battle.cpp 358 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. /**
  36. * Returns the current/list skill used by the bl
  37. * @param bl
  38. * @return skill_id
  39. */
  40. uint16 battle_getcurrentskill(struct block_list *bl)
  41. {
  42. struct unit_data *ud;
  43. if( bl->type == BL_SKILL ) {
  44. struct skill_unit *su = (struct skill_unit*)bl;
  45. return (su && su->group?su->group->skill_id:0);
  46. }
  47. ud = unit_bl2ud(bl);
  48. return (ud?ud->skill_id:0);
  49. }
  50. /**
  51. * Get random targeting enemy
  52. * @param bl
  53. * @param ap
  54. * @return Found target (1) or not found (0)
  55. */
  56. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  57. {
  58. struct block_list **bl_list;
  59. struct unit_data *ud;
  60. int target_id;
  61. int *c;
  62. bl_list = va_arg(ap, struct block_list **);
  63. c = va_arg(ap, int *);
  64. target_id = va_arg(ap, int);
  65. if (bl->id == target_id)
  66. return 0;
  67. if (*c >= 24)
  68. return 0;
  69. if ( !(ud = unit_bl2ud(bl)) )
  70. return 0;
  71. if (ud->target == target_id || ud->skilltarget == target_id) {
  72. bl_list[(*c)++] = bl;
  73. return 1;
  74. }
  75. return 0;
  76. }
  77. /**
  78. * Returns list of targets
  79. * @param target
  80. * @return Target list
  81. */
  82. struct block_list* battle_gettargeted(struct block_list *target)
  83. {
  84. struct block_list *bl_list[24];
  85. int c = 0;
  86. nullpo_retr(NULL, target);
  87. memset(bl_list, 0, sizeof(bl_list));
  88. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  89. if ( c == 0 )
  90. return NULL;
  91. if( c > 24 )
  92. c = 24;
  93. return bl_list[rnd()%c];
  94. }
  95. /**
  96. * Returns the ID of the current targeted character of the passed bl
  97. * @param bl
  98. * @return Target Unit ID
  99. * @author [Skotlex]
  100. */
  101. int battle_gettarget(struct block_list* bl)
  102. {
  103. switch (bl->type) {
  104. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  105. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  106. case BL_PET: return ((struct pet_data*)bl)->target_id;
  107. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  108. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  109. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  110. }
  111. return 0;
  112. }
  113. /**
  114. * Get random enemy
  115. * @param bl
  116. * @param ap
  117. * @return Found target (1) or not found (0)
  118. */
  119. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  120. {
  121. struct block_list **bl_list;
  122. struct block_list *target;
  123. int *c;
  124. bl_list = va_arg(ap, struct block_list **);
  125. c = va_arg(ap, int *);
  126. target = va_arg(ap, struct block_list *);
  127. if (bl->id == target->id)
  128. return 0;
  129. if (*c >= 24)
  130. return 0;
  131. if (status_isdead(bl))
  132. return 0;
  133. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  134. bl_list[(*c)++] = bl;
  135. return 1;
  136. }
  137. return 0;
  138. }
  139. /**
  140. * Returns list of enemies within given range
  141. * @param target
  142. * @param type
  143. * @param range
  144. * @return Target list
  145. * @author [Skotlex]
  146. */
  147. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  148. {
  149. struct block_list *bl_list[24];
  150. int c = 0;
  151. memset(bl_list, 0, sizeof(bl_list));
  152. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  153. if ( c == 0 )
  154. return NULL;
  155. if( c > 24 )
  156. c = 24;
  157. return bl_list[rnd()%c];
  158. }
  159. /**
  160. * Get random enemy within area
  161. * @param bl
  162. * @param ap
  163. * @return Found target (1) or not found (0)
  164. */
  165. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  166. {
  167. struct block_list **bl_list, *src;
  168. int *c, ignore_id;
  169. bl_list = va_arg(ap, struct block_list **);
  170. c = va_arg(ap, int *);
  171. src = va_arg(ap, struct block_list *);
  172. ignore_id = va_arg(ap, int);
  173. if( bl->id == src->id || bl->id == ignore_id )
  174. return 0; // Ignores Caster and a possible pre-target
  175. if( *c >= 23 )
  176. return 0;
  177. if( status_isdead(bl) )
  178. return 0;
  179. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  180. bl_list[(*c)++] = bl;
  181. return 1;
  182. }
  183. return 0;
  184. }
  185. /**
  186. * Returns list of enemies within an area
  187. * @param src
  188. * @param x
  189. * @param y
  190. * @param range
  191. * @param type
  192. * @param ignore_id
  193. * @return Target list
  194. */
  195. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  196. {
  197. struct block_list *bl_list[24];
  198. int c = 0;
  199. memset(bl_list, 0, sizeof(bl_list));
  200. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  201. if( c == 0 )
  202. return NULL;
  203. if( c >= 24 )
  204. c = 23;
  205. return bl_list[rnd()%c];
  206. }
  207. /*========================================== [Playtester]
  208. * Deals damage without delay, applies additional effects and triggers monster events
  209. * This function is called from battle_delay_damage or battle_delay_damage_sub
  210. * @param src: Source of damage
  211. * @param target: Target of damage
  212. * @param damage: Damage to be dealt
  213. * @param delay: Damage delay
  214. * @param skill_lv: Level of skill used
  215. * @param skill_id: ID o skill used
  216. * @param dmg_lv: State of the attack (miss, etc.)
  217. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  218. * @param additional_effects: Whether additional effect should be applied
  219. * @param isspdamage: If the damage is done to SP
  220. * @param tick: Current tick
  221. *------------------------------------------*/
  222. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  223. map_freeblock_lock();
  224. if (isspdamage)
  225. status_fix_spdamage(src, target, damage, delay, skill_id);
  226. else
  227. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  228. if (attack_type && !status_isdead(target) && additional_effects)
  229. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  230. if (dmg_lv > ATK_BLOCK && attack_type)
  231. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  232. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  233. if (target->type == BL_MOB) {
  234. struct mob_data* md = BL_CAST(BL_MOB, target);
  235. if (!status_isdead(target) && src != target) {
  236. if (damage > 0 )
  237. mobskill_event(md, src, tick, attack_type);
  238. if (skill_id)
  239. mobskill_event(md, src, tick, MSC_SKILLUSED|(skill_id<<16));
  240. }
  241. if (damage && (attack_type&BF_NORMAL)) // Monsters differentiate whether they have been attacked by a skill or a normal attack
  242. md->norm_attacked_id = md->attacked_id;
  243. }
  244. map_freeblock_unlock();
  245. }
  246. /// Damage Delayed Structure
  247. struct delay_damage {
  248. int src_id;
  249. int target_id;
  250. int64 damage;
  251. t_tick delay;
  252. unsigned short distance;
  253. uint16 skill_lv;
  254. uint16 skill_id;
  255. enum damage_lv dmg_lv;
  256. unsigned short attack_type;
  257. bool additional_effects;
  258. enum bl_type src_type;
  259. bool isspdamage;
  260. };
  261. TIMER_FUNC(battle_delay_damage_sub){
  262. struct delay_damage *dat = (struct delay_damage *)data;
  263. if ( dat ) {
  264. struct block_list* src = map_id2bl(dat->src_id);
  265. struct block_list* target = map_id2bl(dat->target_id);
  266. if (target && !status_isdead(target)) {
  267. if( src && target->m == src->m &&
  268. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  269. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  270. {
  271. //Deal damage
  272. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  273. } 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
  274. map_freeblock_lock();
  275. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  276. map_freeblock_unlock();
  277. }
  278. }
  279. struct map_session_data *sd = BL_CAST(BL_PC, src);
  280. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  281. sd->state.hold_recalc = false;
  282. status_calc_pc(sd, SCO_FORCE);
  283. }
  284. }
  285. ers_free(delay_damage_ers, dat);
  286. return 0;
  287. }
  288. int battle_delay_damage(t_tick 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, t_tick ddelay, bool additional_effects, bool isspdamage)
  289. {
  290. struct delay_damage *dat;
  291. struct status_change *sc;
  292. struct block_list *d_tbl = NULL;
  293. struct block_list *e_tbl = NULL;
  294. nullpo_ret(src);
  295. nullpo_ret(target);
  296. sc = status_get_sc(target);
  297. if (sc) {
  298. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  299. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  300. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  301. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  302. }
  303. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  304. damage > 0 && skill_id != CR_REFLECTSHIELD
  305. #ifndef RENEWAL
  306. && skill_id != PA_PRESSURE
  307. #endif
  308. ) {
  309. struct map_session_data* tsd = BL_CAST( BL_PC, target );
  310. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  311. pc_setstand( tsd, true );
  312. skill_sit( tsd, 0 );
  313. }
  314. damage = 0;
  315. }
  316. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  317. //Deal damage
  318. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  319. return 0;
  320. }
  321. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  322. dat->src_id = src->id;
  323. dat->target_id = target->id;
  324. dat->skill_id = skill_id;
  325. dat->skill_lv = skill_lv;
  326. dat->attack_type = attack_type;
  327. dat->damage = damage;
  328. dat->dmg_lv = dmg_lv;
  329. dat->delay = ddelay;
  330. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  331. dat->additional_effects = additional_effects;
  332. dat->src_type = src->type;
  333. dat->isspdamage = isspdamage;
  334. if (src->type != BL_PC && amotion > 1000)
  335. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  336. if( src->type == BL_PC )
  337. ((TBL_PC*)src)->delayed_damage++;
  338. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  339. return 0;
  340. }
  341. /**
  342. * Get attribute ratio
  343. * @param atk_elem Attack element enum e_element
  344. * @param def_type Defense element enum e_element
  345. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  346. */
  347. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  348. {
  349. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  350. return 100;
  351. return attr_fix_table[def_lv-1][atk_elem][def_type];
  352. }
  353. /**
  354. * Does attribute fix modifiers.
  355. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  356. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  357. * @param src
  358. * @param target
  359. * @param damage
  360. * @param atk_elem
  361. * @param def_type
  362. * @param def_lv
  363. * @param flag
  364. * @return damage
  365. */
  366. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  367. {
  368. struct status_change *sc = NULL, *tsc = NULL;
  369. int ratio;
  370. if (src) sc = status_get_sc(src);
  371. if (target) tsc = status_get_sc(target);
  372. if (!CHK_ELEMENT(atk_elem))
  373. atk_elem = rnd()%ELE_ALL;
  374. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  375. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  376. return damage;
  377. }
  378. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  379. if (sc && sc->count) { //increase dmg by src status
  380. switch(atk_elem){
  381. case ELE_FIRE:
  382. if (sc->data[SC_VOLCANO])
  383. #ifdef RENEWAL
  384. ratio += sc->data[SC_VOLCANO]->val3;
  385. #else
  386. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  387. #endif
  388. break;
  389. case ELE_WIND:
  390. if (sc->data[SC_VIOLENTGALE])
  391. #ifdef RENEWAL
  392. ratio += sc->data[SC_VIOLENTGALE]->val3;
  393. #else
  394. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  395. #endif
  396. break;
  397. case ELE_WATER:
  398. if (sc->data[SC_DELUGE])
  399. #ifdef RENEWAL
  400. ratio += sc->data[SC_DELUGE]->val3;
  401. #else
  402. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  403. #endif
  404. break;
  405. case ELE_GHOST:
  406. if (sc->data[SC_TELEKINESIS_INTENSE])
  407. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  408. break;
  409. }
  410. }
  411. if( target && target->type == BL_SKILL ) {
  412. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  413. struct skill_unit *su = (struct skill_unit*)target;
  414. struct skill_unit_group *sg;
  415. struct block_list *src2;
  416. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  417. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  418. return 0;
  419. if( sg->unit_id != UNT_FIREWALL ) {
  420. int x,y;
  421. x = sg->val3 >> 16;
  422. y = sg->val3 & 0xffff;
  423. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  424. sg->val3 = -1;
  425. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  426. }
  427. }
  428. }
  429. if (tsc && tsc->count) { //increase dmg by target status
  430. switch(atk_elem) {
  431. case ELE_FIRE:
  432. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  433. #ifdef RENEWAL
  434. ratio += 100;
  435. #else
  436. damage *= 2;
  437. #endif
  438. //Remove a unit group or end whole status change
  439. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  440. }
  441. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  442. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  443. if (tsc->data[SC_CRYSTALIZE])
  444. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  445. if (tsc->data[SC_EARTH_INSIGNIA])
  446. #ifdef RENEWAL
  447. ratio += 50;
  448. #else
  449. damage += (int64)(damage * 50 / 100);
  450. #endif
  451. break;
  452. case ELE_HOLY:
  453. if (tsc->data[SC_ORATIO])
  454. #ifdef RENEWAL
  455. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  456. #else
  457. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  458. #endif
  459. break;
  460. case ELE_POISON:
  461. if (tsc->data[SC_VENOMIMPRESS])
  462. #ifdef RENEWAL
  463. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  464. #else
  465. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  466. #endif
  467. if (tsc->data[SC_CLOUD_POISON]) {
  468. #ifdef RENEWAL
  469. ratio += 5 * tsc->data[SC_CLOUD_POISON]->val1;
  470. #else
  471. damage += (int64)(damage * 5 * tsc->data[SC_CLOUD_POISON]->val1 / 100);
  472. #endif
  473. }
  474. break;
  475. case ELE_WIND:
  476. if (tsc->data[SC_WATER_INSIGNIA])
  477. #ifdef RENEWAL
  478. ratio += 50;
  479. #else
  480. damage += (int64)(damage * 50 / 100);
  481. #endif
  482. if (tsc->data[SC_CRYSTALIZE]) {
  483. uint16 skill_id = battle_getcurrentskill(src);
  484. if (skill_get_type(skill_id)&BF_MAGIC)
  485. #ifdef RENEWAL
  486. ratio += 50;
  487. #else
  488. damage += (int64)(damage * 50 / 100);
  489. #endif
  490. }
  491. break;
  492. case ELE_WATER:
  493. if (tsc->data[SC_FIRE_INSIGNIA])
  494. #ifdef RENEWAL
  495. ratio += 50;
  496. #else
  497. damage += (int64)(damage * 50 / 100);
  498. #endif
  499. break;
  500. case ELE_EARTH:
  501. if (tsc->data[SC_WIND_INSIGNIA])
  502. #ifdef RENEWAL
  503. ratio += 50;
  504. #else
  505. damage += (int64)(damage * 50 / 100);
  506. #endif
  507. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  508. break;
  509. case ELE_NEUTRAL:
  510. if (tsc->data[SC_ANTI_M_BLAST])
  511. #ifdef RENEWAL
  512. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  513. #else
  514. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  515. #endif
  516. break;
  517. case ELE_DARK:
  518. if (tsc->data[SC_SOULCURSE]) {
  519. if (status_get_class_(target) == CLASS_BOSS)
  520. #ifdef RENEWAL
  521. ratio += 20;
  522. #else
  523. damage += (int64)(damage * 20 / 100);
  524. #endif
  525. else
  526. #ifdef RENEWAL
  527. ratio += 100;
  528. #else
  529. damage *= 2;
  530. #endif
  531. }
  532. break;
  533. }
  534. if (tsc->data[SC_MAGIC_POISON])
  535. #ifdef RENEWAL
  536. ratio += 50;
  537. #else
  538. damage += (int64)(damage * 50 / 100);
  539. #endif
  540. }
  541. if (battle_config.attr_recover == 0 && ratio < 0)
  542. ratio = 0;
  543. #ifdef RENEWAL
  544. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  545. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  546. #else
  547. damage = (int64)((damage*ratio)/100);
  548. #endif
  549. //Damage can be negative, see battle_config.attr_recover
  550. return damage;
  551. }
  552. /**
  553. * Calculates card bonuses damage adjustments.
  554. * @param attack_type @see enum e_battle_flag
  555. * @param src Attacker
  556. * @param target Target
  557. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  558. * @param rh_ele Right-hand weapon element
  559. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  560. * @param damage Original damage
  561. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  562. * 3: Calculates attacker bonuses in both hands.
  563. * 2: Calculates attacker bonuses in right-hand only.
  564. * 0 or 1: Only calculates target bonuses.
  565. * @param flag Misc value of skill & damage flags
  566. * @return damage Damage diff between original damage and after calculation
  567. */
  568. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  569. struct map_session_data *sd, ///< Attacker session data if BL_PC
  570. *tsd; ///< Target session data if BL_PC
  571. short cardfix = 1000;
  572. int s_class, ///< Attacker class
  573. t_class; ///< Target class
  574. std::vector<e_race2> s_race2, /// Attacker Race2
  575. t_race2; ///< Target Race2
  576. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  577. struct status_data *sstatus, ///< Attacker status data
  578. *tstatus; ///< Target status data
  579. int64 original_damage;
  580. if( !damage )
  581. return 0;
  582. original_damage = damage;
  583. sd = BL_CAST(BL_PC, src);
  584. tsd = BL_CAST(BL_PC, target);
  585. t_class = status_get_class(target);
  586. s_class = status_get_class(src);
  587. sstatus = status_get_status_data(src);
  588. tstatus = status_get_status_data(target);
  589. s_race2 = status_get_race2(src);
  590. t_race2 = status_get_race2(target);
  591. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  592. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  593. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  594. switch( attack_type ) {
  595. case BF_MAGIC:
  596. // Affected by attacker ATK bonuses
  597. if( sd && !nk[NK_IGNOREATKCARD] ) {
  598. int32 race2_val = 0;
  599. for (const auto &raceit : t_race2)
  600. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  601. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  602. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  603. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  604. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  605. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  606. }
  607. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  608. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  609. for (const auto &it : sd->add_mdmg) {
  610. if (it.id == t_class) {
  611. cardfix = cardfix * (100 + it.val) / 100;
  612. break;
  613. }
  614. }
  615. APPLY_CARDFIX(damage, cardfix);
  616. }
  617. // Affected by target DEF bonuses
  618. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  619. cardfix = 1000; // reset var for target
  620. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  621. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  622. for (const auto &it : tsd->subele2) {
  623. if (it.ele != rh_ele)
  624. continue;
  625. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  626. ((it.flag)&flag)&BF_RANGEMASK &&
  627. ((it.flag)&flag)&BF_SKILLMASK))
  628. continue;
  629. ele_fix += it.rate;
  630. }
  631. if (s_defele != ELE_NONE)
  632. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  633. cardfix = cardfix * (100 - ele_fix) / 100;
  634. }
  635. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  636. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  637. int32 race_fix = 0;
  638. for (const auto &raceit : s_race2)
  639. race_fix += tsd->indexed_bonus.subrace2[raceit];
  640. cardfix = cardfix * (100 - race_fix) / 100;
  641. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  642. for (const auto &it : tsd->subrace3) {
  643. if (it.race != sstatus->race)
  644. continue;
  645. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  646. ((it.flag)&flag)&BF_RANGEMASK &&
  647. ((it.flag)&flag)&BF_SKILLMASK))
  648. continue;
  649. race_fix += it.rate;
  650. }
  651. cardfix = cardfix * (100 - race_fix) / 100;
  652. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  653. for (const auto &it : tsd->add_mdef) {
  654. if (it.id == s_class) {
  655. cardfix = cardfix * (100 - it.val) / 100;
  656. break;
  657. }
  658. }
  659. #ifndef RENEWAL
  660. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  661. if( flag&BF_SHORT )
  662. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  663. else if (!nk[NK_IGNORELONGCARD])
  664. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  665. #endif
  666. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  667. if( tsd->sc.data[SC_MDEF_RATE] )
  668. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  669. APPLY_CARDFIX(damage, cardfix);
  670. }
  671. break;
  672. case BF_WEAPON:
  673. // Affected by attacker ATK bonuses
  674. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  675. short cardfix_ = 1000;
  676. if( sd->state.arrow_atk ) { // Ranged attack
  677. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  678. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  679. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  680. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  681. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  682. for (const auto &it : sd->right_weapon.addele2) {
  683. if (it.ele != tstatus->def_ele)
  684. continue;
  685. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  686. ((it.flag)&flag)&BF_RANGEMASK &&
  687. ((it.flag)&flag)&BF_SKILLMASK))
  688. continue;
  689. ele_fix += it.rate;
  690. }
  691. cardfix = cardfix * (100 + ele_fix) / 100;
  692. }
  693. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  694. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  695. int32 race_fix = 0;
  696. for (const auto &raceit : t_race2)
  697. race_fix += sd->right_weapon.addrace2[raceit];
  698. cardfix = cardfix * (100 + race_fix) / 100;
  699. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  700. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  701. } else { // Melee attack
  702. int skill = 0;
  703. // Calculates each right & left hand weapon bonuses separatedly
  704. if( !battle_config.left_cardfix_to_right ) {
  705. // Right-handed weapon
  706. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  707. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  708. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  709. for (const auto &it : sd->right_weapon.addele2) {
  710. if (it.ele != tstatus->def_ele)
  711. continue;
  712. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  713. ((it.flag)&flag)&BF_RANGEMASK &&
  714. ((it.flag)&flag)&BF_SKILLMASK))
  715. continue;
  716. ele_fix += it.rate;
  717. }
  718. cardfix = cardfix * (100 + ele_fix) / 100;
  719. }
  720. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  721. for (const auto &raceit : t_race2)
  722. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  723. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  724. if( left&1 ) { // Left-handed weapon
  725. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  726. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  727. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  728. for (const auto &it : sd->left_weapon.addele2) {
  729. if (it.ele != tstatus->def_ele)
  730. continue;
  731. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  732. ((it.flag)&flag)&BF_RANGEMASK &&
  733. ((it.flag)&flag)&BF_SKILLMASK))
  734. continue;
  735. ele_fix_lh += it.rate;
  736. }
  737. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  738. }
  739. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  740. for (const auto &raceit : t_race2)
  741. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  742. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  743. }
  744. }
  745. // Calculates right & left hand weapon as unity
  746. else {
  747. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  748. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  749. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  750. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  751. for (const auto &it : sd->right_weapon.addele2) {
  752. if (it.ele != tstatus->def_ele)
  753. continue;
  754. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  755. ((it.flag)&flag)&BF_RANGEMASK &&
  756. ((it.flag)&flag)&BF_SKILLMASK))
  757. continue;
  758. ele_fix += it.rate;
  759. }
  760. for (const auto &it : sd->left_weapon.addele2) {
  761. if (it.ele != tstatus->def_ele)
  762. continue;
  763. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  764. ((it.flag)&flag)&BF_RANGEMASK &&
  765. ((it.flag)&flag)&BF_SKILLMASK))
  766. continue;
  767. ele_fix += it.rate;
  768. }
  769. cardfix = cardfix * (100 + ele_fix) / 100;
  770. //}
  771. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  772. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  773. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  774. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  775. for (const auto &raceit : t_race2)
  776. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  777. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  778. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  779. }
  780. 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]
  781. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  782. }
  783. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  784. for (const auto &it : sd->right_weapon.add_dmg) {
  785. if (it.id == t_class) {
  786. cardfix = cardfix * (100 + it.val) / 100;
  787. break;
  788. }
  789. }
  790. if( left&1 ) {
  791. for (const auto &it : sd->left_weapon.add_dmg) {
  792. if (it.id == t_class) {
  793. cardfix_ = cardfix_ * (100 + it.val) / 100;
  794. break;
  795. }
  796. }
  797. }
  798. #ifndef RENEWAL
  799. if (flag & BF_SHORT)
  800. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  801. if( flag&BF_LONG )
  802. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  803. #endif
  804. if (left&1) {
  805. APPLY_CARDFIX(damage, cardfix_);
  806. } else {
  807. APPLY_CARDFIX(damage, cardfix);
  808. }
  809. }
  810. // Affected by target DEF bonuses
  811. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  812. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  813. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  814. for (const auto &it : tsd->subele2) {
  815. if (it.ele != rh_ele)
  816. continue;
  817. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  818. ((it.flag)&flag)&BF_RANGEMASK &&
  819. ((it.flag)&flag)&BF_SKILLMASK))
  820. continue;
  821. ele_fix += it.rate;
  822. }
  823. cardfix = cardfix * (100 - ele_fix) / 100;
  824. if( left&1 && lh_ele != rh_ele ) {
  825. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  826. for (const auto &it : tsd->subele2) {
  827. if (it.ele != lh_ele)
  828. continue;
  829. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  830. ((it.flag)&flag)&BF_RANGEMASK &&
  831. ((it.flag)&flag)&BF_SKILLMASK))
  832. continue;
  833. ele_fix_lh += it.rate;
  834. }
  835. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  836. }
  837. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  838. }
  839. int32 race_fix = 0;
  840. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  841. for (const auto &raceit : s_race2)
  842. race_fix += tsd->indexed_bonus.subrace2[raceit];
  843. cardfix = cardfix * (100 - race_fix) / 100;
  844. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  845. for (const auto &it : tsd->subrace3) {
  846. if (it.race != sstatus->race)
  847. continue;
  848. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  849. ((it.flag)&flag)&BF_RANGEMASK &&
  850. ((it.flag)&flag)&BF_SKILLMASK))
  851. continue;
  852. race_fix += it.rate;
  853. }
  854. cardfix = cardfix * (100 - race_fix) / 100;
  855. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  856. for (const auto &it : tsd->add_def) {
  857. if (it.id == s_class) {
  858. cardfix = cardfix * (100 - it.val) / 100;
  859. break;
  860. }
  861. }
  862. if( flag&BF_SHORT )
  863. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  864. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  865. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  866. if( tsd->sc.data[SC_DEF_RATE] )
  867. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  868. APPLY_CARDFIX(damage, cardfix);
  869. }
  870. break;
  871. case BF_MISC:
  872. // Affected by target DEF bonuses
  873. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  874. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  875. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  876. for (const auto &it : tsd->subele2) {
  877. if (it.ele != rh_ele)
  878. continue;
  879. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  880. ((it.flag)&flag)&BF_RANGEMASK &&
  881. ((it.flag)&flag)&BF_SKILLMASK))
  882. continue;
  883. ele_fix += it.rate;
  884. }
  885. if (s_defele != ELE_NONE)
  886. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  887. cardfix = cardfix * (100 - ele_fix) / 100;
  888. }
  889. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  890. for (const auto &it : tsd->subrace3) {
  891. if (it.race != sstatus->race)
  892. continue;
  893. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  894. ((it.flag)&flag)&BF_RANGEMASK &&
  895. ((it.flag)&flag)&BF_SKILLMASK))
  896. continue;
  897. race_fix += it.rate;
  898. }
  899. cardfix = cardfix * (100 - race_fix) / 100;
  900. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  901. race_fix = 0;
  902. for (const auto &raceit : s_race2)
  903. race_fix += tsd->indexed_bonus.subrace2[raceit];
  904. cardfix = cardfix * (100 - race_fix) / 100;
  905. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  906. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  907. if( flag&BF_SHORT )
