// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/malloc.h" #include "../common/showmsg.h" #include "../common/ers.h" #include "../common/random.h" #include "../common/socket.h" #include "../common/strlib.h" #include "../common/utils.h" #include "map.h" #include "path.h" #include "pc.h" #include "status.h" #include "skill.h" #include "homunculus.h" #include "mercenary.h" #include "elemental.h" #include "mob.h" #include "itemdb.h" #include "clif.h" #include "pet.h" #include "guild.h" #include "party.h" #include "battle.h" #include "battleground.h" #include "chrif.h" #include #include #include #include int attr_fix_table[4][ELE_MAX][ELE_MAX]; struct Battle_Config battle_config; static struct eri *delay_damage_ers; //For battle delay damage structures. #define DAMAGE_RATE(a){damage = (int64)damage * (a)/100;} #define DAMAGE_SUBRATE(a){damage -= (int64)damage * (a)/100;} #define DAMAGE_ADDRATE(a){damage += (int64)damage * (a)/100;} int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl. struct unit_data *ud; if( bl->type == BL_SKILL ) { struct skill_unit * su = (struct skill_unit*)bl; return su->group?su->group->skill_id:0; } ud = unit_bl2ud(bl); return ud?ud->skill_id:0; } /*========================================== * Get random targetting enemy *------------------------------------------*/ static int battle_gettargeted_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct unit_data *ud; int target_id; int *c; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); target_id = va_arg(ap, int); 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; } struct block_list* battle_gettargeted(struct block_list *target) { struct block_list *bl_list[24]; int c = 0; nullpo_retr(NULL, target); memset(bl_list, 0, sizeof(bl_list)); map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); if ( c == 0 ) return NULL; if( c > 24 ) c = 24; return bl_list[rnd()%c]; } //Returns the id of the current targetted character of the passed bl. [Skotlex] int battle_gettarget(struct block_list* bl) { switch (bl->type) { case BL_PC: return ((struct 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 ((struct mercenary_data*)bl)->ud.target; case BL_ELEM: return ((struct elemental_data*)bl)->ud.target; } return 0; } static int battle_getenemy_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list; struct block_list *target; int *c; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); 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; } // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex] struct block_list* battle_getenemy(struct block_list *target, int type, int range) { struct block_list *bl_list[24]; int c = 0; memset(bl_list, 0, sizeof(bl_list)); map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target); if ( c == 0 ) return NULL; if( c > 24 ) c = 24; return bl_list[rnd()%c]; } static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) { struct block_list **bl_list, *src; int *c, ignore_id; bl_list = va_arg(ap, struct block_list **); c = va_arg(ap, int *); src = va_arg(ap, struct block_list *); ignore_id = va_arg(ap, int); 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; } // Pick a random enemy struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) { struct block_list *bl_list[24]; int c = 0; memset(bl_list, 0, sizeof(bl_list)); map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id); if( c == 0 ) return NULL; if( c >= 24 ) c = 23; return bl_list[rnd()%c]; } // Dammage delayed info struct delay_damage { int src_id; int target_id; int64 damage; int delay; unsigned short distance; uint16 skill_lv; uint16 skill_id; enum damage_lv dmg_lv; unsigned short attack_type; bool additional_effects; }; int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { struct delay_damage *dat = (struct delay_damage *)data; if ( dat ) { struct block_list* src; struct block_list* target = map_id2bl(dat->target_id); if( !target || status_isdead(target) ) {/* nothing we can do */ ers_free(delay_damage_ers, dat); return 0; } src = map_id2bl(dat->src_id); 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] { map_freeblock_lock(); status_fix_damage(src, target, dat->damage, dat->delay); if( dat->attack_type && !status_isdead(target) && dat->additional_effects ) skill_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); if( dat->dmg_lv > ATK_BLOCK && dat->attack_type ) skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); map_freeblock_unlock(); } 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 **/ map_freeblock_lock(); status_fix_damage(target, target, dat->damage, dat->delay); map_freeblock_unlock(); } } ers_free(delay_damage_ers, dat); return 0; } int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects) { struct delay_damage *dat; struct status_change *sc; nullpo_ret(src); nullpo_ret(target); sc = status_get_sc(target); if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) damage = 0; if ( !battle_config.delay_battle_damage || amotion <= 1 ) { map_freeblock_lock(); status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] if( attack_type && !status_isdead(target) && additional_effects ) skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick()); if( dmg_lv > ATK_BLOCK && attack_type ) skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); map_freeblock_unlock(); 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)+10; //Attack should connect regardless unless you teleported. dat->additional_effects = additional_effects; if (src->type != BL_PC && amotion > 1000) amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex] add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat); return 0; } int battle_attr_ratio(int atk_elem,int def_type, int def_lv) { if (atk_elem < 0 || atk_elem >= ELE_MAX) return 100; if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4) return 100; return attr_fix_table[def_lv-1][atk_elem][def_type]; } /*========================================== * Does attribute fix modifiers. * Added passing of the chars so that the status changes can affect it. [Skotlex] * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks. *------------------------------------------*/ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv) { struct status_change *sc=NULL, *tsc=NULL; int ratio; if (src) sc = status_get_sc(src); if (target) tsc = status_get_sc(target); if (atk_elem < 0 || atk_elem >= ELE_MAX) atk_elem = rnd()%ELE_MAX; if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4) { ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); return damage; } ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; if (sc && sc->count) { //increase dmg by src status switch(atk_elem){ case ELE_FIRE: if(sc->data[SC_VOLCANO]) ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1]; break; case ELE_WIND: if(sc->data[SC_VIOLENTGALE]) ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1]; break; case ELE_WATER: if(sc->data[SC_DELUGE]) ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1]; break; case ELE_GHOST: if(sc->data[SC_TELEKINESIS_INTENSE]) ratio += (sc->data[SC_TELEKINESIS_INTENSE]->val3); 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; struct skill_unit_group *sg; struct block_list *src; if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 || (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) ) return 0; if( sg->unit_id != UNT_FIREWALL ) { int x,y; x = sg->val3 >> 16; y = sg->val3 & 0xffff; skill_unitsetting(src,su->group->skill_id,su->group->skill_lv,x,y,1); sg->val3 = -1; sg->limit = DIFF_TICK(gettick(),sg->tick)+300; } } } if( tsc && tsc->count ) { //increase dmg by target status switch(atk_elem){ case ELE_FIRE: if( tsc->data[SC_SPIDERWEB]) { tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now if( tsc->data[SC_SPIDERWEB]->val2-- > 0 ) ratio += 200; // double damage if( tsc->data[SC_SPIDERWEB]->val2 == 0 ) status_change_end(target, SC_SPIDERWEB, INVALID_TIMER); } if( tsc->data[SC_THORNSTRAP]) status_change_end(target, SC_THORNSTRAP, INVALID_TIMER); if( tsc->data[SC_FIRE_CLOAK_OPTION]) DAMAGE_SUBRATE(tsc->data[SC_FIRE_CLOAK_OPTION]->val2) if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER); if( tsc->data[SC_EARTH_INSIGNIA]) ratio += 150; if( tsc->data[SC_ASH]) ratio += 150; //150% break; case ELE_HOLY: if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2; break; case ELE_POISON: if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2; break; case ELE_WIND: if( tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB) ratio += 150; if( tsc->data[SC_WATER_INSIGNIA]) ratio += 150; break; case ELE_WATER: if( tsc->data[SC_FIRE_INSIGNIA]) ratio += 150; break; case ELE_EARTH: if( tsc->data[SC_WIND_INSIGNIA]) ratio += 150; status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg break; case ELE_NEUTRAL: if( tsc->data[SC_ANTI_M_BLAST] ) ratio += tsc->data[SC_ANTI_M_BLAST]->val2; break; } } //end tsc check if (src && src->type == BL_PC) { TBL_PC *sd = BL_CAST(BL_PC,src); int s; ARR_FIND(1, 6, s, sd->talisman[s] > 0); if( s < 5 && atk_elem == s ) ratio += sd->talisman[s] * 2; // +2% custom value } if( target && target->type == BL_PC ) { TBL_PC *tsd = BL_CAST(BL_PC, target); int t; ARR_FIND(1, 6, t, tsd->talisman[t] > 0); if( t < 5 && atk_elem == t ) DAMAGE_SUBRATE(tsd->talisman[t] * 3) // -3% custom value } return (int64)damage*ratio/100; } /*========================================== * Calculates card bonuses damage adjustments. *------------------------------------------*/ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int left, int flag){ struct map_session_data *sd, *tsd; short cardfix = 1000, t_class, s_class, s_race2, t_race2; struct status_data *sstatus, *tstatus; int64 original_damage; int i, skill; 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); sstatus = status_get_status_data(src); tstatus = status_get_status_data(target); s_race2 = status_get_race2(src); #define bccDAMAGE_RATE(a){ damage = (int64)damage * (a)/1000;} switch(attack_type){ case BF_MAGIC: if ( sd && !(nk&NK_NO_CARDFIX_ATK) ) { cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100; if (!(nk&NK_NO_ELEFIX)) cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100; cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; cardfix=cardfix*(100+sd->magic_atk_ele[s_ele])/100; for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) { if(sd->add_mdmg[i].class_ == t_class) { cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100; break; } } if (cardfix != 1000) bccDAMAGE_RATE(cardfix) } if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) { // Target cards. cardfix = 1000; //reset var for target if (!(nk&NK_NO_ELEFIX)) { int ele_fix = tsd->subele[s_ele]; for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) { if(tsd->subele2[i].ele != s_ele) continue; if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK && tsd->subele2[i].flag&flag&BF_RANGEMASK && tsd->subele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix += tsd->subele2[i].rate; } cardfix=cardfix*(100-ele_fix)/100; } cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; if( sstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) { if(tsd->add_mdef[i].class_ == s_class) { cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100; break; } } //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 cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; cardfix = cardfix * ( 100 - tsd->bonus.magic_def_rate ) / 100; if( tsd->sc.data[SC_MDEF_RATE] ) cardfix = cardfix * ( 100 - tsd->sc.data[SC_MDEF_RATE]->val1 ) / 100; if (cardfix != 1000) bccDAMAGE_RATE(cardfix) } break; case BF_WEAPON: t_race2 = status_get_race2(target); if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) //Attacker cards should be checked { short cardfix_ = 1000; if(sd->state.arrow_atk) { cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100; if (!(nk&NK_NO_ELEFIX)) { int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele]; for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK && sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK && sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix += sd->right_weapon.addele2[i].rate; } cardfix=cardfix*(100+ele_fix)/100; } cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if( tstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100; } else { // Melee attack if( !battle_config.left_cardfix_to_right ) { cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100; if (!(nk&NK_NO_ELEFIX)) { int ele_fix = sd->right_weapon.addele[tstatus->def_ele]; for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK && sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK && sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix += sd->right_weapon.addele2[i].rate; } cardfix=cardfix*(100+ele_fix)/100; } cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if( tstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100; if( left&1 ) { cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100; if (!(nk&NK_NO_ELEFIX)) { int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele]; for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) { if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK && sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK && sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix_lh += sd->left_weapon.addele2[i].rate; } cardfix=cardfix*(100+ele_fix_lh)/100; } cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100; cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100; cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if( tstatus->race != RC_DEMIHUMAN ) cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100; } } else { int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]; for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) { if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->right_weapon.addele2[i].flag&flag&BF_WEAPONMASK && sd->right_weapon.addele2[i].flag&flag&BF_RANGEMASK && sd->right_weapon.addele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix += sd->right_weapon.addele2[i].rate; } for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) { if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue; if(!(sd->left_weapon.addele2[i].flag&flag&BF_WEAPONMASK && sd->left_weapon.addele2[i].flag&flag&BF_RANGEMASK && sd->left_weapon.addele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix += sd->left_weapon.addele2[i].rate; } cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100; cardfix=cardfix*(100+ele_fix)/100; cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100; cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100; cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100; if( tstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100; } 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; } } for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) { if( sd->right_weapon.add_dmg[i].class_ == t_class ) { cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100; break; } } if( left&1 ) { for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) { if( sd->left_weapon.add_dmg[i].class_ == t_class ) { cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100; break; } } } #ifndef RENEWAL if( flag&BF_LONG ) cardfix = cardfix * ( 100 + sd->bonus.long_attack_atk_rate ) / 100; #endif if( (left&1) && cardfix_ != 1000 ) bccDAMAGE_RATE(cardfix_) else if( cardfix != 1000 ) bccDAMAGE_RATE(cardfix) } else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ){ //Target cards should be checked if( !(nk&NK_NO_ELEFIX) ) { int ele_fix = tsd->subele[s_ele]; for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) { if(tsd->subele2[i].ele != s_ele) continue; if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK && tsd->subele2[i].flag&flag&BF_RANGEMASK && tsd->subele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix += tsd->subele2[i].rate; } cardfix=cardfix*(100-ele_fix)/100; if( left&1 && s_ele_ != s_ele ) { int ele_fix_lh = tsd->subele[s_ele_]; for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) { if(tsd->subele2[i].ele != s_ele_) continue; if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK && tsd->subele2[i].flag&flag&BF_RANGEMASK && tsd->subele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix_lh += tsd->subele2[i].rate; } cardfix=cardfix*(100-ele_fix_lh)/100; } } cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; if( sstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100; for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ ) { if( tsd->add_def[i].class_ == s_class ) { cardfix=cardfix*(100-tsd->add_def[i].rate)/100; break; } } if( flag&BF_SHORT ) cardfix = cardfix * ( 100 - tsd->bonus.near_attack_def_rate ) / 100; else // BF_LONG (there's no other choice) cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; if( tsd->sc.data[SC_DEF_RATE] ) cardfix = cardfix * ( 100 - tsd->sc.data[SC_DEF_RATE]->val1 ) / 100; if( cardfix != 1000 ) bccDAMAGE_RATE(cardfix) } break; case BF_MISC: if( tsd && !(nk&NK_NO_CARDFIX_DEF) ){ // misc damage reduction from equipment if (!(nk&NK_NO_ELEFIX)) { int ele_fix = tsd->subele[s_ele]; for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++) { if(tsd->subele2[i].ele != s_ele) continue; if(!(tsd->subele2[i].flag&flag&BF_WEAPONMASK && tsd->subele2[i].flag&flag&BF_RANGEMASK && tsd->subele2[i].flag&flag&BF_SKILLMASK)) continue; ele_fix += tsd->subele2[i].rate; } cardfix=cardfix*(100-ele_fix)/100; } cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100; cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100; cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100; if( sstatus->race != RC_DEMIHUMAN ) cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/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 // BF_LONG (there's no other choice) cardfix = cardfix * ( 100 - tsd->bonus.long_attack_def_rate ) / 100; if (cardfix != 10000) bccDAMAGE_RATE(cardfix) } break; } return (int)(damage - original_damage); } /*========================================== * Check dammage trough status. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status... * After this we apply bg/gvg reduction *------------------------------------------*/ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = NULL; struct status_change *sc; struct status_change_entry *sce; int 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_get_type(skill_id) != BF_MISC && skill_get_casttype(skill_id) == CAST_GROUND ) return 0; if (bl->type == BL_PC) { sd=(struct map_session_data *)bl; //Special no damage states if(flag&BF_WEAPON && sd->special_state.no_weapon_damage) DAMAGE_SUBRATE(sd->special_state.no_weapon_damage) if(flag&BF_MAGIC && sd->special_state.no_magic_damage) DAMAGE_SUBRATE(sd->special_state.no_magic_damage) if(flag&BF_MISC && sd->special_state.no_misc_damage) DAMAGE_SUBRATE(sd->special_state.no_misc_damage) if(!damage) return 0; } sc = status_get_sc(bl); //check target status if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) return 1; if (skill_id == PA_PRESSURE) return damage; //This skill bypass everything else. if( sc && sc->count ) { /** * SC_* that reduce damage to 0. **/ if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) ) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_WHITEIMPRISON] && skill_id != HW_GRAVITATION ) { // 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 && (status_get_status_data(src))->rhw.ele == ELE_GHOST) ) { if( skill_id == WL_SOULEXPANSION ) damage <<= 1; // If used against a player in White Imprison, the skill deals double damage. