state.ai) { case AI_ABR: case AI_ATTACK: case AI_BIONIC: case AI_ZANZOU: return true; } return false; } /*========================================== * Checks the state between two targets * (enemy, friend, party, guild, etc) *------------------------------------------ * Usage: * See battle.hpp for possible values/combinations * to be used here (BCT_* constants) * Return value is: * 1: flag holds true (is enemy, party, etc) * -1: flag fails * 0: Invalid target (non-targetable ever) * * Credits: * Original coder unknown * Rewritten by Skotlex */ int32 battle_check_target( struct block_list *src, struct block_list *target,int32 flag) { int16 m; //map int32 state = 0; //Initial state none int32 strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally. struct block_list *s_bl = src, *t_bl = target; struct unit_data *ud = nullptr; nullpo_ret(src); nullpo_ret(target); ud = unit_bl2ud(target); m = target->m; //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual //objects involved. if( (t_bl = battle_get_master(target)) == nullptr ) t_bl = target; if( (s_bl = battle_get_master(src)) == nullptr ) s_bl = src; // Can't hit self and master, but can hit other slaves if (flag&BCT_WOS && (src == target || s_bl == target)) return -1; if ( s_bl->type == BL_PC ) { switch( t_bl->type ) { case BL_MOB: // Source => PC, Target => MOB if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) ) return 0; break; case BL_PC: if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP)) return 0; break; default:/* anything else goes */ break; } } struct map_data *mapdata = map_getmapdata(m); switch( target->type ) { // Checks on actual target case BL_PC: { status_change* sc = status_get_sc(src); if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target)) return -1; //Cannot be targeted yet. if( sc != nullptr && !sc->empty() ) { if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id ) return -1; } } break; case BL_MOB: { struct mob_data *md = ((TBL_MOB*)target); if (ud && ud->immune_attack) return 0; if((((md->special_state.ai == AI_SPHERE && battle_config.alchemist_summon_setting&2) || //Marine Spheres (md->special_state.ai == AI_FLORA && battle_config.alchemist_summon_setting&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB))) ){ //Targettable by players state |= BCT_ENEMY; strip_enemy = 0; } break; } case BL_SKILL: { TBL_SKILL *su = (TBL_SKILL*)target; uint16 skill_id = battle_getcurrentskill(src); if( !su || !su->group) return 0; if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) { if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) { ; } else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps switch (skill_id) { case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case SR_SKYNETBLOW: // Can only hit traps in PVP/GVG maps if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG)) return 0; break; } } else return 0; state |= BCT_ENEMY; strip_enemy = 0; } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) { switch (skill_id) { case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case SR_SKYNETBLOW: // Can only hit icewall in PVP/GVG maps if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG)) return 0; break; case HT_CLAYMORETRAP: // Can't hit icewall return 0; default: // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP)) return -1; } state |= BCT_ENEMY; strip_enemy = 0; } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills. return 0; } break; case BL_MER: case BL_HOM: case BL_ELEM: if (ud && ud->immune_attack) return 0; break; //All else not specified is an invalid target. default: return 0; } //end switch actual target switch( t_bl->type ) { //Checks on target master case BL_PC: { map_session_data *sd; status_change *sc = nullptr; if( t_bl == s_bl ) break; sd = BL_CAST(BL_PC, t_bl); sc = status_get_sc(t_bl); if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY ) return 0; // Global immunity only to Attacks if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma ) state |= BCT_ENEMY; // Characters with bad karma may fight amongst them if( sd->state.killable ) { state |= BCT_ENEMY; // Everything can kill it strip_enemy = 0; } break; } case BL_MOB: { struct mob_data *md = BL_CAST(BL_MOB, t_bl); if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) ) return 0; // Disable guardians/emperiums owned by Guilds on non-woe times. break; } default: break; //other type doesn't have slave yet } //end switch master target switch( src->type ) { //Checks on actual src type case BL_PET: if (t_bl->type != BL_MOB && flag&BCT_ENEMY) return 0; //Pet may not attack non-mobs. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) { mob_data *md = BL_CAST(BL_MOB, t_bl); if (md->guardian_data || md->special_state.ai == AI_GUILD) return 0; //pet may not attack Guardians/Emperium } break; case BL_SKILL: { struct skill_unit *su = (struct skill_unit *)src; status_change* sc = status_get_sc(target); if (!su || !su->group) return 0; std::bitset inf2 = skill_db.find(su->group->skill_id)->inf2; if (su->group->src_id == target->id) { if (inf2[INF2_NOTARGETSELF]) return -1; if (inf2[INF2_TARGETSELF]) return 1; } //Status changes that prevent traps from triggering if (sc != nullptr && !sc->empty() && inf2[INF2_ISTRAP]) { if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0) return -1; } } break; case BL_MER: if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY) return 0; //mercenary may not attack Emperium break; } //end switch actual src switch( s_bl->type ) { //Checks on source master case BL_PC: { map_session_data *sd = BL_CAST(BL_PC, s_bl); if( s_bl != t_bl ) { if( sd->state.killer ) { state |= BCT_ENEMY; // Can kill anything strip_enemy = 0; } else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) ) { if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) ) return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else. else return 0; // You can't target anything out of your duel } } if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) ) return 0; //If you don't belong to a guild, can't target emperium. if( t_bl->type != BL_PC ) state |= BCT_ENEMY; //Natural enemy. break; } case BL_MOB: { struct mob_data *md = BL_CAST(BL_MOB, s_bl); if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) ) return 0; // Disable guardians/emperium owned by Guilds on non-woe times. if( !md->special_state.ai ) { //Normal mobs if( ( target->type == BL_MOB && t_bl->type == BL_PC && !battle_get_exception_ai(*target) ) || ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE )) ) state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends. else state |= BCT_ENEMY; //However, all else are enemies. } else { if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. } break; } default: //Need some sort of default behaviour for unhandled types. if (t_bl->type != s_bl->type) state |= BCT_ENEMY; break; } //end switch on src master if( (flag&BCT_ALL) == BCT_ALL ) { //All actually stands for all attackable chars, icewall and traps if(target->type&(BL_CHAR|BL_SKILL)) return 1; else return -1; } if( flag == BCT_NOONE ) //Why would someone use this? no clue. return -1; if( t_bl == s_bl ) { //No need for further testing. state |= BCT_SELF|BCT_PARTY|BCT_GUILD; if( state&BCT_ENEMY && strip_enemy ) state&=~BCT_ENEMY; return (flag&state)?1:-1; } if( mapdata_flag_vs(mapdata) ) { //Check rivalry settings. int32 sbg_id = 0, tbg_id = 0; if(mapdata->getMapFlag(MF_BATTLEGROUND) ) { sbg_id = bg_team_get_id(s_bl); tbg_id = bg_team_get_id(t_bl); } if( flag&(BCT_PARTY|BCT_ENEMY) ) { int32 s_party = status_get_party_id(s_bl); if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOPARTY)) && !(mapdata_flag_gvg(mapdata) && mapdata->getMapFlag(MF_GVG_NOPARTY)) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) ) state |= BCT_PARTY; else state |= BCT_ENEMY; } if( flag&(BCT_GUILD|BCT_ENEMY) ) { int32 s_guild = status_get_guild_id(s_bl); int32 t_guild = status_get_guild_id(t_bl); if( !