  908. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  909. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  910. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  911. APPLY_CARDFIX(damage, cardfix);
  912. }
  913. break;
  914. }
  915. #undef APPLY_CARDFIX
  916. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  917. }
  918. /**
  919. * Absorb damage based on criteria
  920. * @param bl
  921. * @param d Damage
  922. **/
  923. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  924. int64 dmg_ori = 0, dmg_new = 0;
  925. nullpo_retv(bl);
  926. nullpo_retv(d);
  927. if (!d->damage && !d->damage2)
  928. return;
  929. switch (bl->type) {
  930. case BL_PC:
  931. {
  932. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  933. if (!sd)
  934. return;
  935. if (sd->bonus.absorb_dmg_maxhp) {
  936. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  937. dmg_ori = dmg_new = d->damage + d->damage2;
  938. if (dmg_ori > hp)
  939. dmg_new = dmg_ori - hp;
  940. }
  941. }
  942. break;
  943. }
  944. if (dmg_ori == dmg_new)
  945. return;
  946. if (!d->damage2)
  947. d->damage = dmg_new;
  948. else if (!d->damage)
  949. d->damage2 = dmg_new;
  950. else {
  951. d->damage = dmg_new;
  952. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  953. if (d->damage2 < 1)
  954. d->damage2 = 1;
  955. d->damage = d->damage - d->damage2;
  956. }
  957. }
  958. /**
  959. * Check for active statuses that block damage
  960. * @param src: Attacker
  961. * @param target: Target of attack
  962. * @param sc: Status Change data
  963. * @param d: Damage data
  964. * @param damage: Damage received as a reference
  965. * @param skill_id: Skill ID
  966. * @param skill_lv: Skill level
  967. * @return True: Damage inflicted, False: Missed
  968. **/
  969. bool battle_status_block_damage(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  970. if (!src || !target || !sc || !d)
  971. return true;
  972. status_change_entry *sce;
  973. int flag = d->flag;
  974. // SC Types that must be first because they may or may not block damage
  975. if ((sce = sc->data[SC_KYRIE]) && damage > 0) {
  976. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  977. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  978. if (sce->val2 >= 0)
  979. damage = 0;
  980. else
  981. damage = -sce->val2;
  982. }
  983. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  984. status_change_end(target, SC_KYRIE, INVALID_TIMER);
  985. }
  986. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  987. clif_specialeffect(target, EF_GUARD, AREA);
  988. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  989. if (sce->val3 >= 0)
  990. damage = 0;
  991. else
  992. damage = -sce->val3;
  993. if (sce->val3 <= 0)
  994. status_change_end(target, SC_P_ALTER, INVALID_TIMER);
  995. }
  996. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  997. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  998. if (sce->val2 >= 0)
  999. damage = 0;
  1000. else
  1001. damage = -sce->val2;
  1002. if (sce->val2 <= 0)
  1003. status_change_end(target, SC_TUNAPARTY, INVALID_TIMER);
  1004. }
  1005. if ((sce = sc->data[SC_DIMENSION1]) && damage > 0) {
  1006. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1007. if (sce->val2 <= 0)
  1008. status_change_end(target, SC_DIMENSION1, INVALID_TIMER);
  1009. return false;
  1010. }
  1011. if ((sce = sc->data[SC_DIMENSION2]) && damage > 0) {
  1012. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1013. if (sce->val2 <= 0)
  1014. status_change_end(target, SC_DIMENSION2, INVALID_TIMER);
  1015. return false;
  1016. }
  1017. if (damage == 0)
  1018. return false;
  1019. // ATK_BLOCK Type
  1020. if ((sce = sc->data[SC_SAFETYWALL]) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1021. skill_unit_group *group = skill_id2group(sce->val3);
  1022. if (group) {
  1023. d->dmg_lv = ATK_BLOCK;
  1024. switch (sce->val2) {
  1025. case MG_SAFETYWALL:
  1026. if (--group->val2 <= 0) {
  1027. skill_delunitgroup(group);
  1028. break;
  1029. }
  1030. #ifdef RENEWAL
  1031. if (group->val3 - damage > 0)
  1032. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1033. else
  1034. skill_delunitgroup(group);
  1035. #endif
  1036. break;
  1037. case MH_STEINWAND:
  1038. if (--group->val2 <= 0) {
  1039. skill_delunitgroup(group);
  1040. break;
  1041. }
  1042. if (group->val3 - damage > 0)
  1043. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1044. else
  1045. skill_delunitgroup(group);
  1046. break;
  1047. }
  1048. return false;
  1049. }
  1050. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  1051. }
  1052. if ((sc->data[SC_PNEUMA] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1053. #ifdef RENEWAL
  1054. (sc->data[SC_BASILICA_CELL]
  1055. #else
  1056. (sc->data[SC_BASILICA]
  1057. #endif
  1058. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1059. (sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1060. sc->data[SC__MANHOLE] ||
  1061. sc->data[SC_KINGS_GRACE] ||
  1062. sc->data[SC_GRAVITYCONTROL]
  1063. )
  1064. {
  1065. d->dmg_lv = ATK_BLOCK;
  1066. return false;
  1067. }
  1068. if (sc->data[SC_WHITEIMPRISON]) { // Gravitation and Pressure do damage without removing the effect
  1069. if (skill_id == MG_NAPALMBEAT ||
  1070. skill_id == MG_SOULSTRIKE ||
  1071. skill_id == WL_SOULEXPANSION ||
  1072. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1073. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1074. {
  1075. if (skill_id == WL_SOULEXPANSION)
  1076. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1077. status_change_end(target, SC_WHITEIMPRISON, INVALID_TIMER); // Those skills do damage and removes effect
  1078. } else {
  1079. d->dmg_lv = ATK_BLOCK;
  1080. return false;
  1081. }
  1082. }
  1083. if ((sce = sc->data[SC_WEAPONBLOCKING]) && flag&(BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1084. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1085. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1086. d->dmg_lv = ATK_BLOCK;
  1087. return false;
  1088. }
  1089. if ((sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0) {
  1090. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1091. d->dmg_lv = ATK_BLOCK;
  1092. if (sce->val3 <= 0) { // Shield Down
  1093. sce->val2--;
  1094. if (sce->val2 > 0) {
  1095. clif_millenniumshield(target, sce->val2);
  1096. sce->val3 = 1000; // Next shield
  1097. } else
  1098. status_change_end(target, SC_MILLENNIUMSHIELD, INVALID_TIMER); // All shields down
  1099. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1100. }
  1101. return false;
  1102. }
  1103. // ATK_MISS Type
  1104. if ((sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1105. status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1106. block_list *d_bl;
  1107. int delay;
  1108. // different delay depending on skill level [celest]
  1109. if (sce->val1 <= 5)
  1110. delay = 300;
  1111. else if (sce->val1 > 5 && sce->val1 <= 9)
  1112. delay = 200;
  1113. else
  1114. delay = 100;
  1115. map_session_data *sd = map_id2sd(target->id);
  1116. if (sd && pc_issit(sd))
  1117. pc_setstand(sd, true);
  1118. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1119. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1120. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1121. check_distance_bl(target, d_bl, sce_d->val3))
  1122. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1123. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1124. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1125. d->dmg_lv = ATK_MISS;
  1126. return false;
  1127. } else {
  1128. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1129. unit_set_walkdelay(target, gettick(), delay, 1);
  1130. if (sc->data[SC_SHRINK] && rnd() % 100 < 5 * sce->val1)
  1131. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1132. d->dmg_lv = ATK_MISS;
  1133. return false;
  1134. }
  1135. }
  1136. if (sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1137. #ifndef RENEWAL
  1138. || skill_id == CR_ACIDDEMONSTRATION
  1139. #endif
  1140. )) {
  1141. d->dmg_lv = ATK_MISS;
  1142. return false;
  1143. }
  1144. // ATK_DEF Type
  1145. if ((sce = sc->data[SC_LIGHTNINGWALK]) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1146. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1147. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1148. uint8 dir = map_calc_dir(target, src->x, src->y);
  1149. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1150. clif_blown(target);
  1151. unit_setdir(target, dir);
  1152. }
  1153. d->dmg_lv = ATK_DEF;
  1154. status_change_end(target, SC_LIGHTNINGWALK, INVALID_TIMER);
  1155. return false;
  1156. }
  1157. // Other
  1158. if ((sc->data[SC_HERMODE] && flag&BF_MAGIC) ||
  1159. (sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1160. (sc->data[SC_MEIKYOUSISUI] && rnd() % 100 < 40)) // custom value
  1161. return false;
  1162. if ((sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1163. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1164. if (skill_id == LK_PARRYING) {
  1165. unit_data *ud = unit_bl2ud(target);
  1166. if (ud != nullptr) // Delay the next attack
  1167. ud->attackabletime = gettick() + status_get_adelay(target);
  1168. }
  1169. return false;
  1170. }
  1171. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1172. map_session_data *sd = map_id2sd(target->id);
  1173. if (sd && pc_issit(sd))
  1174. pc_setstand(sd, true); //Stand it to dodge.
  1175. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1176. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1177. return false;
  1178. }
  1179. if ((sce = sc->data[SC_KAUPE]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1180. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1181. //Shouldn't end until Breaker's non-weapon part connects.
  1182. #ifndef RENEWAL
  1183. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1184. #endif
  1185. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1186. status_change_end(target, SC_KAUPE, INVALID_TIMER);
  1187. return false;
  1188. }
  1189. if (flag&BF_MAGIC && (sce = sc->data[SC_PRESTIGE]) && rnd() % 100 < sce->val2) {
  1190. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1191. return false;
  1192. }
  1193. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1194. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1195. if (!status_isdead(src))
  1196. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1197. if (sce) {
  1198. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1199. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1200. }
  1201. //Both need to be consumed if they are active.
  1202. if (sce && --sce->val2 <= 0)
  1203. status_change_end(target, SC_UTSUSEMI, INVALID_TIMER);
  1204. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --sce->val2 <= 0)
  1205. status_change_end(target, SC_BUNSINJYUTSU, INVALID_TIMER);
  1206. return false;
  1207. }
  1208. return true;
  1209. }
  1210. /**
  1211. * Check damage through status.
  1212. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1213. * After this we apply bg/gvg reduction
  1214. * @param src
  1215. * @param bl
  1216. * @param d
  1217. * @param damage
  1218. * @param skill_id
  1219. * @param skill_lv
  1220. * @return damage
  1221. */
  1222. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1223. {
  1224. struct map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1225. struct status_change *sc;
  1226. struct status_change_entry *sce;
  1227. int div_ = d->div_, flag = d->flag;
  1228. nullpo_ret(bl);
  1229. if( !damage )
  1230. return 0;
  1231. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1232. return 0;
  1233. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1234. && skill_get_casttype(skill_id) == CAST_GROUND )
  1235. return 0;
  1236. if (bl->type == BL_PC) {
  1237. sd=(struct map_session_data *)bl;
  1238. //Special no damage states
  1239. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1240. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1241. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1242. damage -= damage * sd->special_state.no_magic_damage / 100;
  1243. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1244. damage -= damage * sd->special_state.no_misc_damage / 100;
  1245. if(!damage)
  1246. return 0;
  1247. }
  1248. sc = status_get_sc(bl); //check target status
  1249. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1250. return 1;
  1251. if (sc && sc->data[SC_MAXPAIN])
  1252. return 0;
  1253. switch (skill_id) {
  1254. #ifndef RENEWAL
  1255. case PA_PRESSURE:
  1256. case HW_GRAVITATION:
  1257. #endif
  1258. case SP_SOULEXPLOSION:
  1259. return damage; //These skills bypass everything else.
  1260. }
  1261. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1262. // So can defense sphere's but what the heck is that??? [Rytech]
  1263. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->data[SC_SAFETYWALL] || sc->data[SC_MILLENNIUMSHIELD])))
  1264. return damage;
  1265. if( sc && sc->count ) {
  1266. if (!battle_status_block_damage(src, bl, sc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1267. return 0;
  1268. // Damage increasing effects
  1269. #ifdef RENEWAL // Flat +400% damage from melee
  1270. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1271. damage <<= 2;
  1272. #endif
  1273. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1274. if (src->type != BL_MER || !skill_id)
  1275. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1276. #ifndef RENEWAL
  1277. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1278. #endif
  1279. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1280. }
  1281. #ifdef RENEWAL
  1282. if( sc->data[SC_RAID] ) {
  1283. if (status_get_class_(bl) == CLASS_BOSS)
  1284. damage += damage * 15 / 100;
  1285. else
  1286. damage += damage * 30 / 100;
  1287. }
  1288. #endif
  1289. if( damage ) {
  1290. if( sc->data[SC_DEEPSLEEP] ) {
  1291. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1292. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1293. }
  1294. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1295. switch(tsd->status.weapon) {
  1296. case W_MACE:
  1297. case W_2HMACE:
  1298. case W_1HAXE:
  1299. case W_2HAXE:
  1300. damage += damage / 2;
  1301. break;
  1302. case W_MUSICAL:
  1303. case W_WHIP:
  1304. if(!tsd->state.arrow_atk)
  1305. break;
  1306. case W_BOW:
  1307. case W_REVOLVER:
  1308. case W_RIFLE:
  1309. case W_GATLING:
  1310. case W_SHOTGUN:
  1311. case W_GRENADE:
  1312. case W_DAGGER:
  1313. case W_1HSWORD:
  1314. case W_2HSWORD:
  1315. damage -= damage / 2;
  1316. break;
  1317. }
  1318. }
  1319. if( sc->data[SC_VOICEOFSIREN] )
  1320. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1321. }
  1322. if (sc->data[SC_SOUNDOFDESTRUCTION])
  1323. damage <<= 1;
  1324. if (sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1325. int bonus = sc->data[SC_DARKCROW]->val2;
  1326. if (status_get_class_(bl) == CLASS_BOSS)
  1327. bonus /= 2;
  1328. damage += damage * bonus / 100;
  1329. }
  1330. // Damage reductions
  1331. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1332. #ifndef RENEWAL
  1333. if( sc->data[SC_ASSUMPTIO] ) {
  1334. if( map_flag_vs(bl->m) )
  1335. damage = (int64)damage*2/3; //Receive 66% damage
  1336. else
  1337. damage >>= 1; //Receive 50% damage
  1338. }
  1339. #endif
  1340. if (sc->data[SC_DEFENDER] &&
  1341. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1342. #ifdef RENEWAL
  1343. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1344. #else
  1345. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1346. #endif
  1347. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1348. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1349. damage -= damage * 20 / 100;
  1350. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1351. if(flag&BF_SKILL) //25% reduction
  1352. damage -= damage * 25 / 100;
  1353. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1354. damage >>= 2; //75% reduction
  1355. }
  1356. if (sc->data[SC_SPORE_EXPLOSION] && (flag & BF_LONG) == BF_LONG)
  1357. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1358. if(sc->data[SC_ARMORCHANGE]) {
  1359. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1360. if(flag&BF_WEAPON)
  1361. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1362. else if(flag&BF_MAGIC)
  1363. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1364. }
  1365. if(sc->data[SC_SMOKEPOWDER]) {
  1366. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1367. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1368. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1369. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1370. }
  1371. if (sc->data[SC_WATER_BARRIER])
  1372. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1373. if (sc->data[SC_SU_STOOP])
  1374. damage -= damage * 90 / 100;
  1375. // Compressed code, fixed by map.hpp [Epoque]
  1376. if (src->type == BL_MOB) {
  1377. std::vector<e_race2> race2 = status_get_race2(src);
  1378. for (const auto &raceit : race2) {
  1379. switch (raceit) {
  1380. case RC2_MANUK:
  1381. if (sce = sc->data[SC_MANU_DEF])
  1382. damage -= damage * sce->val1 / 100;
  1383. break;
  1384. case RC2_SPLENDIDE:
  1385. if (sce = sc->data[SC_SPL_DEF])
  1386. damage -= damage * sce->val1 / 100;
  1387. break;
  1388. case RC2_OGH_ATK_DEF:
  1389. if (sc->data[SC_GLASTHEIM_DEF])
  1390. return 0;
  1391. break;
  1392. case RC2_OGH_HIDDEN:
  1393. if (sce = sc->data[SC_GLASTHEIM_HIDDEN])
  1394. damage -= damage * sce->val1 / 100;
  1395. break;
  1396. case RC2_BIO5_ACOLYTE_MERCHANT:
  1397. if (sce = sc->data[SC_LHZ_DUN_N1])
  1398. damage -= damage * sce->val2 / 100;
  1399. break;
  1400. case RC2_BIO5_MAGE_ARCHER:
  1401. if (sce = sc->data[SC_LHZ_DUN_N2])
  1402. damage -= damage * sce->val2 / 100;
  1403. break;
  1404. case RC2_BIO5_SWORDMAN_THIEF:
  1405. if (sce = sc->data[SC_LHZ_DUN_N3])
  1406. damage -= damage * sce->val2 / 100;
  1407. break;
  1408. case RC2_BIO5_MVP:
  1409. if (sce = sc->data[SC_LHZ_DUN_N4])
  1410. damage -= damage * sce->val2 / 100;
  1411. break;
  1412. }
  1413. }
  1414. }
  1415. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1416. sce->val3&flag && sce->val4&flag)
  1417. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1418. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1419. #ifdef RENEWAL
  1420. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1421. #else
  1422. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1423. #endif
  1424. ) )
  1425. {
  1426. struct status_data *status = status_get_status_data(bl);
  1427. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1428. per /=20; //Uses 20% SP intervals.
  1429. //SP Cost: 1% + 0.5% per every 20% SP
  1430. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1431. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1432. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1433. }
  1434. if(sc->data[SC_GRANITIC_ARMOR])
  1435. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1436. if(sc->data[SC_PAIN_KILLER]) {
  1437. damage -= sc->data[SC_PAIN_KILLER]->val2;
  1438. damage = i64max(damage, 1);
  1439. }
  1440. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1441. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1442. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1443. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1444. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1445. else if (flag&(BF_WEAPON|BF_SHORT))
  1446. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1447. }
  1448. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1449. if (flag&BF_WEAPON)
  1450. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1451. if (flag&BF_MAGIC)
  1452. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1453. }
  1454. #ifdef RENEWAL
  1455. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1456. if( sc->data[SC_STEELBODY] )
  1457. damage = damage > 10 ? damage / 10 : 1;
  1458. #endif
  1459. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1460. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1461. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1462. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1463. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1464. }
  1465. if (!damage)
  1466. return 0;
  1467. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1468. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1469. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1470. int spheres = 5;
  1471. if( sc->data[SC_RAISINGDRAGON] )
  1472. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1473. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1474. }
  1475. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1476. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1477. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1478. hom_addspiritball(hd, 10);
  1479. }
  1480. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1481. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1482. } //End of target SC_ check
  1483. //SC effects from caster side.
  1484. sc = status_get_sc(src);
  1485. if (sc && sc->count) {
  1486. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1487. damage += damage * 75 / 100;
  1488. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1489. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1490. if ((sce = sc->data[SC_BLOODSUCKER]) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1491. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1492. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1493. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1494. // [Epoque]
  1495. if (bl->type == BL_MOB) {
  1496. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1497. std::vector<e_race2> race2 = status_get_race2(bl);
  1498. for (const auto &raceit : race2) {
  1499. switch (raceit) {
  1500. case RC2_MANUK:
  1501. if (sce = sc->data[SC_MANU_ATK])
  1502. damage += damage * sce->val1 / 100;
  1503. break;
  1504. case RC2_SPLENDIDE:
  1505. if (sce = sc->data[SC_SPL_ATK])
  1506. damage += damage * sce->val1 / 100;
  1507. break;
  1508. case RC2_OGH_ATK_DEF:
  1509. if (sc->data[SC_GLASTHEIM_ATK])
  1510. damage <<= 1;
  1511. break;
  1512. case RC2_BIO5_SWORDMAN_THIEF:
  1513. if (sce = sc->data[SC_LHZ_DUN_N1])
  1514. damage += damage * sce->val1 / 100;
  1515. break;
  1516. case RC2_BIO5_ACOLYTE_MERCHANT:
  1517. if (sce = sc->data[SC_LHZ_DUN_N2])
  1518. damage += damage * sce->val1 / 100;
  1519. break;
  1520. case RC2_BIO5_MAGE_ARCHER:
  1521. if (sce = sc->data[SC_LHZ_DUN_N3])
  1522. damage += damage * sce->val1 / 100;
  1523. break;
  1524. case RC2_BIO5_MVP:
  1525. if (sce = sc->data[SC_LHZ_DUN_N4])
  1526. damage += damage * sce->val1 / 100;
  1527. break;
  1528. }
  1529. }
  1530. }
  1531. }
  1532. if (sc->data[SC_POISONINGWEAPON] && flag&BF_SHORT && (skill_id == 0 || skill_id == GC_VENOMPRESSURE) && damage > 0) {
  1533. damage += damage * 10 / 100;
  1534. if (rnd() % 100 < sc->data[SC_POISONINGWEAPON]->val3)
  1535. sc_start4(src, bl, (sc_type)sc->data[SC_POISONINGWEAPON]->val2, 100, sc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  1536. }
  1537. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1538. status_change_spread(src, bl, 0);
  1539. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1540. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1541. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1542. }
  1543. if (flag & BF_WEAPON && (sce = sc->data[SC_ADD_ATK_DAMAGE]))
  1544. damage += damage * sce->val1 / 100;
  1545. if (flag & BF_MAGIC && (sce = sc->data[SC_ADD_MATK_DAMAGE]))
  1546. damage += damage * sce->val1 / 100;
  1547. if (sc->data[SC_DANCEWITHWUG] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1548. damage += damage * sc->data[SC_DANCEWITHWUG]->val1 / 100;
  1549. if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC)
  1550. damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  1551. if (tsd && (sce = sc->data[SC_SOULREAPER])) {
  1552. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1553. clif_specialeffect(src, 1208, AREA);
  1554. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1555. }
  1556. }
  1557. } //End of caster SC_ check
  1558. //PK damage rates
  1559. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1560. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1561. if (flag&BF_WEAPON)
  1562. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1563. if (flag&BF_MAGIC)
  1564. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1565. if (flag&BF_MISC)
  1566. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1567. } else { //Normal attacks get reductions based on range.
  1568. if (flag & BF_SHORT)
  1569. damage = damage * battle_config.pk_short_damage_rate / 100;
  1570. if (flag & BF_LONG)
  1571. damage = damage * battle_config.pk_long_damage_rate / 100;
  1572. }
  1573. damage = i64max(damage,1);
  1574. }
  1575. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1576. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1577. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1578. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1579. )
  1580. damage = div_;
  1581. }
  1582. if (tsd && pc_ismadogear(tsd)) {
  1583. short element = skill_get_ele(skill_id, skill_lv);
  1584. if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
  1585. struct status_data *sstatus = NULL;
  1586. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1587. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1588. else if( (sstatus = status_get_status_data(src)) ) {
  1589. element = sstatus->rhw.ele;
  1590. }
  1591. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  1592. element = status_get_attack_sc_element(src,status_get_sc(src));
  1593. else if( element == ELE_RANDOM ) //Use random element
  1594. element = rnd()%ELE_ALL;
  1595. pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
  1596. }
  1597. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1598. mob_data *md = BL_CAST(BL_MOB, bl);
  1599. if (md && md->db->damagetaken != 100)
  1600. damage = i64max(damage * md->db->damagetaken / 100, 1);
  1601. }
  1602. return damage;
  1603. }
  1604. /**
  1605. * Determines whether battleground target can be hit
  1606. * @param src: Source of attack
  1607. * @param bl: Target of attack
  1608. * @param skill_id: Skill ID used
  1609. * @param flag: Special flags
  1610. * @return Can be hit (true) or can't be hit (false)
  1611. */
  1612. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1613. {
  1614. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1615. struct unit_data *ud = unit_bl2ud(bl);
  1616. if (ud && ud->immune_attack)
  1617. return false;
  1618. if (md && md->bg_id) {
  1619. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1620. return false;
  1621. if (src->type == BL_PC) {
  1622. struct map_session_data *sd = map_id2sd(src->id);
  1623. if (sd && sd->bg_id == md->bg_id)
  1624. return false;
  1625. }
  1626. }
  1627. return true;
  1628. }
  1629. /**
  1630. * Calculates BG related damage adjustments.
  1631. * @param src
  1632. * @param bl
  1633. * @param damage
  1634. * @param skill_id
  1635. * @param flag
  1636. * @return damage
  1637. * Credits:
  1638. * Original coder Skotlex
  1639. * Initial refactoring by Baalberith
  1640. * Refined and optimized by helvetica
  1641. */
  1642. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1643. {
  1644. if( !damage )
  1645. return 0;
  1646. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1647. return 0;
  1648. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1649. return damage; //skill that ignore bg map reduction
  1650. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1651. if( flag&BF_WEAPON )
  1652. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1653. if( flag&BF_MAGIC )
  1654. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1655. if( flag&BF_MISC )
  1656. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1657. } else { //Normal attacks get reductions based on range.
  1658. if( flag&BF_SHORT )
  1659. damage = damage * battle_config.bg_short_damage_rate / 100;
  1660. if( flag&BF_LONG )
  1661. damage = damage * battle_config.bg_long_damage_rate / 100;
  1662. }
  1663. damage = i64max(damage,1); //min 1 damage
  1664. return damage;
  1665. }
  1666. /**
  1667. * Determines whether target can be hit
  1668. * @param src
  1669. * @param bl
  1670. * @param skill_id
  1671. * @param flag
  1672. * @return Can be hit (true) or can't be hit (false)
  1673. */
  1674. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1675. {
  1676. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1677. struct unit_data *ud = unit_bl2ud(bl);
  1678. int class_ = status_get_class(bl);
  1679. if (ud && ud->immune_attack)
  1680. return false;
  1681. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1682. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1683. return false;
  1684. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1685. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1686. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1687. return false;
  1688. if (g != nullptr) {
  1689. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1690. return false; // [MouseJstr]
  1691. if (md->special_state.ai == AI_GUILD && g->guild_id == md->master_id)
  1692. return false;
  1693. }
  1694. }
  1695. }
  1696. return true;
  1697. }
  1698. /**
  1699. * Calculates GVG related damage adjustments.
  1700. * @param src
  1701. * @param bl
  1702. * @param damage
  1703. * @param skill_id
  1704. * @param flag
  1705. * @return damage
  1706. */
  1707. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1708. {
  1709. if (!damage) //No reductions to make.
  1710. return 0;
  1711. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1712. return 0;
  1713. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1714. return damage;
  1715. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1716. if (flag&BF_WEAPON)
  1717. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1718. if (flag&BF_MAGIC)
  1719. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1720. if (flag&BF_MISC)
  1721. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1722. } else { //Normal attacks get reductions based on range.