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect } else { d->dmg_lv = ATK_BLOCK; return 0; } } if(sc->data[SC_ZEPHYR] && (flag&(BF_LONG|BF_SHORT)) == (BF_SHORT|BF_LONG)) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT ) { struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3); //uint16 skill_id = sc->data[SC_SAFETYWALL]->val2; (safetywall or steinwand) if (group) { //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula) #ifdef RENEWAL d->dmg_lv = ATK_BLOCK; if ( ( group->val2 - damage) > 0 ) { group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX); } else skill_delunitgroup(group); return 0; #else if (--group->val2<=0) skill_delunitgroup(group); d->dmg_lv = ATK_BLOCK; return 0; #endif } status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER); } if (sc->data[SC__MANHOLE]) { d->dmg_lv = ATK_BLOCK; return 0; } if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) { d->dmg_lv = ATK_BLOCK; skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0); return 0; } if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) { clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1); d->dmg_lv = ATK_BLOCK; sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000); return 0; } if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) { int delay; clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1); // 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; unit_set_walkdelay(bl, gettick(), delay, 1); if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1) skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0); return 0; } if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) { clif_skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1); sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage d->dmg_lv = ATK_BLOCK; sc_start(src,bl,SC_STUN,15,0,skill_get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken. if( sce->val3 <= 0 ) { // Shield Down sce->val2--; if( sce->val2 > 0 ) { if( sd ) clif_millenniumshield(sd,sce->val2); sce->val3 = 1000; // Next Shield } else status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down } return 0; } // attack blocked by Parrying if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) { clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1); return 0; } if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd()%100 < 20) { if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge. clif_skill_nodamage(bl,bl,TK_DODGE,1,1); if (!sc->data[SC_COMBO]) sc_start4(src,bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000); return 0; } if(sc->data[SC_HERMODE] && flag&BF_MAGIC) return 0; if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) return 0; // TODO: Find out whether Neutral Barrier really blocks all splash damage or just specific cases (Earthquake) if( sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_MAGIC|BF_LONG)) == BF_LONG || (skill_id && skill_get_splash(skill_id,skill_lv))) ) { d->dmg_lv = ATK_MISS; return 0; } //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) { clif_specialeffect(bl, 462, 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(bl, SC_KAUPE, INVALID_TIMER); return 0; } if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) { clif_specialeffect(bl, 462, AREA); // Still need confirm it. return 0; } if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) { skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() ); if( !status_isdead(src) ) skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() ); if (sce) { clif_specialeffect(bl, 462, AREA); skill_blown(src,bl,sce->val3,-1,0); } //Both need to be consumed if they are active. if (sce && --(sce->val2) <= 0) status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER); if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0) status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); return 0; } //Now damage increasing effects if( sc->data[SC_AETERNA] && skill_id != PF_SOULBURN ) { if( src->type != BL_MER || skill_id == 0 ) damage <<= 1; // 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, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects. } #ifdef RENEWAL if( sc->data[SC_RAID] ) { DAMAGE_ADDRATE(20) if (--sc->data[SC_RAID]->val1 == 0) status_change_end(bl, SC_RAID, INVALID_TIMER); } #endif if( damage ) { struct map_session_data *tsd = BL_CAST(BL_PC, src); if( sc->data[SC_DEEPSLEEP] ) { damage += damage / 2; // 1.5 times more damage while in Deep Sleep. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER); } if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) { switch(tsd->status.weapon) { case W_MACE: case W_2HMACE: case W_1HAXE: case W_2HAXE: DAMAGE_RATE(150) break; case W_MUSICAL: case W_WHIP: if(!sd->state.arrow_atk) break; 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_RATE(50) break; } } if( sc->data[SC_VOICEOFSIREN] ) status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER); } /** * Damage reductions **/ // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz] #ifndef RENEWAL if( sc->data[SC_ASSUMPTIO] ) { if( map_flag_vs(bl->m) ) damage = (int64)damage*2/3; //Receive 66% damage else damage >>= 1; //Receive 50% damage } #endif if(sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) DAMAGE_RATE(100-sc->data[SC_DEFENDER]->val2) if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) DAMAGE_SUBRATE(20) if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) { if(flag&BF_SKILL) //25% reduction DAMAGE_SUBRATE(25) else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage >>= 2; //75% reduction } // Compressed code, fixed by map.h [Epoque] if (src->type == BL_MOB) { int i; if (sc->data[SC_MANU_DEF]) for (i=0;ARRAYLENGTH(mob_manuk)>i;i++) if (mob_manuk[i]==((TBL_MOB*)src)->class_) { DAMAGE_SUBRATE(sc->data[SC_MANU_DEF]->val1) break; } if (sc->data[SC_SPL_DEF]) for (i=0;ARRAYLENGTH(mob_splendide)>i;i++) if (mob_splendide[i]==((TBL_MOB*)src)->class_) { DAMAGE_SUBRATE(sc->data[SC_SPL_DEF]->val1) break; } } if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER sce->val3&flag && sce->val4&flag) DAMAGE_SUBRATE(sc->data[SC_ARMOR]->val2) #ifdef RENEWAL if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION) #else if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION) #endif { struct status_data *status = status_get_status_data(bl); int 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, INVALID_TIMER); //Reduction: 6% + 6% every 20% DAMAGE_SUBRATE(6 * (1+per)) } if(sc->data[SC_GRANITIC_ARMOR]) DAMAGE_SUBRATE(sc->data[SC_GRANITIC_ARMOR]->val2) if(sc->data[SC_PAIN_KILLER]){ damage -= sc->data[SC_PAIN_KILLER]->val3; damage = max(1,damage); } if( sc->data[SC_DARKCROW] && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) ) DAMAGE_ADDRATE(sc->data[SC_DARKCROW]->val2); if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) ) skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0); if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT))==(BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) { sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);; if( src->type == BL_MOB ) //using explicite call instead break_equip for duration sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1)); else skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF); if( sce->val2 <= 0 ) status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER); } #ifdef RENEWAL // Renewal: steel body reduces all incoming damage to 1/10 [helvetica] if( sc->data[SC_STEELBODY] ) { damage = damage > 10 ? damage / 10 : 1; } #endif //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie] if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) { status_change_end(bl, SC_BITE, INVALID_TIMER); status_change_end(bl, SC_ANKLE, INVALID_TIMER); status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER); } //Finally Kyrie because it may, or not, reduce damage to 0. if((sce = sc->data[SC_KYRIE]) && damage > 0){ sce->val2 -= (int)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(bl, SC_KYRIE, INVALID_TIMER); } if( sc->data[SC_MEIKYOUSISUI] && rand()%100 < 40 ) // custom value damage = 0; if (!damage) return 0; if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) { int dx[8]={0,-1,-1,-1,0,1,1,1}; int dy[8]={1,1,0,-1,-1,-1,0,1}; uint8 dir = map_calc_dir(bl, src->x, src->y); if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) { clif_slide(bl,src->x-dx[dir],src->y-dy[dir]); unit_setdir(bl, dir); } d->dmg_lv = ATK_DEF; status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER); return 0; } //Probably not the most correct place, but it'll do here //(since battle_drain is strictly for players currently) if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3) status_heal(src, (int64)damage*sce->val4/100, 0, 3); if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3); if (sc->data[SC_STYLE_CHANGE] && sc->data[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) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance } if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) status_change_spread(bl, src); // Deadly infect attacked side if( sc && sc->data[SC__SHADOWFORM] ) { struct block_list *s_bl = map_id2bl(sc->data[SC__SHADOWFORM]->val2); if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); } else if( status_isdead(s_bl) || !battle_check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); if( s_bl->type == BL_PC ) ((TBL_PC*)s_bl)->shadowform_id = 0; } else { if( (--sc->data[SC__SHADOWFORM]->val3) < 0 ) { // If you have exceded max hits supported, remove the sc in both. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); if( s_bl->type == BL_PC ) ((TBL_PC*)s_bl)->shadowform_id = 0; } else { status_damage(bl, s_bl, damage, 0, clif_damage(s_bl, s_bl, gettick(), 500, 500, damage, -1, 0, 0), 0); return ATK_NONE; } } } } //End of target SC_ check //SC effects from caster side. sc = status_get_sc(src); if (sc && sc->count) { if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) DAMAGE_ADDRATE(75) // [Epoque] if (bl->type == BL_MOB) { uint8 i; if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) || ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC)) ) for (i=0;ARRAYLENGTH(mob_manuk)>i;i++) if (((TBL_MOB*)bl)->class_==mob_manuk[i]) { DAMAGE_ADDRATE(sce->val1) break; } if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) || ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC)) ) for (i=0;ARRAYLENGTH(mob_splendide)>i;i++) if (((TBL_MOB*)bl)->class_==mob_splendide[i]) { DAMAGE_ADDRATE(sce->val1) break; } /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */ if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) { skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29) status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER); } } if( sc->data[SC_POISONINGWEAPON] && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //chk skill type poison_smoke is a unit && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some dammage and chance ok (why no additional effect ?? sc_start(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1)); if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) status_change_spread(src, bl); if (sc->data[SC_STYLE_CHANGE] && sc->data[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( sc->data[SC_UNLIMIT] && (flag&(BF_WEAPON|BF_LONG))==(BF_WEAPON|BF_LONG) ) DAMAGE_ADDRATE(sc->data[SC_UNLIMIT]->val2); } //End of caster SC_ check //PK damage rates if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) { if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) DAMAGE_RATE(battle_config.pk_weapon_damage_rate) if (flag&BF_MAGIC) DAMAGE_RATE(battle_config.pk_magic_damage_rate) if (flag&BF_MISC) DAMAGE_RATE(battle_config.pk_misc_damage_rate) } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) DAMAGE_RATE(battle_config.pk_short_damage_rate) if (flag & BF_LONG) DAMAGE_RATE(battle_config.pk_long_damage_rate) } if(!damage) damage = 1; } 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( bl->type == BL_MOB && !status_isdead(bl) && src != bl) { if (damage > 0 ) mobskill_event((TBL_MOB*)bl,src,gettick(),flag); if (skill_id) mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16)); } if( sd ) { if( pc_ismadogear(sd) && rnd()%100 < 50 ) { short element = skill_get_ele(skill_id, skill_lv); if( !skill_id || element == -1 ) { //Take weapon's element struct status_data *sstatus = NULL; if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele ) element = ((TBL_PC*)src)->bonus.arrow_ele; else if( (sstatus = status_get_status_data(src)) ) { element = sstatus->rhw.ele; } } else if( element == -2 ) //Use enchantment's element element = status_get_attack_sc_element(src,status_get_sc(src)); else if( element == -3 ) //Use random element element = rnd()%ELE_MAX; if( element == ELE_FIRE || element == ELE_WATER ) pc_overheat(sd,element == ELE_FIRE ? 1 : -1); } } return damage; } /*========================================== * Calculates BG related damage adjustments. *------------------------------------------ * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, int div_, uint16 skill_id, uint16 skill_lv, int flag) { if( !damage ) return 0; if( bl->type == BL_MOB ) { struct mob_data* md = BL_CAST(BL_MOB, bl); if( map[bl->m].flag.battleground && (md->class_ == MOBID_BLUE_CRYST || md->class_ == MOBID_PINK_CRYST) && flag&BF_SKILL ) return 0; // Crystal cannot receive skill damage on battlegrounds } if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG) 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_RATE(battle_config.bg_weapon_damage_rate) if( flag&BF_MAGIC ) DAMAGE_RATE(battle_config.bg_magic_damage_rate) if( flag&BF_MISC ) DAMAGE_RATE(battle_config.bg_misc_damage_rate) } else { //Normal attacks get reductions based on range. if( flag&BF_SHORT ) DAMAGE_RATE(battle_config.bg_short_damage_rate) if( flag&BF_LONG ) DAMAGE_RATE(battle_config.bg_long_damage_rate) } damage = max(damage,1); //min 1 dammage return damage; } bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag) { struct mob_data* md = BL_CAST(BL_MOB, bl); int class_ = status_get_class(bl); if(md && md->guardian_data) { if(class_ == MOBID_EMPERIUM && flag&BF_SKILL && !(skill_get_inf3(skill_id)&INF3_HIT_EMP)) //Skill immunity. return false; if(src->type != BL_MOB) { struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src)); if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 )) return false; if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles) return false; // [MouseJstr] } } return true; } /*========================================== * Calculates GVG related damage adjustments. *------------------------------------------*/ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) { 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_NO_GVG_DMG) //Skills with no gvg damage reduction. return damage; /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka] if (md && md->guardian_data) { damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100; } */ if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] if (flag&BF_WEAPON) DAMAGE_RATE(battle_config.gvg_weapon_damage_rate) if (flag&BF_MAGIC) DAMAGE_RATE(battle_config.gvg_magic_damage_rate) if (flag&BF_MISC) DAMAGE_RATE(battle_config.gvg_misc_damage_rate) } else { //Normal attacks get reductions based on range. if (flag & BF_SHORT) DAMAGE_RATE(battle_config.gvg_short_damage_rate) if (flag & BF_LONG) DAMAGE_RATE(battle_config.gvg_long_damage_rate) } damage = max(damage,1); return damage; } /*========================================== * HP/SP drain calculation *------------------------------------------*/ static int battle_calc_drain(int64 damage, int rate, int per) { int64 diff = 0; if (per && rnd()%1000 < rate) { diff = (damage * per) / 100; if (diff == 0) { if (per > 0) diff = 1; else diff = -1; } } return (int)diff; } /*========================================== * Passive skill damage increases *------------------------------------------*/ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) { int64 damage; struct status_data *status = status_get_status_data(target); int 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 doesnt work against players. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) ) damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn //damage += (skill * 3); if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || 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); if( pc_ismadogear(sd) ) damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE); if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) { damage += (skill * 4); if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER) damage += sd->status.str; } 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: #ifdef RENEWAL if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) damage += (skill * 3); #endif 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 * 5); break; case W_FIST: if((skill = pc_checkskill(sd,TK_RUN)) > 0) damage += (skill * 10); // No break, fallthrough to Knuckles 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; } if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) // weapon research bonus applies to all weapons damage += skill*2; if(sd->sc.data[SC_GN_CARTBOOST]) // cart boost adds mastery type damage damage += 10*sd->sc.data[SC_GN_CARTBOOST]->val1; return damage; } #ifdef RENEWAL static int64 battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag) { if (sd) { //SizeFix only for players if (!(sd->special_state.no_sizefix) && !flag) DAMAGE_RATE(weapon_type==EQI_HAND_L? sd->left_weapon.atkmods[t_size]: sd->right_weapon.atkmods[t_size]) } return damage; } static int battle_calc_status_attack(struct status_data *status, short hand) { //left-hand penalty on sATK is always 50% [Baalberith] if (hand == EQI_HAND_L) return status->batk; else return 2 * status->batk; } static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd) { struct 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; int damage = atkmin; uint16 weapon_perfection = 0; struct status_change *sc = status_get_sc(src); if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) { int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100; atkmin = max(0,atkmin-variance); atkmax = min(UINT16_MAX,atkmax+variance); if (sc && sc->data[SC_MAXIMIZEPOWER]) damage = atkmax; else damage = rnd_value(atkmin,atkmax); } if (sc && sc->data[SC_WEAPONPERFECTION]) weapon_perfection = 1; damage = (int)battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection); return damage; } #endif /*========================================== * Calculates the standard damage of a normal attack assuming it hits, * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex] * This applies to pre-renewal and non-sd in renewal *------------------------------------------ * Pass damage2 as NULL to not calc it. * Flag values: * &1: Critical hit * &2: Arrow attack * &4: Skill is Magic Crasher * &8: Skip target size adjustment (Extremity Fist?) *&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 Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) { unsigned int atkmin=0, atkmax=0; short type = 0; int64 damage = 0; if (!sd) { //Mobs/Pets if(flag&4) { 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&1) || (flag&2)) { //Normal attacks atkmin = status->dex; if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100; if (atkmin > atkmax) atkmin = atkmax; if(flag&2 && !(flag&16)) { //Bows atkmin = atkmin*atkmax/100; if (atkmin > atkmax) atkmax = atkmin; } } } if (sc && sc->data[SC_MAXIMIZEPOWER]) atkmin = atkmax; //Weapon Damage calculation if (!(flag&1)) 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&2 && sd->bonus.arrow_atk) damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk ); //SizeFix only for players if (!