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOGUILD)) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) ) state |= BCT_GUILD; else state |= BCT_ENEMY; } if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id ) state &= ~BCT_ENEMY; if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC ) { // Prevent novice engagement on pk_mode (feature by Valaris) TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl; if ( (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE || (int32)sd->status.base_level < battle_config.pk_min_level || (int32)sd2->status.base_level < battle_config.pk_min_level || (battle_config.pk_level_range && abs((int32)sd->status.base_level - (int32)sd2->status.base_level) > battle_config.pk_level_range) ) state &= ~BCT_ENEMY; } }//end map_flag_vs chk rivality else { //Non pvp/gvg, check party/guild settings. if( flag&BCT_PARTY || state&BCT_ENEMY ) { int32 s_party = status_get_party_id(s_bl); if(s_party && s_party == status_get_party_id(t_bl)) state |= BCT_PARTY; } if( flag&BCT_GUILD || state&BCT_ENEMY ) { int32 s_guild = status_get_guild_id(s_bl); int32 t_guild = status_get_guild_id(t_bl); if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild)))) state |= BCT_GUILD; } } //end non pvp/gvg chk rivality if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. state = BCT_NEUTRAL; //Alliance state takes precedence over enemy one. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) ) state&=~BCT_ENEMY; return (flag&state)?1:-1; } /*========================================== * Check if can attack from this range * Basic check then calling path_search for obstacle etc.. *------------------------------------------ */ bool battle_check_range(struct block_list *src, struct block_list *bl, int32 range) { int32 d; nullpo_retr(false, src); nullpo_retr(false, bl); if( src->m != bl->m ) return false; #ifndef CIRCULAR_AREA if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus] if ( !check_distance_client_bl(src, bl, range) ) return false; } else #endif if( !check_distance_bl(src, bl, range) ) return false; if( (d = distance_bl(src, bl)) < 2 ) return true; // No need for path checking. if( d > AREA_SIZE ) return false; // Avoid targetting objects beyond your range of sight. return path_search_long(nullptr,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL); } /*============================================= * Battle.conf settings and default/max values *--------------------------------------------- */ static const struct _battle_data { const char* str; int32* val; int32 defval; int32 min; int32 max; } battle_data[] = { { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, }, { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, }, { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, }, { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, }, { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, }, { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, }, { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, }, { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, }, { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, }, { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, }, { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, }, { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, }, { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, }, { "cardfix_monster_physical", &battle_config.cardfix_monster_physical, 1, 0, 1, }, { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, }, { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, }, { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, }, { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, }, { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, }, { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, }, { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, }, #ifdef RENEWAL { "traps_setting", &battle_config.traps_setting, 2, 0, 2, }, #else { "traps_setting", &battle_config.traps_setting, 0, 0, 2, }, #endif { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, }, { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, }, { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, }, { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, }, { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, }, { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, }, { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, }, { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, }, { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, }, { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, }, { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, }, { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, }, { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, }, { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, }, { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, }, { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, }, { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, }, { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, }, { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, }, { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, }, { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, }, { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, }, { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, }, { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, }, { "guild_aura", &battle_config.guild_aura, 31, 0, 31, }, { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, }, { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, }, { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, }, { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, }, { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, }, { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, }, { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, }, { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, }, #ifdef RENEWAL { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, }, #else { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, }, #endif { "emergency_call", &battle_config.emergency_call, 11, 0, 31, }, { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, }, { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, }, { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, }, { "player_skillfree", &battle_config.skillfree, 0, 0, 1, }, { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, }, { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, }, { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, }, { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, }, { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, }, { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, }, // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, }, { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, }, { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, }, { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, }, { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, }, { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, }, { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, }, { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, }, { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, }, { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, }, { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, }, { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, }, { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, }, { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, }, { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, }, { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, }, { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, }, { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, }, { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, }, { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, }, { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, }, { "pet_rename", &battle_config.pet_rename, 