  1723. if (flag & BF_SHORT)
  1724. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1725. if (flag & BF_LONG)
  1726. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1727. }
  1728. damage = i64max(damage,1);
  1729. return damage;
  1730. }
  1731. /**
  1732. * HP/SP drain calculation
  1733. * @param damage Damage inflicted to the enemy
  1734. * @param rate Success chance 1000 = 100%
  1735. * @param per HP/SP drained
  1736. * @return diff
  1737. */
  1738. static int battle_calc_drain(int64 damage, int rate, int per)
  1739. {
  1740. int64 diff = 0;
  1741. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1742. diff = (damage * per) / 100;
  1743. if (diff == 0) {
  1744. if (per > 0)
  1745. diff = 1;
  1746. else
  1747. diff = -1;
  1748. }
  1749. }
  1750. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1751. }
  1752. /**
  1753. * Passive skill damage increases
  1754. * @param sd
  1755. * @param target
  1756. * @param dmg
  1757. * @param type
  1758. * @return damage
  1759. */
  1760. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1761. {
  1762. int64 damage;
  1763. struct status_data *status = status_get_status_data(target);
  1764. int weapon, skill;
  1765. #ifdef RENEWAL
  1766. damage = 0;
  1767. #else
  1768. damage = dmg;
  1769. #endif
  1770. nullpo_ret(sd);
  1771. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1772. target->type == BL_MOB && //This bonus doesn't work against players.
  1773. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1774. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1775. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1776. damage += (skill * 5);
  1777. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1778. damage += (skill * 10);
  1779. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1780. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1781. damage += (skill * 4);
  1782. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1783. damage += sd->status.str;
  1784. }
  1785. #ifdef RENEWAL
  1786. //Weapon Research bonus applies to all weapons
  1787. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1788. damage += (skill * 2);
  1789. #endif
  1790. // Kagerou/Oboro Spirit Charm bonus
  1791. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1792. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1793. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1794. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1795. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1796. damage += damage * 30 / 100;
  1797. }
  1798. if(type == 0)
  1799. weapon = sd->weapontype1;
  1800. else
  1801. weapon = sd->weapontype2;
  1802. switch(weapon) {
  1803. case W_1HSWORD:
  1804. #ifdef RENEWAL
  1805. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1806. damage += (skill * 3);
  1807. #endif
  1808. case W_DAGGER:
  1809. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1810. damage += (skill * 4);
  1811. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1812. damage += skill * 10;
  1813. break;
  1814. case W_2HSWORD:
  1815. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1816. damage += (skill * 4);
  1817. break;
  1818. case W_1HSPEAR:
  1819. case W_2HSPEAR:
  1820. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1821. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1822. damage += (skill * 4);
  1823. else
  1824. damage += (skill * 5);
  1825. // Increase damage by level of KN_SPEARMASTERY * 10
  1826. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1827. damage += (skill * 10);
  1828. }
  1829. break;
  1830. case W_1HAXE:
  1831. case W_2HAXE:
  1832. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1833. damage += (skill * 3);
  1834. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1835. damage += (skill * 5);
  1836. break;
  1837. case W_MACE:
  1838. case W_2HMACE:
  1839. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1840. damage += (skill * 3);
  1841. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1842. damage += (skill * 4);
  1843. break;
  1844. case W_FIST:
  1845. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1846. damage += (skill * 10);
  1847. // No break, fallthrough to Knuckles
  1848. case W_KNUCKLE:
  1849. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1850. damage += (skill * 3);
  1851. break;
  1852. case W_MUSICAL:
  1853. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1854. damage += (skill * 3);
  1855. break;
  1856. case W_WHIP:
  1857. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1858. damage += (skill * 3);
  1859. break;
  1860. case W_BOOK:
  1861. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1862. damage += (skill * 3);
  1863. break;
  1864. case W_KATAR:
  1865. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1866. damage += (skill * 3);
  1867. break;
  1868. }
  1869. return damage;
  1870. }
  1871. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1872. * @param sd Player
  1873. * @param damage Current damage
  1874. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1875. */
  1876. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1877. if (!sd)
  1878. return;
  1879. //rodatazone says that Overrefine bonuses are part of baseatk
  1880. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1881. if (lr_type == EQI_HAND_L) {
  1882. if (sd->left_weapon.overrefine)
  1883. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1884. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  1885. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  1886. }
  1887. else if (lr_type == EQI_HAND_R) {
  1888. if (sd->right_weapon.overrefine)
  1889. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1890. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  1891. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  1892. }
  1893. }
  1894. #ifdef RENEWAL
  1895. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1896. {
  1897. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1898. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1899. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1900. }
  1901. static int battle_calc_status_attack(struct status_data *status, short hand)
  1902. {
  1903. //left-hand penalty on sATK is always 50% [Baalberith]
  1904. if (hand == EQI_HAND_L)
  1905. return status->batk;
  1906. else
  1907. return 2 * status->batk;
  1908. }
  1909. /**
  1910. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1911. * @param src Block list of attacker
  1912. * @param tstatus Target's status data
  1913. * @param wa Weapon attack data
  1914. * @param sd Player
  1915. * @return Base weapon damage
  1916. */
  1917. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1918. {
  1919. struct status_data *status = status_get_status_data(src);
  1920. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1921. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1922. uint16 atkmax = atkmin;
  1923. int64 damage = atkmin;
  1924. bool weapon_perfection = false;
  1925. struct status_change *sc = status_get_sc(src);
  1926. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1927. short base_stat;
  1928. switch (sd->status.weapon) {
  1929. case W_BOW:
  1930. case W_MUSICAL:
  1931. case W_WHIP:
  1932. case W_REVOLVER:
  1933. case W_RIFLE:
  1934. case W_GATLING:
  1935. case W_SHOTGUN:
  1936. case W_GRENADE:
  1937. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  1938. base_stat = status->str;
  1939. else
  1940. base_stat = status->dex;
  1941. break;
  1942. default:
  1943. base_stat = status->str;
  1944. break;
  1945. }
  1946. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  1947. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  1948. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  1949. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  1950. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1951. damage = atkmax;
  1952. else
  1953. damage = rnd_value(atkmin, atkmax);
  1954. }
  1955. if (sc && sc->data[SC_WEAPONPERFECTION])
  1956. weapon_perfection = true;
  1957. battle_add_weapon_damage(sd, &damage, type);
  1958. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1959. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1960. }
  1961. #endif
  1962. /*==========================================
  1963. * Calculates the standard damage of a normal attack assuming it hits,
  1964. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1965. * This applies to pre-renewal and non-sd in renewal
  1966. *------------------------------------------
  1967. * Pass damage2 as NULL to not calc it.
  1968. * Flag values:
  1969. * &1 : Critical hit
  1970. * &2 : Arrow attack
  1971. * &4 : Skill is Magic Crasher
  1972. * &8 : Skip target size adjustment (Extremity Fist?)
  1973. * &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)
  1974. *
  1975. * Credits:
  1976. * Original coder Skotlex
  1977. * Initial refactoring by Baalberith
  1978. * Refined and optimized by helvetica
  1979. */
  1980. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1981. {
  1982. unsigned int atkmin = 0, atkmax = 0;
  1983. short type = 0;
  1984. int64 damage = 0;
  1985. struct map_session_data *sd = NULL;
  1986. nullpo_retr(damage, src);
  1987. sd = BL_CAST(BL_PC, src);
  1988. if (!sd) { //Mobs/Pets
  1989. if(flag&4) {
  1990. atkmin = status->matk_min;
  1991. atkmax = status->matk_max;
  1992. } else {
  1993. atkmin = wa->atk;
  1994. atkmax = wa->atk2;
  1995. }
  1996. if (atkmin > atkmax)
  1997. atkmin = atkmax;
  1998. } else { //PCs
  1999. atkmax = wa->atk;
  2000. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2001. if (!(flag&1) || (flag&2)) { //Normal attacks
  2002. atkmin = status->dex;
  2003. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  2004. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  2005. if (atkmin > atkmax)
  2006. atkmin = atkmax;
  2007. if(flag&2 && !(flag&16)) { //Bows
  2008. atkmin = atkmin*atkmax/100;
  2009. if (atkmin > atkmax)
  2010. atkmax = atkmin;
  2011. }
  2012. }
  2013. }
  2014. if (sc && sc->data[SC_MAXIMIZEPOWER])
  2015. atkmin = atkmax;
  2016. //Weapon Damage calculation
  2017. if (!(flag&1))
  2018. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2019. else
  2020. damage = atkmax;
  2021. if (sd) {
  2022. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2023. if (flag&2 && sd->bonus.arrow_atk)
  2024. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2025. // Size fix only for players
  2026. if (!(sd->special_state.no_sizefix || (flag&8)))
  2027. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2028. } else if (src->type == BL_ELEM) {
  2029. struct status_change *ele_sc = status_get_sc(src);
  2030. int ele_class = status_get_class(src);
  2031. if (ele_sc) {
  2032. switch (ele_class) {
  2033. case ELEMENTALID_AGNI_S:
  2034. case ELEMENTALID_AGNI_M:
  2035. case ELEMENTALID_AGNI_L:
  2036. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  2037. damage += damage * 20 / 100;
  2038. break;
  2039. case ELEMENTALID_AQUA_S:
  2040. case ELEMENTALID_AQUA_M:
  2041. case ELEMENTALID_AQUA_L:
  2042. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  2043. damage += damage * 20 / 100;
  2044. break;
  2045. case ELEMENTALID_VENTUS_S:
  2046. case ELEMENTALID_VENTUS_M:
  2047. case ELEMENTALID_VENTUS_L:
  2048. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  2049. damage += damage * 20 / 100;
  2050. break;
  2051. case ELEMENTALID_TERA_S:
  2052. case ELEMENTALID_TERA_M:
  2053. case ELEMENTALID_TERA_L:
  2054. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  2055. damage += damage * 20 / 100;
  2056. break;
  2057. }
  2058. }
  2059. }
  2060. //Finally, add baseatk
  2061. if(flag&4)
  2062. damage += status->matk_min;
  2063. else
  2064. damage += status->batk;
  2065. if (sd)
  2066. battle_add_weapon_damage(sd, &damage, type);
  2067. #ifdef RENEWAL
  2068. if (flag&1)
  2069. damage = (damage * 14) / 10;
  2070. #endif
  2071. return damage;
  2072. }
  2073. /*==========================================
  2074. * Consumes ammo for the given skill.
  2075. *------------------------------------------
  2076. * Credits:
  2077. * Original coder Skotlex
  2078. * Initial refactoring by Baalberith
  2079. * Refined and optimized by helvetica
  2080. */
  2081. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  2082. {
  2083. int qty = 1;
  2084. if (!battle_config.arrow_decrement)
  2085. return;
  2086. if (skill) {
  2087. qty = skill_get_ammo_qty(skill, lv);
  2088. if (!qty) qty = 1;
  2089. }
  2090. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2091. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2092. sd->state.arrow_atk = 0;
  2093. }
  2094. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2095. {
  2096. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2097. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2098. return BF_SHORT;
  2099. switch (skill_id) {
  2100. case AC_SHOWER:
  2101. case AM_DEMONSTRATION:
  2102. // When monsters use Arrow Shower or Bomb, it is always short range
  2103. if (src->type == BL_MOB)
  2104. return BF_SHORT;
  2105. break;
  2106. #ifdef RENEWAL
  2107. case KN_BRANDISHSPEAR:
  2108. // Renewal changes to ranged physical damage
  2109. return BF_LONG;
  2110. #endif
  2111. case NJ_KIRIKAGE:
  2112. // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2113. case GC_CROSSIMPACT:
  2114. // Cast range is 7 cells and player jumps to target but skill is considered melee
  2115. return BF_SHORT;
  2116. }
  2117. //Skill Range Criteria
  2118. if (battle_config.skillrange_by_distance &&
  2119. (src->type&battle_config.skillrange_by_distance)
  2120. ) { //based on distance between src/target [Skotlex]
  2121. if (check_distance_bl(src, target, 3))
  2122. return BF_SHORT;
  2123. return BF_LONG;
  2124. }
  2125. //based on used skill's range
  2126. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2127. return BF_SHORT;
  2128. return BF_LONG;
  2129. }
  2130. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  2131. {
  2132. if (sd->skillblown.empty())
  2133. return 0;
  2134. //Apply the bonus blewcount. [Skotlex]
  2135. for (const auto &it : sd->skillblown) {
  2136. if (it.id == skill_id)
  2137. return it.val;
  2138. }
  2139. return 0;
  2140. }
  2141. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2142. switch( bl->type ){
  2143. case BL_PC:
  2144. return SKILLDMG_PC;
  2145. case BL_MOB:
  2146. if( status_get_class_(bl) == CLASS_BOSS ){
  2147. return SKILLDMG_BOSS;
  2148. }else{
  2149. return SKILLDMG_MOB;
  2150. }
  2151. default:
  2152. return SKILLDMG_OTHER;
  2153. }
  2154. }
  2155. /**
  2156. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2157. * @param src
  2158. * @param target
  2159. * @param skill_id
  2160. * @return Skill damage rate
  2161. */
  2162. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2163. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2164. if (!skill || !skill->damage.map)
  2165. return 0;
  2166. s_skill_damage *damage = &skill->damage;
  2167. //check the adjustment works for specified type
  2168. if (!(damage->caster&src->type))
  2169. return 0;
  2170. map_data *mapdata = map_getmapdata(src->m);
  2171. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  2172. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2173. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2174. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2175. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2176. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2177. {
  2178. return damage->rate[battle_skill_damage_type(target)];
  2179. }
  2180. return 0;
  2181. }
  2182. /**
  2183. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2184. * @param src
  2185. * @param target
  2186. * @param skill_id
  2187. * @return Skill damage rate
  2188. */
  2189. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2190. map_data *mapdata = map_getmapdata(src->m);
  2191. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2192. return 0;
  2193. int rate = 0;
  2194. // Damage rate for all skills at this map
  2195. if (mapdata->damage_adjust.caster&src->type)
  2196. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2197. if (mapdata->skill_damage.empty())
  2198. return rate;
  2199. // Damage rate for specified skill at this map
  2200. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2201. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2202. }
  2203. return rate;
  2204. }
  2205. /**
  2206. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2207. * @param src
  2208. * @param target
  2209. * @param skill_id
  2210. * @return Total damage rate
  2211. */
  2212. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2213. nullpo_ret(src);
  2214. if (!target || !skill_id)
  2215. return 0;
  2216. skill_id = skill_dummy2skill_id(skill_id);
  2217. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2218. }
  2219. /**
  2220. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2221. * @param sd: Player who has Chorus skill active
  2222. * @return Bonus value based on party count
  2223. */
  2224. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2225. #ifdef RENEWAL // No bonus in renewal
  2226. return 0;
  2227. #endif
  2228. int members = 0;
  2229. if (!sd || !sd->status.party_id)
  2230. return 0;
  2231. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2232. if (members < 3)
  2233. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2234. if (members > 7)
  2235. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2236. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2237. }
  2238. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2239. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2240. /*=======================================================
  2241. * Should infinite defense be applied on target? (plant)
  2242. *-------------------------------------------------------
  2243. * Credits:
  2244. * Original coder Skotlex
  2245. * Initial refactoring by Baalberith
  2246. * Refined and optimized by helvetica
  2247. * flag - see e_battle_flag
  2248. */
  2249. bool is_infinite_defense(struct block_list *target, int flag)
  2250. {
  2251. struct status_data *tstatus = status_get_status_data(target);
  2252. if(target->type == BL_SKILL) {
  2253. TBL_SKILL *su = ((TBL_SKILL*)target);
  2254. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2255. return true;
  2256. }
  2257. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2258. return true;
  2259. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2260. return true;
  2261. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2262. return true;
  2263. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2264. return true;
  2265. return false;
  2266. }
  2267. /*========================
  2268. * Is attack arrow based?
  2269. *------------------------
  2270. * Credits:
  2271. * Original coder Skotlex
  2272. * Initial refactoring by Baalberith
  2273. * Refined and optimized by helvetica
  2274. */
  2275. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2276. {
  2277. if(src != NULL) {
  2278. struct status_data *sstatus = status_get_status_data(src);
  2279. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2280. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2281. } else
  2282. return false;
  2283. }
  2284. /*=========================================
  2285. * Is attack right handed? By default yes.
  2286. *-----------------------------------------
  2287. * Credits:
  2288. * Original coder Skotlex
  2289. * Initial refactoring by Baalberith
  2290. * Refined and optimized by helvetica
  2291. */
  2292. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2293. {
  2294. if(src != NULL) {
  2295. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2296. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2297. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2298. return false;
  2299. }
  2300. return true;
  2301. }
  2302. /*=======================================
  2303. * Is attack left handed? By default no.
  2304. *---------------------------------------
  2305. * Credits:
  2306. * Original coder Skotlex
  2307. * Initial refactoring by Baalberith
  2308. * Refined and optimized by helvetica
  2309. */
  2310. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2311. {
  2312. if(src != NULL) {
  2313. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2314. if(!skill_id) {
  2315. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2316. if (sd) {
  2317. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2318. return true;
  2319. if (sd->status.weapon == W_KATAR)
  2320. return true;
  2321. }
  2322. struct status_data *sstatus = status_get_status_data(src);
  2323. if (sstatus->lhw.atk)
  2324. return true;
  2325. }
  2326. }
  2327. return false;
  2328. }
  2329. /*=============================
  2330. * Do we score a critical hit?
  2331. *-----------------------------
  2332. * Credits:
  2333. * Original coder Skotlex
  2334. * Initial refactoring by Baalberith
  2335. * Refined and optimized by helvetica
  2336. */
  2337. 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)
  2338. {
  2339. if (!first_call)
  2340. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2341. #ifdef RENEWAL
  2342. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2343. return true;
  2344. #endif
  2345. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2346. return false;
  2347. struct status_data *sstatus = status_get_status_data(src);
  2348. if( sstatus->cri )
  2349. {
  2350. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2351. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2352. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2353. return false;
  2354. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2355. return false;
  2356. }
  2357. struct status_data *tstatus = status_get_status_data(target);
  2358. struct status_change *sc = status_get_sc(src);
  2359. struct status_change *tsc = status_get_sc(target);
  2360. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2361. short cri = sstatus->cri;
  2362. if (sd) {
  2363. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2364. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2365. cri += sd->bonus.arrow_cri;
  2366. cri += sd->bonus.critical_rangeatk;
  2367. }
  2368. }
  2369. if(sc && sc->data[SC_CAMOUFLAGE])
  2370. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2371. //The official equation is *2, but that only applies when sd's do critical.
  2372. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2373. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2374. if( tsc && tsc->data[SC_SLEEP] )
  2375. cri <<= 1;
  2376. switch(skill_id) {
  2377. case 0:
  2378. if(sc && !sc->data[SC_AUTOCOUNTER])
  2379. break;
  2380. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2381. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2382. case KN_AUTOCOUNTER:
  2383. if(battle_config.auto_counter_type &&
  2384. (battle_config.auto_counter_type&src->type))
  2385. return true;
  2386. else
  2387. cri <<= 1;
  2388. break;
  2389. case SN_SHARPSHOOTING:
  2390. case MA_SHARPSHOOTING:
  2391. #ifdef RENEWAL
  2392. cri += 300; // !TODO: Confirm new bonus
  2393. #else
  2394. cri += 200;
  2395. #endif
  2396. break;
  2397. case NJ_KIRIKAGE:
  2398. cri += 250 + 50*skill_lv;
  2399. break;
  2400. #ifdef RENEWAL
  2401. case ASC_BREAKER:
  2402. #endif
  2403. case LG_CANNONSPEAR:
  2404. case GC_CROSSIMPACT:
  2405. cri /= 2;
  2406. break;
  2407. }
  2408. if(tsd && tsd->bonus.critical_def)
  2409. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2410. return (rnd()%1000 < cri);
  2411. }
  2412. return false;
  2413. }
  2414. /*==========================================================
  2415. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2416. *----------------------------------------------------------
  2417. * Credits:
  2418. * Original coder Skotlex
  2419. * Initial refactoring by Baalberith
  2420. * Refined and optimized by helvetica
  2421. */
  2422. 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)
  2423. {
  2424. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2425. return 2;
  2426. if(src != NULL) {
  2427. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2428. struct status_data *tstatus = status_get_status_data(target);
  2429. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2430. #ifndef RENEWAL
  2431. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2432. #endif
  2433. )
  2434. { //Elemental/Racial adjustments
  2435. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2436. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2437. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2438. )
  2439. if (weapon_position == EQI_HAND_R)
  2440. return 1;
  2441. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2442. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2443. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2444. )
  2445. { //Pass effect onto right hand if configured so. [Skotlex]
  2446. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2447. if (weapon_position == EQI_HAND_R)
  2448. return 1;
  2449. }
  2450. else if (weapon_position == EQI_HAND_L)
  2451. return 1;
  2452. }
  2453. }
  2454. }
  2455. return 0;
  2456. }
  2457. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2458. {
  2459. if (skill_id == 0) {
  2460. if (is_splash) {
  2461. std::bitset<NK_MAX> tmp_nk;
  2462. tmp_nk.set(NK_IGNOREATKCARD);
  2463. tmp_nk.set(NK_IGNOREFLEE);
  2464. return tmp_nk;
  2465. } else
  2466. return 0;
  2467. } else
  2468. return skill_db.find(skill_id)->nk;
  2469. }
  2470. /*=============================
  2471. * Checks if attack is hitting
  2472. *-----------------------------
  2473. * Credits:
  2474. * Original coder Skotlex
  2475. * Initial refactoring by Baalberith
  2476. * Refined and optimized by helvetica
  2477. */
  2478. 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)
  2479. {
  2480. struct status_data *sstatus = status_get_status_data(src);
  2481. struct status_data *tstatus = status_get_status_data(target);
  2482. struct status_change *sc = status_get_sc(src);
  2483. struct status_change *tsc = status_get_sc(target);
  2484. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2485. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2486. short flee, hitrate;
  2487. if (!first_call)
  2488. return (wd->dmg_lv != ATK_FLEE);
  2489. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2490. return true;
  2491. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2492. return true;
  2493. else if (sc && sc->data[SC_FUSION])
  2494. return true;
  2495. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2496. return true;
  2497. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2498. return true;
  2499. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2500. return true;
  2501. else if (nk[NK_IGNOREFLEE])
  2502. return true;
  2503. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2504. return false;
  2505. flee = tstatus->flee;
  2506. #ifdef RENEWAL
  2507. hitrate = 0; //Default hitrate
  2508. #else
  2509. hitrate = 80; //Default hitrate
  2510. #endif
  2511. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2512. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2513. if(attacker_count >= battle_config.agi_penalty_count) {
  2514. if (battle_config.agi_penalty_type == 1)
  2515. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2516. else //assume type 2: absolute reduction
  2517. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2518. if(flee < 1)
  2519. flee = 1;
  2520. }
  2521. }
  2522. hitrate += sstatus->hit - flee;
  2523. //Fogwall's hit penalty is only for normal ranged attacks.
  2524. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2525. hitrate -= 50;
  2526. if(sd && is_skill_using_arrow(src, skill_id))
  2527. hitrate += sd->bonus.arrow_hit;
  2528. #ifdef RENEWAL
  2529. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2530. hitrate += pc_checkskill(sd,AC_VULTURE);
  2531. #endif
  2532. if(skill_id) {
  2533. switch(skill_id) { //Hit skill modifiers
  2534. //It is proven that bonus is applied on final hitrate, not hit.
  2535. case SM_BASH:
  2536. case MS_BASH:
  2537. hitrate += hitrate * 5 * skill_lv / 100;
  2538. break;
  2539. case MS_MAGNUM:
  2540. case SM_MAGNUM:
  2541. hitrate += hitrate * 10 * skill_lv / 100;
  2542. break;
  2543. case KN_AUTOCOUNTER:
  2544. case PA_SHIELDCHAIN:
  2545. case NPC_WATERATTACK:
  2546. case NPC_GROUNDATTACK:
  2547. case NPC_FIREATTACK:
  2548. case NPC_WINDATTACK:
  2549. case NPC_POISONATTACK:
  2550. case NPC_HOLYATTACK:
  2551. case NPC_DARKNESSATTACK:
  2552. case NPC_UNDEADATTACK:
  2553. case NPC_TELEKINESISATTACK:
  2554. case NPC_EARTHQUAKE:
  2555. case NPC_BLEEDING:
  2556. hitrate += hitrate * 20 / 100;
  2557. break;
  2558. case NPC_FIREBREATH:
  2559. case NPC_ICEBREATH:
  2560. case NPC_THUNDERBREATH:
  2561. case NPC_ACIDBREATH:
  2562. case NPC_DARKNESSBREATH:
  2563. hitrate *= 2;
  2564. break;
  2565. case KN_PIERCE:
  2566. case ML_PIERCE:
  2567. hitrate += hitrate * 5 * skill_lv / 100;
  2568. break;
  2569. case AS_SONICBLOW:
  2570. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2571. hitrate += hitrate * 50 / 100;
  2572. break;
  2573. #ifdef RENEWAL
  2574. case RG_BACKSTAP:
  2575. hitrate += skill_lv; // !TODO: What's the rate increase?
  2576. break;
  2577. #endif
  2578. case RK_SONICWAVE:
  2579. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2580. break;
  2581. case MC_CARTREVOLUTION:
  2582. case GN_CART_TORNADO:
  2583. case GN_CARTCANNON:
  2584. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2585. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2586. break;
  2587. case LG_BANISHINGPOINT:
  2588. hitrate += 3 * skill_lv;
  2589. break;
  2590. case GC_VENOMPRESSURE:
  2591. hitrate += 10 + 4 * skill_lv;
  2592. break;
  2593. case SC_FATALMENACE:
  2594. if (skill_lv < 6)
  2595. hitrate -= 35 - 5 * skill_lv;
  2596. else if (skill_lv > 6)
  2597. hitrate += 5 * skill_lv - 30;
  2598. break;
  2599. case RL_SLUGSHOT:
  2600. {
  2601. int8 dist = distance_bl(src, target);
  2602. if (dist > 3) {
  2603. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2604. // -10:-9:-8:-7:-6
  2605. dist -= 3;
  2606. hitrate -= ((11 - skill_lv) * dist);
  2607. }
  2608. }
  2609. break;
  2610. }
  2611. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2612. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2613. if (sd) {
  2614. int skill = 0;
  2615. // Weaponry Research hidden bonus
  2616. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2617. hitrate += hitrate * ( 2 * skill ) / 100;
  2618. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2619. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2620. hitrate += 3 * skill;
  2621. }
  2622. if (sc) {
  2623. if (sc->data[SC_MTF_ASPD])
  2624. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2625. if (sc->data[SC_MTF_ASPD2])
  2626. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2627. }
  2628. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2629. return (rnd()%100 < hitrate);
  2630. }
  2631. /*==========================================
  2632. * If attack ignores def.
  2633. *------------------------------------------
  2634. * Credits:
  2635. * Original coder Skotlex
  2636. * Initial refactoring by Baalberith
  2637. * Refined and optimized by helvetica
  2638. */
  2639. 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)
  2640. {
  2641. struct status_data *tstatus = status_get_status_data(target);
  2642. struct status_change *sc = status_get_sc(src);
  2643. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2644. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2645. #ifndef RENEWAL
  2646. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2647. return true;
  2648. else
  2649. #endif
  2650. if (sc && sc->data[SC_FUSION])
  2651. return true;
  2652. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2653. { //Ignore Defense?