(sd->special_state.no_sizefix || (flag&8))) DAMAGE_RATE(type==EQI_HAND_L? sd->left_weapon.atkmods[t_size]: sd->right_weapon.atkmods[t_size]) } //Finally, add baseatk if(flag&4) damage += status->matk_min; else damage += status->batk; //rodatazone says that Overrefine bonuses are part of baseatk //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands. if(sd) { if (type == EQI_HAND_L) { if(sd->left_weapon.overrefine) damage += rnd()%sd->left_weapon.overrefine+1; if (sd->weapon_atk_rate[sd->weapontype2]) DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype2]) } else { //Right hand if(sd->right_weapon.overrefine) damage += rnd()%sd->right_weapon.overrefine+1; if (sd->weapon_atk_rate[sd->weapontype1]) DAMAGE_ADDRATE(sd->weapon_atk_rate[sd->weapontype1]) } } #ifdef RENEWAL if (flag&1) damage = (damage * 14) / 10; #endif return damage; } /*========================================== * Consumes ammo for the given skill. *------------------------------------------ * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ void battle_consume_ammo(TBL_PC*sd, int skill, int lv) { int qty=1; if (!battle_config.arrow_decrement) return; if (skill) { qty = skill_get_ammo_qty(skill, lv); if (!qty) qty = 1; } 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 int 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_TRAP ) return BF_SHORT; //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, 5)) return BF_SHORT; return BF_LONG; } //based on used skill's range if (skill_get_range2(src, skill_id, skill_lv) < 5) return BF_SHORT; return BF_LONG; } static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) { uint8 i; if (!sd->skillblown[0].id) return 0; //Apply the bonus blewcount. [Skotlex] for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) { if (sd->skillblown[i].id == skill_id) return sd->skillblown[i].val; } return 0; } /*========================================== * Damage calculation for adjusting skill damage * Credits: [Lilith] for the first release of this [Cydh] finishing and adding mapflag * battle_skill_damage_skill() - skill_id based * battle_skill_damage_map() - map based *------------------------------------------*/ #ifdef ADJUST_SKILL_DAMAGE bool battle_skill_damage_iscaster(uint8 caster, enum bl_type type) { if (caster == 0) return false; while (1) { if (caster&SDC_PC && type == BL_PC) break; if (caster&SDC_MOB && type == BL_MOB) break; if (caster&SDC_PET && type == BL_PET) break; if (caster&SDC_HOM && type == BL_HOM) break; if (caster&SDC_MER && type == BL_MER) break; if (caster&SDC_ELEM && type == BL_ELEM) break; return false; } return true; } int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) { unsigned short m = src->m; int idx; struct s_skill_damage *damage = NULL; if ((idx = skill_get_index(skill_id)) < 0 || !skill_db[idx].damage.map) return 0; damage = &skill_db[idx].damage; //check the adjustment works for specified type if (!battle_skill_damage_iscaster(damage->caster,src->type)) return 0; if ((damage->map&1 && (!map[m].flag.pvp && !map_flag_gvg(m) && !map[m].flag.battleground && !map[m].flag.skill_damage && !map[m].flag.restricted)) || (damage->map&2 && map[m].flag.pvp) || (damage->map&4 && map_flag_gvg(m)) || (damage->map&8 && map[m].flag.battleground) || (damage->map&16 && map[m].flag.skill_damage) || (map[m].flag.restricted && skill_db[idx].damage.map&(8*map[m].zone))) { switch (target->type) { case BL_PC: return damage->pc; case BL_MOB: if (is_boss(target)) return damage->boss; else return damage->mob; default: return damage->other; } } return 0; } int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) { int rate = 0; uint16 m = src->m; uint8 i; if (!map[m].flag.skill_damage) return 0; /* modifier for all skills */ if (battle_skill_damage_iscaster(map[m].adjust.damage.caster,src->type)) { switch (target->type) { case BL_PC: rate = map[m].adjust.damage.pc; break; case BL_MOB: if (is_boss(target)) rate = map[m].adjust.damage.boss; else rate = map[m].adjust.damage.mob; break; default: rate = map[m].adjust.damage.other; break; } } /* modifier for specified map */ ARR_FIND(0,MAX_MAP_SKILL_MODIFIER,i,map[m].skill_damage[i].skill_id == skill_id); if (i < MAX_MAP_SKILL_MODIFIER) { if (battle_skill_damage_iscaster(map[m].skill_damage[i].caster,src->type)) { switch (target->type) { case BL_PC: rate += map[m].skill_damage[i].pc; break; case BL_MOB: if (is_boss(target)) rate += map[m].skill_damage[i].boss; else rate += map[m].skill_damage[i].mob; break; default: rate += map[m].skill_damage[i].other; break; } } } return rate; } int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) { if (!target) return 0; return battle_skill_damage_skill(src,target,skill_id) + battle_skill_damage_map(src,target,skill_id); } #endif struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag); struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag); /*======================================================= * Should infinite defense be applied on target? (plant) *------------------------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool target_has_infinite_defense(struct block_list *target, int skill_id) { struct status_data *tstatus = status_get_status_data(target); if(target->type == BL_SKILL){ TBL_SKILL *su = (TBL_SKILL*)target; if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) return true; } return (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB #ifdef RENEWAL && skill_id != HT_FREEZINGTRAP && skill_id != HT_CLAYMORETRAP #endif ); } /*======================== * Is attack arrow based? *------------------------ * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_skill_using_arrow(struct block_list *src, int skill_id) { if(src != NULL) { struct status_data *sstatus = status_get_status_data(src); struct map_session_data *sd = BL_CAST(BL_PC, src); return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC)); } else return false; } /*========================================= * Is attack right handed? By default yes. *----------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_right_handed(struct block_list *src, int skill_id) { if(src != NULL) { struct 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 == 0 && sd->weapontype2 > 0) return false; } return true; } /*======================================= * Is attack left handed? By default no. *--------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static bool is_attack_left_handed(struct block_list *src, int skill_id) { if(src != NULL) { struct status_data *sstatus = status_get_status_data(src); struct 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) { if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) return true; if (sstatus->lhw.atk) return true; if (sd && sd->status.weapon == W_KATAR) return true; } } return false; } /*============================= * Do we score a critical hit? *----------------------------- * Credits: * Original coder Skoltex * 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, int skill_id, int skill_lv, bool first_call) { struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); if (!first_call) return (wd.type == 0x0a); if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills return true; if( !(wd.type&0x08) && sstatus->cri && (!skill_id || skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE)) { short cri = sstatus->cri; if (sd) { cri+= sd->critaddrace[tstatus->race]; if(is_skill_using_arrow(src, skill_id)) cri += sd->bonus.arrow_cri; } if( sc && sc->data[SC_CAMOUFLAGE] ) cri += 100 * min(10,sc->data[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->data[SC_SLEEP] ) cri <<= 1; switch (skill_id) { case KN_AUTOCOUNTER: if(battle_config.auto_counter_type && (battle_config.auto_counter_type&src->type)) return true; else cri <<= 1; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: cri += 200; break; case NJ_KIRIKAGE: cri += 250 + 50*skill_lv; break; } if(tsd && tsd->bonus.critical_def) cri = cri * ( 100 - tsd->bonus.critical_def ) / 100; return (rnd()%1000 < cri); } return 0; } /*========================================================== * Is the attack piercing? (Investigate/Ice Pick in pre-re) *---------------------------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int is_attack_piercing(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position) { if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL) return 2; if(src != NULL) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_data *tstatus = status_get_status_data(target); #ifdef RENEWAL if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica] #else if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && !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_race & (1<race) || sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))) ) if (weapon_position == EQI_HAND_R) return 1; if( sd && (sd->left_weapon.def_ratio_atk_ele & (1<def_ele) || sd->left_weapon.def_ratio_atk_race & (1<race) || sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))) ) { //Pass effect onto right hand if configured so. [Skotlex] if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){ if (weapon_position == EQI_HAND_R) return 1; } else if (weapon_position == EQI_HAND_L) return 1; } } } return 0; } static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash) { int nk = skill_get_nk(skill_id); if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE; return nk; } /*============================= * Checks if attack is hitting *----------------------------- * Credits: * Original coder Skoltex * 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, int skill_id, int skill_lv, bool first_call) { struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct map_session_data *sd = BL_CAST(BL_PC, src); int skill, nk; short flee, hitrate; if (!first_call) return (wd.dmg_lv != ATK_FLEE); nk = battle_skill_get_damage_properties(skill_id, wd.miscflag); 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->data[SC_FUSION]) return true; else if (skill_id == AS_SPLASHER && !wd.miscflag) return true; else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[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_IGNORE_FLEE) return true; if( sc && (sc->data[SC_NEUTRALBARRIER] || sc->data[SC_NEUTRALBARRIER_MASTER]) && wd.flag&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 //asume 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; if(wd.flag&BF_LONG && !skill_id && //Fogwall's hit penalty is only for normal ranged attacks. tsc && tsc->data[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 PA_SHIELDCHAIN: 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_BLEEDING: hitrate += hitrate * 20 / 100; 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) hitrate += hitrate * 50 / 100; 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 += 3 * skill_lv; break; case GC_VENOMPRESSURE: hitrate += 10 + 4 * skill_lv; break; case RL_SLUGSHOT: if (distance_bl(src,target) > 3) hitrate -= (10 - (skill_lv - 1)); break; } else if( sd && wd.type&0x08 && 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 ) { // 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); return (rnd()%100 < hitrate); } /*========================================== * If attack ignores def.. *------------------------------------------ * Credits: * Original coder Skoltex * 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, short weapon_position) { struct status_data *tstatus = status_get_status_data(target); struct status_change *sc = status_get_sc(src); struct map_session_data *sd = BL_CAST(BL_PC, src); int 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->data[SC_FUSION]) return true; #ifdef RENEWAL else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica] #else else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS) #endif { //Ignore Defense? if (sd && ((sd->right_weapon.ignore_def_ele & (1<def_ele)) || sd->right_weapon.ignore_def_race & (1<race) || sd->right_weapon.ignore_def_race & (is_boss(target)?1<left_weapon.ignore_def_ele & (1<def_ele)) || sd->left_weapon.ignore_def_race & (1<race) || sd->left_weapon.ignore_def_race & (is_boss(target)?1<data[SC_CAMOUFLAGE] ) eatk += 30 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max +300atk } if(sd) eatk += is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0; // add arrow atk if using an applicable skill return eatk + status->eatk; } return 0; // shouldn't happen but just in case } #endif /*======================================== * Returns the element type of attack *---------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); uint8 i; int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag); int element = skill_get_ele(skill_id, skill_lv); //Take weapon's element if( !skill_id || element == -1 ) { 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( battle_config.attack_attr_none&src->type ) element = ELE_NONE; //Weapon's element is "not elemental" // on official endows override all other elements [helvetica] if( sd ){ //Summoning 10 talisman will endow your weapon. ARR_FIND(1, 6, i, sd->talisman[i] >= 10); if( i < 5 ) element = i; if(sc) { // check for endows if(sc->data[SC_ENCHANTARMS]) element = sc->data[SC_ENCHANTARMS]->val2; } } } else if( element == -2 ) //Use enchantment's element element = status_get_attack_sc_element(src,sc); else if( element == -3 ) //Use random element element = rnd()%ELE_MAX; 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 RL_H_MINE: if (sd && sd->skill_id_old == RL_FLICKER) //Force RL_H_MINE deals fire damage if ativated by RL_FLICKER element = ELE_FIRE; break; case KO_KAIHOU: if( sd ){ ARR_FIND(1, 6, i, sd->talisman[i] > 0); if( i < 5 ) element = i; } break; } if (!(nk & NK_NO_ELEFIX) && element != ELE_NONE) if (src->type == BL_HOM) element = ELE_NONE; //skill is "not elemental" if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[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; } /*======================================== * Do element damage modifier calculation *---------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true); int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true); int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag); if( !(nk&NK_NO_ELEFIX) && right_element != ELE_NONE ) { //Elemental attribute fix if( wd.damage > 0 ) { wd.damage=battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv); if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution apply the element fix once more with neutral element wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage. wd.damage += battle_attr_fix(src, target, 50*skill_lv, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } if( is_attack_left_handed(src, skill_id) && wd.damage2 > 0 ) wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv); if( sc && sc->data[SC_WATK_ELEMENT] ) { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex] int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); if( is_attack_left_handed(src, skill_id) ) { damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100; wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv); } } } return wd; } #define ATK_RATE(damage, damage2, a ) {damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(a)/100; } #define ATK_RATE2(damage, damage2, a , b ) { damage= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2= damage2*(b)/100; } #define ATK_RATER(damage, a){ damage = (int64)damage*(a)/100;} #define ATK_RATEL(damage2, a){ damage2 = (int64)damage2*(a)/100;} //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage #define ATK_ADDRATE(damage, damage2, a ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(a)/100; } #define ATK_ADDRATE2(damage, damage2, a , b ) { damage+= damage*(a)/100 ; if(is_attack_left_handed(src, skill_id)) damage2+= damage2*(b)/100; } //Adds an absolute value to damage. 100 = +100 damage #define ATK_ADD(damage, damage2, a ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= a; } #define ATK_ADD2(damage, damage2, a , b ) { damage+= a; if (is_attack_left_handed(src, skill_id)) damage2+= b; } #ifdef RENEWAL #define RE_ALLATK_ADD(wd, 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); } #define RE_ALLATK_RATE(wd, 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); } #define RE_ALLATK_ADDRATE(wd, 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); } #else #define RE_ALLATK_ADD(wd, a ) {;} #define RE_ALLATK_RATE(wd, a ) {;} #define RE_ALLATK_ADDRATE(wd, a ) {;} #endif /*================================== * Calculate weapon mastery damages *---------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); int t_class = status_get_class(target); if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST && skill_id != CR_GRANDCROSS) { //Add mastery damage int skill, skillratio; uint8 i; wd.damage = battle_addmastery(sd,target,wd.damage,0); #ifdef RENEWAL wd.masteryAtk = (int)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 = (int)battle_addmastery(sd,target,wd.weaponAtk2,1); #endif } if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger else ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]); if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))){ skillratio = sd->status.base_level + sstatus->dex + sstatus->luk; if (i == 2) skillratio += sstatus->str; //Star Anger if (skill<4) skillratio /= 12-3*skill; ATK_ADDRATE(wd.damage, wd.damage2, skillratio); #ifdef RENEWAL ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio); #endif } if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { ATK_ADD(wd.damage, wd.damage2, 3*skill); #ifdef RENEWAL ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3*skill); #endif } } return wd; } #ifdef RENEWAL /*========================================= * Calculate the various Renewal ATK parts *----------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct map_session_data *sd = BL_CAST(BL_PC, src); int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false); int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false); wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R); wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L); if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica] wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv); wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv); } else { // status atk is considered neutral on normal attacks [helvetica] wd.statusAtk = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); wd.statusAtk2 = (int)battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd); wd.weaponAtk = (int)battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv); wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd); wd.weaponAtk2 = (int)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 = (int)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 = (int)battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv); wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv); wd.damage = 0; wd.damage2 = 0; return wd; } #endif /*========================================================== * Calculate basic ATK that goes into the skill ATK formula *---------------------------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct map_session_data *sd = BL_CAST(BL_PC, src); int skill; uint16 i; int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag); switch (skill_id) { //Calc base damage according to skill case PA_SACRIFICE: wd.damage = (int64)sstatus->max_hp* 9/100; wd.damage2 = 0; #ifdef RENEWAL wd.weaponAtk = (int)wd.damage; wd.weaponAtk2 = (int)wd.damage2; #endif break; #ifdef RENEWAL case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { short 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/20; // weight from spear is treated as equipment ATK on official [helvetica] wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv); wd.masteryAtk = 0; // weapon mastery is ignored for spiral } else { wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead } switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection? case SZ_SMALL: //Small: 125% ATK_RATE(wd.damage, wd.damage2, 125); RE_ALLATK_RATE(wd, 125); break; //case SZ_MEDIUM: //Medium: 100% case SZ_BIG: //Large: 75% ATK_RATE(wd.damage, wd.damage2, 75); RE_ALLATK_RATE(wd, 75); break; } #else case NJ_ISSEN: wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35); wd.damage2 = 0; break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if (sd) { short 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(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 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 TF_POISON: // Additional 15*skill level damage ATK_ADD(wd.damage, wd.damage2, 15*skill_lv); #ifdef RENEWAL wd.masteryAtk += 15*skill_lv; // ATK from Envenom is treated as mastery type damage [helvetica] #endif case CR_SHIELDBOOMERANG: case PA_SHIELDCHAIN: case LG_SHIELDPRESS: case LG_EARTHDRIVE: wd.damage = sstatus->batk; if (sd) { short index = sd->equip_index[EQI_HAND_L]; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight/10); } else ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2 #ifdef RENEWAL wd.weaponAtk = (int)wd.damage; wd.weaponAtk2 = (int)wd.damage2; #endif break; case HFLI_SBR44: //[orn] if(src->type == BL_HOM) { wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ; } break; default: { #ifdef RENEWAL if (sd) wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv); else { i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)| (!skill_id && sc && sc->data[SC_CHANGE]?4:0); wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); if (is_attack_left_handed(src, skill_id)) wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i); } #else i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)| (is_skill_using_arrow(src, skill_id)?2:0)| (skill_id == HW_MAGICCRASHER?4:0)| (!skill_id && sc && sc->data[SC_CHANGE]?4:0)| (skill_id == MO_EXTREMITYFIST?8:0)| (sc && sc->data[SC_WEAPONPERFECTION]?8:0); if (is_skill_using_arrow(src, skill_id) && sd) switch(sd->status.weapon) { case W_BOW: case W_REVOLVER: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: i |= 16; // for ex. shuriken must not be influenced by DEX } wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i); if (is_attack_left_handed(src, skill_id)) wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i); #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) { if (sd->bonus.atk_rate) { ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate); RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate); } #ifndef RENEWAL if(is_attack_critical(wd, src, target, skill_id, skill_lv, false) && sd->bonus.crit_atk_rate) { // add +crit damage bonuses here in pre-renewal mode [helvetica] ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate); } #endif 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] ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i); RE_ALLATK_ADDRATE(wd, 2*skill*i); } } } break; } //End default case } //End switch(skill_id) return wd; } //For quick div adjustment. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; } #define damage_div_fix2(dmg, div) { if (div > 1) (dmg)*=div; } #define damage_div_fix_renewal(wd, div) { damage_div_fix2(wd.statusAtk, div); damage_div_fix2(wd.weaponAtk, div); damage_div_fix2(wd.equipAtk, div); damage_div_fix2(wd.masteryAtk, div); } /*======================================= * Check for and calculate multi attacks *--------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *tstatus = status_get_status_data(target); short i; if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica] if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER ) || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation { //Success chance is not added, the higher one is used [Skotlex] if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) { wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); wd.type = 0x08; } } else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect || (sd && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN && rnd()%100 < 5*skill_lv ) //Sucess rate { wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv); wd.type = 0x08; sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1)); } else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1) { int chance = rnd()%100; wd.type = 0x08; switch(sc->data[SC_FEARBREEZE]->val1) { case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times. case 2: case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times. } wd.div_ = min(wd.div_,sd->status.inventory[i].amount); sc->data[SC_FEARBREEZE]->val4 = wd.div_-1; } } switch (skill_id) { case RA_AIMEDBOLT: if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) ) wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 ); break; case SC_JYUMONJIKIRI: if( tsc && tsc->data[SC_JYUMONJIKIRI] ) wd.div_ = wd.div_ * -1;// needs more info break; } return wd; } /*====================================================== * Calculate skill level ratios for weapon-based skills *------------------------------------------------------ * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); int skillratio = 100; int i; //Skill damage modifiers that stack linearly if(sc && skill_id != PA_SACRIFICE) { if(sc->data[SC_OVERTHRUST]) skillratio += sc->data[SC_OVERTHRUST]->val3; if(sc->data[SC_MAXOVERTHRUST]) skillratio += sc->data[SC_MAXOVERTHRUST]->val2; if (sc->data[SC_BERSERK] || sc->data[SC_SATURDAYNIGHTFEVER]) skillratio += 100; if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2 ) skillratio += sc->data[SC_ZENKAI]->val1 * 2; #ifdef RENEWAL if( sc && sc->data[SC_TRUESIGHT] ) skillratio += 2*sc->data[SC_TRUESIGHT]->val1; #endif } switch( skill_id ) { case GC_DARKCROW: skillratio += 100 * (skill_lv - 1); break; case SM_BASH: case MS_BASH: skillratio += 30*skill_lv; break; case SM_MAGNUM: case MS_MAGNUM: skillratio += 20*skill_lv; 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; #ifndef RENEWAL case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: skillratio += -50+10*skill_lv; break; #endif case KN_PIERCE: case ML_PIERCE: skillratio += 10*skill_lv; break; case MER_CRASH: skillratio += 10*skill_lv; break; case KN_SPEARSTAB: skillratio += 15*skill_lv; break; case KN_SPEARBOOMERANG: skillratio += 50*skill_lv; break; case KN_BRANDISHSPEAR: case ML_BRANDISH: { int ratio = 100+20*skill_lv; skillratio += ratio-100; if(skill_lv>3 && wd.miscflag==1) skillratio += ratio/2; if(skill_lv>6 && wd.miscflag==1) skillratio += ratio/4; if(skill_lv>9 && wd.miscflag==1) skillratio += ratio/8; if(skill_lv>6 && wd.miscflag==2) skillratio += ratio/2; if(skill_lv>9 && wd.miscflag==2) skillratio += ratio/4; if(skill_lv>9 && wd.miscflag==3) 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: skillratio += -50+5*skill_lv; 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_THUNDERBREATH: case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: skillratio += 100*(skill_lv-1); 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: skillratio += 40*skill_lv; break; case RG_INTIMIDATE: skillratio += 30*skill_lv; break; case CR_SHIELDCHARGE: skillratio += 20*skill_lv; break; case CR_SHIELDBOOMERANG: skillratio += 30*skill_lv; break; case NPC_DARKCROSS: case CR_HOLYCROSS: { #ifdef RENEWAL if(sd && sd->status.weapon == W_2HSPEAR) skillratio += 2*(35*skill_lv); else #endif skillratio += 35*skill_lv; break; } case AM_DEMONSTRATION: skillratio += 20*skill_lv; break; case AM_ACIDTERROR: skillratio += 40*skill_lv; break; case MO_FINGEROFFENSIVE: skillratio+= 50 * skill_lv; break; case MO_INVESTIGATE: skillratio += 75*skill_lv; break; case MO_EXTREMITYFIST: skillratio += 100*(7 + sstatus->sp/10); 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: skillratio += 50+50*skill_lv; break; case MO_COMBOFINISH: skillratio += 140+60*skill_lv; break; case BA_MUSICALSTRIKE: case DC_THROWARROW: skillratio += 25+25*skill_lv; break; case CH_TIGERFIST: skillratio += 100*skill_lv-60; break; case CH_CHAINCRUSH: skillratio += 300+100*skill_lv; break; case CH_PALMSTRIKE: skillratio += 100+100*skill_lv; break; case LK_HEADCRUSH: skillratio += 40*skill_lv; break; case LK_JOINTBEAT: i = 10*skill_lv-50; // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment. if (wd.miscflag&BREAK_NECK) i*=2; skillratio += i; break; #ifdef RENEWAL // Renewal: skill ratio applies to entire damage [helvetica] case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: skillratio += 50*skill_lv; break; #endif case ASC_METEORASSAULT: skillratio += 40*skill_lv-60; break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: skillratio += 100+50*skill_lv; break; case CG_ARROWVULCAN: skillratio += 100+100*skill_lv; break; case AS_SPLASHER: skillratio += 400+50*skill_lv; if(sd) skillratio += 20 * pc_checkskill(sd,AS_POISONREACT); break; #ifndef RENEWAL // Pre-Renewal: skill ratio for weapon part of damage [helvetica] case ASC_BREAKER: skillratio += 100*skill_lv-100; break; #endif case PA_SACRIFICE: skillratio += 10*skill_lv-10; break; case PA_SHIELDCHAIN: skillratio += 30*skill_lv; 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: skillratio += 60 + 20*skill_lv; break; case TK_STORMKICK: skillratio += 60 + 20*skill_lv; break; case TK_TURNKICK: skillratio += 90 + 30*skill_lv; break; case TK_COUNTER: skillratio += 90 + 30*skill_lv; break; case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id) skillratio += 10*status_get_lv(src)/3; //Tumble bonus if (wd.miscflag) { skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?) if( sc && sc->data[SC_SPURT] ) // Spurt bonus skillratio *= 2; } 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->mode&MD_BOSS)) skillratio += 400; break; case GS_TRACKING: skillratio += 100 *(skill_lv+1); break; case GS_PIERCINGSHOT: skillratio += 20*skill_lv; break; case GS_RAPIDSHOWER: skillratio += 10*skill_lv; break; case GS_DESPERADO: skillratio += 50*(skill_lv-1); break; case GS_DUST: skillratio += 50*skill_lv; break; case GS_FULLBUSTER: skillratio += 100*(skill_lv+2); break; case GS_SPREADATTACK: #ifdef RENEWAL skillratio += 20*(skill_lv); #else skillratio += 20*(skill_lv-1); #endif break; case NJ_HUUMA: skillratio += 50 + 150*skill_lv; break; case NJ_TATAMIGAESHI: #ifdef RENEWAL skillratio += 200; #endif skillratio += 10*skill_lv; break; case NJ_KASUMIKIRI: skillratio += 10*skill_lv; break; case NJ_KIRIKAGE: skillratio += 100*(skill_lv-1); break; case KN_CHARGEATK: { int k = (wd.miscflag-1)/3; //+100% every 3 cells of distance if( k > 2 ) k = 2; // ...but hard-limited to 300%. skillratio += 100 * k; } break; case HT_PHANTASMIC: skillratio += 50; break; case MO_BALKYOUNG: skillratio += 200; 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 = (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} % skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100; break; case RK_HUNDREDSPEAR: skillratio += 500 + (80 * skill_lv); if( sd ) { short index = sd->equip_index[EQI_HAND_R]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10; skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE); } // (1 + [(Casters Base Level - 100) / 200]) skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100; break; case RK_WINDCUTTER: skillratio = (skill_lv + 2) * 50; RE_LVL_DMOD(100); break; case RK_IGNITIONBREAK: { // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] % // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] % // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] % int dmg = 300; // Base maximum damage at less than 3 cells. i = distance_bl(src,target); if( i > 7 ) dmg -= 100; // Greather than 7 cells. (200 damage) else if( i > 3 ) dmg -= 50; // Greater than 3 cells, less than 7. (250 damage) dmg = (dmg * skill_lv) * (100 + (status_get_lv(src) - 100) / 12) / 100; // Elemental check, 1.5x damage if your element is fire. if( sstatus->rhw.ele == ELE_FIRE ) dmg += dmg/2; skillratio = dmg; } break; case RK_CRUSHSTRIKE: if( sd ) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]% short 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 + sstatus->rhw.atk + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6); } break; case RK_STORMBLAST: skillratio = ((sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + (sstatus->int_ / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] % break; case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] % skillratio = 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5); RE_LVL_DMOD(150); // Base level bonus. break; /** * GC Guilotine Cross **/ case GC_CROSSIMPACT: skillratio += 900 + 100 * skill_lv; RE_LVL_DMOD(120); break; case GC_PHANTOMMENACE: skillratio += 200; break; case GC_COUNTERSLASH: //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]% skillratio += 200 + (100 * skill_lv); RE_LVL_DMOD(120); skillratio += sstatus->agi + (sd?sd->status.job_level:0) * 4; break; case GC_ROLLINGCUTTER: skillratio += -50 + 50 * skill_lv; RE_LVL_DMOD(100); break; case GC_CROSSRIPPERSLASHER: skillratio += 300 + 80 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_ROLLINGCUTTER] ) skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * sstatus->agi; break; /** * Arch Bishop **/ case AB_DUPLELIGHT_MELEE: skillratio += 10 * skill_lv; break; /** * Ranger **/ case RA_ARROWSTORM: skillratio += 900 + 80 * skill_lv; RE_LVL_DMOD(100); break; case RA_AIMEDBOLT: skillratio += 400 + 50 * 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 = 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; /** * Mechanic **/ case NC_BOOSTKNUCKLE: skillratio += 100 + 100 * skill_lv + sstatus->dex; RE_LVL_DMOD(100); break; case NC_PILEBUNKER: skillratio += 200 + 100 * skill_lv + sstatus->str; RE_LVL_DMOD(100); break; case NC_VULCANARM: skillratio = 70 * skill_lv + sstatus->dex; RE_LVL_DMOD(100); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: skillratio += 200 + 300 * skill_lv; RE_LVL_DMOD(100); break; case NC_ARMSCANNON: switch( tstatus->size ) { case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large } RE_LVL_DMOD(100); //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech] break; case NC_AXEBOOMERANG: skillratio += (skill_lv * 50) + 150; if( sd ) { short 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 actural weight. [Rytech] } RE_LVL_DMOD(100); break; case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari] skillratio = sstatus->str + sstatus->dex; RE_LVL_DMOD(100); skillratio += 200 + 100 * skill_lv; break; case NC_AXETORNADO: skillratio += 100 + 100 * skill_lv + sstatus->vit; RE_LVL_DMOD(100); break; case SC_FATALMENACE: skillratio += 100 * skill_lv; break; case SC_TRIANGLESHOT: skillratio += ((skill_lv - 1) * (sstatus->agi / 2)) + 200; RE_LVL_DMOD(120); break; case SC_FEINTBOMB: skillratio = (skill_lv + 1) * (sstatus->dex / 2) * (sd?(sd->status.job_level / 10):5); RE_LVL_DMOD(120); break; case LG_CANNONSPEAR:// Stimated formula. Still need confirm it. skillratio += -100 + (50 + sstatus->str) * skill_lv; RE_LVL_DMOD(100); break; case LG_BANISHINGPOINT: skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1))); RE_LVL_DMOD(100); break; case LG_SHIELDPRESS: skillratio = 150 * skill_lv + sstatus->str; if( sd ) { short 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); skillratio += sstatus->vit * sd->status.inventory[index].refine; } } else { RE_LVL_DMOD(100); } break; case LG_PINPOINTATTACK: skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) ); RE_LVL_DMOD(100); break; case LG_RAGEBURST: if( sd && sd->spiritball_old ) skillratio += -100 + (sd->spiritball_old * 200); else skillratio += -100 + 15 * 200; RE_LVL_DMOD(100); break; case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] % if( sd ) { struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; skillratio = status_get_lv(src) * 4 + status_get_vit(src) * 2; if( shield_data ) skillratio += shield_data->def * 10; } else skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos] break; case LG_MOONSLASHER: skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80); RE_LVL_DMOD(100); break; case LG_OVERBRAND: skillratio = 200 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 50); RE_LVL_DMOD(100); break; case LG_OVERBRAND_BRANDISH: skillratio = 100 * skill_lv + (sstatus->str + sstatus->dex); RE_LVL_DMOD(100); break; case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage skillratio = (100 * skill_lv) + rnd()%90 + 10; break; case LG_RAYOFGENESIS: skillratio = 300 + 300 * skill_lv; RE_LVL_DMOD(100); break; case LG_EARTHDRIVE: skillratio = (skillratio + 100) * skill_lv; RE_LVL_DMOD(100); break; case LG_HESPERUSLIT: skillratio += 120 * skill_lv - 100; break; case SR_DRAGONCOMBO: skillratio += 40 * skill_lv; RE_LVL_DMOD(100); break; case SR_SKYNETBLOW: //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] % skillratio = 80 * skill_lv + sstatus->agi; if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO )//ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] % skillratio = 100 * skill_lv + sstatus->agi + 150; RE_LVL_DMOD(100); break; case SR_EARTHSHAKER: if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || // [(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] % tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY]) ){ skillratio = 150 * skill_lv; RE_LVL_DMOD(100); skillratio += sstatus->int_ * 3; }else{ //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] % skillratio += 50 * (skill_lv-2); RE_LVL_DMOD(100); skillratio += sstatus->int_ * 2; } break; case SR_FALLENEMPIRE:// ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] % skillratio += 150 *skill_lv; RE_LVL_DMOD(150); break; case SR_TIGERCANNON:// ATK [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] % { int hp = (int64)sstatus->max_hp * (10 + 2 * skill_lv) / 100, sp = (int64)sstatus->max_sp * (6 + skill_lv) / 100; skillratio = ((int64)hp+sp) / 4; if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // ATK [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] % skillratio = (int64)hp+sp / 2; RE_LVL_DMOD(100); } break; case SR_RAMPAGEBLASTER: skillratio += 20 * skill_lv * (sd?sd->spiritball_old:5) - 100; if( sc && sc->data[SC_EXPLOSIONSPIRITS] ){ skillratio += sc->data[SC_EXPLOSIONSPIRITS]->val1 * 20; RE_LVL_DMOD(120); }else RE_LVL_DMOD(150); 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 = 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ; if( tsd && tsd->weight ) skillratio += 100 * (tsd->weight / tsd->max_weight); }else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] % skillratio += 400 + (100 * skill_lv); RE_LVL_DMOD(100); break; case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] % skillratio = status_get_lv(src) + sstatus->dex; RE_LVL_DMOD(100); break; case SR_GATEOFHELL: if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) skillratio += 800 * skill_lv -100; else skillratio += 500 * skill_lv -100; RE_LVL_DMOD(100); break; case SR_GENTLETOUCH_QUIET: skillratio += 100 * skill_lv - 100 + sstatus->dex; RE_LVL_DMOD(100); break; case SR_HOWLINGOFLION: skillratio += 300 * skill_lv - 100; RE_LVL_DMOD(150); break; case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] % if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND ) skillratio += skill_lv * 50; skillratio += -100 + 200 * skill_lv; RE_LVL_DMOD(100); break; case WM_REVERBERATION_MELEE: // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100] skillratio += 200 + 100 * pc_checkskill(sd, WM_REVERBERATION); RE_LVL_DMOD(100); break; case WM_SEVERE_RAINSTORM_MELEE: //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] % skillratio = (sstatus->dex + sstatus->agi) * (skill_lv * 2); RE_LVL_DMOD(100); skillratio /= 10; break; case WM_GREAT_ECHO: skillratio += 800 + 100 * skill_lv; if( sd ) { // Still need official value [pakpil] uint16 lv = skill_lv; skillratio += 100 * skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0); } break; case WM_SOUND_OF_DESTRUCTION: skillratio += 400; break; case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] % int str = status_get_base_status(src)->str; //only using base str skillratio += -100 + 50 * skill_lv; if( sd && sd->cart_weight) skillratio += sd->cart_weight/10 / (150-str) + pc_checkskill(sd, GN_REMODELING_CART) * 50; } break; case GN_CARTCANNON: // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] % skillratio = 60 * skill_lv; if( sd ) skillratio += pc_checkskill(sd, GN_REMODELING_CART) * 50 * (sstatus->int_ / 40); break; case GN_SPORE_EXPLOSION: skillratio += 200 + 100 * skill_lv; break; case GN_CRAZYWEED_ATK: skillratio += 400 + 100 * skill_lv; break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { case 13260: // Apple Bomob case 13261: // Coconut Bomb case 13262: // Melon Bomb case 13263: // Pinapple Bomb skillratio += 400; // Unconfirded break; case 13264: // Banana