0, 0, 1, }, { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, }, { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, }, { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, }, { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, }, { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, }, { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, }, { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, }, { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, }, { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, }, { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, }, { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, }, { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, }, { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, }, { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, }, { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, }, { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, }, { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, }, { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, }, { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, }, { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, }, { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, }, { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, }, { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, }, { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, }, { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, }, { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, }, { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, }, { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, }, { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, }, { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, }, { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, }, { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, }, { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, }, { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, }, { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 }, { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 }, { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, }, { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, }, { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, }, { "max_aspd", &battle_config.max_aspd, 190, 100, 199, }, { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, }, { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, }, { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, }, { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, }, { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, }, { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, }, { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, }, { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, }, { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, }, { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, }, { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, }, { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, }, { "max_def", &battle_config.max_def, 99, 0, INT_MAX, }, { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, }, { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, }, { "battle_log", &battle_config.battle_log, 0, 0, 1, }, { "etc_log", &battle_config.etc_log, 1, 0, 1, }, { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, }, { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, }, { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, }, { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, }, { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, }, { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, }, { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, }, { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, }, { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, }, { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, }, { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, }, { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, }, { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, }, { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, }, { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, }, { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, }, { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, }, { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, }, { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, }, { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, }, { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, }, { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, }, { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, }, { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, }, { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, }, { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, }, { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, }, { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, }, { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, }, { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, }, { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, }, { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, }, { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, }, { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, }, { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, }, { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, }, { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, }, { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, }, { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, }, { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, }, { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, }, { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, }, { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, }, { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, }, { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, }, { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, }, { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, }, { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, }, { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, }, { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, }, { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, }, { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, }, { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, }, { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, }, { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, }, { "disp_experience", &battle_config.disp_experience, 0, 0, 1, }, { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, }, { "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, { "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, }, { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, }, { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, }, // eAthena additions { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, }, { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, }, { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, }, { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, }, { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, }, { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, }, { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, }, { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, }, { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, }, { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, }, { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, }, { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, }, { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, }, { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, }, { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, }, { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, }, { "item_group_drop_min", &battle_config.item_group_drop_min, 