  2654. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2655. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2656. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2657. if (weapon_position == EQI_HAND_R)
  2658. return true;
  2659. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2660. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2661. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2662. {
  2663. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2664. if (weapon_position == EQI_HAND_R)
  2665. return true;
  2666. } else if (weapon_position == EQI_HAND_L)
  2667. return true;
  2668. }
  2669. } else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2670. return true;
  2671. return nk[NK_IGNOREDEFENSE] != 0;
  2672. }
  2673. /*================================================
  2674. * Should skill attack consider VVS and masteries?
  2675. *------------------------------------------------
  2676. * Credits:
  2677. * Original coder Skotlex
  2678. * Initial refactoring by Baalberith
  2679. * Refined and optimized by helvetica
  2680. */
  2681. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2682. {
  2683. if (
  2684. #ifndef RENEWAL
  2685. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2686. #endif
  2687. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2688. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2689. return false;
  2690. return true;
  2691. }
  2692. #ifdef RENEWAL
  2693. /*========================================
  2694. * Calculate equipment ATK for renewal ATK
  2695. *----------------------------------------
  2696. * Credits:
  2697. * Original coder Skotlex
  2698. * Initial refactoring by Baalberith
  2699. * Refined and optimized by helvetica
  2700. */
  2701. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2702. {
  2703. if(src != NULL) {
  2704. int eatk = 0;
  2705. struct status_data *status = status_get_status_data(src);
  2706. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2707. if (sd) // add arrow atk if using an applicable skill
  2708. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2709. return eatk + status->eatk;
  2710. }
  2711. return 0; // shouldn't happen but just in case
  2712. }
  2713. #endif
  2714. /*========================================
  2715. * Returns the element type of attack
  2716. *----------------------------------------
  2717. * Credits:
  2718. * Original coder Skotlex
  2719. * Initial refactoring by Baalberith
  2720. * Refined and optimized by helvetica
  2721. */
  2722. 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)
  2723. {
  2724. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2725. struct status_change *sc = status_get_sc(src);
  2726. struct status_data *sstatus = status_get_status_data(src);
  2727. int element = skill_get_ele(skill_id, skill_lv);
  2728. //Take weapon's element
  2729. if( !skill_id || element == ELE_WEAPON ) {
  2730. if (weapon_position == EQI_HAND_R)
  2731. element = sstatus->rhw.ele;
  2732. else
  2733. element = sstatus->lhw.ele;
  2734. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2735. element = sd->bonus.arrow_ele;
  2736. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2737. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2738. // on official endows override all other elements [helvetica]
  2739. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2740. element = sc->data[SC_ENCHANTARMS]->val1;
  2741. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2742. element = status_get_attack_sc_element(src,sc);
  2743. else if( element == ELE_RANDOM ) //Use random element
  2744. element = rnd()%ELE_ALL;
  2745. switch( skill_id ) {
  2746. case GS_GROUNDDRIFT:
  2747. element = wd->miscflag; //element comes in flag.
  2748. break;
  2749. case LK_SPIRALPIERCE:
  2750. if (!sd)
  2751. element = ELE_NEUTRAL; //forced neutral for monsters
  2752. break;
  2753. case RK_DRAGONBREATH:
  2754. if (sc) {
  2755. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Giant Growth
  2756. element = ELE_DARK;
  2757. else if (sc->data[SC_GIANTGROWTH])
  2758. element = ELE_HOLY;
  2759. }
  2760. break;
  2761. case RK_DRAGONBREATH_WATER:
  2762. if (sc) {
  2763. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Fighting Spirit
  2764. element = ELE_NEUTRAL;
  2765. else if (sc->data[SC_FIGHTINGSPIRIT])
  2766. element = ELE_GHOST;
  2767. }
  2768. break;
  2769. case LG_HESPERUSLIT:
  2770. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2771. element = ELE_HOLY;
  2772. break;
  2773. case GN_CARTCANNON:
  2774. case NC_ARMSCANNON:
  2775. if (sd && sd->state.arrow_atk > 0)
  2776. element = sd->bonus.arrow_ele;
  2777. break;
  2778. case SJ_PROMINENCEKICK:
  2779. element = ELE_FIRE;
  2780. break;
  2781. case RL_H_MINE:
  2782. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2783. element = ELE_FIRE;
  2784. break;
  2785. }
  2786. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2787. element = ELE_HOLY;
  2788. // calc_flag means the element should be calculated for damage only
  2789. if (calc_for_damage_only)
  2790. return element;
  2791. #ifdef RENEWAL
  2792. if (skill_id == CR_SHIELDBOOMERANG)
  2793. element = ELE_NEUTRAL;
  2794. #endif
  2795. return element;
  2796. }
  2797. /*========================================
  2798. * Do element damage modifier calculation
  2799. *----------------------------------------
  2800. * Credits:
  2801. * Original coder Skotlex
  2802. * Initial refactoring by Baalberith
  2803. * Refined and optimized by helvetica
  2804. */
  2805. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2806. {
  2807. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2808. // Elemental attribute fix
  2809. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  2810. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2811. struct status_change *sc = status_get_sc(src);
  2812. struct status_data *sstatus = status_get_status_data(src);
  2813. struct status_data *tstatus = status_get_status_data(target);
  2814. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2815. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2816. switch (skill_id) {
  2817. case PA_SACRIFICE:
  2818. case RK_DRAGONBREATH:
  2819. case RK_DRAGONBREATH_WATER:
  2820. case NC_SELFDESTRUCTION:
  2821. case HFLI_SBR44:
  2822. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2823. if (is_attack_left_handed(src, skill_id))
  2824. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2825. break;
  2826. default:
  2827. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  2828. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  2829. #ifdef RENEWAL
  2830. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  2831. #endif
  2832. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2833. if (is_attack_left_handed(src, skill_id))
  2834. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2835. #ifdef RENEWAL
  2836. }
  2837. #endif
  2838. break;
  2839. }
  2840. // Forced to neutral skills [helvetica]
  2841. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  2842. switch (skill_id) {
  2843. #ifdef RENEWAL
  2844. case MO_INVESTIGATE:
  2845. case CR_SHIELDBOOMERANG:
  2846. case PA_SHIELDCHAIN:
  2847. #endif
  2848. case MC_CARTREVOLUTION:
  2849. case HW_MAGICCRASHER:
  2850. case SR_FALLENEMPIRE:
  2851. case SR_CRESCENTELBOW_AUTOSPELL:
  2852. case SR_GATEOFHELL:
  2853. case GN_FIRE_EXPANSION_ACID:
  2854. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2855. if (is_attack_left_handed(src, skill_id))
  2856. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2857. break;
  2858. }
  2859. #ifdef RENEWAL
  2860. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  2861. #endif
  2862. if (sc && sc->data[SC_WATK_ELEMENT]) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  2863. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2864. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2865. if (is_attack_left_handed(src, skill_id)) {
  2866. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2867. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2868. }
  2869. }
  2870. #ifdef RENEWAL
  2871. }
  2872. #endif
  2873. }
  2874. }
  2875. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2876. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2877. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2878. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2879. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2880. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2881. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2882. //Adds an absolute value to damage. 100 = +100 damage
  2883. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2884. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2885. #ifdef RENEWAL
  2886. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2887. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2888. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2889. #else
  2890. #define RE_ALLATK_ADD(wd, a) {;}
  2891. #define RE_ALLATK_RATE(wd, a) {;}
  2892. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2893. #endif
  2894. /*==================================
  2895. * Calculate weapon mastery damages
  2896. *----------------------------------
  2897. * Credits:
  2898. * Original coder Skotlex
  2899. * Initial refactoring by Baalberith
  2900. * Refined and optimized by helvetica
  2901. */
  2902. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2903. {
  2904. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2905. struct status_change *sc = status_get_sc(src);
  2906. struct status_data *sstatus = status_get_status_data(src);
  2907. int t_class = status_get_class(target);
  2908. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2909. skill_id != MO_INVESTIGATE &&
  2910. skill_id != MO_EXTREMITYFIST &&
  2911. skill_id != CR_GRANDCROSS)
  2912. { //Add mastery damage
  2913. uint16 skill;
  2914. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  2915. #ifdef RENEWAL
  2916. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  2917. #endif
  2918. if (is_attack_left_handed(src, skill_id)) {
  2919. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  2920. #ifdef RENEWAL
  2921. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  2922. #endif
  2923. }
  2924. #ifdef RENEWAL
  2925. //General skill masteries
  2926. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2927. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  2928. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2929. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  2930. if (skill_id != CR_SHIELDBOOMERANG)
  2931. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  2932. if (skill_id == MO_FINGEROFFENSIVE) {
  2933. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  2934. } else
  2935. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  2936. #endif
  2937. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  2938. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  2939. #ifdef RENEWAL
  2940. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  2941. #endif
  2942. }
  2943. if (skill_id == NV_BREAKTHROUGH) {
  2944. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2945. #ifdef RENEWAL
  2946. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2947. #endif
  2948. }
  2949. switch(skill_id) {
  2950. case RA_WUGDASH:
  2951. case RA_WUGSTRIKE:
  2952. case RA_WUGBITE:
  2953. if (sd) {
  2954. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2955. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  2956. #ifdef RENEWAL
  2957. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  2958. #endif
  2959. }
  2960. break;
  2961. }
  2962. if (sc) { // Status change considered as masteries
  2963. #ifdef RENEWAL
  2964. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2965. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2966. #endif
  2967. if(sc->data[SC_CAMOUFLAGE]) {
  2968. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2969. #ifdef RENEWAL
  2970. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2971. #endif
  2972. }
  2973. if(sc->data[SC_GN_CARTBOOST]) {
  2974. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2975. #ifdef RENEWAL
  2976. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2977. #endif
  2978. }
  2979. if (sc->data[SC_P_ALTER]) {
  2980. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  2981. #ifdef RENEWAL
  2982. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2983. #endif
  2984. }
  2985. }
  2986. }
  2987. }
  2988. #ifdef RENEWAL
  2989. /*=========================================
  2990. * Calculate the various Renewal ATK parts
  2991. *-----------------------------------------
  2992. * Credits:
  2993. * Original coder Skotlex
  2994. * Initial refactoring by Baalberith
  2995. * Refined and optimized by helvetica
  2996. */
  2997. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2998. {
  2999. struct status_data *sstatus = status_get_status_data(src);
  3000. struct status_data *tstatus = status_get_status_data(target);
  3001. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3002. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3003. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3004. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3005. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3006. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3007. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3008. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3009. } else { // status atk is considered neutral on normal attacks [helvetica]
  3010. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3011. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3012. }
  3013. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  3014. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3015. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  3016. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3017. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3018. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3019. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3020. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3021. //Mastery ATK is a special kind of ATK that has no elemental properties
  3022. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3023. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3024. wd->damage = 0;
  3025. wd->damage2 = 0;
  3026. }
  3027. #endif
  3028. /*==========================================================
  3029. * Calculate basic ATK that goes into the skill ATK formula
  3030. *----------------------------------------------------------
  3031. * Credits:
  3032. * Original coder Skotlex
  3033. * Initial refactoring by Baalberith
  3034. * Refined and optimized by helvetica
  3035. */
  3036. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3037. {
  3038. struct status_change *sc = status_get_sc(src);
  3039. struct status_data *sstatus = status_get_status_data(src);
  3040. struct status_data *tstatus = status_get_status_data(target);
  3041. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3042. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3043. uint16 i;
  3044. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3045. switch (skill_id) { //Calc base damage according to skill
  3046. case PA_SACRIFICE:
  3047. wd->damage = sstatus->max_hp* 9/100;
  3048. wd->damage2 = 0;
  3049. #ifdef RENEWAL
  3050. wd->weaponAtk = wd->damage;
  3051. wd->weaponAtk2 = wd->damage2;
  3052. #endif
  3053. break;
  3054. #ifdef RENEWAL
  3055. case LK_SPIRALPIERCE:
  3056. case ML_SPIRALPIERCE:
  3057. if (sd) {
  3058. short index = sd->equip_index[EQI_HAND_R];
  3059. if (index >= 0 &&
  3060. sd->inventory_data[index] &&
  3061. sd->inventory_data[index]->type == IT_WEAPON)
  3062. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3063. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3064. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3065. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3066. case SZ_SMALL: //Small: 115%
  3067. ATK_RATE(wd->damage, wd->damage2, 115);
  3068. RE_ALLATK_RATE(wd, 115);
  3069. break;
  3070. //case SZ_MEDIUM: //Medium: 100%
  3071. case SZ_BIG: //Large: 85%
  3072. ATK_RATE(wd->damage, wd->damage2, 85);
  3073. RE_ALLATK_RATE(wd, 85);
  3074. break;
  3075. }
  3076. } else {
  3077. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3078. }
  3079. #else
  3080. case NJ_ISSEN:
  3081. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3082. wd->damage2 = 0;
  3083. break;
  3084. case LK_SPIRALPIERCE:
  3085. case ML_SPIRALPIERCE:
  3086. if (sd) {
  3087. short index = sd->equip_index[EQI_HAND_R];
  3088. if (index >= 0 &&
  3089. sd->inventory_data[index] &&
  3090. sd->inventory_data[index]->type == IT_WEAPON)
  3091. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3092. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3093. } else {
  3094. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3095. }
  3096. i = sstatus->str/10;
  3097. i*=i;
  3098. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3099. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3100. case SZ_SMALL: //Small: 125%
  3101. ATK_RATE(wd->damage, wd->damage2, 125);
  3102. break;
  3103. //case SZ_MEDIUM: //Medium: 100%
  3104. case SZ_BIG: //Large: 75%
  3105. ATK_RATE(wd->damage, wd->damage2, 75);
  3106. break;
  3107. }
  3108. #endif
  3109. break;
  3110. case CR_SHIELDBOOMERANG:
  3111. case PA_SHIELDCHAIN:
  3112. wd->damage = sstatus->batk;
  3113. if (sd) {
  3114. short index = sd->equip_index[EQI_HAND_L];
  3115. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3116. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3117. #ifdef RENEWAL
  3118. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3119. #endif
  3120. }
  3121. } else
  3122. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3123. break;
  3124. case RK_DRAGONBREATH:
  3125. case RK_DRAGONBREATH_WATER:
  3126. {
  3127. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3128. if(status_get_lv(src) > 100)
  3129. damagevalue = damagevalue * status_get_lv(src) / 100;
  3130. if(sd)
  3131. damagevalue = damagevalue * (90 + 10 * pc_checkskill(sd, RK_DRAGONTRAINING)) / 100;
  3132. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3133. #ifdef RENEWAL
  3134. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3135. #endif
  3136. wd->flag |= BF_LONG;
  3137. }
  3138. break;
  3139. case NC_SELFDESTRUCTION: {
  3140. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3141. if(status_get_lv(src) > 100)
  3142. damagevalue = damagevalue * status_get_lv(src) / 100;
  3143. damagevalue = damagevalue + sstatus->hp;
  3144. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3145. #ifdef RENEWAL
  3146. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3147. #endif
  3148. }
  3149. break;
  3150. case KO_HAPPOKUNAI:
  3151. if(sd) {
  3152. short index = sd->equip_index[EQI_AMMO];
  3153. int damagevalue = 3 * (
  3154. #ifdef RENEWAL
  3155. 2 *
  3156. #endif
  3157. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3158. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3159. if (sc && sc->data[SC_KAGEMUSYA])
  3160. damagevalue += damagevalue * sc->data[SC_KAGEMUSYA]->val2 / 100;
  3161. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3162. #ifdef RENEWAL
  3163. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3164. #endif
  3165. } else
  3166. ATK_ADD(wd->damage, wd->damage2, 5000);
  3167. break;
  3168. case HFLI_SBR44: //[orn]
  3169. if(src->type == BL_HOM)
  3170. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3171. break;
  3172. default:
  3173. #ifdef RENEWAL
  3174. if (sd)
  3175. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3176. else {
  3177. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3178. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  3179. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3180. if (is_attack_left_handed(src, skill_id))
  3181. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3182. }
  3183. #else
  3184. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3185. (is_skill_using_arrow(src, skill_id)?2:0)|
  3186. (skill_id == HW_MAGICCRASHER?4:0)|
  3187. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  3188. (skill_id == MO_EXTREMITYFIST?8:0)|
  3189. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  3190. if (is_skill_using_arrow(src, skill_id) && sd) {
  3191. switch(sd->status.weapon) {
  3192. case W_BOW:
  3193. case W_REVOLVER:
  3194. case W_RIFLE:
  3195. case W_GATLING:
  3196. case W_SHOTGUN:
  3197. case W_GRENADE:
  3198. break;
  3199. default:
  3200. i |= 16; // for ex. shuriken must not be influenced by DEX
  3201. break;
  3202. }
  3203. }
  3204. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3205. if (is_attack_left_handed(src, skill_id))
  3206. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3207. #endif
  3208. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3209. if(wd->miscflag > 0) {
  3210. wd->damage /= wd->miscflag;
  3211. #ifdef RENEWAL
  3212. wd->statusAtk /= wd->miscflag;
  3213. wd->weaponAtk /= wd->miscflag;
  3214. wd->equipAtk /= wd->miscflag;
  3215. wd->masteryAtk /= wd->miscflag;
  3216. #endif
  3217. } else
  3218. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3219. }
  3220. //Add any bonuses that modify the base atk (pre-skills)
  3221. if(sd) {
  3222. int skill;
  3223. if (sd->bonus.atk_rate) {
  3224. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  3225. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  3226. }
  3227. #ifndef RENEWAL
  3228. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3229. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3230. }
  3231. #endif
  3232. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3233. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3234. // Reduce count by one (self) [Tydus1]
  3235. i -= 1;
  3236. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3237. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  3238. }
  3239. }
  3240. }
  3241. #ifndef RENEWAL
  3242. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3243. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3244. }
  3245. #endif
  3246. break;
  3247. } //End switch(skill_id)
  3248. }
  3249. //For quick div adjustment.
  3250. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3251. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3252. /*================================================= [Playtester]
  3253. * Applies DAMAGE_DIV_FIX and checks for min damage
  3254. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3255. * @param skill_id: ID of the skill that deals damage
  3256. * @return Modified damage struct
  3257. *------------------------------------------------*/
  3258. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3259. {
  3260. if(d->damage) {
  3261. DAMAGE_DIV_FIX(d->damage, d->div_);
  3262. //Min damage
  3263. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3264. d->damage = d->div_;
  3265. } else if (d->div_ < 0) {
  3266. d->div_ *= -1;
  3267. }
  3268. }
  3269. /*=======================================
  3270. * Check for and calculate multi attacks
  3271. *---------------------------------------
  3272. * Credits:
  3273. * Original coder Skotlex
  3274. * Initial refactoring by Baalberith
  3275. * Refined and optimized by helvetica
  3276. */
  3277. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3278. {
  3279. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3280. struct status_change *sc = status_get_sc(src);
  3281. struct status_change *tsc = status_get_sc(target);
  3282. struct status_data *tstatus = status_get_status_data(target);
  3283. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3284. short i;
  3285. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3286. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3287. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3288. { //Success chance is not added, the higher one is used [Skotlex]
  3289. int max_rate = 0;
  3290. if (sc && sc->data[SC_KAGEMUSYA])
  3291. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3292. else
  3293. #ifdef RENEWAL
  3294. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3295. #else
  3296. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3297. #endif
  3298. if( rnd()%100 < max_rate ) {
  3299. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3300. wd->type = DMG_MULTI_HIT;
  3301. }
  3302. }
  3303. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3304. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3305. && rnd()%100 < 5*skill_lv ) //Success rate
  3306. {
  3307. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3308. wd->type = DMG_MULTI_HIT;
  3309. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3310. }
  3311. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3312. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3313. {
  3314. int chance = rnd()%100;
  3315. switch(sc->data[SC_FEARBREEZE]->val1) {
  3316. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3317. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3318. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3319. case 2:
  3320. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3321. }
  3322. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3323. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  3324. if (wd->div_ > 1)
  3325. wd->type = DMG_MULTI_HIT;
  3326. }
  3327. }
  3328. switch (skill_id) {
  3329. case RK_WINDCUTTER:
  3330. if (sd && sd->weapontype1 == W_2HSWORD)
  3331. wd->div_ = 2;
  3332. break;
  3333. case SC_FATALMENACE:
  3334. if (sd && sd->weapontype1 == W_DAGGER)
  3335. wd->div_++;
  3336. break;
  3337. case SR_RIDEINLIGHTNING:
  3338. wd->div_ = (sd ? max(1, sd->spiritball_old) : 1);
  3339. break;
  3340. case RL_QD_SHOT:
  3341. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3342. break;
  3343. case KO_JYUMONJIKIRI:
  3344. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3345. wd->div_ = wd->div_ * -1;// needs more info
  3346. break;
  3347. #ifdef RENEWAL
  3348. case AS_POISONREACT:
  3349. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3350. if (skill_lv > 0) {
  3351. if(rnd()%100 < (7 * skill_lv)) {
  3352. wd->div_++;
  3353. }
  3354. }
  3355. break;
  3356. #endif
  3357. }
  3358. }
  3359. /*======================================================
  3360. * Calculate skill level ratios for weapon-based skills
  3361. *------------------------------------------------------
  3362. * Credits:
  3363. * Original coder Skotlex
  3364. * Initial refactoring by Baalberith
  3365. * Refined and optimized by helvetica
  3366. */
  3367. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3368. {
  3369. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3370. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3371. struct status_change *sc = status_get_sc(src);
  3372. struct status_change *tsc = status_get_sc(target);
  3373. struct status_data *sstatus = status_get_status_data(src);
  3374. struct status_data *tstatus = status_get_status_data(target);
  3375. int skillratio = 100;
  3376. int i;
  3377. //Skill damage modifiers that stack linearly
  3378. if(sc && skill_id != PA_SACRIFICE) {
  3379. if(sc->data[SC_OVERTHRUST])
  3380. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3381. if(sc->data[SC_MAXOVERTHRUST])
  3382. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3383. if(sc->data[SC_BERSERK])
  3384. #ifndef RENEWAL
  3385. skillratio += 100;
  3386. #else
  3387. skillratio += 200;
  3388. if (sc && sc->data[SC_TRUESIGHT])
  3389. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3390. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3391. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3392. #endif
  3393. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3394. if (sc->data[SC_CRUSHSTRIKE]) {
  3395. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3396. short index = sd->equip_index[EQI_HAND_R];
  3397. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3398. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3399. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3400. }
  3401. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3402. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3403. } else {
  3404. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3405. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3406. skillratio += 125;
  3407. else
  3408. skillratio += 250;
  3409. }
  3410. }
  3411. }
  3412. }
  3413. switch(skill_id) {
  3414. case SM_BASH:
  3415. case MS_BASH:
  3416. skillratio += 30 * skill_lv;
  3417. break;
  3418. case SM_MAGNUM:
  3419. case MS_MAGNUM:
  3420. if(wd->miscflag == 1)
  3421. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3422. else
  3423. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3424. break;
  3425. case MC_MAMMONITE:
  3426. skillratio += 50 * skill_lv;
  3427. break;
  3428. case HT_POWER:
  3429. skillratio += -50 + 8 * sstatus->str;
  3430. break;
  3431. case AC_DOUBLE:
  3432. case MA_DOUBLE:
  3433. skillratio += 10 * (skill_lv - 1);
  3434. break;
  3435. case AC_SHOWER:
  3436. case MA_SHOWER:
  3437. #ifdef RENEWAL
  3438. skillratio += 50 + 10 * skill_lv;
  3439. #else
  3440. skillratio += -25 + 5 * skill_lv;
  3441. #endif
  3442. break;
  3443. case AC_CHARGEARROW:
  3444. case MA_CHARGEARROW:
  3445. skillratio += 50;
  3446. break;
  3447. #ifndef RENEWAL
  3448. case HT_FREEZINGTRAP:
  3449. case MA_FREEZINGTRAP:
  3450. skillratio += -50 + 10 * skill_lv;
  3451. break;
  3452. #endif
  3453. case KN_PIERCE:
  3454. case ML_PIERCE:
  3455. skillratio += 10 * skill_lv;
  3456. break;
  3457. case MER_CRASH:
  3458. skillratio += 10 * skill_lv;
  3459. break;
  3460. case KN_SPEARSTAB:
  3461. skillratio += 20 * skill_lv;
  3462. break;
  3463. case KN_SPEARBOOMERANG:
  3464. skillratio += 50 * skill_lv;
  3465. break;
  3466. #ifdef RENEWAL
  3467. case KN_BRANDISHSPEAR:
  3468. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3469. break;
  3470. #else
  3471. case KN_BRANDISHSPEAR:
  3472. #endif
  3473. case ML_BRANDISH:
  3474. {
  3475. int ratio = 100 + 20 * skill_lv;
  3476. skillratio += -100 + ratio;
  3477. if(skill_lv > 3 && wd->miscflag == 0)
  3478. skillratio += ratio / 2;
  3479. if(skill_lv > 6 && wd->miscflag == 0)
  3480. skillratio += ratio / 4;
  3481. if(skill_lv > 9 && wd->miscflag == 0)
  3482. skillratio += ratio / 8;
  3483. if(skill_lv > 6 && wd->miscflag == 1)
  3484. skillratio += ratio / 2;
  3485. if(skill_lv > 9 && wd->miscflag == 1)
  3486. skillratio += ratio / 4;
  3487. if(skill_lv > 9 && wd->miscflag == 2)
  3488. skillratio += ratio / 2;
  3489. }
  3490. break;
  3491. case KN_BOWLINGBASH:
  3492. case MS_BOWLINGBASH:
  3493. skillratio += 40 * skill_lv;
  3494. break;
  3495. case AS_GRIMTOOTH:
  3496. skillratio += 20 * skill_lv;
  3497. break;
  3498. case AS_POISONREACT:
  3499. skillratio += 30 * skill_lv;
  3500. break;
  3501. case AS_SONICBLOW:
  3502. #ifdef RENEWAL
  3503. skillratio += 100 + 100 * skill_lv;
  3504. if (tstatus->hp < tstatus->max_hp >> 1)
  3505. skillratio += skillratio / 2;
  3506. #else
  3507. skillratio += 300 + 40 * skill_lv;
  3508. #endif
  3509. break;
  3510. case TF_SPRINKLESAND:
  3511. skillratio += 30;
  3512. break;
  3513. case MC_CARTREVOLUTION:
  3514. skillratio += 50;
  3515. if(sd && sd->cart_weight)
  3516. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3517. else if (!sd)
  3518. skillratio += 100; //Max damage for non players.