Bomb 2000% skillratio += 1900; break; case 13265: skillratio -= 75; break; // Black Lump 25% case 13266: skillratio -= 25; break; // Hard Black Lump 75% case 13267: skillratio += 100; break; // Extremely Hard Black Lump 200% } } else skillratio += 300; // Bombs break; case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] % skillratio = 50 * skill_lv + ( sd ? pc_checkskill(sd, SO_STRIKING) * 50 : 0 ); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += sd ? sd->status.job_level * 5 : 0; 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 + 150 * skill_lv; case KO_HUUMARANKA: skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info break; case KO_SETSUDAN: skillratio += 100 * (skill_lv-1); break; case KO_BAKURETSU: skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10); break; case MH_NEEDLE_OF_PARALYZE: skillratio += 600 + 100 * skill_lv; break; case MH_STAHL_HORN: skillratio += 400 + 100 * skill_lv * status_get_lv(src); skillratio = skillratio/100; //@TODO uv1 factor need to be confirmed break; case MH_LAVA_SLIDE: skillratio += -100 + 70 * skill_lv; break; case MH_SONIC_CRAW: skillratio = 40 * skill_lv; break; case MH_SILVERVEIN_RUSH: skillratio = 150 * skill_lv; break; case MH_MIDNIGHT_FRENZY: skillratio = 300 * skill_lv; break; case MH_TINDER_BREAKER: skillratio = 100 * skill_lv; break; case MH_CBC: skillratio = 400 * skill_lv; //! TODO: This doesn't seem to be a ratio, but straight damage? break; case MH_MAGMA_FLOW: skillratio += -100 + 100 * skill_lv + 3 * status_get_lv(src); skillratio = (skillratio * status_get_lv(src)) / 120; break; /** * Rebellion **/ case RL_MASS_SPIRAL: skillratio += -100 + (200 * skill_lv); break; case RL_FIREDANCE: skillratio += -100 + (100 * skill_lv); skillratio += (skillratio * status_get_lv(src)) / 300; //(custom) break; case RL_BANISHING_BUSTER: skillratio += -100 + (400 * skill_lv); //(custom) break; case RL_S_STORM: skillratio += -100 + (200 * skill_lv); //(custom) break; case RL_SLUGSHOT: { uint16 w = 50; if (sd->equip_index[EQI_AMMO] > 0) { uint16 idx = sd->equip_index[EQI_AMMO]; struct item_data *id = NULL; if ((id = itemdb_exists(sd->status.inventory[idx].nameid))) w = id->weight; } w /= 10; skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom) } break; case RL_D_TAIL: skillratio += -100 + (2500 + 500 * skill_lv ); if (sd && &sd->c_marker) skillratio /= max(sd->c_marker.count,1); break; case RL_R_TRIP: skillratio += -100 + (150 * skill_lv); //(custom) break; case RL_H_MINE: skillratio += 100 + (200 * skill_lv); //If damaged by Flicker if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) skillratio += 400 + (300 * skill_lv); break; case RL_HAMMER_OF_GOD: skillratio += -100 + (2000 + (skill_lv - 1) * 500); break; case RL_QD_SHOT: skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom) break; case RL_FIRE_RAIN: skillratio += -100 + 500 + (200 * (skill_lv - 1)) + status_get_dex(src); //(custom) break; } return skillratio; } /*================================================================================================== * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation *--------------------------------------------------------------------------------------------------* * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ static int battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); int i, atk = 0; //Constant/misc additions from skills switch (skill_id) { case MO_EXTREMITYFIST: atk = 250 + 150*skill_lv; break; case TK_DOWNKICK: case TK_STORMKICK: case TK_TURNKICK: case TK_COUNTER: case TK_JUMPKICK: //TK_RUN kick damage bonus. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST) atk = 10*pc_checkskill(sd, TK_RUN); break; 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; case NJ_SYURIKEN: atk = 4*skill_lv; break; case HT_FREEZINGTRAP: if(sd) atk = ( 40 * pc_checkskill(sd, RA_RESEARCHTRAP) ); break; case RA_WUGDASH ://(Caster Current Weight x 10 / 8) if( sd && sd->weight ) atk = ( sd->weight / 8 ); case RA_WUGSTRIKE: case RA_WUGBITE: if(sd) atk = (30*pc_checkskill(sd, RA_TOOTHOFWUG)); break; case SR_GATEOFHELL: atk = (sstatus->max_hp - status_get_hp(src)); if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) { atk += ( ((int64)sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) ); } else { atk += ( ((int64)sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) ); } break; case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40) atk = ( skill_lv * 240 + status_get_lv(target) * 40 ); if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40) atk = ( skill_lv * 500 + status_get_lv(target) * 40 ); break; case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)] atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str); if( tsd && tsd->weight ){ atk = ( (tsd->weight/10) * sstatus->dex / 120 ); }else{ atk = ( status_get_lv(target) * 50 ); //mobs } break; case KO_SETSUDAN: if( tsc && tsc->data[SC_SPIRIT] ){ #ifdef RENEWAL atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value. #else atk = (int) ((wd.damage) * (10*tsc->data[SC_SPIRIT]->val1)) / 100;// +10% custom value. #endif status_change_end(target,SC_SPIRIT,INVALID_TIMER); } break; case KO_KAIHOU: if( sd ){ ARR_FIND(1, 6, i, sd->talisman[i] > 0); if( i < 5 ){ #ifdef RENEWAL atk = ((wd.equipAtk + wd.weaponAtk + wd.statusAtk + wd.masteryAtk) * (100 * sd->talisman[i])) / 100;// +100% custom value. #else atk = (int) ((wd.damage) * (100 * sd->talisman[i])) / 100;// +100% custom value. #endif pc_del_talisman(sd, sd->talisman[i], i); } } break; } return atk; } /*============================================================== * Stackable SC bonuses added on top of calculated skill damage *-------------------------------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, uint16 skill_id) { struct status_change *sc = status_get_sc(src); //The following are applied on top of current damage and are stackable. if ( sc ) { #ifndef RENEWAL if( sc->data[SC_TRUESIGHT] ) ATK_ADDRATE(wd.damage, wd.damage2, 2*sc->data[SC_TRUESIGHT]->val1); #endif if( sc->data[SC_GLOOMYDAY_SK] && ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR || skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN || skill_id == LG_SHIELDPRESS ) ) { ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2); #ifdef RENEWAL ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_GLOOMYDAY_SK]->val2); #endif } if (sc->data[SC_SPIRIT]){ if(skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN){ ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe #ifdef RENEWAL ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe #endif } else if (skill_id == CR_SHIELDBOOMERANG && (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)){ ATK_ADDRATE(wd.damage, wd.damage2, 100); #ifdef RENEWAL ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 100); #endif } } if( sc->data[SC_EDP] ){ switch(skill_id){ case AS_SPLASHER: // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP // Renewal only: Grimtooth and Venom Knife ignore EDP // Both: Venom Splasher ignores EDP [helvetica] #ifndef RENEWAL case ASC_BREAKER: case ASC_METEORASSAULT: #else case AS_GRIMTOOTH: case AS_VENOMKNIFE: #endif break; // skills above have no effect with edp #ifdef RENEWAL // renewal EDP mode requires renewal enabled as well // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica] // * Sonic Blow // * Soul Breaker // * Counter Slash // * Cross Impact case AS_SONICBLOW: case ASC_BREAKER: case GC_COUNTERSLASH: case GC_CROSSIMPACT: ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50); ATK_RATE(wd.equipAtk, wd.equipAtk2, 50); default: // fall through to apply EDP bonuses // Renewal EDP formula [helvetica] // weapon atk * (1 + (edp level * .8)) // equip atk * (1 + (edp level * .6)) ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80)); ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60)); break; #else default: ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3); #endif } } if(sc->data[SC_STYLE_CHANGE]){ TBL_HOM *hd = BL_CAST(BL_HOM,src); if (hd) ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3); } if(sc->data[SC_FLASHCOMBO]) { ATK_ADD(wd.damage, wd.damage2, sc->data[SC_FLASHCOMBO]->val2); RE_ALLATK_ADD(wd, sc->data[SC_FLASHCOMBO]->val2); } if(sc->data[SC_HEAT_BARREL]) { ATK_ADD(wd.damage, wd.damage2, sc->data[SC_HEAT_BARREL]->val2); RE_ALLATK_ADD(wd, sc->data[SC_HEAT_BARREL]->val2); } if(sc->data[SC_P_ALTER]) { ATK_ADD(wd.damage, wd.damage2, sc->data[SC_P_ALTER]->val2); RE_ALLATK_ADD(wd, sc->data[SC_P_ALTER]->val2); } // Monster Transformation bonus if(wd.flag&BF_LONG && sc->data[SC_MTF_RANGEATK]) { ATK_ADD(wd.damage, wd.damage2, 25); RE_ALLATK_ADD(wd, 25); } } return wd; } /*==================================== * Calc defense damage reduction *------------------------------------ * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); int i, skill; //Defense reduction short vit_def; defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions. short def2 = tstatus->def2; #ifdef RENEWAL if( tsc && tsc->data[SC_ASSUMPTIO] ) def1 <<= 1; // only eDEF is doubled #endif if( sd ) { i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS]; i += sd->ignore_def[tstatus->race]; if( i ) { if( i > 100 ) i = 100; def1 -= def1 * i / 100; def2 -= def2 * i / 100; } } if( sc && sc->data[SC_EXPIATIO] ){ i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level def1 -= def1 * i / 100; def2 -= def2 * i / 100; } if( tsc && tsc->data[SC_GT_REVITALIZE] && tsc->data[SC_GT_REVITALIZE]->val4 ) def2 += 2 * tsc->data[SC_GT_REVITALIZE]->val4; if( tsc && tsc->data[SC_CAMOUFLAGE] ){ i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; def1 = max(0,def1); //min 0 def def2 = max(0,def2); } 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 target_count = unit_counttargeted(target); if(target_count >= battle_config.vit_penalty_count) { if(battle_config.vit_penalty_type == 1) { if( !tsc || !tsc->data[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->data[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(skill_id == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] if(def2 < 1) def2 = 1; } //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def if (tsd) //Sd vit-eq { #ifndef RENEWAL //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) vit_def = def2*(def2-15)/150; vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0); #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 doesnt work vs players (skill=pc_checkskill(tsd,AL_DP)) > 0 ) vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 && (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) ) vit_def += skill*5; if( src->type == BL_MOB && //Only affected from mob tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker vit_def += tsc->data[SC_P_ALTER]->val3; } else { //Mob-Pet vit-eq #ifndef RENEWAL //VIT + rnd(0,[VIT/20]^2-1) vit_def = (def2/20)*(def2/20); vit_def = def2 + (vit_def>0?rnd()%vit_def:0); #else //renewal monsters have their def swapped vit_def = def1; def1 = def2; #endif } if (battle_config.weapon_defense_type) { vit_def += def1*battle_config.weapon_defense_type; def1 = 0; } #ifdef RENEWAL /** * RE DEF Reduction * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF * Pierce defence gains 1 atk per def/2 **/ if( def1 == -400 ) /* being hit by a gazillion units, -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) ? (def1/2) : 0, is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 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_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 ); #endif return wd; } /*==================================== * Modifiers ignoring DEF *------------------------------------ * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct status_change *sc = status_get_sc(src); struct status_data *sstatus = status_get_status_data(src); //Post skill/vit reduction damage increases if( sc ) { //SC skill damages if(sc->data[SC_AURABLADE] #ifndef RENEWAL && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE #endif ){ int lv = sc->data[SC_AURABLADE]->val1; #ifdef RENEWAL lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5 #endif ATK_ADD(wd.damage, wd.damage2, 20*lv); } if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2){ struct block_list *bl; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] if( (bl = map_id2bl(sc->data[SC_GT_CHANGE]->val2)) ) ATK_ADD(wd.damage, wd.damage2, ( status_get_dex(bl)/4 + status_get_str(bl)/2 ) * sc->data[SC_GT_CHANGE]->val1 / 5 ); } } #ifndef RENEWAL wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv); //Refine bonus if( sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST ) { // Counts refine bonus multiple times if( skill_id == MO_FINGEROFFENSIVE ) { ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2); } else { ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2); } } #endif //Set to min of 1 if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1; if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1; if (skill_id == NJ_KUNAI) { RE_ALLATK_ADD(wd, 60); ATK_ADD(wd.damage, wd.damage2, 60); } switch (skill_id) { case AS_SONICBLOW: if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) ATK_ADDRATE(wd.damage, wd.damage2, 10); break; case NC_AXETORNADO: if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND ) ATK_ADDRATE(wd.damage, wd.damage2, 50); break; } return wd; } /*================================================================================= * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation *--------------------------------------------------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv) { struct status_data *tstatus = status_get_status_data(target); bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false); int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false); int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false); //Plants receive 1 damage when hit short class_ = status_get_class(target); if( attack_hits || wd.damage > 0 ) wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) wd.damage2 = wd.div_; if (is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) // force left hand to 1 damage while dual wielding [helvetica] wd.damage2 = 1; if( attack_hits && class_ == MOBID_EMPERIUM ) { if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) { wd.damage = wd.damage2 = 0; return wd; } 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, wd.div_, skill_id, skill_lv, wd.flag); } else 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,wd.div_,skill_id,skill_lv,wd.flag); } return wd; } //if( !(battle_config.skill_min_damage&1) ) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex] return wd; } /*======================================================================================== * Perform left/right hand weapon damage calculation based on previously calculated damage *---------------------------------------------------------------------------------------- * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); int skill; if (sd) { if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { wd.damage = wd.damage2; wd.damage2 = 0; } else 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; } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield if (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; } 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; return wd; } /*========================================== * BG/GvG attack modifiers *------------------------------------------ * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage 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(!wd.damage2) { wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); } else if(!wd.damage) { wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_id,skill_lv,wd.flag); } else { int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2; wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); else if( map[target->m].flag.battleground ) wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_id,skill_lv,wd.flag); wd.damage2 = (int64)d2*100/d1 * wd.damage/100; if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1; wd.damage-=wd.damage2; } } return wd; } /*========================================== * final ATK modifiers - after BG/GvG calc *------------------------------------------ * Credits: * Original coder Skoltex * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); #ifdef ADJUST_SKILL_DAMAGE int skill_damage; #endif //Reject Sword bugreport:4493 by Daegaladh if(wd.damage && tsc && tsc->data[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->data[SC_REJECTSWORD]->val2 ) { ATK_RATER(wd.damage, 50) status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,0,0)); clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1); if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 ) status_change_end(target, SC_REJECTSWORD, INVALID_TIMER); } if( tsc && tsc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < tsc->data[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; int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125; if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0); rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0); clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage, 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0); status_damage(target, src, rdamage, 0, 0, 0); status_damage(src, target, rdamage/10, 0, 0, 1); status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER); } if( sc ) { //SC_FUSION hp penalty [Komurka] if (sc->data[SC_FUSION]) { int hp= sstatus->max_hp; if (sd && tsd) { hp = 8*hp/100; 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); } /** * affecting non-skills **/ if( !skill_id ) { /** * RK Enchant Blade **/ if( sc->data[SC_ENCHANTBLADE] && sd && ( (is_attack_right_handed(src, skill_id) && sd->weapontype1) || (is_attack_left_handed(src, skill_id) && sd->weapontype2) ) ) { //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt ATK_ADD(wd.damage, wd.damage2, ( sc->data[SC_ENCHANTBLADE]->val1*20+100 ) * status_get_lv(src) / 150 + status_get_int(src) ); } } status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); } switch (skill_id) { case LG_RAYOFGENESIS: { struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag); wd.damage += md.damage; } break; #ifndef RENEWAL case 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; } break; #endif } /* Skill damage adjustment */ #ifdef ADJUST_SKILL_DAMAGE if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0) ATK_ADDRATE(wd.damage, wd.damage2, skill_damage); #endif return wd; } /*==================================================== * Basic wd init - not influenced by HIT/MISS/DEF/etc. *---------------------------------------------------- * Credits: * Original coder Skoltex * 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, int wflag) { struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct map_session_data *sd = BL_CAST(BL_PC, src); struct Damage wd; wd.type=0; //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 >>= 1; */ 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.damage = wd.damage2 = #ifdef RENEWAL wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 = #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) { 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; else wd.div_ = sd->spiritball_old; } 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 = 0x08; break; case GS_GROUNDDRIFT: case KN_SPEARSTAB: case KN_BOWLINGBASH: case MS_BOWLINGBASH: case MO_BALKYOUNG: case TK_TURNKICK: wd.blewcount=0; break; 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; } } else { wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT; } return wd; } /* * Check if we should reflect the dammage 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 * @parem skill_id : id of casted skill, 0 = basic atk * @param skill_lv : lvl of skill casted */ void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv){ 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 )) ) ){ //don't reflect to yourself int64 damage = wd->damage + wd->damage2, rdamage = 0; struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *tsc = status_get_sc(target); struct status_data *sstatus = status_get_status_data(src); int tick = gettick(), rdelay = 0; // Item reflect gets calculated first rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 0); if( rdamage > 0 ) { //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] rdelay = clif_damage(src, src, tick, wd->amotion, sstatus->dmotion, rdamage, 1, 4, 0); if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); battle_delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); skill_additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } // Calculate skill reflect damage separately if( tsc ) { struct status_data *tstatus = status_get_status_data(target); rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, 1); if( rdamage > 0 ) { //if(tsc->data[SC__SHADOWFORM]) { // struct block_list *s_bl = map_id2bl(tsc->data[SC__SHADOWFORM]->val2); // if(s_bl) // status_damage(src, s_bl, rdamage, 0, clif_damage(src, s_bl, gettick(), 500, 500, rdamage, -1, 0, 0), 0); // wd->damage = wd->damage2 = 0; // wd->dmg_lv = ATK_BLOCK; //} if(attack_type == BF_WEAPON && tsc->data[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,tstatus->race); else if(attack_type == BF_WEAPON || attack_type == BF_MISC) { rdelay = clif_damage(src, src, tick, wd->amotion, sstatus->dmotion, rdamage, 1, 4, 0); if( tsd ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); // It appears that official servers give skill reflect damage a longer delay battle_delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); skill_additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } } } } } /*============================================ * Calculate "weapon"-type attacks and skills *-------------------------------------------- * Credits: * Original coder Skoltex * 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, int wflag) { int i; struct map_session_data *sd, *tsd; struct Damage wd; struct status_change *sc = status_get_sc(src); struct status_change *tsc = status_get_sc(target); struct status_data *tstatus = status_get_status_data(target); int right_element, left_element; memset(&wd,0,sizeof(wd)); if(src==NULL || target==NULL) { 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 && !sc->count) sc = NULL; //Skip checking as there are no status changes active. if (tsc && !tsc->count) tsc = NULL; //Skip checking as there are no status changes active. sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); if ( (!