1, 0, 10000, }, { "item_group_drop_max", &battle_config.item_group_drop_max, 10000, 1, 10000, }, { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, }, { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, }, { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, }, { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, }, { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, }, { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, }, { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, }, { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, }, { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, }, { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, }, { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, }, { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, }, { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, }, { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, }, { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, }, { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, }, { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, }, { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, }, { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, }, { "item_group_rate", &battle_config.item_group_rate, 100, 0, 1000000, }, { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, }, { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, }, { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, }, { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, }, { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, }, { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, }, { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, }, { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, }, { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, }, { "pk_mode", &battle_config.pk_mode, 0, 0, 2, }, { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, }, { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, }, { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, }, { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, }, { "pet_unequip_destroy", &battle_config.pet_unequip_destroy, 1, 0, 1, }, { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, }, { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, }, { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, }, { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, }, { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, }, { "night_at_start", &battle_config.night_at_start, 0, 0, 1, }, { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, }, { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, }, { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, }, { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, }, { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, }, { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, }, { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, }, { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, }, { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, }, { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, }, { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, }, { "area_size", &battle_config.area_size, 14, 0, INT_MAX, }, { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, }, { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, }, { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, }, { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, }, { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, }, { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, }, { "motd_type", &battle_config.motd_type, 0, 0, 1, }, { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 2, }, { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, }, { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, }, { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, }, { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, }, { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, }, { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, }, { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, }, { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, }, { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, }, { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, }, { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, }, { "display_version", &battle_config.display_version, 1, 0, 1, }, { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, }, { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, }, { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, }, { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, }, { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, }, { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, }, { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, }, { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, }, { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, }, { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, }, { "character_size", &battle_config.character_size, 1|2, 0, 1|2, }, { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, }, { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, }, { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, }, { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, }, { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, }, { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, }, { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, }, { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, }, { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, }, { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, }, { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, }, { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, }, { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, }, { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, }, { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, }, { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, }, { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, }, { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, }, { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, }, { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, }, { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 20000, }, { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, }, { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, }, { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, }, { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, }, { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, }, { "hom_rename", &battle_config.hom_rename, 0, 0, 1, }, { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, }, { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, }, { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, }, { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, }, { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, }, { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, }, { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, }, { "mob_active_time", &battle_config.mob_active_time, 5000, 0, INT_MAX, }, { "boss_active_time", &battle_config.boss_active_time, 5000, 0, INT_MAX, }, { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, }, { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, }, { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, }, { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, }, { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, }, { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, }, { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, }, { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, }, { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, }, { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, }, { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, }, { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, }, { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, }, { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, }, { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, }, { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, }, { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, }, { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, }, { "knockback_left", &battle_config.knockback_left, 