  3519. break;
  3520. case NPC_PIERCINGATT:
  3521. skillratio += -25; //75% base damage
  3522. break;
  3523. case NPC_COMBOATTACK:
  3524. skillratio += 25 * skill_lv;
  3525. break;
  3526. case NPC_RANDOMATTACK:
  3527. case NPC_WATERATTACK:
  3528. case NPC_GROUNDATTACK:
  3529. case NPC_FIREATTACK:
  3530. case NPC_WINDATTACK:
  3531. case NPC_POISONATTACK:
  3532. case NPC_HOLYATTACK:
  3533. case NPC_DARKNESSATTACK:
  3534. case NPC_UNDEADATTACK:
  3535. case NPC_TELEKINESISATTACK:
  3536. case NPC_BLOODDRAIN:
  3537. case NPC_ACIDBREATH:
  3538. case NPC_DARKNESSBREATH:
  3539. case NPC_FIREBREATH:
  3540. case NPC_ICEBREATH:
  3541. case NPC_THUNDERBREATH:
  3542. case NPC_HELLJUDGEMENT:
  3543. case NPC_PULSESTRIKE:
  3544. skillratio += 100 * (skill_lv - 1);
  3545. break;
  3546. case NPC_REVERBERATION_ATK:
  3547. skillratio += 400 + 200 * skill_lv;
  3548. break;
  3549. case RG_BACKSTAP:
  3550. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3551. skillratio += (200 + 40 * skill_lv) / 2;
  3552. else
  3553. skillratio += 200 + 40 * skill_lv;
  3554. break;
  3555. case RG_RAID:
  3556. #ifdef RENEWAL
  3557. skillratio += -100 + 50 + skill_lv * 150;
  3558. #else
  3559. skillratio += 40 * skill_lv;
  3560. #endif
  3561. break;
  3562. case RG_INTIMIDATE:
  3563. skillratio += 30 * skill_lv;
  3564. break;
  3565. case CR_SHIELDCHARGE:
  3566. skillratio += 20 * skill_lv;
  3567. break;
  3568. case CR_SHIELDBOOMERANG:
  3569. #ifdef RENEWAL
  3570. skillratio += -100 + skill_lv * 80;
  3571. #else
  3572. skillratio += 30 * skill_lv;
  3573. #endif
  3574. break;
  3575. case NPC_DARKCROSS:
  3576. case CR_HOLYCROSS:
  3577. #ifdef RENEWAL
  3578. if(sd && sd->status.weapon == W_2HSPEAR)
  3579. skillratio += 70 * skill_lv;
  3580. else
  3581. #endif
  3582. skillratio += 35 * skill_lv;
  3583. break;
  3584. case AM_DEMONSTRATION:
  3585. skillratio += 20 * skill_lv;
  3586. break;
  3587. case AM_ACIDTERROR:
  3588. #ifdef RENEWAL
  3589. skillratio += -100 + 200 * skill_lv;
  3590. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3591. skillratio += 100; // !TODO: What's this bonus increase?
  3592. #else
  3593. skillratio += 40 * skill_lv;
  3594. #endif
  3595. break;
  3596. case MO_FINGEROFFENSIVE:
  3597. #ifdef RENEWAL
  3598. skillratio += 500 + skill_lv * 200;
  3599. if (tsc && tsc->data[SC_BLADESTOP])
  3600. skillratio += skillratio / 2;
  3601. #else
  3602. skillratio += 50 * skill_lv;
  3603. #endif
  3604. break;
  3605. case MO_INVESTIGATE:
  3606. #ifdef RENEWAL
  3607. skillratio += -100 + 100 * skill_lv;
  3608. if (tsc && tsc->data[SC_BLADESTOP])
  3609. skillratio += skillratio / 2;
  3610. #else
  3611. skillratio += 75 * skill_lv;
  3612. #endif
  3613. break;
  3614. case MO_EXTREMITYFIST:
  3615. skillratio += 100 * (7 + sstatus->sp / 10);
  3616. #ifdef RENEWAL
  3617. if (wd->miscflag&1)
  3618. skillratio *= 2; // More than 5 spirit balls active
  3619. #endif
  3620. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3621. break;
  3622. case MO_TRIPLEATTACK:
  3623. skillratio += 20 * skill_lv;
  3624. break;
  3625. case MO_CHAINCOMBO:
  3626. #ifdef RENEWAL
  3627. skillratio += 150 + 50 * skill_lv;
  3628. if (sd && sd->status.weapon == W_KNUCKLE)
  3629. skillratio *= 2;
  3630. #else
  3631. skillratio += 50 + 50 * skill_lv;
  3632. #endif
  3633. break;
  3634. case MO_COMBOFINISH:
  3635. #ifdef RENEWAL
  3636. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3637. #else
  3638. skillratio += 140 + 60 * skill_lv;
  3639. #endif
  3640. if (sc->data[SC_GT_ENERGYGAIN])
  3641. skillratio += skillratio * 50 / 100;
  3642. break;
  3643. case BA_MUSICALSTRIKE:
  3644. case DC_THROWARROW:
  3645. #ifdef RENEWAL
  3646. skillratio += 10 + 40 * skill_lv;
  3647. #else
  3648. skillratio += 25 + 25 * skill_lv;
  3649. #endif
  3650. break;
  3651. case CH_TIGERFIST:
  3652. #ifdef RENEWAL
  3653. skillratio += 400 + 150 * skill_lv;
  3654. RE_LVL_DMOD(100);
  3655. #else
  3656. skillratio += -60 + 100 * skill_lv;
  3657. #endif
  3658. if (sc->data[SC_GT_ENERGYGAIN])
  3659. skillratio += skillratio * 50 / 100;
  3660. break;
  3661. case CH_CHAINCRUSH:
  3662. #ifdef RENEWAL
  3663. skillratio += -100 + 200 * skill_lv;
  3664. RE_LVL_DMOD(100);
  3665. #else
  3666. skillratio += 300 + 100 * skill_lv;
  3667. #endif
  3668. if (sc->data[SC_GT_ENERGYGAIN])
  3669. skillratio += skillratio * 50 / 100;
  3670. break;
  3671. case CH_PALMSTRIKE:
  3672. #ifdef RENEWAL
  3673. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3674. RE_LVL_DMOD(100);
  3675. #else
  3676. skillratio += 100 + 100 * skill_lv;
  3677. #endif
  3678. break;
  3679. case LK_HEADCRUSH:
  3680. skillratio += 40 * skill_lv;
  3681. break;
  3682. case LK_JOINTBEAT:
  3683. skillratio += 10 * skill_lv - 50;
  3684. if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3685. skillratio <<= 1;
  3686. break;
  3687. #ifdef RENEWAL
  3688. // Renewal: skill ratio applies to entire damage [helvetica]
  3689. case LK_SPIRALPIERCE:
  3690. case ML_SPIRALPIERCE:
  3691. skillratio += 50 + 50 * skill_lv;
  3692. RE_LVL_DMOD(100);
  3693. break;
  3694. #endif
  3695. case ASC_METEORASSAULT:
  3696. #ifdef RENEWAL
  3697. skillratio += 100 + 120 * skill_lv;
  3698. RE_LVL_DMOD(100);
  3699. #else
  3700. skillratio += -60 + 40 * skill_lv;
  3701. #endif
  3702. break;
  3703. case SN_SHARPSHOOTING:
  3704. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  3705. if (wd->miscflag & 2) // Splash damage bonus
  3706. skillratio += -100 + 140 * skill_lv;
  3707. else
  3708. skillratio += 100 + 50 * skill_lv;
  3709. break;
  3710. }
  3711. // Fall through
  3712. case MA_SHARPSHOOTING:
  3713. #ifdef RENEWAL
  3714. skillratio += -100 + 300 + 300 * skill_lv;
  3715. RE_LVL_DMOD(100);
  3716. #else
  3717. skillratio += 100 + 50 * skill_lv;
  3718. #endif
  3719. break;
  3720. #ifdef RENEWAL
  3721. case CR_ACIDDEMONSTRATION:
  3722. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  3723. if (target->type == BL_PC)
  3724. skillratio /= 2;
  3725. break;
  3726. #endif
  3727. case CG_ARROWVULCAN:
  3728. #ifdef RENEWAL
  3729. skillratio += 400 + 100 * skill_lv;
  3730. RE_LVL_DMOD(100);
  3731. #else
  3732. skillratio += 100 + 100 * skill_lv;
  3733. #endif
  3734. break;
  3735. case AS_SPLASHER:
  3736. #ifdef RENEWAL
  3737. skillratio += -100 + 400 + 100 * skill_lv;
  3738. #else
  3739. skillratio += 400 + 50 * skill_lv;
  3740. #endif
  3741. if(sd)
  3742. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3743. break;
  3744. case ASC_BREAKER:
  3745. #ifdef RENEWAL
  3746. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  3747. RE_LVL_DMOD(100);
  3748. #else
  3749. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3750. skillratio += -100 + 100 * skill_lv;
  3751. #endif
  3752. break;
  3753. case PA_SACRIFICE:
  3754. skillratio += -10 + 10 * skill_lv;
  3755. break;
  3756. case PA_SHIELDCHAIN:
  3757. #ifdef RENEWAL
  3758. skillratio = 60 + 40 * skill_lv;
  3759. RE_LVL_DMOD(100);
  3760. #else
  3761. skillratio += 30 * skill_lv;
  3762. #endif
  3763. break;
  3764. case WS_CARTTERMINATION:
  3765. i = 10 * (16 - skill_lv);
  3766. if (i < 1) i = 1;
  3767. //Preserve damage ratio when max cart weight is changed.
  3768. if (sd && sd->cart_weight)
  3769. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3770. else if (!sd)
  3771. skillratio += 80000 / i - 100;
  3772. break;
  3773. case TK_DOWNKICK:
  3774. case TK_STORMKICK:
  3775. skillratio += 60 + 20 * skill_lv;
  3776. break;
  3777. case TK_TURNKICK:
  3778. case TK_COUNTER:
  3779. skillratio += 90 + 30 * skill_lv;
  3780. break;
  3781. case TK_JUMPKICK:
  3782. //Different damage formulas depending on damage trigger
  3783. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3784. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3785. else if (wd->miscflag) {
  3786. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3787. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3788. skillratio *= 2;
  3789. }
  3790. else
  3791. skillratio += -70 + 10 * skill_lv;
  3792. break;
  3793. case GS_TRIPLEACTION:
  3794. skillratio += 50 * skill_lv;
  3795. break;
  3796. case GS_BULLSEYE:
  3797. //Only works well against brute/demihumans non bosses.
  3798. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  3799. skillratio += 400;
  3800. break;
  3801. case GS_TRACKING:
  3802. skillratio += 100 * (skill_lv + 1);
  3803. break;
  3804. case GS_PIERCINGSHOT:
  3805. #ifdef RENEWAL
  3806. if (sd && sd->weapontype1 == W_RIFLE)
  3807. skillratio += 150 + 30 * skill_lv;
  3808. else
  3809. skillratio += 100 + 20 * skill_lv;
  3810. #else
  3811. skillratio += 20 * skill_lv;
  3812. #endif
  3813. break;
  3814. case GS_RAPIDSHOWER:
  3815. skillratio += 400 + 50 * skill_lv;
  3816. break;
  3817. case GS_DESPERADO:
  3818. skillratio += 50 * (skill_lv - 1);
  3819. if (sc && sc->data[SC_FALLEN_ANGEL])
  3820. skillratio *= 2;
  3821. break;
  3822. case GS_DUST:
  3823. skillratio += 50 * skill_lv;
  3824. break;
  3825. case GS_FULLBUSTER:
  3826. skillratio += 100 * (skill_lv + 2);
  3827. break;
  3828. case GS_SPREADATTACK:
  3829. #ifdef RENEWAL
  3830. skillratio += 30 * skill_lv;
  3831. #else
  3832. skillratio += 20 * (skill_lv - 1);
  3833. #endif
  3834. break;
  3835. #ifdef RENEWAL
  3836. case GS_GROUNDDRIFT:
  3837. skillratio += 100 + 20 * skill_lv;
  3838. break;
  3839. #endif
  3840. case NJ_HUUMA:
  3841. #ifdef RENEWAL
  3842. skillratio += -150 + 250 * skill_lv;
  3843. #else
  3844. skillratio += 50 + 150 * skill_lv;
  3845. #endif
  3846. break;
  3847. case NJ_TATAMIGAESHI:
  3848. skillratio += 10 * skill_lv;
  3849. #ifdef RENEWAL
  3850. skillratio *= 2;
  3851. #endif
  3852. break;
  3853. case NJ_KASUMIKIRI:
  3854. #ifdef RENEWAL
  3855. skillratio += 20 * skill_lv;
  3856. #else
  3857. skillratio += 10 * skill_lv;
  3858. #endif
  3859. break;
  3860. case NJ_KIRIKAGE:
  3861. #ifdef RENEWAL
  3862. skillratio += -50 + 150 * skill_lv;
  3863. #else
  3864. skillratio += 100 * (skill_lv - 1);
  3865. #endif
  3866. break;
  3867. #ifdef RENEWAL
  3868. case NJ_SYURIKEN:
  3869. skillratio += 5 * skill_lv;
  3870. break;
  3871. case NJ_KUNAI:
  3872. skillratio += -100 + 100 * skill_lv;
  3873. break;
  3874. #endif
  3875. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3876. int k = (wd->miscflag-1)/3;
  3877. if (k < 0)
  3878. k = 0;
  3879. else if (k > 4)
  3880. k = 4;
  3881. skillratio += 100 * k;
  3882. }
  3883. break;
  3884. case HT_PHANTASMIC:
  3885. skillratio += 50;
  3886. break;
  3887. case MO_BALKYOUNG:
  3888. skillratio += 200;
  3889. break;
  3890. case HFLI_MOON: //[orn]
  3891. skillratio += 10 + 110 * skill_lv;
  3892. break;
  3893. case HFLI_SBR44: //[orn]
  3894. skillratio += 100 * (skill_lv - 1);
  3895. break;
  3896. case NPC_VAMPIRE_GIFT:
  3897. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3898. break;
  3899. case RK_SONICWAVE:
  3900. skillratio += -100 + 1050 + 150 * skill_lv;
  3901. RE_LVL_DMOD(100);
  3902. break;
  3903. case RK_HUNDREDSPEAR:
  3904. skillratio += -100 + 600 + 200 * skill_lv;
  3905. if (sd)
  3906. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3907. RE_LVL_DMOD(100);
  3908. break;
  3909. case RK_WINDCUTTER:
  3910. if (sd) {
  3911. if (sd->weapontype1 == W_2HSWORD)
  3912. skillratio += -100 + 250 * skill_lv;
  3913. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  3914. skillratio += -100 + 400 * skill_lv;
  3915. else
  3916. skillratio += -100 + 300 * skill_lv;
  3917. } else
  3918. skillratio += -100 + 300 * skill_lv;
  3919. RE_LVL_DMOD(100);
  3920. break;
  3921. case RK_IGNITIONBREAK:
  3922. skillratio += -100 + 450 * skill_lv;
  3923. RE_LVL_DMOD(100);
  3924. break;
  3925. case NPC_IGNITIONBREAK:
  3926. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  3927. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  3928. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  3929. i = distance_bl(src,target);
  3930. if (i < 2)
  3931. skillratio += -100 + 500 * (skill_lv + 1);
  3932. else if (i < 4)
  3933. skillratio += -100 + 250 + 500 * skill_lv;
  3934. else
  3935. skillratio += -100 + 500 * skill_lv;
  3936. break;
  3937. case RK_STORMBLAST:
  3938. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  3939. RE_LVL_DMOD(100);
  3940. break;
  3941. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3942. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3943. RE_LVL_DMOD(150); // Base level bonus.
  3944. break;
  3945. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  3946. case GC_CROSSIMPACT:
  3947. skillratio += -100 + 1400 + 150 * skill_lv;
  3948. RE_LVL_DMOD(100);
  3949. break;
  3950. case GC_COUNTERSLASH:
  3951. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3952. skillratio += -100 + 300 + 150 * skill_lv;
  3953. RE_LVL_DMOD(120);
  3954. break;
  3955. case GC_VENOMPRESSURE:
  3956. skillratio += 900;
  3957. break;
  3958. case GC_PHANTOMMENACE:
  3959. skillratio += 200;
  3960. break;
  3961. case GC_ROLLINGCUTTER:
  3962. skillratio += -100 + 50 + 80 * skill_lv;
  3963. RE_LVL_DMOD(100);
  3964. break;
  3965. case GC_CROSSRIPPERSLASHER:
  3966. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  3967. RE_LVL_DMOD(100);
  3968. if (sc && sc->data[SC_ROLLINGCUTTER])
  3969. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * 200;
  3970. break;
  3971. case GC_DARKCROW:
  3972. skillratio += 100 * (skill_lv - 1);
  3973. break;
  3974. case AB_DUPLELIGHT_MELEE:
  3975. skillratio += 50 + 15 * skill_lv;
  3976. break;
  3977. case NPC_ARROWSTORM:
  3978. skillratio += 900 + 80 * skill_lv;
  3979. break;
  3980. case RA_ARROWSTORM:
  3981. if (sc && sc->data[SC_FEARBREEZE])
  3982. skillratio += -100 + 200 + 250 * skill_lv;
  3983. else
  3984. skillratio += -100 + 200 + 180 * skill_lv;
  3985. RE_LVL_DMOD(100);
  3986. break;
  3987. case RA_AIMEDBOLT:
  3988. if (sc && sc->data[SC_FEARBREEZE])
  3989. skillratio += -100 + 800 + 35 * skill_lv;
  3990. else
  3991. skillratio += -100 + 500 + 20 * skill_lv;
  3992. RE_LVL_DMOD(100);
  3993. break;
  3994. case RA_CLUSTERBOMB:
  3995. skillratio += 100 + 100 * skill_lv;
  3996. break;
  3997. case RA_WUGDASH:// ATK 300%
  3998. skillratio += 200;
  3999. break;
  4000. case RA_WUGSTRIKE:
  4001. skillratio += -100 + 200 * skill_lv;
  4002. break;
  4003. case RA_WUGBITE:
  4004. skillratio += 300 + 200 * skill_lv;
  4005. if (skill_lv == 5)
  4006. skillratio += 100;
  4007. break;
  4008. case RA_SENSITIVEKEEN:
  4009. skillratio += 50 * skill_lv;
  4010. break;
  4011. case NC_BOOSTKNUCKLE:
  4012. skillratio += 200 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4013. RE_LVL_DMOD(100);
  4014. break;
  4015. case NC_PILEBUNKER:
  4016. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4017. RE_LVL_DMOD(100);
  4018. break;
  4019. case NC_VULCANARM:
  4020. skillratio += -100 + 140 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4021. RE_LVL_DMOD(100);
  4022. break;
  4023. case NC_FLAMELAUNCHER:
  4024. case NC_COLDSLOWER:
  4025. skillratio += 200 + 300 * skill_lv;
  4026. RE_LVL_DMOD(150);
  4027. break;
  4028. case NC_ARMSCANNON:
  4029. skillratio += -100 + 400 + 300 * skill_lv;
  4030. RE_LVL_DMOD(100);
  4031. break;
  4032. case NC_AXEBOOMERANG:
  4033. skillratio += 150 + 50 * skill_lv;
  4034. if (sd) {
  4035. short index = sd->equip_index[EQI_HAND_R];
  4036. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4037. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4038. }
  4039. RE_LVL_DMOD(100);
  4040. break;
  4041. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4042. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4043. RE_LVL_DMOD(100);
  4044. break;
  4045. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4046. skillratio += 350 + 50 * skill_lv;
  4047. break;
  4048. case NC_AXETORNADO:
  4049. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4050. RE_LVL_DMOD(100);
  4051. break;
  4052. case SC_FATALMENACE:
  4053. skillratio += 120 * skill_lv + sstatus->agi / 6; // !TODO: What's the AGI bonus?
  4054. RE_LVL_DMOD(100);
  4055. break;
  4056. case SC_TRIANGLESHOT:
  4057. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4058. RE_LVL_DMOD(100);
  4059. break;
  4060. case SC_FEINTBOMB:
  4061. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4062. RE_LVL_DMOD(120);
  4063. break;
  4064. case LG_CANNONSPEAR:
  4065. skillratio += -100 + skill_lv * (50 + sstatus->str);
  4066. RE_LVL_DMOD(100);
  4067. break;
  4068. case LG_BANISHINGPOINT:
  4069. skillratio += -100 + (80 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  4070. RE_LVL_DMOD(100);
  4071. break;
  4072. case LG_SHIELDPRESS:
  4073. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4074. if (sd) {
  4075. short index = sd->equip_index[EQI_HAND_L];
  4076. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4077. skillratio += sd->inventory_data[index]->weight / 10;
  4078. }
  4079. RE_LVL_DMOD(100);
  4080. break;
  4081. case LG_PINPOINTATTACK:
  4082. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4083. RE_LVL_DMOD(120);
  4084. break;
  4085. case LG_RAGEBURST:
  4086. if (sd && sd->spiritball_old)
  4087. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4088. else
  4089. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4090. RE_LVL_DMOD(100);
  4091. break;
  4092. case LG_MOONSLASHER:
  4093. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4094. RE_LVL_DMOD(100);
  4095. break;
  4096. case LG_OVERBRAND:
  4097. if(sc && sc->data[SC_OVERBRANDREADY])
  4098. skillratio += -100 + 450 * skill_lv;
  4099. else
  4100. skillratio += -100 + 300 * skill_lv;
  4101. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4102. RE_LVL_DMOD(100);
  4103. break;
  4104. case LG_EARTHDRIVE:
  4105. skillratio += -100 + 380 * skill_lv + ((sstatus->str + sstatus->vit) / 6); // !TODO: What's the STR/VIT bonus?
  4106. RE_LVL_DMOD(100);
  4107. break;
  4108. case LG_HESPERUSLIT:
  4109. if (sc && sc->data[SC_INSPIRATION])
  4110. skillratio += -100 + 450 * skill_lv;
  4111. else
  4112. skillratio += -100 + 300 * skill_lv;
  4113. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4114. RE_LVL_DMOD(100);
  4115. break;
  4116. case SR_EARTHSHAKER:
  4117. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  4118. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4119. skillratio += -100 + 300 * skill_lv;
  4120. RE_LVL_DMOD(100);
  4121. skillratio += status_get_str(src) * 3;
  4122. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4123. skillratio += -100 + 400 * skill_lv;
  4124. RE_LVL_DMOD(100);
  4125. skillratio += status_get_str(src) * 2;
  4126. }
  4127. break;
  4128. case SR_DRAGONCOMBO:
  4129. skillratio += 100 + 80 * skill_lv;
  4130. RE_LVL_DMOD(100);
  4131. break;
  4132. case SR_FALLENEMPIRE:
  4133. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4134. skillratio += 300 * skill_lv;
  4135. RE_LVL_DMOD(150);
  4136. break;
  4137. case SR_TIGERCANNON:
  4138. {
  4139. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  4140. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4141. if (wd->miscflag&8)
  4142. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4143. skillratio += -100 + (hp + sp) / 2;
  4144. else
  4145. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4146. skillratio += -100 + (hp + sp) / 4;
  4147. RE_LVL_DMOD(100);
  4148. }
  4149. if (sc->data[SC_GT_REVITALIZE])
  4150. skillratio += skillratio * 30 / 100;
  4151. break;
  4152. case SR_SKYNETBLOW:
  4153. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4154. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4155. RE_LVL_DMOD(100);
  4156. break;
  4157. case SR_RAMPAGEBLASTER:
  4158. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  4159. skillratio += 1400 + 550 * skill_lv;
  4160. RE_LVL_DMOD(120);
  4161. } else {
  4162. skillratio += 900 + 350 * skill_lv;
  4163. RE_LVL_DMOD(150);
  4164. }
  4165. if (sc->data[SC_GT_CHANGE])
  4166. skillratio += skillratio * 30 / 100;
  4167. break;
  4168. case SR_KNUCKLEARROW:
  4169. 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)] %
  4170. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4171. if (tsd && tsd->weight)
  4172. skillratio += 100 * tsd->weight / tsd->max_weight;
  4173. RE_LVL_DMOD(150);
  4174. } else {
  4175. if (status_get_class_(target) == CLASS_BOSS)
  4176. skillratio += 400 + 200 * skill_lv;
  4177. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4178. skillratio += 400 + 100 * skill_lv;
  4179. RE_LVL_DMOD(100);
  4180. }
  4181. if (sc->data[SC_GT_CHANGE])
  4182. skillratio += skillratio * 30 / 100;
  4183. break;
  4184. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4185. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4186. RE_LVL_DMOD(100);
  4187. break;
  4188. case SR_GATEOFHELL:
  4189. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  4190. skillratio += -100 + 800 * skill_lv;
  4191. else
  4192. skillratio += -100 + 500 * skill_lv;
  4193. RE_LVL_DMOD(100);
  4194. if (sc->data[SC_GT_REVITALIZE])
  4195. skillratio += skillratio * 30 / 100;
  4196. break;
  4197. case SR_GENTLETOUCH_QUIET:
  4198. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4199. RE_LVL_DMOD(100);
  4200. break;
  4201. case SR_HOWLINGOFLION:
  4202. skillratio += -100 + 500 * skill_lv;
  4203. RE_LVL_DMOD(100);
  4204. break;
  4205. case SR_RIDEINLIGHTNING:
  4206. skillratio += -100 + 40 * skill_lv;
  4207. if (sd && sd->status.weapon == W_KNUCKLE)
  4208. skillratio += 50 * skill_lv;
  4209. RE_LVL_DMOD(100);
  4210. break;
  4211. case WM_SEVERE_RAINSTORM_MELEE:
  4212. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4213. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4214. if (wd->miscflag&4) // Whip/Instrument equipped
  4215. skillratio += 20 * skill_lv;
  4216. RE_LVL_DMOD(100);
  4217. break;
  4218. case WM_GREAT_ECHO:
  4219. skillratio += -100 + 250 + 500 * skill_lv;
  4220. if (sd) {
  4221. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4222. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4223. skillratio <<= 1;
  4224. }
  4225. RE_LVL_DMOD(100);
  4226. break;
  4227. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4228. skillratio += -100 + 200 * skill_lv;
  4229. if(sd && sd->cart_weight)
  4230. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4231. }
  4232. break;
  4233. case GN_CARTCANNON:
  4234. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4235. RE_LVL_DMOD(100);
  4236. break;
  4237. case GN_SPORE_EXPLOSION:
  4238. skillratio += -100 + 400 + 200 * skill_lv;
  4239. RE_LVL_DMOD(100);
  4240. break;
  4241. case GN_WALLOFTHORN:
  4242. skillratio += 10 * skill_lv;
  4243. break;
  4244. case GN_CRAZYWEED_ATK:
  4245. skillratio += -100 + 700 + 100 * skill_lv;
  4246. RE_LVL_DMOD(100);
  4247. break;
  4248. case GN_SLINGITEM_RANGEMELEEATK:
  4249. if( sd ) {
  4250. switch( sd->itemid ) {
  4251. case ITEMID_APPLE_BOMB:
  4252. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4253. break;
  4254. case ITEMID_COCONUT_BOMB:
  4255. case ITEMID_PINEAPPLE_BOMB:
  4256. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4257. break;
  4258. case ITEMID_MELON_BOMB:
  4259. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4260. break;
  4261. case ITEMID_BANANA_BOMB:
  4262. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4263. break;
  4264. case ITEMID_BLACK_LUMP:
  4265. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4266. break;
  4267. case ITEMID_BLACK_HARD_LUMP:
  4268. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4269. break;
  4270. case ITEMID_VERY_HARD_LUMP:
  4271. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4272. break;
  4273. }
  4274. RE_LVL_DMOD(100);
  4275. }
  4276. break;
  4277. case GN_HELLS_PLANT_ATK:
  4278. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4279. RE_LVL_DMOD(100);
  4280. break;
  4281. // Physical Elemantal Spirits Attack Skills
  4282. case EL_CIRCLE_OF_FIRE:
  4283. case EL_FIRE_BOMB_ATK:
  4284. case EL_STONE_RAIN:
  4285. skillratio += 200;
  4286. break;
  4287. case EL_FIRE_WAVE_ATK:
  4288. skillratio += 500;
  4289. break;
  4290. case EL_TIDAL_WEAPON:
  4291. skillratio += 1400;
  4292. break;
  4293. case EL_WIND_SLASH:
  4294. skillratio += 100;
  4295. break;
  4296. case EL_HURRICANE:
  4297. skillratio += 600;
  4298. break;
  4299. case EL_TYPOON_MIS:
  4300. case EL_WATER_SCREW_ATK:
  4301. skillratio += 900;
  4302. break;
  4303. case EL_STONE_HAMMER:
  4304. skillratio += 400;
  4305. break;
  4306. case EL_ROCK_CRUSHER:
  4307. skillratio += 700;
  4308. break;
  4309. case KO_JYUMONJIKIRI:
  4310. skillratio += -100 + 200 * skill_lv;
  4311. RE_LVL_DMOD(120);
  4312. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  4313. skillratio += skill_lv * status_get_lv(src);
  4314. if (sc && sc->data[SC_KAGEMUSYA])
  4315. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4316. break;
  4317. case KO_HUUMARANKA:
  4318. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4319. RE_LVL_DMOD(100);
  4320. if (sc && sc->data[SC_KAGEMUSYA])
  4321. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4322. break;
  4323. case KO_SETSUDAN:
  4324. skillratio += 100 * (skill_lv - 1);
  4325. RE_LVL_DMOD(100);
  4326. if (tsc) {
  4327. struct status_change_entry *sce;
  4328. if ((sce = tsc->data[SC_SPIRIT]) || (sce = tsc->data[SC_SOULGOLEM]) || (sce = tsc->data[SC_SOULSHADOW]) || (sce = tsc->data[SC_SOULFALCON]) || (sce = tsc->data[SC_SOULFAIRY])) // Bonus damage added when target is soul linked.