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 ) { //Check for Lucky Dodge wd.type=0x0b; 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] wd = 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)) wd.type = 0x0a; // 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(!target_has_infinite_defense(target, skill_id)) { //no need for math against plants int ratio; wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios ATK_RATE(wd.damage, wd.damage2, ratio); RE_ALLATK_RATE(wd, ratio); ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses ATK_ADD(wd.damage, wd.damage2, ratio); #ifdef RENEWAL ATK_ADD(wd.equipAtk, wd.equipAtk2, ratio); // equip ATK gets modified by skill bonuses as well [helvetica] if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher struct 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 // 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); } #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" wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag); wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), 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, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag); wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag); } // final attack bonuses that aren't affected by cards wd = battle_attack_sc_bonus(wd, src, skill_id); if (sd) { //monsters, homuns and pets have their damage computed directly wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk; wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2; if( wd.flag&BF_LONG ) // Long damage rate addition doesn't use weapon + equip attack, what about others? wd.damage = wd.damage * ( 100 + sd->bonus.long_attack_atk_rate ) / 100; } #else // final attack bonuses that aren't affected by cards wd = battle_attack_sc_bonus(wd, src, skill_id); #endif // check if attack 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)) wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv); wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv); } else if(wd.div_ < 0) //Since the attack missed... wd.div_ *= -1; //WS_CARTTERMINATION never be missed because of flee, deals damage from BS_WEAPONRESEARCH [Cydh] //NOTE: Idk the official behavior, if this damage can be reflected/adjusted or not if (sd && skill_id == WS_CARTTERMINATION && wd.dmg_lv == ATK_FLEE && pc_checkskill(sd,BS_WEAPONRESEARCH)) { wd.dmg_lv = ATK_DEF; if(target_has_infinite_defense(target, skill_id)) return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv); wd.damage = pc_checkskill(sd,BS_WEAPONRESEARCH) * 2; wd.damage2 = 0; return wd; } #ifdef RENEWAL if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica] #endif wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv); if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) return wd; //Enough, rest is not needed. #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 = (int)floor((double)(wd.damage * 1.4 * (100 + sd->bonus.crit_atk_rate)) / 100); if (sc && sc->data[SC_MTF_CRIDAMAGE]) // Monster Transformation Bonus wd.damage *= (int)1.25; } else wd.damage = (int)floor((double)wd.damage * 1.4); } #endif if(sd) { if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); if (skill_id==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball_old*3); } else { ATK_ADD(wd.damage, wd.damage2, wd.div_*sd->spiritball*3); } if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements. short index= sd->equip_index[EQI_HAND_L]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine); } #ifndef RENEWAL //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only" wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), 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, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag); #endif } if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only" switch(skill_id) { // These skills will do a card fix later #ifdef RENEWAL case NJ_ISSEN: case ASC_BREAKER: #endif case CR_ACIDDEMONSTRATION: case KO_HAPPOKUNAI: break; default: wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), 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, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag); 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) { case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost) if (sd) wd.damage = battle_attr_fix(src, target, wd.damage, sd->bonus.arrow_ele ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); else wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); break; case MC_CARTREVOLUTION: // Cart Revolution gets forced to neutral element wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); break; } // perform multihit calculations #ifdef RENEWAL damage_div_fix_renewal(wd, wd.div_); #endif damage_div_fix(wd.damage, wd.div_); // only do 1 dmg to plant, no need to calculate rest if(target_has_infinite_defense(target, skill_id)) return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv); wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv); switch (skill_id) { // These skills will do a GVG fix later #ifdef RENEWAL case NJ_ISSEN: case ASC_BREAKER: #endif case CR_ACIDDEMONSTRATION: case KO_HAPPOKUNAI: return wd; default: wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv); break; } wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv); 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,int mflag) { int i, nk; #ifdef ADJUST_SKILL_DAMAGE int skill_damage; #endif short s_ele = 0; unsigned int skillratio = 100; //Skill dmg modifiers. TBL_PC *sd; // TBL_PC *tsd; struct status_change *sc, *tsc; struct Damage ad; struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); struct { unsigned imdef : 1; unsigned infdef : 1; } flag; memset(&ad,0,sizeof(ad)); memset(&flag,0,sizeof(flag)); if(src==NULL || target==NULL) { nullpo_info(NLP_MARK); return ad; } //Initial Values 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.dmg_lv=ATK_DEF; nk = skill_get_nk(skill_id); flag.imdef = nk&NK_IGNORE_DEF?1:0; sd = BL_CAST(BL_PC, src); // tsd = BL_CAST(BL_PC, target); sc = status_get_sc(src); tsc = status_get_sc(target); //Initialize variables that will be used afterwards s_ele = skill_get_ele(skill_id, skill_lv); if (s_ele == -1){ // pl=-1 : the skill takes the weapon's element s_ele = sstatus->rhw.ele; if( sd ){ //Summoning 10 talisman will endow your weapon ARR_FIND(1, 6, i, sd->talisman[i] >= 10); if( i < 5 ) s_ele = i; } }else if (s_ele == -2) //Use status element s_ele = status_get_attack_sc_element(src,status_get_sc(src)); else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; if( skill_id == SO_PSYCHIC_WAVE ) { if( sc && sc->count ) { if( sc->data[SC_HEATER_OPTION] ) s_ele = sc->data[SC_HEATER_OPTION]->val4; else if( sc->data[SC_COOLER_OPTION] ) s_ele = sc->data[SC_COOLER_OPTION]->val4; else if( sc->data[SC_BLAST_OPTION] ) s_ele = sc->data[SC_BLAST_OPTION]->val3; else if( sc->data[SC_CURSED_SOIL_OPTION] ) s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val4; } } //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); flag.infdef=(tstatus->mode&MD_PLANT?1:0); if( target->type == BL_SKILL){ TBL_SKILL *su = (TBL_SKILL*)target; if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) flag.infdef = 1; } switch(skill_id) { case MG_FIREWALL: case NJ_KAENSIN: ad.dmotion = 0; //No flinch animation. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) ) ad.blewcount = 0; //No knockback break; case PR_SANCTUARY: ad.dmotion = 0; //No flinch animation. break; } if(!flag.infdef && ( (tstatus->mode&MD_IGNOREMAGIC && ad.flag&(BF_MAGIC) ) //magic )) flag.infdef = 1; if (!flag.infdef) //No need to do the math for plants { #ifdef RENEWAL ad.damage = 0; //reinitialize.. #endif //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; } switch (skill_id) { //Calc base damage according to skill case AL_HEAL: case PR_BENEDICTIO: case PR_SANCTUARY: /** * Arch Bishop **/ 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 && !(tstatus->mode&MD_BOSS)) 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 PF_SOULBURN: ad.damage = tstatus->sp * 2; break; /** * Arch Bishop **/ case AB_RENOVATIO: ad.damage = status_get_lv(src) * 10 + sstatus->int_; 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 += skill_lv*10-30; break; case MG_FIREBALL: #ifdef RENEWAL skillratio += 20*skill_lv; #else skillratio += skill_lv*10-30; #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 && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = 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 = 0; } 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.data[SC_SPIRIT] && sd->sc.data[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: skillratio += (100+skill_lv*10)*2/3-100; break; case WZ_FIREPILLAR: if (skill_lv > 10) skillratio += 100; else skillratio -= 80; break; case WZ_SIGHTRASHER: skillratio += 20*skill_lv; break; case WZ_WATERBALL: skillratio += 30*skill_lv; break; case WZ_STORMGUST: skillratio += 40*skill_lv; break; case HW_NAPALMVULCAN: skillratio += 10*skill_lv-30; break; case SL_STIN: skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage. break; case SL_STUN: skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets break; case SL_SMA: skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv% break; case NJ_KOUENKA: skillratio -= 10; break; case NJ_KAENSIN: skillratio -= 50; break; case NJ_BAKUENRYU: skillratio += 50*(skill_lv-1); break; case NJ_HYOUSYOURAKU: skillratio += 50*skill_lv; break; case NJ_RAIGEKISAI: skillratio += 60 + 40*skill_lv; break; case NJ_KAMAITACHI: case NPC_ENERGYDRAIN: skillratio += 100*skill_lv; break; case NPC_EARTHQUAKE: skillratio += 100 +100*skill_lv +100*(skill_lv/2); break; #ifdef RENEWAL case WZ_HEAVENDRIVE: case WZ_METEOR: skillratio += 25; break; case WZ_VERMILION: { int interval = 0, per = interval, ratio = per; while( (per++) < skill_lv ){ ratio += interval; if(per%3==0) interval += 20; } if( skill_lv > 9 ) ratio -= 10; skillratio += ratio; } break; case NJ_HUUJIN: skillratio += 50; break; #else case WZ_VERMILION: skillratio += 20*skill_lv-20; break; #endif /** * Arch Bishop **/ case AB_JUDEX: skillratio += 200 + 20 * skill_lv; RE_LVL_DMOD(100); break; case AB_ADORAMUS: skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(100); break; case AB_DUPLELIGHT_MAGIC: skillratio += 100 + 20 * skill_lv; break; /** * Warlock **/ case WL_SOULEXPANSION: skillratio += 300 + 100 * skill_lv + sstatus->int_; RE_LVL_DMOD(100); break; case WL_FROSTMISTY: skillratio += 100 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_JACKFROST: if( tsc && tsc->data[SC_FREEZING] ){ skillratio += 900 + 300 * skill_lv; RE_LVL_DMOD(100); }else{ skillratio += 400 + 100 * skill_lv; RE_LVL_DMOD(150); } break; case WL_DRAINLIFE: skillratio = 200 * skill_lv + sstatus->int_; RE_LVL_DMOD(100); break; case WL_CRIMSONROCK: skillratio += 1200 + 300 * skill_lv; RE_LVL_DMOD(100); break; case WL_HELLINFERNO: skillratio = 300 * skill_lv; RE_LVL_DMOD(100); // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] % // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] % if( mflag&ELE_DARK ){ skillratio *= 4; s_ele = ELE_DARK; } skillratio /= 5; break; case WL_COMET: i = ( sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8 ); if( i <= 3 ) skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell else if( i <= 5 ) skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell else if( i <= 7 ) skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell else skillratio += 900 + 500 * skill_lv; // 19 x 19 cell if( sd && sd->status.party_id ){ struct map_session_data* psd; int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5 c = 0; memset (p_sd, 0, sizeof(p_sd)); party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id); c = ( c > 1 ? rand()%c : 0 ); if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){ skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] % RE_LVL_DMOD(120); skillratio += 2500; status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2); } } break; case WL_CHAINLIGHTNING_ATK: skillratio += 100 + 300 * skill_lv; RE_LVL_DMOD(100); break; case WL_EARTHSTRAIN: skillratio += 1900 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: skillratio += 400 + 500 * skill_lv; break; case WL_SUMMON_ATK_FIRE: case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_GROUND: skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech] RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: { uint16 lv = skill_lv; int bandingBonus = 0; if( sc && sc->data[SC_BANDING] ) bandingBonus = 200 * (sd ? skill_check_pc_partner(sd,skill_id,&lv,skill_get_splash(skill_id,skill_lv),0) : 1); skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25; } break; case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] % if( sd ) { skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; } else skillratio += 1900; //2000% break; case WM_METALICSOUND: skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100; break; /*case WM_SEVERE_RAINSTORM: skillratio += 50 * skill_lv; break; WM_SEVERE_RAINSTORM just set a unit place, refer to WM_SEVERE_RAINSTORM_MELEE to set the formula. */ case WM_REVERBERATION_MAGIC: // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] % skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1); RE_LVL_DMOD(100); break; case SO_FIREWALK: skillratio = 300; RE_LVL_DMOD(100); if( sc && sc->data[SC_HEATER_OPTION] ) skillratio += sc->data[SC_HEATER_OPTION]->val3; break; case SO_ELECTRICWALK: skillratio = 300; RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += sd ? sd->status.job_level / 2 : 0; break; case SO_EARTHGRAVE: skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv ); RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2; break; case SO_DIAMONDDUST: skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv ); RE_LVL_DMOD(100); if( sc && sc->data[SC_COOLER_OPTION] ) skillratio += sc->data[SC_COOLER_OPTION]->val3; break; case SO_POISON_BUSTER: skillratio += 1100 + 300 * skill_lv; if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2; break; case SO_PSYCHIC_WAVE: skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3); RE_LVL_DMOD(100); if( sc ){ if( sc->data[SC_HEATER_OPTION] ) skillratio += sc->data[SC_HEATER_OPTION]->val3; else if(sc->data[SC_COOLER_OPTION] ) skillratio += sc->data[SC_COOLER_OPTION]->val3; else if(sc->data[SC_BLAST_OPTION] ) skillratio += sc->data[SC_BLAST_OPTION]->val2; else if(sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3; } break; case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] % skillratio = status_get_int(src) * skill_lv + ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 ); RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) skillratio += sd ? sd->status.job_level * 5 : 0; break; case SO_CLOUD_KILL: skillratio += -100 + skill_lv * 40; RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2; break; case GN_DEMONIC_FIRE: if( skill_lv > 20) { // Fire expansion Lv.2 skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine] } else if( skill_lv > 10 ) { // Fire expansion Lv.1 skillratio += 110 + 20 * (skill_lv - 10) / 2; } else skillratio += 110 + 20 * skill_lv; 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: if(skill_lv%2) skillratio += 400; //600:800:1000 else skillratio += 700; //1000:1200 skillratio += 100 * skill_lv; break; case MH_XENO_SLASHER: if(skill_lv%2) skillratio += 350 + 50 * skill_lv; //500:600:700 else skillratio += 400 + 100 * skill_lv; //700:900 break; case MH_HEILIGE_STANGE: skillratio += 400 + 250 * skill_lv; skillratio = (skillratio * status_get_lv(src))/150; break; case MH_POISON_MIST: skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100; break; } MATK_RATE(skillratio); //Constant/misc additions from skills if (skill_id == WZ_FIREPILLAR) MATK_ADD(50); } } #ifdef RENEWAL switch(skill_id) { // These skills will do a card fix later case CR_ACIDDEMONSTRATION: case ASC_BREAKER: break; default: ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); } #endif if(sd) { //Damage bonuses if ((i = pc_skillatk_bonus(sd, skill_id))) ad.damage += (int64)ad.damage*i/100; //Ignore Defense? if (!flag.imdef && ( sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( is_boss(target) ? 1 << RC_BOSS : 1 << RC_NONBOSS ) )) flag.imdef = 1; } if(!flag.imdef){ defType mdef = tstatus->mdef; int mdef2= tstatus->mdef2; #ifdef RENEWAL if(tsc && tsc->data[SC_ASSUMPTIO]) mdef <<= 1; // only eMDEF is doubled #endif if(sd) { i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS]; i+= sd->ignore_mdef[tstatus->race]; if (i) { if (i > 100) i = 100; mdef -= mdef * i/100; //mdef2-= mdef2* i/100; } } #ifdef RENEWAL /** * RE MDEF Reduction * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF **/ if (mdef < -99) mdef = -99; // Avoid divide by 0 ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2; #else 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 } if (skill_id == NPC_EARTHQUAKE) { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex] //Also divide the extra bonuses from atk2 based on the number in range [Kevin] if(mflag>0) ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag; else ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id)); } if(ad.damage<1) ad.damage=1; else if(sc){//only applies when hit // TODO: there is another factor that contribute with the damage and need to be formulated. [malufett] switch(skill_id){ case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_FIREBOLT: case MG_FIREWALL: case MG_COLDBOLT: case MG_FROSTDIVER: case WZ_EARTHSPIKE: case WZ_HEAVENDRIVE: if(sc->data[SC_GUST_OPTION] || sc->data[SC_PETROLOGY_OPTION] || sc->data[SC_PYROTECHNIC_OPTION] || sc->data[SC_AQUAPLAY_OPTION]) ad.damage += (6 + sstatus->int_/4) + max(sstatus->dex-10,0)/30; break; } } if (!