1, 0, 1, }, { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, }, { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, }, { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, }, { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, }, { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, }, { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, }, { "display_party_name", &battle_config.display_party_name, 0, 0, 1, }, { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, }, { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, }, { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, }, { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, }, { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, }, // BattleGround Settings { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, }, { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, }, { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, }, { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, }, { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, }, { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, }, { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, }, // rAthena { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, }, { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, }, { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, }, { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, }, { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, }, { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, }, { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, }, { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 }, { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 }, { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, }, { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 }, { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 }, { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 }, { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, }, { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, }, { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, }, { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, }, { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, }, { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, }, { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, }, #ifdef RENEWAL { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, }, #else { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, }, #endif { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, }, { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, }, { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, }, { "feature.auction", &battle_config.feature_auction, 0, 0, 2, }, { "feature.banking", &battle_config.feature_banking, 1, 0, 1, }, #ifdef VIP_ENABLE { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, }, #else { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, }, #endif { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, }, { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, }, { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, }, { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, }, { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, }, { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, }, { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, }, { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, }, { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, }, { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, }, { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, }, { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, }, { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, }, { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, }, { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, }, { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, }, { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, }, { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, }, { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, }, { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, }, { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, }, { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, }, { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, }, { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, }, { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, }, { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, }, { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, }, { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, }, { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, }, { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, }, { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, }, { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, }, { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, }, { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, }, { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, }, { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, }, { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, }, { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, }, { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, }, { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, }, { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, }, { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, }, { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, }, { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, }, { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, }, { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, }, { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, }, { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, }, { "monster_chase_refresh", &battle_config.mob_chase_refresh, 32, 0, MAX_WALKPATH, }, { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, }, { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, }, { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, }, { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, }, { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, }, { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, }, { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, }, { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, }, { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, }, { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, }, { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, }, { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, }, { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, }, { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, }, { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, }, { "save_body_style", &battle_config.save_body_style, 1, 0, 1, }, { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, }, { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, }, { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, }, { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, }, { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, }, { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, }, { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, }, { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, }, { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, }, { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, }, { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, }, { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, }, { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, }, { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, }, { "dispel_song", &battle_config.dispel_song, 