  4329. skillratio += 200 * sce->val1;
  4330. }
  4331. break;
  4332. case KO_BAKURETSU:
  4333. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4334. RE_LVL_DMOD(120);
  4335. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4336. if (sc && sc->data[SC_KAGEMUSYA])
  4337. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4338. break;
  4339. case KO_MAKIBISHI:
  4340. skillratio += -100 + 20 * skill_lv;
  4341. break;
  4342. case MH_NEEDLE_OF_PARALYZE:
  4343. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // !TODO: Confirm Base Level and DEX bonus
  4344. break;
  4345. case MH_STAHL_HORN:
  4346. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  4347. break;
  4348. case MH_LAVA_SLIDE:
  4349. skillratio += -100 + 50 * skill_lv;
  4350. break;
  4351. case MH_SONIC_CRAW:
  4352. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4353. break;
  4354. case MH_SILVERVEIN_RUSH:
  4355. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4356. break;
  4357. case MH_MIDNIGHT_FRENZY:
  4358. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4359. break;
  4360. case MH_MAGMA_FLOW:
  4361. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4362. break;
  4363. case RL_MASS_SPIRAL:
  4364. skillratio += -100 + 200 * skill_lv;
  4365. break;
  4366. case RL_FIREDANCE:
  4367. skillratio += 100 + 100 * skill_lv;
  4368. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4369. RE_LVL_DMOD(100);
  4370. break;
  4371. case RL_BANISHING_BUSTER:
  4372. skillratio += -100 + 1000 + 200 * skill_lv;
  4373. RE_LVL_DMOD(100);
  4374. break;
  4375. case RL_S_STORM:
  4376. skillratio += -100 + 1700 + 200 * skill_lv;
  4377. break;
  4378. case RL_SLUGSHOT:
  4379. if (target->type == BL_MOB)
  4380. skillratio += -100 + 1200 * skill_lv;
  4381. else
  4382. skillratio += -100 + 2000 * skill_lv;
  4383. skillratio *= 2 + tstatus->size;
  4384. break;
  4385. case RL_D_TAIL:
  4386. skillratio += -100 + 500 + 200 * skill_lv;
  4387. if (sd && (wd->miscflag & 8))
  4388. skillratio *= 2;
  4389. RE_LVL_DMOD(100);
  4390. break;
  4391. case RL_R_TRIP:
  4392. skillratio += -100 + 350 * skill_lv;
  4393. RE_LVL_DMOD(100);
  4394. break;
  4395. case RL_R_TRIP_PLUSATK:
  4396. skillratio += -100 + 300 + 300 * skill_lv;
  4397. break;
  4398. case RL_H_MINE:
  4399. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4400. skillratio += -100 + 500 + 300 * skill_lv;
  4401. else // 200 + 200 * SkillLv
  4402. skillratio += -100 + 200 + 200 * skill_lv;
  4403. break;
  4404. case RL_HAMMER_OF_GOD:
  4405. skillratio += -100 + 100 * skill_lv;
  4406. if (sd) {
  4407. if (wd->miscflag & 8)
  4408. skillratio += 400 * sd->spiritball_old;
  4409. else
  4410. skillratio += 150 * sd->spiritball_old;
  4411. }
  4412. RE_LVL_DMOD(100);
  4413. break;
  4414. case RL_FIRE_RAIN:
  4415. case RL_AM_BLAST:
  4416. skillratio += -100 + 3500 + 300 * skill_lv;
  4417. break;
  4418. case SU_BITE:
  4419. skillratio += 100;
  4420. break;
  4421. case SU_SCRATCH:
  4422. skillratio += -50 + 50 * skill_lv;
  4423. break;
  4424. case SU_SCAROFTAROU:
  4425. skillratio += -100 + 100 * skill_lv;
  4426. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4427. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4428. break;
  4429. case SU_PICKYPECK:
  4430. case SU_PICKYPECK_DOUBLE_ATK:
  4431. skillratio += 100 + 100 * skill_lv;
  4432. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4433. skillratio *= 2;
  4434. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4435. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4436. break;
  4437. case SU_LUNATICCARROTBEAT:
  4438. case SU_LUNATICCARROTBEAT2:
  4439. skillratio += 100 + 100 * skill_lv;
  4440. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4441. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4442. break;
  4443. case SU_SVG_SPIRIT:
  4444. skillratio += 150 + 150 * skill_lv;
  4445. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4446. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4447. break;
  4448. case SJ_FULLMOONKICK:
  4449. skillratio += 1000 + 100 * skill_lv;
  4450. RE_LVL_DMOD(100);
  4451. if (sc && sc->data[SC_LIGHTOFMOON])
  4452. skillratio += skillratio * sc->data[SC_LIGHTOFMOON]->val2 / 100;
  4453. break;
  4454. case SJ_NEWMOONKICK:
  4455. skillratio += 600 + 100 * skill_lv;
  4456. break;
  4457. case SJ_STAREMPEROR:
  4458. skillratio += 700 + 200 * skill_lv;
  4459. break;
  4460. case SJ_SOLARBURST:
  4461. skillratio += 900 + 220 * skill_lv;
  4462. RE_LVL_DMOD(100);
  4463. if (sc && sc->data[SC_LIGHTOFSUN])
  4464. skillratio += skillratio * sc->data[SC_LIGHTOFSUN]->val2 / 100;
  4465. break;
  4466. case SJ_PROMINENCEKICK:
  4467. skillratio += 50 + 50 * skill_lv;
  4468. break;
  4469. case SJ_FALLINGSTAR_ATK:
  4470. case SJ_FALLINGSTAR_ATK2:
  4471. skillratio += 100 * skill_lv;
  4472. RE_LVL_DMOD(100);
  4473. if (sc && sc->data[SC_LIGHTOFSTAR])
  4474. skillratio += skillratio * sc->data[SC_LIGHTOFSTAR]->val2 / 100;
  4475. break;
  4476. }
  4477. return skillratio;
  4478. }
  4479. /*==================================================================================================
  4480. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4481. *--------------------------------------------------------------------------------------------------*
  4482. * Credits:
  4483. * Original coder Skotlex
  4484. * Initial refactoring by Baalberith
  4485. * Refined and optimized by helvetica
  4486. */
  4487. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4488. {
  4489. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4490. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4491. struct status_data *sstatus = status_get_status_data(src);
  4492. struct status_data *tstatus = status_get_status_data(target);
  4493. int64 atk = 0;
  4494. //Constant/misc additions from skills
  4495. switch (skill_id) {
  4496. case MO_EXTREMITYFIST:
  4497. atk = 250 + 150 * skill_lv;
  4498. break;
  4499. #ifndef RENEWAL
  4500. case GS_MAGICALBULLET:
  4501. if (sstatus->matk_max > sstatus->matk_min)
  4502. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4503. else
  4504. atk = sstatus->matk_min;
  4505. break;
  4506. case NJ_SYURIKEN:
  4507. atk = 4 * skill_lv;
  4508. break;
  4509. #endif
  4510. #ifdef RENEWAL
  4511. case HT_FREEZINGTRAP:
  4512. if(sd)
  4513. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4514. break;
  4515. #endif
  4516. case GC_COUNTERSLASH:
  4517. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4518. break;
  4519. case LG_SHIELDPRESS:
  4520. if (sd) {
  4521. int damagevalue = 0;
  4522. short index = sd->equip_index[EQI_HAND_L];
  4523. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4524. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4525. atk = damagevalue;
  4526. }
  4527. break;
  4528. }
  4529. return atk;
  4530. }
  4531. /*==============================================================
  4532. * Stackable SC bonuses added on top of calculated skill damage
  4533. *--------------------------------------------------------------
  4534. * Credits:
  4535. * Original coder Skotlex
  4536. * Initial refactoring by Baalberith
  4537. * Refined and optimized by helvetica
  4538. */
  4539. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4540. {
  4541. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4542. struct status_change *sc = status_get_sc(src);
  4543. struct status_data *sstatus = status_get_status_data(src);
  4544. struct status_data *tstatus = status_get_status_data(target);
  4545. uint8 anger_id = 0; // SLS Anger
  4546. // Kagerou/Oboro Earth Charm effect +15% wATK
  4547. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4548. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4549. #ifdef RENEWAL
  4550. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4551. #endif
  4552. }
  4553. //The following are applied on top of current damage and are stackable.
  4554. if (sc) {
  4555. #ifdef RENEWAL
  4556. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4557. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4558. if (sc->data[SC_DRUMBATTLE])
  4559. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4560. if (sc->data[SC_MADNESSCANCEL])
  4561. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4562. if (sc->data[SC_MAGICALBULLET]) {
  4563. short tmdef = tstatus->mdef + tstatus->mdef2;
  4564. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4565. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4566. } else {
  4567. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4568. }
  4569. }
  4570. if (sc->data[SC_GATLINGFEVER])
  4571. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  4572. #else
  4573. if (sc->data[SC_TRUESIGHT])
  4574. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4575. #endif
  4576. if (sc->data[SC_SPIRIT]) {
  4577. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4578. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4579. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4580. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4581. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  4582. RE_ALLATK_ADDRATE(wd, 100);
  4583. }
  4584. }
  4585. if (sc->data[SC_GT_CHANGE])
  4586. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  4587. if (sc->data[SC_EDP]) {
  4588. switch(skill_id) {
  4589. case AS_SPLASHER:
  4590. case ASC_METEORASSAULT:
  4591. // Pre-Renewal only: Soul Breaker ignores EDP
  4592. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4593. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4594. #ifndef RENEWAL
  4595. case ASC_BREAKER:
  4596. #else
  4597. case AS_GRIMTOOTH:
  4598. case AS_VENOMKNIFE:
  4599. #endif
  4600. break; // skills above have no effect with EDP
  4601. #ifdef RENEWAL
  4602. default: // fall through to apply EDP bonuses
  4603. // Renewal EDP formula [helvetica]
  4604. // weapon atk * (1 + (edp level * .8))
  4605. // equip atk * (1 + (edp level * .6))
  4606. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4607. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4608. break;
  4609. #else
  4610. default:
  4611. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  4612. #endif
  4613. }
  4614. }
  4615. if (sc->data[SC_DANCEWITHWUG]) {
  4616. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  4617. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4618. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4619. }
  4620. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4621. #ifdef RENEWAL
  4622. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4623. #endif
  4624. }
  4625. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4626. ATK_ADD(wd->damage, wd->damage2, 200);
  4627. #ifdef RENEWAL
  4628. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  4629. #endif
  4630. }
  4631. if (sc->data[SC_EQC]) {
  4632. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  4633. #ifdef RENEWAL
  4634. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  4635. #endif
  4636. }
  4637. if(sc->data[SC_STYLE_CHANGE]) {
  4638. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4639. if(hd) {
  4640. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  4641. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4642. }
  4643. }
  4644. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4645. switch(skill_id) {
  4646. case RA_WUGDASH:
  4647. case RA_WUGSTRIKE:
  4648. case RA_WUGBITE:
  4649. break;
  4650. default:
  4651. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  4652. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4653. break;
  4654. }
  4655. }
  4656. if (sc->data[SC_HEAT_BARREL]) {
  4657. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  4658. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4659. }
  4660. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4661. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4662. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4663. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4664. }
  4665. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4666. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4667. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4668. }
  4669. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4670. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4671. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4672. }
  4673. }
  4674. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4675. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  4676. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4677. }
  4678. if (skill_id == 0 && sc->data[SC_EXEEDBREAK]) {
  4679. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EXEEDBREAK]->val2);
  4680. RE_ALLATK_ADDRATE(wd, sc->data[SC_EXEEDBREAK]->val2);
  4681. }
  4682. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0) {
  4683. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_PYREXIA]->val2);
  4684. RE_ALLATK_ADDRATE(wd, sc->data[SC_PYREXIA]->val2);
  4685. }
  4686. if (sc->data[SC_MIRACLE])
  4687. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4688. }
  4689. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4690. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  4691. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  4692. RE_ALLATK_ADDRATE(wd, 20);
  4693. }
  4694. }
  4695. if (sd != nullptr && !anger_id)
  4696. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4697. uint16 anger_level;
  4698. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4699. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4700. if (anger_id == 2)
  4701. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4702. if (anger_level < 4)
  4703. skillratio /= 12 - 3 * anger_level;
  4704. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  4705. #ifdef RENEWAL
  4706. RE_ALLATK_ADDRATE(wd, skillratio);
  4707. #endif
  4708. }
  4709. }
  4710. /*====================================
  4711. * Calc defense damage reduction
  4712. *------------------------------------
  4713. * Credits:
  4714. * Original coder Skotlex
  4715. * Initial refactoring by Baalberith
  4716. * Refined and optimized by helvetica
  4717. */
  4718. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4719. {
  4720. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4721. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4722. struct status_change *sc = status_get_sc(src);
  4723. struct status_change *tsc = status_get_sc(target);
  4724. struct status_data *sstatus = status_get_status_data(src);
  4725. struct status_data *tstatus = status_get_status_data(target);
  4726. //Defense reduction
  4727. short vit_def;
  4728. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4729. short def2 = tstatus->def2;
  4730. if (sd) {
  4731. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  4732. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  4733. if (i) {
  4734. i = min(i,100); //cap it to 100 for 0 def min
  4735. def1 -= def1 * i / 100;
  4736. def2 -= def2 * i / 100;
  4737. }
  4738. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4739. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4740. short si = 10 * sd->spiritcharm;
  4741. def1 = (def1 * (100 + si)) / 100;
  4742. }
  4743. }
  4744. if (sc && sc->data[SC_EXPIATIO]) {
  4745. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4746. i = min(i,100); //cap it to 100 for 0 def min
  4747. def1 = (def1*(100-i))/100;
  4748. def2 = (def2*(100-i))/100;
  4749. }
  4750. if (tsc) {
  4751. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4752. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4753. def1 = (def1 * (100 + i)) / 100;
  4754. }
  4755. if( tsc->data[SC_CAMOUFLAGE] ){
  4756. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4757. i = min(i,100); //cap it to 100 for 0 def min
  4758. def1 = (def1*(100-i))/100;
  4759. def2 = (def2*(100-i))/100;
  4760. }
  4761. if (tsc->data[SC_GT_REVITALIZE])
  4762. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  4763. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4764. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4765. }
  4766. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4767. unsigned char target_count; //256 max targets should be a sane max
  4768. //Official servers limit the count to 22 targets
  4769. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4770. if(target_count >= battle_config.vit_penalty_count) {
  4771. if(battle_config.vit_penalty_type == 1) {
  4772. if( !tsc || !tsc->data[SC_STEELBODY] )
  4773. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4774. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4775. } else { //Assume type 2
  4776. if( !tsc || !tsc->data[SC_STEELBODY] )
  4777. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4778. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4779. }
  4780. }
  4781. if (skill_id == AM_ACIDTERROR)
  4782. #ifdef RENEWAL
  4783. def2 = 0; //Ignore only status defense. [FatalEror]
  4784. #else
  4785. def1 = 0; //Ignores only armor defense. [Skotlex]
  4786. #endif
  4787. if(def2 < 1)
  4788. def2 = 1;
  4789. }
  4790. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4791. if (tsd) { //Sd vit-eq
  4792. int skill;
  4793. #ifndef RENEWAL
  4794. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4795. vit_def = def2*(def2-15)/150;
  4796. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4797. #else
  4798. vit_def = def2;
  4799. #endif
  4800. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4801. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4802. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4803. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4804. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4805. vit_def += skill*5;
  4806. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4807. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4808. vit_def += skill * 10;
  4809. } else { //Mob-Pet vit-eq
  4810. #ifndef RENEWAL
  4811. //VIT + rnd(0,[VIT/20]^2-1)
  4812. vit_def = (def2/20)*(def2/20);
  4813. if (tsc && tsc->data[SC_SKA])
  4814. vit_def += 100; //Eska increases the random part of the formula by 100
  4815. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4816. #else
  4817. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4818. vit_def = def2;
  4819. #endif
  4820. }
  4821. if (battle_config.weapon_defense_type) {
  4822. vit_def += def1*battle_config.weapon_defense_type;
  4823. def1 = 0;
  4824. }
  4825. #ifdef RENEWAL
  4826. /**
  4827. * RE DEF Reduction
  4828. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4829. * Pierce defence gains 1 atk per def/2
  4830. */
  4831. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4832. def1 = -399;
  4833. ATK_ADD2(wd->damage, wd->damage2,
  4834. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  4835. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  4836. );
  4837. 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) )
  4838. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  4839. 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) )
  4840. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4841. #else
  4842. if (def1 > 100) def1 = 100;
  4843. ATK_RATE2(wd->damage, wd->damage2,
  4844. 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)),
  4845. 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))
  4846. );
  4847. ATK_ADD2(wd->damage, wd->damage2,
  4848. 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,
  4849. 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
  4850. );
  4851. #endif
  4852. }
  4853. /*====================================
  4854. * Modifiers ignoring DEF
  4855. *------------------------------------
  4856. * Credits:
  4857. * Original coder Skotlex
  4858. * Initial refactoring by Baalberith
  4859. * Refined and optimized by helvetica
  4860. */
  4861. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4862. {
  4863. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4864. struct status_change *sc = status_get_sc(src);
  4865. struct status_data *sstatus = status_get_status_data(src);
  4866. // Post skill/vit reduction damage increases
  4867. if( sc ) { // SC skill damages
  4868. if(sc->data[SC_AURABLADE]
  4869. #ifndef RENEWAL
  4870. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4871. #endif
  4872. ) {
  4873. #ifdef RENEWAL
  4874. ATK_ADD(wd->damage, wd->damage2, (3 + sc->data[SC_AURABLADE]->val1) * status_get_lv(src)); // !TODO: Confirm formula
  4875. #else
  4876. ATK_ADD(wd->damage, wd->damage2, 20 * sc->data[SC_AURABLADE]->val1);
  4877. #endif
  4878. }
  4879. }
  4880. #ifndef RENEWAL
  4881. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4882. //Refine bonus
  4883. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4884. if (skill_id == MO_FINGEROFFENSIVE) {
  4885. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  4886. } else {
  4887. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4888. }
  4889. }
  4890. #endif
  4891. //Set to min of 1
  4892. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  4893. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  4894. switch (skill_id) {
  4895. case AS_SONICBLOW:
  4896. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4897. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  4898. break;
  4899. }
  4900. }
  4901. /*=================================================================================
  4902. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4903. *---------------------------------------------------------------------------------
  4904. * Credits:
  4905. * Original coder Skotlex
  4906. * Initial refactoring by Baalberith
  4907. * Refined and optimized by helvetica
  4908. */
  4909. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4910. {
  4911. struct status_data *tstatus = status_get_status_data(target);
  4912. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4913. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4914. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4915. //Plants receive 1 damage when hit
  4916. if( attack_hits || wd->damage > 0 )
  4917. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4918. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  4919. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4920. if (sd && sd->status.weapon == W_KATAR)
  4921. wd->damage2 = 0; //No backhand damage against plants
  4922. else
  4923. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4924. }
  4925. if (attack_hits && target->type == BL_MOB) {
  4926. struct status_change *sc = status_get_sc(target);
  4927. int64 damage_dummy = 1;
  4928. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  4929. wd->damage = wd->damage2 = 0;
  4930. return;
  4931. }
  4932. }
  4933. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  4934. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  4935. wd->damage = wd->damage2 = 0;
  4936. return;
  4937. }
  4938. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4939. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4940. if (wd->damage > 0) {
  4941. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4942. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  4943. } else if (wd->damage2 > 0) {
  4944. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4945. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  4946. }
  4947. return;
  4948. }
  4949. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4950. battle_apply_div_fix(wd, skill_id);
  4951. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4952. if(wd->damage > 1 && wd->damage2 > 0) {
  4953. wd->damage = 1;
  4954. wd->damage2 = 1;
  4955. }
  4956. }
  4957. /*========================================================================================
  4958. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4959. *----------------------------------------------------------------------------------------
  4960. * Credits:
  4961. * Original coder Skotlex
  4962. * Initial refactoring by Baalberith
  4963. * Refined and optimized by helvetica
  4964. */
  4965. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4966. {
  4967. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4968. if (sd) {
  4969. int skill;
  4970. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4971. wd->damage = wd->damage2;
  4972. wd->damage2 = 0;
  4973. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4974. skill = pc_checkskill(sd,TF_DOUBLE);
  4975. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  4976. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4977. if (wd->damage) {
  4978. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4979. skill = pc_checkskill(sd,AS_RIGHT);
  4980. ATK_RATER(wd->damage, 50 + (skill * 10))
  4981. }
  4982. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4983. skill = pc_checkskill(sd,KO_RIGHT);
  4984. ATK_RATER(wd->damage, 70 + (skill * 10))
  4985. }
  4986. if(wd->damage < 1)
  4987. wd->damage = 1;
  4988. }
  4989. if (wd->damage2) {
  4990. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4991. skill = pc_checkskill(sd,AS_LEFT);
  4992. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  4993. }
  4994. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4995. skill = pc_checkskill(sd,KO_LEFT);
  4996. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  4997. }
  4998. if(wd->damage2 < 1)
  4999. wd->damage2 = 1;
  5000. }
  5001. }
  5002. }
  5003. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  5004. wd->damage=0;
  5005. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  5006. wd->damage2=0;
  5007. }
  5008. /**
  5009. * Check if bl is devoted by someone
  5010. * @param bl
  5011. * @return 'd_bl' if devoted or NULL if not devoted
  5012. */
  5013. struct block_list *battle_check_devotion(struct block_list *bl) {
  5014. struct block_list *d_bl = NULL;
  5015. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  5016. struct status_change *sc = status_get_sc(bl);
  5017. if (sc && sc->data[SC_DEVOTION])
  5018. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  5019. }
  5020. return d_bl;
  5021. }
  5022. /*==========================================
  5023. * BG/GvG attack modifiers
  5024. *------------------------------------------
  5025. * Credits:
  5026. * Original coder Skotlex
  5027. * Initial refactoring by Baalberith
  5028. * Refined and optimized by helvetica
  5029. */
  5030. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5031. {
  5032. if( wd->damage + wd->damage2 ) { //There is a total damage value
  5033. if( src != target && //Don't reflect your own damage (Grand Cross)
  5034. (!skill_id || skill_id ||
  5035. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  5036. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5037. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5038. struct status_data *sstatus = status_get_status_data(src);
  5039. t_tick tick = gettick(), rdelay = 0;
  5040. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  5041. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  5042. struct block_list *d_bl = battle_check_devotion(src);
  5043. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5044. if( tsd )
  5045. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5046. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  5047. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  5048. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5049. }
  5050. }
  5051. struct map_data *mapdata = map_getmapdata(target->m);
  5052. if(!wd->damage2) {
  5053. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  5054. if( mapdata_flag_gvg2(mapdata) )
  5055. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5056. else if( mapdata->flag[MF_BATTLEGROUND] )
  5057. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5058. }
  5059. else if(!wd->damage) {
  5060. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  5061. if( mapdata_flag_gvg2(mapdata) )
  5062. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5063. else if( mapdata->flag[MF_BATTLEGROUND] )
  5064. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5065. }
  5066. else {
  5067. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  5068. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  5069. if( mapdata_flag_gvg2(mapdata) )
  5070. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5071. else if( mapdata->flag[MF_BATTLEGROUND] )
  5072. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5073. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  5074. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  5075. wd->damage-=wd->damage2;
  5076. }
  5077. }
  5078. }
  5079. /*==========================================
  5080. * final ATK modifiers - after BG/GvG calc
  5081. *------------------------------------------
  5082. * Credits:
  5083. * Original coder Skotlex
  5084. * Initial refactoring by Baalberith
  5085. * Refined and optimized by helvetica
  5086. */
  5087. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5088. {
  5089. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5090. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5091. struct status_change *sc = status_get_sc(src);
  5092. struct status_change *tsc = status_get_sc(target);
  5093. struct status_data *sstatus = status_get_status_data(src);
  5094. struct status_data *tstatus = status_get_status_data(target);
  5095. int skill_damage = 0;
  5096. //Reject Sword bugreport:4493 by Daegaladh
  5097. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  5098. (src->type!=BL_PC || (
  5099. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  5100. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  5101. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  5102. )) &&
  5103. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  5104. )
  5105. {
  5106. ATK_RATER(wd->damage, 50)
  5107. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  5108. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  5109. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  5110. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  5111. }
  5112. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  5113. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5114. int64 rdamage = 0;
  5115. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  5116. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5117. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  5118. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  5119. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  5120. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  5121. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does
  5122. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  5123. status_damage(target, src, rdamage, 0, 0, 0, 0);
  5124. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  5125. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  5126. }
  5127. if( sc ) {
  5128. //SC_FUSION hp penalty [Komurka]
  5129. if (sc->data[SC_FUSION]) {
  5130. unsigned int hp = sstatus->max_hp;
  5131. if (sd && tsd) {
  5132. hp = hp / 13;
  5133. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  5134. hp = sstatus->hp;
  5135. } else
  5136. hp = 2*hp/100; //2% hp loss per hit
  5137. status_zap(src, hp, 0);
  5138. }
  5139. // Only affecting non-skills
  5140. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5141. if (sc->data[SC_ENCHANTBLADE]) {
  5142. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5143. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  5144. if (sstatus->matk_max > sstatus->matk_min)
  5145. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5146. else
  5147. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5148. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5149. if (enchant_dmg > 0)
  5150. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5151. }
  5152. }
  5153. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5154. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5155. }
  5156. #ifndef RENEWAL
  5157. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5158. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5159. wd->damage += md.damage;
  5160. }
  5161. #endif
  5162. // Skill damage adjustment
  5163. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5164. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5165. }
  5166. /*====================================================
  5167. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5168. *----------------------------------------------------
  5169. * Credits:
  5170. * Original coder Skotlex
  5171. * Initial refactoring by Baalberith
  5172. * Refined and optimized by helvetica
  5173. */
  5174. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5175. {
  5176. struct status_data *sstatus = status_get_status_data(src);
  5177. struct status_data *tstatus = status_get_status_data(target);
  5178. struct status_change *sc = status_get_sc(src);
  5179. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5180. struct Damage wd;
  5181. wd.type = DMG_NORMAL; //Normal attack
  5182. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  5183. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  5184. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  5185. /*if(skill_id == KN_AUTOCOUNTER)
  5186. wd.amotion >>= 1; */
  5187. wd.dmotion = tstatus->dmotion;
  5188. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  5189. wd.miscflag = wflag;
  5190. wd.flag = BF_WEAPON; //Initial Flag
  5191. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  5192. wd.isspdamage = false;
  5193. wd.damage = wd.damage2 =
  5194. #ifdef RENEWAL
  5195. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  5196. #endif
  5197. 0;
  5198. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  5199. if(sd)
  5200. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  5201. if (skill_id) {
  5202. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5203. switch(skill_id)
  5204. {
  5205. #ifdef RENEWAL
  5206. case RG_BACKSTAP:
  5207. if (sd && sd->status.weapon == W_DAGGER)
  5208. wd.div_ = 2;
  5209. break;
  5210. case MO_CHAINCOMBO:
  5211. if (sd && sd->status.weapon == W_KNUCKLE)
  5212. wd.div_ = -6;
  5213. break;
  5214. #endif
  5215. case MH_SONIC_CRAW:{
  5216. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5217. wd.div_ = hd->homunculus.spiritball;
  5218. }
  5219. break;
  5220. case MO_FINGEROFFENSIVE:
  5221. if (sd) {
  5222. if (battle_config.finger_offensive_type)
  5223. wd.div_ = 1;
  5224. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  5225. wd.div_ = sd->spiritball + sd->spiritball_old;
  5226. }
  5227. break;
  5228. case KN_PIERCE:
  5229. case ML_PIERCE:
  5230. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  5231. break;
  5232. case TF_DOUBLE: //For NPC used skill.