(nk&NK_NO_ELEFIX)) ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); if( skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS ) { //Apply the physical part of the skill's damage. [Skotlex] struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100; if( src == target ) { if( src->type == BL_PC ) ad.damage = ad.damage/2; else ad.damage = 0; } } #ifndef RENEWAL ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag); #endif } damage_div_fix(ad.damage, ad.div_); if (flag.infdef && ad.damage) ad.damage = ad.damage>0?1:-1; switch(skill_id) { // These skills will do a GVG fix later #ifdef RENEWAL case ASC_BREAKER: #endif case CR_ACIDDEMONSTRATION: return ad; default: ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag); else if( map[target->m].flag.battleground ) ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_id,skill_lv,ad.flag); } switch( skill_id ) { /* post-calc modifiers */ case SO_VARETYR_SPEAR: { // Physical damage. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); if(!flag.infdef && ad.damage > 1) ad.damage += wd.damage; break; } //case HM_ERASER_CUTTER: } /* Skill damage adjustment */ #ifdef ADJUST_SKILL_DAMAGE if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0) MATK_ADDRATE(skill_damage); #endif //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] return ad; } /*========================================== * Calculate "misc"-type attacks and skills *------------------------------------------ * Credits: * Original coder Skoltex * 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,int mflag) { int skill; #ifdef ADJUST_SKILL_DAMAGE int skill_damage; #endif short i, nk; short s_ele; struct map_session_data *sd, *tsd; struct Damage md; //DO NOT CONFUSE with md of mob_data! struct status_data *sstatus = status_get_status_data(src); struct status_data *tstatus = status_get_status_data(target); memset(&md,0,sizeof(md)); if( src == NULL || target == NULL ){ nullpo_info(NLP_MARK); return md; } //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; nk = skill_get_nk(skill_id); 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 = skill_get_ele(skill_id, skill_lv); if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] s_ele = ELE_NEUTRAL; else if (s_ele == -3) //Use random element s_ele = rnd()%ELE_MAX; //Skill Range Criteria md.flag |= battle_range_type(src, target, skill_id, skill_lv); switch( skill_id ) { case NC_MAGMA_ERUPTION: md.damage = 1200 + 400 * skill_lv; break; #ifdef RENEWAL case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35); md.damage += md.damage * (rnd()%20-10) / 100; md.damage += 40 * (sd?pc_checkskill(sd,RA_RESEARCHTRAP):0); break; #else case HT_LANDMINE: case MA_LANDMINE: md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100; break; case HT_BLASTMINE: md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100; break; case HT_CLAYMORETRAP: md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100; break; #endif case HT_BLITZBEAT: case SN_FALCONASSAULT: //Blitz-beat Damage. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) skill=0; md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2; if(mflag > 1) //Autocasted Blitz. nk|=NK_SPLASHSPLIT; if (skill_id == SN_FALCONASSAULT) { //Div fix of Blitzbeat skill = skill_get_num(HT_BLITZBEAT, 5); damage_div_fix(md.damage, skill); //Falcon Assault Modifier md.damage=(int64)md.damage*(150+70*skill_lv)/100; } break; case TF_THROWSTONE: md.damage=50; break; case BA_DISSONANCE: md.damage=30+skill_lv*10; if (sd) md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON); break; case NPC_SELFDESTRUCTION: md.damage = sstatus->hp; break; case NPC_SMOKING: md.damage=3; break; case NPC_DARKBREATH: md.damage = tstatus->max_hp * (skill_lv * 10) / 100; break; case PA_PRESSURE: md.damage=500+300*skill_lv; break; case PA_GOSPEL: md.damage = 1+rnd()%9999; break; case CR_ACIDDEMONSTRATION: #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 battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv); } #else if(tstatus->vit+sstatus->int_) //crash fix md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_))); else md.damage = 0; if (tsd) md.damage>>=1; #endif break; case NJ_ZENYNAGE: case KO_MUCHANAGE: md.damage = skill_get_zeny(skill_id ,skill_lv); if (!md.damage) md.damage = 2; md.damage = rand()%md.damage + md.damage / (skill_id==NJ_ZENYNAGE?1:2) ; if (is_boss(target)) md.damage=md.damage / (skill_id==NJ_ZENYNAGE?3:2); else if (tsd) // need confirmation for KO_MUCHANAGE md.damage=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 { short totaldef; struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0); struct 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->data[SC_BUNSINJYUTSU] && (i=sc->data[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 + (short)status_get_def(target); md.damage -= totaldef; } break; #endif case GS_FLING: md.damage = sd?sd->status.job_level:status_get_lv(src); break; case GS_GROUNDDRIFT: // Official formula [helvetica] // damage = 50 * skill level // fixed damage, ignores DEF and benefits from weapon +%ATK cards md.damage = 50*skill_lv; md.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, s_ele, 0, md.damage, 0, md.flag|NK_NO_CARDFIX_DEF); // ground drift benefits from weapon atk cards, ignore DEF cards so we don't apply twice break; case HVAN_EXPLOSION: //[orn] md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100; break ; case ASC_BREAKER: #ifdef RENEWAL // Official Renewal formula [helvetica] // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef) // atk part takes weapon element, matk part is non-elemental // modified def formula { short totaldef, totalmdef; struct Damage atk, matk; atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0); nk|=NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0); // (atk + matk) * (3 + (.5 * skill level)) md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10; // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef) totaldef = tstatus->def2 + (short)status_get_def(target); totalmdef = tstatus->mdef + tstatus->mdef2; md.damage -= totaldef + totalmdef; } #else md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_; nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part. #endif break; case HW_GRAVITATION: md.damage = 200+200*skill_lv; md.dmotion = 0; //No flinch animation. break; case NPC_EVILLAND: md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false); break; case RK_DRAGONBREATH_WATER: case RK_DRAGONBREATH: md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv; RE_LVL_MDMOD(150); if (sd) md.damage = (int64)md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100; md.flag |= BF_LONG|BF_WEAPON; break; case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: md.damage = skill_lv * sstatus->dex + sstatus->int_ * 5 ; RE_LVL_TMDMOD(); if(sd) { int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP); if(researchskill_lv) md.damage = (int64)md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB?50:100); else md.damage = 0; }else md.damage = (int64)md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100); break; case NC_SELFDESTRUCTION: { short totaldef = tstatus->def2 + (short)status_get_def(target); md.damage = ( (sd?pc_checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit ); RE_LVL_MDMOD(100); md.damage += status_get_hp(src) - totaldef; } break; case GN_THORNS_TRAP: md.damage = 100 + 200 * skill_lv + sstatus->int_; break; case GN_HELLS_PLANT_ATK: //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) ); break; case KO_HAPPOKUNAI: { struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag); short totaldef = tstatus->def2 + (short)status_get_def(target); md.damage = (int64)wd.damage * 60 * (5 + skill_lv) / 100; md.damage -= totaldef; } break; case KO_MAKIBISHI: md.damage = 20 * skill_lv; break; case RL_B_TRAP: md.damage = (200 + status_get_int(src) + status_get_dex(src)) * skill_lv * 10; //(custom) 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)); } damage_div_fix(md.damage, md.div_); if (!(nk&NK_IGNORE_FLEE)) { struct 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 { short 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; //256 max targets should be a sane max attacker_count = unit_counttargeted(target); 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 //asume 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 anymore shown 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(md.damage < 0) md.damage = 0; else if(md.damage && tstatus->mode&MD_PLANT){ switch(skill_id){ case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: case RA_CLUSTERBOMB: #ifdef RENEWAL break; case NJ_ISSEN: // Final Strike will MISS on "plant"-type mobs [helvetica] md.damage = 0; md.dmg_lv=ATK_FLEE; break; #endif default: md.damage = 1; } }else if( target->type == BL_SKILL ){ TBL_SKILL *su = (TBL_SKILL*)target; if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) md.damage = 1; } if(!(nk&NK_NO_ELEFIX)) md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv); md.damage=battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv); if( map_flag_gvg2(target->m) ) md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag); else if( map[target->m].flag.battleground ) md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_id,skill_lv,md.flag); switch( skill_id ) { case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: if( md.damage == 1 ) break; case RA_CLUSTERBOMB: { struct Damage wd; 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, (int)md.damage,LOG_TYPE_STEAL,NULL); } break; } /* Skill damage adjustment */ #ifdef ADJUST_SKILL_DAMAGE if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0) md.damage += (int64)md.damage * skill_damage / 100; #endif if(tstatus->mode&MD_IGNOREMISC && md.flag&(BF_MISC) ) //misc @TODO optimize me md.damage = md.damage2 = 1; //battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta] return md; } /*========================================== * Battle main entry, from skill_attack *------------------------------------------ * Credits: * Original coder unknown * Initial refactoring by Baalberith * Refined and optimized by helvetica */ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int count) { struct Damage d; switch(attack_type) { case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,count); break; case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,count); break; case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,count); break; default: ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); 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; } else // Some skills like Weaponry Research will cause damage even if attack is dodged d.dmg_lv = ATK_DEF; 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* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){ struct map_session_data* sd; int64 rdamage = 0, damage = *dmg; int max_damage = status_get_max_hp(bl); struct status_change* sc; sd = BL_CAST(BL_PC, bl); sc = status_get_sc(bl); if (flag & BF_SHORT) {//Bounces back part of the damage. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; if(rdamage < 1) rdamage = 1; } else if( status_reflect && sc && sc->count ) { if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) { if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){ max_damage = (int64)max_damage * status_get_lv(bl) / 100; rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100; if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1) status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER); } } else { if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) { rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100; if (rdamage < 1) rdamage = 1; } if(sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !(src->type == BL_MOB && is_boss(src)) ) { uint8 dir = map_calc_dir(bl,src->x,src->y), t_dir = unit_getdir(bl); if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) { int64 rd1 = 0; rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplifly damage. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6); status_change_end(bl,SC_DEATHBOUND,INVALID_TIMER); rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech] } } if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !(src->type == BL_MOB && is_boss(src)) ){ rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100; if (rdamage < 1) rdamage = 1; } } } } else { if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) { rdamage += damage * sd->bonus.long_weapon_damage_return / 100; if (rdamage < 1) rdamage = 1; } } if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability rdamage = 0; return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX); } /*=========================================== * Perform battle drain effects (HP/SP loss) *-------------------------------------------*/ void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss) { struct weapon_data *wd; int64 *damage; int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i; for (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; //First and Third iterations: race, other two boss/nonboss state if (i == 0 || i == 2) type = race; else type = boss?RC_BOSS:RC_NONBOSS; hp = wd->hp_drain[type].value; if (wd->hp_drain[type].rate) hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per); sp = wd->sp_drain[type].value; if (wd->sp_drain[type].rate) sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per); if (hp) { if (wd->hp_drain[type].type) rhp += hp; thp += hp; } if (sp) { if (wd->sp_drain[type].type) rsp += sp; tsp += sp; } } if (sd->bonus.sp_vanish_rate && rnd()%1000 < sd->bonus.sp_vanish_rate) status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->bonus.sp_vanish_per, false); if (sd->bonus.hp_vanish_rate && rnd()%1000 < sd->bonus.hp_vanish_rate && tbl->type == BL_PC && (map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg)) status_percent_damage(&sd->bl, tbl, (unsigned char)sd->bonus.hp_vanish_per, 0, false); if( sd->sp_gain_race_attack[race] ) tsp += sd->sp_gain_race_attack[race]; if( sd->hp_gain_race_attack[race] ) thp += sd->hp_gain_race_attack[race]; 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 */ int battle_damage_area( struct block_list *bl, va_list ap) { unsigned int tick; int64 damage; int amotion, dmotion; struct block_list *src; nullpo_ret(bl); tick=va_arg(ap, unsigned int); src=va_arg(ap,struct block_list *); amotion=va_arg(ap,int); dmotion=va_arg(ap,int); damage=va_arg(ap,int); if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == 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), is_boss(bl)); if( amotion ) battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true); else status_fix_damage(src,bl,damage,0); clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0); skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); map_freeblock_unlock(); } return 0; } /*========================================== * Do a basic physical attack (call trough unit_attack_timer) *------------------------------------------*/ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) { struct map_session_data *sd = NULL, *tsd = NULL; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; int64 damage; int skillv; struct Damage wd; nullpo_retr(ATK_NONE, src); nullpo_retr(ATK_NONE, target); if (src->prev == NULL || target->prev == NULL) return ATK_NONE; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); sstatus = status_get_status_data(src); tstatus = status_get_status_data(target); sc = status_get_sc(src); tsc = status_get_sc(target); if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex] sc = NULL; if (tsc && !tsc->count) tsc = NULL; 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) { int index = sd->equip_index[EQI_AMMO]; if (index<0) { clif_arrow_fail(sd,0); 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]->look != A_ARROW) { clif_arrow_fail(sd,0); return ATK_NONE; } break; case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: if (sd->inventory_data[index]->look != A_BULLET) { clif_arrow_fail(sd,0); return ATK_NONE; } break; case W_GRENADE: if (sd->inventory_data[index]->look != A_GRENADE) { clif_arrow_fail(sd,0); return ATK_NONE; } break; } } } if (sc && sc->count) { if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2)) status_change_end(src, SC_CLOAKING, INVALID_TIMER); else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2)) status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); } if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) { uint8 dir = map_calc_dir(target,src->x,src->y); int t_dir = unit_getdir(target); int dist = distance_bl(src, target); if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) { uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1; clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER); skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0); return ATK_BLOCK; } } if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) ) { uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1; int duration = skill_get_time2(MO_BLADESTOP,skill_lv); status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER); 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, 0, 0); //Display MISS. clif_bladestop(target, src->id, 1); 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) { int triple_rate= 30 - skillv; //Base Rate if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) { triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } if (rnd()%100 < triple_rate) { if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) ) return ATK_DEF; return ATK_MISS; } } if (sc) { if (sc->data[SC_SACRIFICE]) { uint16 skill_lv = sc->data[SC_SACRIFICE]->val1; damage_lv ret_val; if( --sc->data[SC_SACRIFICE]->val2 <= 0 ) status_change_end(src, SC_SACRIFICE, INVALID_TIMER); /** * We need to calculate the DMG before the hp reduction, because it can kill the source. * For futher 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->data[SC_MAGICALATTACK]) { if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) ) return ATK_DEF; return ATK_MISS; } if( sc->data[SC_GT_ENERGYGAIN] ) { if( sd && rnd()%100 < 10 + 5 * sc->data[SC_GT_ENERGYGAIN]->val1) pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, sc->data[SC_GT_ENERGYGAIN]->val1), sc->data[SC_GT_ENERGYGAIN]->val1); } if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) { if( tsd && rnd()%100 < 10 + 5 * tsc->data[SC_GT_ENERGYGAIN]->val1) pc_addspiritball(tsd, skill_get_time(MO_CALLSPIRITS, tsc->data[SC_GT_ENERGYGAIN]->val1), tsc->data[SC_GT_ENERGYGAIN]->val1); } if( sc && sc->data[SC_CRUSHSTRIKE] ){ uint16 skill_lv = sc->data[SC_CRUSHSTRIKE]->val1; status_change_end(src, SC_CRUSHSTRIKE, INVALID_TIMER); if( skill_attack(BF_WEAPON,src,src,target,RK_CRUSHSTRIKE,skill_lv,tick,0) ) return ATK_DEF; return ATK_MISS; } if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20) clif_skill_nodamage(target, target, SM_ENDURE, 5, sc_start(src, target, SC_ENDURE, 100, 5, skill_get_time(SM_ENDURE, 5))); } if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp) tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag); if( sc && sc->count ) { if (sc->data[SC_EXEEDBREAK]) { ATK_RATER(wd.damage, sc->data[SC_EXEEDBREAK]->val1) status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER); } if( sc->data[SC_SPELLFIST] ) { if( --(sc->data[SC_SPELLFIST]->val1) >= 0 ){ struct Damage ad = battle_calc_attack(BF_MAGIC,src,target,sc->data[SC_SPELLFIST]->val3,sc->data[SC_SPELLFIST]->val4,flag|BF_SHORT); wd.damage = ad.damage; }else status_change_end(src,SC_SPELLFIST,INVALID_TIMER); } if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 ) wd.damage *= 3; // Triple Damage if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){ pc_delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME); sc->data[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->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 ) { // Activates it only from melee damage uint16 skill_id; if( rnd()%2 == 1 ) skill_id = AB_DUPLELIGHT_MELEE; else skill_id = AB_DUPLELIGHT_MAGIC; skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL); } } wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); 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->group && su->group->skill_id == HT_BLASTMINE) skill_blown(src, target, 3, -1, 0); } map_freeblock_lock(); battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true); if( tsc ) { if( tsc->data[SC_DEVOTION] ) { struct status_change_entry *sce = tsc->data[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) ) { clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0); status_fix_damage(NULL, d_bl, damage, 0); } else status_change_end(target, SC_DEVOTION, INVALID_TIMER); } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) { struct 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->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6); skill_attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag); } } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) { struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1); if( e_bl && !status_isdead(e_bl) ) { clif_damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2); status_damage(target,e_bl,damage,0,0,0); // Just show damage in target. clif_damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 ); map_freeblock_unlock(); return ATK_NONE; } } } if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) { int sp = 0; uint16 skill_id = sc->data[SC_AUTOSPELL]->val2; uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3; int i = rnd()%100; if (sc->data[SC_SPIRIT] && sc->data[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)) { 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 (sd) { if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id != 0 && sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].flag == SKILL_FLAG_PLAGIARIZED ) { int r_skill = sd->status.skill[sc->data[SC__AUTOSHADOWSPELL]->val1].id, r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2; if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) { int type; if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill_get_unit_flag(r_skill)&UF_NOREITERATION ) type = -1; if( BL_PC&battle_config.skill_nofootset && skill_get_unit_flag(r_skill)&UF_NOFOOTSET ) type = -1; if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(sd->ud.skillunit[v]->skill_id == r_skill) maxcount--; } if( maxcount == 0 ) type = -1; } if( type != CAST_GROUND ){ clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return wd.dmg_lv; } } 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 = tick + skill_delayfix(src, r_skill, r_lv); clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1); } } 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, is_boss(target)); else battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target)); } } if (tsc) { if (damage > 0 && tsc->data[SC_POISONREACT] && (rnd()%100 < tsc->data[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->data[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, INVALID_TIMER); } } map_freeblock_unlock(); return wd.dmg_lv; } /*========================= * Check for undead status *------------------------- * Credits: * Original coder Skoltex * Refactored by Baalberith */ int battle_check_undead(int race,int 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; } /*========================================== * Checks the state between two targets * (enemy, friend, party, guild, etc) *------------------------------------------ * Usage: * See battle.h 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 Skoltex */ int battle_check_target( struct block_list *src, struct block_list *target,int flag) { int16 m; //map int state = 0; //Initial state none int 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; nullpo_ret(src); nullpo_ret(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)) == NULL ) t_bl = target; if( (s_bl = battle_get_master(src)) == NULL ) s_bl = src; 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; } } switch( target->type ) { // Checks on actual target case BL_PC: { struct 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 && sc->count ) { if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id ) return -1; } } break; case BL_MOB: { struct mob_data *md = ((TBL_MOB*)target); if(((md->special_state.ai == AI_SPHERE || //Marine Spheres (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzoe (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; if( !su->group ) return 0; if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps... switch( battle_getcurrentskill(src) ) { case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps case RK_DRAGONBREATH_WATER: if( !map[m].flag.pvp && !map[m].flag.gvg ) break; case 0://you can hit them without skills case MA_REMOVETRAP: case HT_REMOVETRAP: case AC_SHOWER: case MA_SHOWER: case WZ_SIGHTRASHER: case WZ_SIGHTBLASTER: case SM_MAGNUM: case MS_MAGNUM: case RA_DETONATOR: case RA_SENSITIVEKEEN: case GN_CRAZYWEED_ATK: case RK_STORMBLAST: case SR_RAMPAGEBLASTER: case NC_COLDSLOWER: case NC_SELFDESTRUCTION: case RL_FIRE_RAIN: #ifdef RENEWAL case KN_BOWLINGBASH: case KN_SPEARSTAB: case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: case MO_FINGEROFFENSIVE: case MO_INVESTIGATE: case MO_TRIPLEATTACK: case MO_EXTREMITYFIST: case CR_HOLYCROSS: case ASC_METEORASSAULT: case RG_RAID: case MC_CARTREVOLUTION: #endif state |= BCT_ENEMY; strip_enemy = 0; break; default: if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){ state |= BCT_ENEMY; strip_enemy = 0; }else return 0; } } else if (su->group->skill_id==WZ_ICEWALL || su->group->skill_id == GN_WALLOFTHORN) { state |= BCT_ENEMY; strip_enemy = 0; } else //Excepting traps and icewall, you should not be able to target skills. return 0; } break; //Valid targets with no special checks here. case BL_MER: case BL_HOM: case BL_ELEM: 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: { struct map_session_data *sd; if( t_bl == s_bl ) break; sd = BL_CAST(BL_PC, t_bl); if( sd->state.monster_ignore && flag&BCT_ENEMY ) return 0; // Global inminuty 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( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id ) 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 && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY) return 0; //pet may not attack Guardians/Emperium break; case BL_SKILL: { struct skill_unit *su = (struct skill_unit *)src; if (!su->group) return 0; if (su->group->src_id == target->id) { int inf2 = skill_get_inf2(su->group->skill_id); if (inf2&INF2_NO_TARGET_SELF) return -1; if (inf2&INF2_TARGET_SELF) return 1; } } break; case BL_MER: if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == 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: { struct 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 && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) ) { 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( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->class_ == MOBID_EMPERIUM ) 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( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id ) 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 && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) || ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) ) state |= BCT_PARTY; //Normal mobs with no ai 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 if( target->type&BL_CHAR ) 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( map_flag_vs(m) ) { //Check rivalry settings. int sbg_id = 0, tbg_id = 0; if( map[m].flag.battleground ) { sbg_id = bg_team_get_id(s_bl); tbg_id = bg_team_get_id(t_bl); } if( flag&(BCT_PARTY|BCT_ENEMY) ) { int s_party = status_get_party_id(s_bl); if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) ) state |= BCT_PARTY; else state |= BCT_ENEMY; } if( flag&(BCT_GUILD|BCT_ENEMY) ) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) ) state |= BCT_GUILD; else state |= BCT_ENEMY; } if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id ) state &= ~BCT_ENEMY; if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && 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 || (int)sd->status.base_level < battle_config.pk_min_level || (int)sd2->status.base_level < battle_config.pk_min_level || (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)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 ) { int 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 ) { int s_guild = status_get_guild_id(s_bl); int t_guild = status_get_guild_id(t_bl); if(s_guild && t_guild && (s_guild == t_guild || 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, int range) { int 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] int dx = src->x - bl->x, dy = src->y - bl->y; if( !check_distance(dx, dy, 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(NULL,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; int* val; int defval; int min; int 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_PC|BL_HOM, 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, }, { "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_PC, 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, }, { "traps_setting", &battle_config.traps_setting, 0, 0, 1, }, { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, }, { "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, }, { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, }, { "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, }, { "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, 2, 0, 3, }, { "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_equip_min_friendly", &battle_config.pet_equip_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, }, { "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, 0, 0, 7, }, { "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, }, { "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, 50, 101 }, { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, }, { "max_aspd", &battle_config.max_aspd, 190, 100, 199, }, { "max_third_aspd", &battle_config.max_third_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", &battle_config.max_hp, 32500, 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, 10000, }, { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, }, { "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, 0, 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, }, { "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, }, { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, }, { "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, }, { "cell_stack_limit", &battle_config.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, 1, 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, 1, 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, 1, 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, 1, 10000, }, { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, }, { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 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, 1, 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, 1, 10000, }, { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, }, { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 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_equip", &battle_config.item_rate_equip, 100, 0, 1000000, }, { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 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_heal", &battle_config.item_rate_heal, 100, 0, 1000000, }, { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 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_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, }, { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, }, { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, }, { "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_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, }, { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, }, { "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, }, { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, }, { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,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, }, { "motd_type", &battle_config.motd_type, 0, 0, 1, }, { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, }, { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, }, { "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, }, { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, }, { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, }, { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, }, { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, }, { "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_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, }, { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, }, { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 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, 10000, }, { "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, }, { "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, 0, 0, INT_MAX, }, { "boss_active_time", &battle_config.boss_active_time, 0, 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, 1, 0, 1, }, { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, }, { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 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, }, { "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, }, // 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, 120, 10, 10000, }, { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, 10000, }, { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, }, { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 300 }, { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 }, { "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, 1, }, { "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, }, { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, }, { "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.banking", &battle_config.feature_banking, 1, 0, 1, }, #ifdef VIP_ENABLE { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, }, #else { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, }, #endif { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, }, { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, }, { "vip_exp_penalty_base_normal", &battle_config.vip_exp_penalty_base_normal, 0, 0, INT_MAX, }, { "vip_exp_penalty_job_normal", &battle_config.vip_exp_penalty_job_normal, 0, 0, INT_MAX, }, { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, }, { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, }, { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, }, { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, }, { "vip_gemstone", &battle_config.vip_gemstone, 0, 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, }, { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, }, { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, }, { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, }, { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, }, }; #ifndef STATS_OPT_OUT /** * rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report. **/ void rAthena_report(char* date, char *time_c) { int i, rev = 0, bd_size = ARRAYLENGTH(battle_data); unsigned int config = 0; const char* rev_str; char timestring[25]; time_t curtime; char* buf; enum config_table { C_CIRCULAR_AREA = 0x0001, C_CELLNOSTACK = 0x0002, C_BETA_THREAD_TEST = 0x0004, C_SCRIPT_CALLFUNC_CHECK = 0x0008, C_OFFICIAL_WALKPATH = 0x0010, C_RENEWAL = 0x0020, C_RENEWAL_CAST = 0x0040, C_RENEWAL_DROP = 0x0080, C_RENEWAL_EXP = 0x0100, C_RENEWAL_LVDMG = 0x0200, C_RENEWAL_ASPD = 0x0400, C_SECURE_NPCTIMEOUT = 0x0800, C_SQL_DBS = 0x1000, C_SQL_LOGS = 0x2000, }; if( (rev_str = get_svn_revision()) != 0 ) rev = atoi(rev_str); /* we get the current time */ time(&curtime); strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime)); // Various compile-time options #ifdef CIRCULAR_AREA config |= C_CIRCULAR_AREA; #endif #ifdef CELL_NOSTACK config |= C_CELLNOSTACK; #endif #ifdef BETA_THREAD_TEST config |= C_BETA_THREAD_TEST; #endif #ifdef SCRIPT_CALLFUNC_CHECK config |= C_SCRIPT_CALLFUNC_CHECK; #endif #ifdef OFFICIAL_WALKPATH config |= C_OFFICIAL_WALKPATH; #endif #ifdef RENEWAL config |= C_RENEWAL; #endif #ifdef RENEWAL_CAST config |= C_RENEWAL_CAST; #endif #ifdef RENEWAL_DROP config |= C_RENEWAL_DROP; #endif #ifdef RENEWAL_EXP config |= C_RENEWAL_EXP; #endif #ifdef RENEWAL_LVDMG config |= C_RENEWAL_LVDMG; #endif #ifdef RENEWAL_ASPD config |= C_RENEWAL_ASPD; #endif #ifdef SECURE_NPCTIMEOUT config |= C_SECURE_NPCTIMEOUT; #endif /* non-define part */ if( db_use_sqldbs ) config |= C_SQL_DBS; if( log_config.sql_logs ) config |= C_SQL_LOGS; #define BFLAG_LENGTH 35 CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 ); /* build packet */ WBUFW(buf,0) = 0x3000; WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ); WBUFW(buf,4) = 0x9c; safestrncpy((char*)WBUFP(buf,6), date, 12); safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9); safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24); WBUFL(buf,6 + 12 + 9 + 24) = rev; WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers(); WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config; WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size; for( i = 0; i < bd_size; i++ ) { safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35); WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val; } chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) ); aFree(buf); #undef BFLAG_LENGTH } static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) { if( chrif_isconnected() ) {/* char server relays it, so it must be online. */ rAthena_report(__DATE__,__TIME__); } return 0; } #endif /*========================== * Set battle settings *--------------------------*/ int battle_set_value(const char* w1, const char* w2) { int val = config_switch(w2); int 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 *---------------------------*/ int battle_get_value(const char* w1) { int 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() { int 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() { battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; battle_config.max_aspd = 2000 - battle_config.max_aspd*10; battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd*10; 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 < 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 < 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 #ifndef CELL_NOSTACK if (battle_config.cell_stack_limit != 1) ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); #endif } /*===================================== * Read battle.conf settings from file *-------------------------------------*/ int battle_config_read(const char* cfgName) { FILE* fp; static int count = 0; if (count == 0) battle_set_defaults(); count++; fp = fopen(cfgName,"r"); if (fp == NULL) 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 (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.c::delay_damage_ers",ERS_OPT_CLEAR); add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); #ifndef STATS_OPT_OUT add_timer_func_list(rAthena_report_timer, "rAthena_report_timer"); add_timer_interval(gettick()+30000, rAthena_report_timer, 0, 0, 60000 * 30); #endif } /*================== * end battle timer *------------------*/ void do_final_battle(void) { ers_destroy(delay_damage_ers); }