0, 0, 1, }, { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, }, { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, }, { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, }, { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, }, { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, }, { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, }, { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, }, { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, }, { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, }, { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, }, { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, }, { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, }, { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, }, { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, }, { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, }, { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, }, { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, }, { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, }, { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, }, { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, }, { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, }, { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, }, { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, }, { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, }, { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, }, { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, }, { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, }, { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, }, { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, }, { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, }, { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, }, { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, }, { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, }, { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, }, { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, }, { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, }, { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, }, { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, }, { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, }, { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, }, { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, }, { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, }, { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, }, { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, }, { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, }, { "ping_time", &battle_config.ping_time, 20, 0, 99999999, }, { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, }, { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, }, { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, }, { "slave_active_with_master", &battle_config.slave_active_with_master, 0, 0, 1, }, { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, }, { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, }, { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, }, { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, }, { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, }, { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, }, { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, }, { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, }, { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, }, { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, }, { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, }, { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, }, { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, }, { "instance_block_leave", &battle_config.instance_block_leave, 1, 0, 1, }, { "instance_block_leaderchange", &battle_config.instance_block_leaderchange, 1, 0, 1, }, { "instance_block_invite", &battle_config.instance_block_invite, 1, 0, 1, }, { "instance_block_expulsion", &battle_config.instance_block_expulsion, 1, 0, 1, }, // 4th Job Stuff { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, }, { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, }, { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, }, { "max_res_mres_ignored", &battle_config.max_res_mres_ignored, 50, 0, 100, }, { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, }, { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, }, { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, }, { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, }, { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, }, { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, }, { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, }, { "feature.barter", &battle_config.feature_barter, 1, 0, 1, }, { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, }, { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, }, { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, }, { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, }, { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, }, { "feature.mesitemicon", &battle_config.feature_mesitemicon, 1, 0, 1, }, { "feature.mesitemicon_dbname", &battle_config.feature_mesitemicon_dbname, 0, 0, 1, }, { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, }, { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, }, { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, }, { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, }, { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, }, { "macrochecker_delay", &battle_config.macrochecker_delay, 600000, 0, INT_MAX, }, { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, }, { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, }, { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, }, { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, }, { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, }, { "mob_unlock_time", &battle_config.mob_unlock_time, 2000, 0, INT_MAX, }, { "map_edge_size", &battle_config.map_edge_size, 15, 1, 40, }, { "randomize_center_cell", &battle_config.randomize_center_cell, 1, 0, 1, }, { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, }, { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, }, #ifdef RENEWAL { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, }, #else { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, }, #endif { "synchronize_damage", &battle_config.synchronize_damage, 0, 0, 1, }, { "item_stacking", &battle_config.item_stacking, 1, 0, 1, }, #ifdef RENEWAL { "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 0, 0, 1, }, { "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 0, 0, 1, }, { "alchemist_summon_setting", &battle_config.alchemist_summon_setting, 12, 0, 15, }, #else { "hom_delay_reset_vaporize", &battle_config.hom_delay_reset_vaporize, 1, 0, 1, }, { "hom_delay_reset_warp", &battle_config.hom_delay_reset_warp, 1, 0, 1, }, { "alchemist_summon_setting", &battle_config.alchemist_summon_setting, 15, 0, 15, }, #endif { "loot_range", &battle_config.loot_range, 12, 1, MAX_WALKPATH, }, { "assist_range", &battle_config.assist_range, 11, 1, MAX_WALKPATH, }, #include }; /*========================== * Set battle settings *--------------------------*/ int32 battle_set_value(const char* w1, const char* w2) { int32 val = config_switch(w2); int32 i; ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); if (i == ARRAYLENGTH(battle_data)) return 0; // not found if (val < battle_data[i].min || val > battle_data[i].max) { ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval); val = battle_data[i].defval; } *battle_data[i].val = val; return 1; } /*=========================== * Get battle settings *---------------------------*/ int32 battle_get_value(const