  5233. case GS_CHAINACTION:
  5234. wd.type = DMG_MULTI_HIT;
  5235. break;
  5236. case GS_GROUNDDRIFT:
  5237. wd.amotion = sstatus->amotion;
  5238. //Fall through
  5239. case KN_SPEARSTAB:
  5240. #ifndef RENEWAL
  5241. case KN_BOWLINGBASH:
  5242. #endif
  5243. case MS_BOWLINGBASH:
  5244. case MO_BALKYOUNG:
  5245. case TK_TURNKICK:
  5246. wd.blewcount = 0;
  5247. break;
  5248. #ifdef RENEWAL
  5249. case KN_BOWLINGBASH:
  5250. if (sd && sd->status.weapon == W_2HSWORD) {
  5251. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  5252. wd.div_ = 3;
  5253. else if (wd.miscflag >= 4)
  5254. wd.div_ = 4;
  5255. }
  5256. break;
  5257. #endif
  5258. case KN_AUTOCOUNTER:
  5259. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  5260. break;
  5261. case LK_SPIRALPIERCE:
  5262. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  5263. break;
  5264. case RK_WINDCUTTER:
  5265. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  5266. wd.flag |= BF_LONG;
  5267. }
  5268. } else {
  5269. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  5270. }
  5271. return wd;
  5272. }
  5273. /**
  5274. * Check if we should reflect the damage and calculate it if so
  5275. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5276. * @param wd : weapon damage
  5277. * @param src : bl who did the attack
  5278. * @param target : target of the attack
  5279. * @param skill_id : id of casted skill, 0 = basic atk
  5280. * @param skill_lv : lvl of skill casted
  5281. */
  5282. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5283. {
  5284. // Don't reflect your own damage (Grand Cross)
  5285. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5286. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5287. {
  5288. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5289. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5290. struct status_change *tsc = status_get_sc(target);
  5291. struct status_data *sstatus = status_get_status_data(src);
  5292. struct unit_data *ud = unit_bl2ud(target);
  5293. t_tick tick = gettick(), rdelay = 0;
  5294. if (!tsc)
  5295. return;
  5296. // Calculate skill reflect damage separately
  5297. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  5298. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5299. if( rdamage > 0 ) {
  5300. struct block_list *d_bl = battle_check_devotion(src);
  5301. status_change *sc = status_get_sc(src);
  5302. if (sc && sc->data[SC_VITALITYACTIVATION])
  5303. rdamage /= 2;
  5304. if (tsc->data[SC_MAXPAIN]) {
  5305. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  5306. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  5307. tsc->data[SC_MAXPAIN]->val2 = 0;
  5308. }
  5309. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  5310. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5311. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5312. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5313. if( tsd )
  5314. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5315. // It appears that official servers give skill reflect damage a longer delay
  5316. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5317. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5318. }
  5319. }
  5320. }
  5321. }
  5322. /*============================================
  5323. * Calculate "weapon"-type attacks and skills
  5324. *--------------------------------------------
  5325. * Credits:
  5326. * Original coder Skotlex
  5327. * Initial refactoring by Baalberith
  5328. * Refined and optimized by helvetica
  5329. */
  5330. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5331. {
  5332. struct map_session_data *sd, *tsd;
  5333. struct Damage wd;
  5334. struct status_change *sc = status_get_sc(src);
  5335. struct status_change *tsc = status_get_sc(target);
  5336. struct status_data *tstatus = status_get_status_data(target);
  5337. int right_element, left_element;
  5338. bool infdef = false;
  5339. memset(&wd,0,sizeof(wd));
  5340. if (src == NULL || target == NULL) {
  5341. nullpo_info(NLP_MARK);
  5342. return wd;
  5343. }
  5344. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5345. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5346. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5347. if (sc && !sc->count)
  5348. sc = NULL; //Skip checking as there are no status changes active.
  5349. if (tsc && !tsc->count)
  5350. tsc = NULL; //Skip checking as there are no status changes active.
  5351. sd = BL_CAST(BL_PC, src);
  5352. tsd = BL_CAST(BL_PC, target);
  5353. //Check for Lucky Dodge
  5354. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5355. wd.type = DMG_LUCY_DODGE;
  5356. wd.dmg_lv = ATK_LUCKY;
  5357. if(wd.div_ < 0)
  5358. wd.div_ *= -1;
  5359. return wd;
  5360. }
  5361. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5362. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5363. // crit check is next since crits always hit on official [helvetica]
  5364. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5365. #if PACKETVER >= 20161207
  5366. if (wd.type&DMG_MULTI_HIT)
  5367. wd.type = DMG_MULTI_HIT_CRITICAL;
  5368. else
  5369. wd.type = DMG_CRITICAL;
  5370. #else
  5371. wd.type = DMG_CRITICAL;
  5372. #endif
  5373. }
  5374. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  5375. // check if we're landing a hit
  5376. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5377. wd.dmg_lv = ATK_FLEE;
  5378. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5379. int64 ratio = 0;
  5380. int i = 0;
  5381. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5382. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5383. ATK_RATE(wd.damage, wd.damage2, ratio);
  5384. RE_ALLATK_RATE(&wd, ratio);
  5385. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5386. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  5387. #ifdef RENEWAL
  5388. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5389. struct status_data *sstatus = status_get_status_data(src);
  5390. if (sstatus->matk_max > sstatus->matk_min) {
  5391. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5392. } else
  5393. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5394. }
  5395. #endif
  5396. // add any miscellaneous player ATK bonuses
  5397. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  5398. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5399. RE_ALLATK_ADDRATE(&wd, i);
  5400. }
  5401. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  5402. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5403. RE_ALLATK_ADDRATE(&wd, -i);
  5404. }
  5405. #ifdef RENEWAL
  5406. // In Renewal we only cardfix to the weapon and equip ATK
  5407. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5408. if (sd) {
  5409. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  5410. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  5411. if (is_attack_left_handed(src, skill_id)) {
  5412. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  5413. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  5414. }
  5415. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5416. if (tsd) {
  5417. std::bitset<NK_MAX> ignoreele_nk = nk;
  5418. ignoreele_nk.set(NK_IGNOREELEMENT);
  5419. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  5420. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  5421. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  5422. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  5423. if (is_attack_left_handed(src, skill_id)) {
  5424. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  5425. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  5426. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  5427. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  5428. }
  5429. }
  5430. }
  5431. // final attack bonuses that aren't affected by cards
  5432. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5433. if (sd) { //monsters, homuns and pets have their damage computed directly
  5434. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk + bonus_damage;
  5435. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2 + bonus_damage;
  5436. if (wd.flag & BF_SHORT)
  5437. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  5438. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5439. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5440. }
  5441. #else
  5442. // final attack bonuses that aren't affected by cards
  5443. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5444. #endif
  5445. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5446. 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))
  5447. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  5448. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  5449. }
  5450. }
  5451. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  5452. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5453. return wd; //Enough, rest is not needed.
  5454. #ifdef RENEWAL
  5455. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  5456. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5457. if (skill_id > 0)
  5458. wd.damage = (int64)floor((float)((wd.damage * 140) / 100 * (100 + (sd->bonus.crit_atk_rate / 2))) / 100);
  5459. else
  5460. wd.damage = (int64)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5461. if (is_attack_left_handed(src, skill_id)) {
  5462. if (skill_id > 0)
  5463. wd.damage2 = (int64)floor((float)((wd.damage2 * 140) / 100 * (100 + (sd->bonus.crit_atk_rate / 2))) / 100);
  5464. else
  5465. wd.damage2 = (int64)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5466. }
  5467. } else
  5468. wd.damage = (int64)floor((float)(wd.damage * 140) / 100);
  5469. if (tsd && tsd->bonus.crit_def_rate != 0) {
  5470. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  5471. }
  5472. }
  5473. #endif
  5474. switch (skill_id) {
  5475. #ifndef RENEWAL
  5476. case NJ_KUNAI:
  5477. ATK_ADD(wd.damage, wd.damage2, 90);
  5478. break;
  5479. #endif
  5480. case TK_DOWNKICK:
  5481. case TK_STORMKICK:
  5482. case TK_TURNKICK:
  5483. case TK_COUNTER:
  5484. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  5485. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  5486. break;
  5487. case SR_TIGERCANNON:
  5488. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  5489. if (wd.miscflag&8) {
  5490. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  5491. } else
  5492. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  5493. break;
  5494. case SR_GATEOFHELL: {
  5495. status_data *sstatus = status_get_status_data(src);
  5496. double bonus = 1 + skill_lv * 2 / 10;
  5497. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  5498. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5499. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  5500. } else
  5501. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * bonus) + 10 * status_get_lv(src));
  5502. }
  5503. break;
  5504. case MH_TINDER_BREAKER:
  5505. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5506. break;
  5507. case MH_CBC:
  5508. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5509. break;
  5510. case MH_EQC:
  5511. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5512. break;
  5513. }
  5514. if(sd) {
  5515. #ifndef RENEWAL
  5516. uint16 skill;
  5517. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5518. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5519. if (skill_id == TF_POISON)
  5520. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5521. if (skill_id == GS_GROUNDDRIFT)
  5522. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5523. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5524. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  5525. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5526. ATK_ADD(wd.damage, wd.damage2, 4);
  5527. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5528. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5529. } else
  5530. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5531. #endif
  5532. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5533. short index = sd->equip_index[EQI_HAND_L];
  5534. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5535. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5536. }
  5537. #ifndef RENEWAL
  5538. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5539. switch(skill_id) {
  5540. case RK_DRAGONBREATH:
  5541. case RK_DRAGONBREATH_WATER:
  5542. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5543. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5544. if(is_attack_left_handed(src, skill_id))
  5545. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5546. }
  5547. break;
  5548. default:
  5549. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  5550. if( is_attack_left_handed(src, skill_id ))
  5551. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  5552. break;
  5553. }
  5554. #endif
  5555. }
  5556. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5557. #ifdef RENEWAL
  5558. switch(skill_id) {
  5559. case NJ_ISSEN:
  5560. case GN_FIRE_EXPANSION_ACID:
  5561. break; //These skills will do a card fix later
  5562. default:
  5563. #endif
  5564. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  5565. if(is_attack_left_handed(src, skill_id))
  5566. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  5567. #ifdef RENEWAL
  5568. break;
  5569. }
  5570. #endif
  5571. }
  5572. // only do 1 dmg to plant, no need to calculate rest
  5573. if(infdef){
  5574. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  5575. return wd;
  5576. }
  5577. //Apply DAMAGE_DIV_FIX and check for min damage
  5578. battle_apply_div_fix(&wd, skill_id);
  5579. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  5580. #ifdef RENEWAL
  5581. switch (skill_id) {
  5582. case NJ_ISSEN:
  5583. case GN_FIRE_EXPANSION_ACID:
  5584. return wd; //These skills will do a GVG fix later
  5585. default:
  5586. #endif
  5587. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  5588. #ifdef RENEWAL
  5589. break;
  5590. }
  5591. #endif
  5592. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  5593. battle_absorb_damage(target, &wd);
  5594. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5595. return wd;
  5596. }
  5597. /*==========================================
  5598. * Calculate "magic"-type attacks and skills
  5599. *------------------------------------------
  5600. * Credits:
  5601. * Original coder DracoRPG
  5602. * Refined and optimized by helvetica
  5603. */
  5604. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5605. {
  5606. int i, skill_damage = 0;
  5607. short s_ele = 0;
  5608. TBL_PC *sd;
  5609. TBL_PC *tsd;
  5610. struct status_change *sc, *tsc;
  5611. struct Damage ad;
  5612. struct status_data *sstatus = status_get_status_data(src);
  5613. struct status_data *tstatus = status_get_status_data(target);
  5614. struct {
  5615. unsigned imdef : 1;
  5616. unsigned infdef : 1;
  5617. } flag;
  5618. memset(&ad,0,sizeof(ad));
  5619. memset(&flag,0,sizeof(flag));
  5620. if (src == NULL || target == NULL) {
  5621. nullpo_info(NLP_MARK);
  5622. return ad;
  5623. }
  5624. //Initial Values
  5625. ad.damage = 1;
  5626. ad.div_ = skill_get_num(skill_id,skill_lv);
  5627. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5628. ad.dmotion = tstatus->dmotion;
  5629. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5630. ad.flag = BF_MAGIC|BF_SKILL;
  5631. ad.dmg_lv = ATK_DEF;
  5632. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  5633. std::bitset<NK_MAX> nk;
  5634. if (skill)
  5635. nk = skill->nk;
  5636. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  5637. sd = BL_CAST(BL_PC, src);
  5638. tsd = BL_CAST(BL_PC, target);
  5639. sc = status_get_sc(src);
  5640. tsc = status_get_sc(target);
  5641. //Initialize variables that will be used afterwards
  5642. s_ele = skill_get_ele(skill_id, skill_lv);
  5643. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  5644. s_ele = sstatus->rhw.ele;
  5645. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5646. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5647. } else if (s_ele == ELE_ENDOWED) //Use status element
  5648. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5649. else if (s_ele == ELE_RANDOM) //Use random element
  5650. s_ele = rnd()%ELE_ALL;
  5651. switch(skill_id) {
  5652. case NPC_EARTHQUAKE:
  5653. s_ele = ELE_NEUTRAL;
  5654. break;
  5655. case WL_HELLINFERNO:
  5656. if (mflag & 2) { // ELE_DARK
  5657. s_ele = ELE_DARK;
  5658. ad.div_ = 3;
  5659. }
  5660. break;
  5661. case WM_REVERBERATION:
  5662. if (sd)
  5663. s_ele = sd->bonus.arrow_ele;
  5664. break;
  5665. case SO_PSYCHIC_WAVE:
  5666. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  5667. ad.div_ = 2;
  5668. if( sc && sc->count ) {
  5669. if( sc->data[SC_HEATER_OPTION] )
  5670. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5671. else if( sc->data[SC_COOLER_OPTION] )
  5672. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5673. else if( sc->data[SC_BLAST_OPTION] )
  5674. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5675. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5676. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5677. }
  5678. break;
  5679. case KO_KAIHOU:
  5680. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5681. s_ele = sd->spiritcharm_type;
  5682. break;
  5683. case AB_ADORAMUS:
  5684. if (sc && sc->data[SC_ANCILLA])
  5685. s_ele = ELE_NEUTRAL;
  5686. break;
  5687. case LG_RAYOFGENESIS:
  5688. if (sc && sc->data[SC_INSPIRATION])
  5689. s_ele = ELE_NEUTRAL;
  5690. break;
  5691. }
  5692. //Set miscellaneous data that needs be filled
  5693. if(sd) {
  5694. sd->state.arrow_atk = 0;
  5695. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5696. }
  5697. //Skill Range Criteria
  5698. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5699. //Infinite defense (plant mode)
  5700. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5701. switch(skill_id) {
  5702. case MG_FIREWALL:
  5703. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5704. ad.blewcount = 0; //No knockback
  5705. //Fall through
  5706. case NJ_KAENSIN:
  5707. case PR_SANCTUARY:
  5708. ad.dmotion = 1; //No flinch animation.
  5709. break;
  5710. }
  5711. if (!flag.infdef) { //No need to do the math for plants
  5712. unsigned int skillratio = 100; //Skill dmg modifiers.
  5713. #ifdef RENEWAL
  5714. ad.damage = 0; //reinitialize..
  5715. #endif
  5716. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5717. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5718. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5719. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5720. //Adds an absolute value to damage. 100 = +100 damage
  5721. #define MATK_ADD(a) { ad.damage += a; }
  5722. //Calc base damage according to skill
  5723. switch (skill_id) {
  5724. case AL_HEAL:
  5725. case PR_BENEDICTIO:
  5726. case PR_SANCTUARY:
  5727. case AB_HIGHNESSHEAL:
  5728. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5729. break;
  5730. case PR_ASPERSIO:
  5731. ad.damage = 40;
  5732. break;
  5733. case ALL_RESURRECTION:
  5734. case PR_TURNUNDEAD:
  5735. //Undead check is on skill_castend_damageid code.
  5736. #ifdef RENEWAL
  5737. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5738. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5739. #else
  5740. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5741. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5742. #endif
  5743. if(i > 700)
  5744. i = 700;
  5745. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  5746. ad.damage = tstatus->hp;
  5747. else {
  5748. #ifdef RENEWAL
  5749. if (sstatus->matk_max > sstatus->matk_min) {
  5750. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5751. } else {
  5752. MATK_ADD(sstatus->matk_min);
  5753. }
  5754. MATK_RATE(skill_lv);
  5755. #else
  5756. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5757. #endif
  5758. }
  5759. break;
  5760. case NPC_DARKBREATH:
  5761. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * 6 - skill_lv) : 50) / 100;
  5762. break;
  5763. case PF_SOULBURN:
  5764. ad.damage = tstatus->sp * 2;
  5765. break;
  5766. case AB_RENOVATIO:
  5767. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5768. break;
  5769. case NPC_EARTHQUAKE:
  5770. if (mflag & NPC_EARTHQUAKE_FLAG) {
  5771. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  5772. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  5773. }
  5774. if (src->type == BL_PC)
  5775. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  5776. else
  5777. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  5778. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  5779. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  5780. ad.damage /= mflag;
  5781. break;
  5782. case NPC_ICEMINE:
  5783. case NPC_FLAMECROSS:
  5784. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  5785. break;
  5786. default: {
  5787. if (sstatus->matk_max > sstatus->matk_min) {
  5788. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5789. } else {
  5790. MATK_ADD(sstatus->matk_min);
  5791. }
  5792. if (sd) { // Soul energy spheres adds MATK.
  5793. MATK_ADD(3*sd->soulball);
  5794. }
  5795. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  5796. if (mflag>0)
  5797. ad.damage /= mflag;
  5798. else
  5799. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5800. }
  5801. switch(skill_id) {
  5802. case MG_NAPALMBEAT:
  5803. skillratio += -30 + 10 * skill_lv;
  5804. break;
  5805. case MG_FIREBALL:
  5806. #ifdef RENEWAL
  5807. skillratio += 40 + 20 * skill_lv;
  5808. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5809. skillratio = skillratio * 3 / 4;
  5810. #else
  5811. skillratio += -30 + 10 * skill_lv;
  5812. #endif
  5813. break;
  5814. case MG_SOULSTRIKE:
  5815. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5816. skillratio += 5 * skill_lv;
  5817. break;
  5818. case MG_FIREWALL:
  5819. skillratio -= 50;
  5820. break;
  5821. case MG_FIREBOLT:
  5822. case MG_COLDBOLT:
  5823. case MG_LIGHTNINGBOLT:
  5824. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5825. skillratio += (sc->data[SC_SPELLFIST]->val3 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  5826. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5827. ad.flag = BF_WEAPON|BF_SHORT;
  5828. ad.type = DMG_NORMAL;
  5829. }
  5830. break;
  5831. case MG_THUNDERSTORM:
  5832. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5833. #ifndef RENEWAL
  5834. skillratio -= 20;
  5835. #endif
  5836. break;
  5837. case MG_FROSTDIVER:
  5838. skillratio += 10 * skill_lv;
  5839. break;
  5840. case AL_HOLYLIGHT:
  5841. skillratio += 25;
  5842. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5843. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5844. break;
  5845. case AL_RUWACH:
  5846. skillratio += 45;
  5847. break;
  5848. case WZ_FROSTNOVA:
  5849. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5850. break;
  5851. case WZ_FIREPILLAR:
  5852. if (sd && ad.div_ > 0)
  5853. ad.div_ *= -1; //For players, damage is divided by number of hits
  5854. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5855. break;
  5856. case WZ_SIGHTRASHER:
  5857. skillratio += 20 * skill_lv;
  5858. break;
  5859. case WZ_WATERBALL:
  5860. skillratio += 30 * skill_lv;
  5861. break;
  5862. case WZ_STORMGUST:
  5863. #ifdef RENEWAL
  5864. skillratio -= 30; // Offset only once
  5865. skillratio += 50 * skill_lv;
  5866. #else
  5867. skillratio += 40 * skill_lv;
  5868. #endif
  5869. break;
  5870. #ifdef RENEWAL
  5871. case WZ_EARTHSPIKE:
  5872. skillratio += 100;
  5873. break;
  5874. #endif
  5875. case HW_NAPALMVULCAN:
  5876. #ifdef RENEWAL
  5877. skillratio += -100 + 70 * skill_lv;
  5878. RE_LVL_DMOD(100);
  5879. #else
  5880. skillratio += 25;
  5881. #endif
  5882. break;
  5883. case SL_STIN: //Target size must be small (0) for full damage
  5884. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5885. break;
  5886. case SL_STUN:
  5887. skillratio += 5 * skill_lv;
  5888. break;
  5889. case SL_SMA: //Base damage is 40% + lv%
  5890. skillratio += -60 + status_get_lv(src);
  5891. break;
  5892. case NJ_KOUENKA:
  5893. skillratio -= 10;
  5894. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5895. skillratio += 10 * sd->spiritcharm;
  5896. break;
  5897. case NJ_KAENSIN:
  5898. skillratio -= 50;
  5899. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5900. skillratio += 20 * sd->spiritcharm;
  5901. break;
  5902. case NJ_BAKUENRYU:
  5903. skillratio += 50 + 150 * skill_lv;
  5904. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5905. skillratio += 100 * sd->spiritcharm;
  5906. break;
  5907. case NJ_HYOUSENSOU:
  5908. #ifdef RENEWAL
  5909. skillratio -= 30;
  5910. if (sc && sc->data[SC_SUITON])
  5911. skillratio += 2 * skill_lv;
  5912. #endif
  5913. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5914. skillratio += 20 * sd->spiritcharm;
  5915. break;
  5916. case NJ_HYOUSYOURAKU:
  5917. skillratio += 50 * skill_lv;
  5918. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5919. skillratio += 100 * sd->spiritcharm;
  5920. break;
  5921. case NJ_RAIGEKISAI:
  5922. #ifdef RENEWAL
  5923. skillratio += 100 * skill_lv;
  5924. #else
  5925. skillratio += 60 + 40 * skill_lv;
  5926. #endif
  5927. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5928. skillratio += 20 * sd->spiritcharm;
  5929. break;
  5930. case NJ_KAMAITACHI:
  5931. skillratio += 100 * skill_lv;
  5932. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5933. skillratio += 100 * sd->spiritcharm;
  5934. break;
  5935. case NJ_HUUJIN:
  5936. #ifdef RENEWAL
  5937. skillratio += 50;
  5938. #endif
  5939. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5940. skillratio += 10 * sd->spiritcharm;
  5941. break;
  5942. case NPC_ENERGYDRAIN:
  5943. skillratio += 100 * skill_lv;
  5944. break;
  5945. #ifdef RENEWAL
  5946. case WZ_HEAVENDRIVE:
  5947. skillratio += 25;
  5948. break;
  5949. case WZ_METEOR:
  5950. skillratio += 25;
  5951. break;
  5952. case WZ_VERMILION:
  5953. if(sd)
  5954. skillratio += 300 + skill_lv * 100;
  5955. else
  5956. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5957. break;
  5958. case PR_MAGNUS:
  5959. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5960. skillratio += 30;
  5961. break;
  5962. case BA_DISSONANCE:
  5963. skillratio += skill_lv * 10;
  5964. if (sd)
  5965. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  5966. break;
  5967. case HW_GRAVITATION:
  5968. skillratio += -100 + 100 * skill_lv;
  5969. RE_LVL_DMOD(100);
  5970. break;
  5971. case PA_PRESSURE:
  5972. skillratio += -100 + 500 + 150 * skill_lv;
  5973. RE_LVL_DMOD(100);
  5974. break;
  5975. #else
  5976. case WZ_VERMILION:
  5977. skillratio += 20 * skill_lv - 20;
  5978. break;
  5979. #endif
  5980. case AB_JUDEX:
  5981. skillratio += -100 + 300 + 70 * skill_lv;
  5982. RE_LVL_DMOD(100);
  5983. break;
  5984. case AB_ADORAMUS:
  5985. skillratio += - 100 + 300 + 250 * skill_lv;
  5986. RE_LVL_DMOD(100);
  5987. break;
  5988. case AB_DUPLELIGHT_MAGIC:
  5989. skillratio += 300 + 40 * skill_lv;
  5990. break;
  5991. case WL_SOULEXPANSION:
  5992. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  5993. RE_LVL_DMOD(100);
  5994. break;
  5995. case WL_FROSTMISTY:
  5996. skillratio += -100 + 200 + 100 * skill_lv;
  5997. RE_LVL_DMOD(100);
  5998. break;
  5999. case NPC_JACKFROST:
  6000. if (tsc && tsc->data[SC_FREEZING]) {
  6001. skillratio += 900 + 300 * skill_lv;
  6002. RE_LVL_DMOD(100);
  6003. } else {
  6004. skillratio += 400 + 100 * skill_lv;
  6005. RE_LVL_DMOD(150);
  6006. }
  6007. break;
  6008. case WL_JACKFROST:
  6009. if (tsc && tsc->data[SC_MISTY_FROST])
  6010. skillratio += -100 + 1200 + 600 * skill_lv;
  6011. else
  6012. skillratio += -100 + 1000 + 300 * skill_lv;
  6013. RE_LVL_DMOD(100);
  6014. break;
  6015. case WL_DRAINLIFE:
  6016. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  6017. RE_LVL_DMOD(100);
  6018. break;
  6019. case WL_CRIMSONROCK:
  6020. skillratio += -100 + 700 + 600 * skill_lv;
  6021. RE_LVL_DMOD(100);
  6022. break;
  6023. case WL_HELLINFERNO:
  6024. skillratio += -100 + 400 * skill_lv;
  6025. if (mflag & 2) // ELE_DARK
  6026. skillratio += 200;
  6027. RE_LVL_DMOD(100);
  6028. break;
  6029. case WL_COMET:
  6030. skillratio += -100 + 2500 + 700 * skill_lv;
  6031. RE_LVL_DMOD(100);
  6032. break;
  6033. case WL_CHAINLIGHTNING_ATK:
  6034. skillratio += 400 + 100 * skill_lv;
  6035. RE_LVL_DMOD(100);
  6036. if (mflag > 0)
  6037. skillratio += 100 * mflag;
  6038. break;
  6039. case WL_EARTHSTRAIN:
  6040. skillratio += -100 + 1000 + 600 * skill_lv;
  6041. RE_LVL_DMOD(100);
  6042. break;
  6043. case WL_TETRAVORTEX_FIRE:
  6044. case WL_TETRAVORTEX_WATER:
  6045. case WL_TETRAVORTEX_WIND:
  6046. case WL_TETRAVORTEX_GROUND:
  6047. skillratio += -100 + 800 + 400 * skill_lv;
  6048. break;
  6049. case WL_SUMMON_ATK_FIRE:
  6050. case WL_SUMMON_ATK_WATER:
  6051. case WL_SUMMON_ATK_WIND:
  6052. case WL_SUMMON_ATK_GROUND:
  6053. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  6054. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  6055. break;
  6056. case LG_RAYOFGENESIS:
  6057. skillratio += -100 + 230 * skill_lv + sstatus->int_ / 6; // !TODO: What's the INT bonus?