char* w1) { int32 i; ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0); if (i == ARRAYLENGTH(battle_data)) return 0; // not found else return *battle_data[i].val; } /*====================== * Set default settings *----------------------*/ void battle_set_defaults() { int32 i; for (i = 0; i < ARRAYLENGTH(battle_data); i++) *battle_data[i].val = battle_data[i].defval; } /*================================== * Cap certain battle.conf settings *----------------------------------*/ void battle_adjust_conf() { // Effectively we calculate the minimum delay between attacks here battle_config.max_aspd = (AMOTION_ZERO_ASPD - battle_config.max_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC; battle_config.max_third_aspd = (AMOTION_ZERO_ASPD - battle_config.max_third_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC; battle_config.max_summoner_aspd = (AMOTION_ZERO_ASPD - battle_config.max_summoner_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC; battle_config.max_extended_aspd = (AMOTION_ZERO_ASPD - battle_config.max_extended_aspd * AMOTION_INTERVAL) * AMOTION_DIVIDER_PC; battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed; battle_config.max_cart_weight *= 10; if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex] battle_config.max_def = 100; if (battle_config.min_hitrate > battle_config.max_hitrate) battle_config.min_hitrate = battle_config.max_hitrate; if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex battle_config.pet_max_atk1 = battle_config.pet_max_atk2; if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor] battle_config.day_duration = 60000; if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor] battle_config.night_duration = 60000; #if PACKETVER < 20100000 if( battle_config.feature_mesitemlink ){ ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" ); battle_config.feature_mesitemlink = 0; } #elif PACKETVER == 20151029 || PACKETVER == 20151104 // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass] if( battle_config.feature_mesitemlink ){ ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" ); battle_config.feature_mesitemlink = 0; } #endif #if PACKETVER < 20100427 if (battle_config.feature_buying_store) { ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n"); battle_config.feature_buying_store = 0; } #endif #if PACKETVER < 20100803 if (battle_config.feature_search_stores) { ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n"); battle_config.feature_search_stores = 0; } #endif #if PACKETVER < 20120101 if (battle_config.feature_bgqueue) { ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n"); battle_config.feature_bgqueue = 0; } #endif #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */ if (battle_config.feature_auction) { ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n"); ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n"); battle_config.feature_auction = 0; } #elif PACKETVER >= 20141112 if (battle_config.feature_auction) { ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n"); ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n"); battle_config.feature_auction = 0; } #endif #if PACKETVER < 20130724 if (battle_config.feature_banking) { ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n"); battle_config.feature_banking = 0; } #endif #if PACKETVER < 20131223 if (battle_config.mvp_exp_reward_message) { ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n"); battle_config.mvp_exp_reward_message = 0; } #endif #if PACKETVER < 20141022 if (battle_config.feature_roulette) { ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n"); battle_config.feature_roulette = 0; } #endif #if PACKETVER < 20150513 if (battle_config.feature_achievement) { ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n"); battle_config.feature_achievement = 0; } #endif #if PACKETVER < 20151104 if( battle_config.feature_itemlink ){ ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" ); battle_config.feature_itemlink = 0; } #endif #if PACKETVER < 20151104 if( battle_config.feature_stylist ){ ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n"); battle_config.feature_stylist = 0; } #endif #if PACKETVER < 20141008 if (battle_config.feature_petevolution) { ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n"); battle_config.feature_petevolution = 0; } if (battle_config.feature_pet_autofeed) { ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n"); battle_config.feature_pet_autofeed = 0; } #endif #if PACKETVER < 20161012 if (battle_config.feature_refineui) { ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n"); battle_config.feature_refineui = 0; } #endif #if PACKETVER < 20170208 if (battle_config.feature_equipswitch) { ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n"); battle_config.feature_equipswitch = 0; } #endif #if PACKETVER < 20170920 if( battle_config.feature_homunculus_autofeed ){ ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n"); battle_config.feature_homunculus_autofeed = 0; } #endif #if PACKETVER < 20180307 if( battle_config.feature_attendance ){ ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n"); battle_config.feature_attendance = 0; } #endif #if PACKETVER < 20180321 if( battle_config.feature_privateairship ){ ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n"); battle_config.feature_privateairship = 0; } #endif #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 ) if( battle_config.feature_barter ){ ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n"); battle_config.feature_barter = 0; } #endif #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 ) if( battle_config.feature_barter_extended ){ ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n"); battle_config.feature_barter_extended = 0; } #endif #if PACKETVER < 20230302 if( battle_config.feature_mesitemicon ){ #if !defined(BUILDBOT) ShowWarning( "conf/battle/feature.conf:mesitemicon is enabled but it requires PACKETVER 2023-03-02 or newer, disabling...\n" ); #endif battle_config.feature_mesitemicon = 0; } #endif #ifndef CELL_NOSTACK if (battle_config.custom_cell_stack_limit != 1) ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); #endif #ifdef MAP_GENERATOR battle_config.dynamic_mobs = 1; #endif } /*===================================== * Read battle.conf settings from file *-------------------------------------*/ int32 battle_config_read(const char* cfgName) { FILE* fp; static int32 count = 0; if (count == 0) battle_set_defaults(); count++; fp = fopen(cfgName,"r"); if (fp == nullptr) ShowError("File not found: %s\n", cfgName); else { char line[1024], w1[1024], w2[1024]; while(fgets(line, sizeof(line), fp)) { if (line[0] == '/' && line[1] == '/') continue; if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2) continue; if (strcmpi(w1, "import") == 0) battle_config_read(w2); else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){ const char* symbol = &w2[0]; if (ISPRINT(*symbol) && // no control characters *symbol != '/' && // symbol of client commands *symbol != '%' && // symbol of party chat *symbol != '$' && // symbol of guild chat *symbol != charcommand_symbol) atcommand_symbol = *symbol; }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){ const char* symbol = &w2[0]; if (ISPRINT(*symbol) && // no control characters *symbol != '/' && // symbol of client commands *symbol != '%' && // symbol of party chat *symbol != '$' && // symbol of guild chat *symbol != atcommand_symbol) charcommand_symbol = *symbol; }else if( battle_set_value(w1, w2) == 0 ) ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName); } fclose(fp); } count--; if (count == 0) battle_adjust_conf(); return 0; } /*========================== * initialize battle timer *--------------------------*/ void do_init_battle(void) { delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR); add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); } /*================== * end battle timer *------------------*/ void do_final_battle(void) { ers_destroy(delay_damage_ers); }