  6058. if (sc && sc->data[SC_INSPIRATION])
  6059. skillratio += 70 * skill_lv;
  6060. RE_LVL_DMOD(100);
  6061. break;
  6062. case WM_METALICSOUND:
  6063. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  6064. if (tsc && tsc->data[SC_SLEEP])
  6065. skillratio += 100; // !TODO: Confirm target sleeping bonus
  6066. RE_LVL_DMOD(100);
  6067. break;
  6068. case WM_REVERBERATION:
  6069. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  6070. skillratio += -100 + 700 + 300 * skill_lv;
  6071. RE_LVL_DMOD(100);
  6072. break;
  6073. case SO_FIREWALK:
  6074. skillratio += -100 + 60 * skill_lv;
  6075. RE_LVL_DMOD(100);
  6076. if( sc && sc->data[SC_HEATER_OPTION] )
  6077. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6078. break;
  6079. case SO_ELECTRICWALK:
  6080. skillratio += -100 + 60 * skill_lv;
  6081. RE_LVL_DMOD(100);
  6082. if( sc && sc->data[SC_BLAST_OPTION] )
  6083. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6084. break;
  6085. case NPC_FIREWALK:
  6086. case NPC_ELECTRICWALK:
  6087. skillratio += -100 + 100 * skill_lv;
  6088. break;
  6089. case SO_EARTHGRAVE: // !TODO: Confirm formula
  6090. skillratio += -100 + sstatus->int_ / 6 * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  6091. RE_LVL_DMOD(100);
  6092. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  6093. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6094. break;
  6095. case SO_DIAMONDDUST: // !TODO: Confirm formula
  6096. skillratio += -100 + 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ / 6 * skill_lv;
  6097. RE_LVL_DMOD(100);
  6098. if( sc && sc->data[SC_COOLER_OPTION] )
  6099. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6100. break;
  6101. case SO_POISON_BUSTER:
  6102. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6103. if( tsc && tsc->data[SC_CLOUD_POISON] )
  6104. skillratio += 200 * skill_lv;
  6105. RE_LVL_DMOD(100);
  6106. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  6107. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6108. break;
  6109. case NPC_POISON_BUSTER:
  6110. skillratio += -100 + 1500 * skill_lv;
  6111. break;
  6112. case SO_PSYCHIC_WAVE:
  6113. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  6114. RE_LVL_DMOD(100);
  6115. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  6116. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  6117. skillratio += 20;
  6118. break;
  6119. case SO_CLOUD_KILL:
  6120. skillratio += -100 + 40 * skill_lv;
  6121. RE_LVL_DMOD(100);
  6122. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  6123. skillratio += (sd ? sd->status.job_level : 0);
  6124. break;
  6125. case NPC_CLOUD_KILL:
  6126. skillratio += -100 + 50 * skill_lv;
  6127. break;
  6128. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  6129. skillratio += -100 + sstatus->int_ / 6 * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0); // !TODO: Confirm new formula
  6130. RE_LVL_DMOD(100);
  6131. if (sc && sc->data[SC_BLAST_OPTION])
  6132. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6133. break;
  6134. case GN_DEMONIC_FIRE:
  6135. if (skill_lv > 20) // Fire expansion Lv.2
  6136. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  6137. else if (skill_lv > 10) { // Fire expansion Lv.1
  6138. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  6139. RE_LVL_DMOD(100);
  6140. } else
  6141. skillratio += 10 + 20 * skill_lv;
  6142. break;
  6143. case KO_KAIHOU:
  6144. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  6145. skillratio += -100 + 200 * sd->spiritcharm;
  6146. RE_LVL_DMOD(100);
  6147. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  6148. }
  6149. break;
  6150. // Magical Elemental Spirits Attack Skills
  6151. case EL_FIRE_MANTLE:
  6152. case EL_WATER_SCREW:
  6153. skillratio += 900;
  6154. break;
  6155. case EL_FIRE_ARROW:
  6156. case EL_ROCK_CRUSHER_ATK:
  6157. skillratio += 200;
  6158. break;
  6159. case EL_FIRE_BOMB:
  6160. case EL_ICE_NEEDLE:
  6161. case EL_HURRICANE_ATK:
  6162. skillratio += 400;
  6163. break;
  6164. case EL_FIRE_WAVE:
  6165. case EL_TYPOON_MIS_ATK:
  6166. skillratio += 1100;
  6167. break;
  6168. case MH_ERASER_CUTTER:
  6169. case MH_XENO_SLASHER:
  6170. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_ / 6; // !TODO: Confirm Base Level and INT bonus
  6171. break;
  6172. case MH_HEILIGE_STANGE:
  6173. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  6174. break;
  6175. case MH_POISON_MIST:
  6176. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // ! TODO: Confirm DEX bonus
  6177. break;
  6178. case SU_SV_STEMSPEAR:
  6179. skillratio += 600;
  6180. break;
  6181. case SU_CN_METEOR:
  6182. case SU_CN_METEOR2:
  6183. skillratio += 100 + 100 * skill_lv;
  6184. break;
  6185. case NPC_VENOMFOG:
  6186. skillratio += 600 + 100 * skill_lv;
  6187. break;
  6188. case NPC_COMET:
  6189. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  6190. i = cap_value(i, 1, 4);
  6191. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  6192. break;
  6193. case NPC_HELLBURNING:
  6194. skillratio += 900;
  6195. break;
  6196. case SP_CURSEEXPLOSION:
  6197. if (tsc && tsc->data[SC_SOULCURSE])
  6198. skillratio += 1400 + 200 * skill_lv;
  6199. else
  6200. skillratio += 300 + 100 * skill_lv;
  6201. break;
  6202. case SP_SPA:
  6203. skillratio += 400 + 250 * skill_lv;
  6204. RE_LVL_DMOD(100);
  6205. break;
  6206. case SP_SHA:
  6207. skillratio += -100 + 5 * skill_lv;
  6208. break;
  6209. case SP_SWHOO:
  6210. skillratio += 1000 + 200 * skill_lv;
  6211. RE_LVL_DMOD(100);
  6212. break;
  6213. }
  6214. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  6215. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  6216. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  6217. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  6218. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  6219. skillratio += 25;
  6220. }
  6221. MATK_RATE(skillratio);
  6222. //Constant/misc additions from skills
  6223. if (skill_id == WZ_FIREPILLAR)
  6224. MATK_ADD(100 + 50 * skill_lv);
  6225. break;
  6226. }
  6227. }
  6228. #ifdef RENEWAL
  6229. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6230. #endif
  6231. if(sd) {
  6232. //Damage bonuses
  6233. if ((i = pc_skillatk_bonus(sd, skill_id)))
  6234. ad.damage += (int64)ad.damage*i/100;
  6235. //Ignore Defense?
  6236. if (!flag.imdef && (
  6237. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  6238. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  6239. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  6240. ))
  6241. flag.imdef = 1;
  6242. }
  6243. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6244. ad.damage -= (int64)ad.damage*i/100;
  6245. if(!flag.imdef){
  6246. defType mdef = tstatus->mdef;
  6247. int mdef2= tstatus->mdef2;
  6248. if (sc && sc->data[SC_EXPIATIO]) {
  6249. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  6250. i = min(i, 100); //cap it to 100 for 5 mdef min
  6251. mdef -= mdef * i / 100;
  6252. //mdef2 -= mdef2 * i / 100;
  6253. }
  6254. if(sd) {
  6255. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  6256. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  6257. std::vector<e_race2> race2 = status_get_race2(target);
  6258. for (const auto &raceit : race2)
  6259. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  6260. if (i)
  6261. {
  6262. if (i > 100) i = 100;
  6263. mdef -= mdef * i/100;
  6264. //mdef2-= mdef2* i/100;
  6265. }
  6266. }
  6267. #ifdef RENEWAL
  6268. /**
  6269. * RE MDEF Reduction
  6270. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  6271. */
  6272. if (mdef < 0)
  6273. mdef = 0; // Negative eMDEF is treated as 0 on official
  6274. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  6275. #else
  6276. if(battle_config.magic_defense_type)
  6277. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  6278. else
  6279. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  6280. #endif
  6281. }
  6282. if(ad.damage<1)
  6283. ad.damage=1;
  6284. else if(sc) { //only applies when hit
  6285. switch(skill_id) {
  6286. case MG_LIGHTNINGBOLT:
  6287. case MG_THUNDERSTORM:
  6288. if(sc->data[SC_GUST_OPTION])
  6289. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6290. break;
  6291. case MG_FIREBOLT:
  6292. case MG_FIREWALL:
  6293. if(sc->data[SC_PYROTECHNIC_OPTION])
  6294. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6295. break;
  6296. case MG_COLDBOLT:
  6297. case MG_FROSTDIVER:
  6298. if(sc->data[SC_AQUAPLAY_OPTION])
  6299. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6300. break;
  6301. case WZ_EARTHSPIKE:
  6302. case WZ_HEAVENDRIVE:
  6303. if(sc->data[SC_PETROLOGY_OPTION])
  6304. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6305. break;
  6306. }
  6307. }
  6308. if (!nk[NK_IGNOREELEMENT])
  6309. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6310. //Apply the physical part of the skill's damage. [Skotlex]
  6311. switch(skill_id) {
  6312. case CR_GRANDCROSS:
  6313. case NPC_GRANDDARKNESS: {
  6314. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6315. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  6316. #ifdef RENEWAL
  6317. if (src == target)
  6318. ad.damage = 0;
  6319. #else
  6320. if(src == target) {
  6321. if(src->type == BL_PC)
  6322. ad.damage = ad.damage / 2;
  6323. else
  6324. ad.damage = 0;
  6325. }
  6326. #endif
  6327. }
  6328. break;
  6329. }
  6330. #ifndef RENEWAL
  6331. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6332. #endif
  6333. } //Hint: Against plants damage will still be 1 at this point
  6334. //Apply DAMAGE_DIV_FIX and check for min damage
  6335. battle_apply_div_fix(&ad, skill_id);
  6336. struct map_data *mapdata = map_getmapdata(target->m);
  6337. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  6338. if (mapdata_flag_gvg2(mapdata))
  6339. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  6340. else if (mapdata->flag[MF_BATTLEGROUND])
  6341. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  6342. // Skill damage adjustment
  6343. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6344. MATK_ADDRATE(skill_damage);
  6345. battle_absorb_damage(target, &ad);
  6346. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  6347. return ad;
  6348. }
  6349. /*==========================================
  6350. * Calculate "misc"-type attacks and skills
  6351. *------------------------------------------
  6352. * Credits:
  6353. * Original coder Skotlex
  6354. * Refined and optimized by helvetica
  6355. */
  6356. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6357. {
  6358. int skill_damage = 0;
  6359. short i, s_ele;
  6360. struct map_session_data *sd, *tsd;
  6361. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  6362. struct status_data *sstatus = status_get_status_data(src);
  6363. struct status_data *tstatus = status_get_status_data(target);
  6364. struct status_change *ssc = status_get_sc(src);
  6365. memset(&md,0,sizeof(md));
  6366. if (src == NULL || target == NULL) {
  6367. nullpo_info(NLP_MARK);
  6368. return md;
  6369. }
  6370. //Some initial values
  6371. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  6372. md.dmotion = tstatus->dmotion;
  6373. md.div_ = skill_get_num(skill_id,skill_lv);
  6374. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  6375. md.dmg_lv = ATK_DEF;
  6376. md.flag = BF_MISC|BF_SKILL;
  6377. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6378. std::bitset<NK_MAX> nk;
  6379. if (skill)
  6380. nk = skill->nk;
  6381. sd = BL_CAST(BL_PC, src);
  6382. tsd = BL_CAST(BL_PC, target);
  6383. if(sd) {
  6384. sd->state.arrow_atk = 0;
  6385. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  6386. }
  6387. s_ele = skill_get_ele(skill_id, skill_lv);
  6388. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  6389. s_ele = ELE_NEUTRAL;
  6390. else if (s_ele == ELE_RANDOM) //Use random element
  6391. s_ele = rnd()%ELE_ALL;
  6392. //Skill Range Criteria
  6393. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6394. switch (skill_id) {
  6395. case TF_THROWSTONE:
  6396. md.damage = 50;
  6397. md.flag |= BF_WEAPON;
  6398. break;
  6399. #ifdef RENEWAL
  6400. case HT_LANDMINE:
  6401. case MA_LANDMINE:
  6402. case HT_BLASTMINE:
  6403. case HT_CLAYMORETRAP:
  6404. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  6405. md.damage += md.damage * (rnd()%20 - 10) / 100;
  6406. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  6407. break;
  6408. #else
  6409. case HT_LANDMINE:
  6410. case MA_LANDMINE:
  6411. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  6412. break;
  6413. case HT_BLASTMINE:
  6414. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  6415. break;
  6416. case HT_CLAYMORETRAP:
  6417. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  6418. break;
  6419. #endif
  6420. case HT_BLITZBEAT:
  6421. case SN_FALCONASSAULT:
  6422. {
  6423. uint16 skill;
  6424. //Blitz-beat Damage
  6425. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  6426. skill = 0;
  6427. #ifdef RENEWAL
  6428. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  6429. RE_LVL_MDMOD(100);
  6430. #else
  6431. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  6432. if(mflag > 1) //Autocasted Blitz
  6433. nk.set(NK_SPLASHSPLIT);
  6434. #endif
  6435. if (skill_id == SN_FALCONASSAULT) {
  6436. //Div fix of Blitzbeat
  6437. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  6438. //Falcon Assault Modifier
  6439. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  6440. }
  6441. }
  6442. break;
  6443. #ifndef RENEWAL
  6444. case BA_DISSONANCE:
  6445. md.damage = 30 + skill_lv * 10;
  6446. if (sd)
  6447. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  6448. break;
  6449. #endif
  6450. case NPC_SELFDESTRUCTION:
  6451. md.damage = sstatus->hp;
  6452. break;
  6453. case NPC_SMOKING:
  6454. md.damage = 3;
  6455. break;
  6456. case NPC_EVILLAND:
  6457. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  6458. break;
  6459. #ifndef RENEWAL
  6460. case ASC_BREAKER:
  6461. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  6462. nk.set(NK_IGNOREFLEE);
  6463. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  6464. break;
  6465. case HW_GRAVITATION:
  6466. md.damage = 200 + 200 * skill_lv;
  6467. md.dmotion = 0; //No flinch animation
  6468. break;
  6469. case PA_PRESSURE:
  6470. md.damage = 500 + 300 * skill_lv;
  6471. break;
  6472. #endif
  6473. case PA_GOSPEL:
  6474. if (mflag > 0)
  6475. md.damage = (rnd() % 4000) + 1500;
  6476. else {
  6477. md.damage = (rnd() % 5000) + 3000;
  6478. #ifdef RENEWAL
  6479. md.damage -= (int64)status_get_def(target);
  6480. #else
  6481. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6482. #endif
  6483. md.damage -= tstatus->def2;
  6484. if (md.damage < 0)
  6485. md.damage = 0;
  6486. }
  6487. break;
  6488. case GN_FIRE_EXPANSION_ACID:
  6489. #ifdef RENEWAL
  6490. // Official Renewal formula [helvetica]
  6491. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  6492. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  6493. // is considered "neutral" for purposes of resistances
  6494. {
  6495. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6496. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6497. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  6498. // AD benefits from endow/element but damage is forced back to neutral
  6499. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  6500. }
  6501. // Fall through
  6502. #else
  6503. case CR_ACIDDEMONSTRATION:
  6504. if(tstatus->vit+sstatus->int_) //crash fix
  6505. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6506. else
  6507. md.damage = 0;
  6508. if (tsd) md.damage>>=1;
  6509. #endif
  6510. break;
  6511. case NJ_ZENYNAGE:
  6512. case KO_MUCHANAGE:
  6513. md.damage = skill_get_zeny(skill_id, skill_lv);
  6514. if (!md.damage)
  6515. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6516. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6517. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6518. md.damage = md.damage / 2;
  6519. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6520. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6521. else if (tsd && skill_id == NJ_ZENYNAGE)
  6522. md.damage = md.damage / 2;
  6523. break;
  6524. #ifdef RENEWAL
  6525. case NJ_ISSEN:
  6526. // Official Renewal formula [helvetica]
  6527. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6528. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6529. // modified def formula
  6530. {
  6531. short totaldef;
  6532. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6533. struct status_change *sc = status_get_sc(src);
  6534. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6535. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6536. md.div_ = -(i + 2); // mirror image count + 2
  6537. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6538. }
  6539. // modified def reduction, final damage = base damage - (edef + sdef)
  6540. totaldef = tstatus->def2 + (short)status_get_def(target);
  6541. md.damage -= totaldef;
  6542. md.flag |= BF_WEAPON;
  6543. }
  6544. break;
  6545. #endif
  6546. case GS_FLING:
  6547. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6548. break;
  6549. case HVAN_EXPLOSION: //[orn]
  6550. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6551. break;
  6552. case RA_CLUSTERBOMB:
  6553. case RA_FIRINGTRAP:
  6554. case RA_ICEBOUNDTRAP:
  6555. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6556. RE_LVL_TMDMOD();
  6557. if(sd) {
  6558. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6559. if(researchskill_lv)
  6560. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6561. else
  6562. md.damage = 0;
  6563. } else
  6564. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6565. nk.set(NK_IGNOREELEMENT);
  6566. nk.set(NK_IGNOREFLEE);
  6567. nk.set(NK_IGNOREDEFCARD);
  6568. break;
  6569. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  6570. md.damage = 800 + 200 * skill_lv;
  6571. break;
  6572. case GN_THORNS_TRAP:
  6573. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6574. break;
  6575. case RL_B_TRAP:
  6576. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6577. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6578. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  6579. md.damage /= 10;
  6580. break;
  6581. case NPC_MAXPAIN_ATK:
  6582. if (ssc && ssc->data[SC_MAXPAIN])
  6583. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6584. else
  6585. md.damage = 0;
  6586. break;
  6587. case SU_SV_ROOTTWIST_ATK:
  6588. md.damage = 100;
  6589. break;
  6590. case SP_SOULEXPLOSION:
  6591. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  6592. break;
  6593. case SJ_NOVAEXPLOSING:
  6594. // (Base ATK + Weapon ATK) * Ratio
  6595. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  6596. // Additional Damage
  6597. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  6598. break;
  6599. }
  6600. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  6601. if(mflag > 0)
  6602. md.damage /= mflag;
  6603. else
  6604. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6605. }
  6606. if (!nk[NK_IGNOREFLEE]) {
  6607. struct status_change *sc = status_get_sc(target);
  6608. i = 0; //Temp for "hit or no hit"
  6609. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6610. i = 1;
  6611. else {
  6612. short
  6613. flee = tstatus->flee,
  6614. #ifdef RENEWAL
  6615. hitrate = 0; //Default hitrate
  6616. #else
  6617. hitrate = 80; //Default hitrate
  6618. #endif
  6619. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6620. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6621. if(attacker_count >= battle_config.agi_penalty_count) {
  6622. if (battle_config.agi_penalty_type == 1)
  6623. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6624. else //assume type 2: absolute reduction
  6625. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6626. if(flee < 1)
  6627. flee = 1;
  6628. }
  6629. }
  6630. hitrate += sstatus->hit - flee;
  6631. #ifdef RENEWAL
  6632. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6633. hitrate += pc_checkskill(sd,AC_VULTURE);
  6634. #endif
  6635. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6636. if(rnd()%100 < hitrate)
  6637. i = 1;
  6638. }
  6639. if (!i) {
  6640. md.damage = 0;
  6641. md.dmg_lv = ATK_FLEE;
  6642. }
  6643. }
  6644. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6645. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6646. md.damage += (int64)md.damage*i/100;
  6647. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6648. md.damage -= (int64)md.damage*i/100;
  6649. if(!nk[NK_IGNOREELEMENT])
  6650. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6651. //Plant damage
  6652. if(md.damage < 0)
  6653. md.damage = 0;
  6654. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6655. md.damage = 1;
  6656. }
  6657. //Apply DAMAGE_DIV_FIX and check for min damage
  6658. battle_apply_div_fix(&md, skill_id);
  6659. switch(skill_id) {
  6660. case RA_FIRINGTRAP:
  6661. case RA_ICEBOUNDTRAP:
  6662. if (md.damage == 1)
  6663. break;
  6664. case RA_CLUSTERBOMB:
  6665. {
  6666. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6667. md.damage += wd.damage;
  6668. }
  6669. break;
  6670. case NJ_ZENYNAGE:
  6671. if (sd) {
  6672. if (md.damage > sd->status.zeny)
  6673. md.damage = sd->status.zeny;
  6674. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6675. }
  6676. break;
  6677. }
  6678. struct map_data *mapdata = map_getmapdata(target->m);
  6679. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6680. if(mapdata_flag_gvg2(mapdata))
  6681. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6682. else if(mapdata->flag[MF_BATTLEGROUND])
  6683. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6684. // Skill damage adjustment
  6685. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6686. md.damage += (int64)md.damage * skill_damage / 100;
  6687. battle_absorb_damage(target, &md);
  6688. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6689. return md;
  6690. }
  6691. /**
  6692. * Calculate vanish damage on a target
  6693. * @param sd: Player with vanish item
  6694. * @param target: Target to vanish HP/SP
  6695. * @param flag: Damage struct battle flag
  6696. */
  6697. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  6698. {
  6699. nullpo_retv(sd);
  6700. nullpo_retv(target);
  6701. // bHPVanishRate
  6702. int16 vanish_hp = 0;
  6703. if (!sd->hp_vanish.empty()) {
  6704. for (auto &it : sd->hp_vanish) {
  6705. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6706. ((it.flag)&flag)&BF_RANGEMASK &&
  6707. ((it.flag)&flag)&BF_SKILLMASK))
  6708. continue;
  6709. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6710. vanish_hp += it.per;
  6711. }
  6712. }
  6713. // bSPVanishRate
  6714. int16 vanish_sp = 0;
  6715. if (!sd->sp_vanish.empty()) {
  6716. for (auto &it : sd->sp_vanish) {
  6717. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6718. ((it.flag)&flag)&BF_RANGEMASK &&
  6719. ((it.flag)&flag)&BF_SKILLMASK))
  6720. continue;
  6721. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6722. vanish_sp += it.per;
  6723. }
  6724. }
  6725. if (vanish_hp > 0 || vanish_sp > 0)
  6726. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  6727. }
  6728. /*==========================================
  6729. * Battle main entry, from skill_attack
  6730. *------------------------------------------
  6731. * Credits:
  6732. * Original coder unknown
  6733. * Initial refactoring by Baalberith
  6734. * Refined and optimized by helvetica
  6735. */
  6736. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6737. {
  6738. struct Damage d;
  6739. switch(attack_type) {
  6740. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6741. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6742. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6743. default:
  6744. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6745. memset(&d,0,sizeof(d));
  6746. break;
  6747. }
  6748. if( d.damage + d.damage2 < 1 )
  6749. { //Miss/Absorbed
  6750. //Weapon attacks should go through to cause additional effects.
  6751. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6752. d.dmg_lv = ATK_MISS;
  6753. d.dmotion = 0;
  6754. }
  6755. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6756. d.dmg_lv = ATK_DEF;
  6757. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  6758. if (sd && d.damage + d.damage2 > 1)
  6759. battle_vanish_damage(sd, target, d.flag);
  6760. return d;
  6761. }
  6762. /*==========================================
  6763. * Final damage return function
  6764. *------------------------------------------
  6765. * Credits:
  6766. * Original coder unknown
  6767. * Initial refactoring by Baalberith
  6768. * Refined and optimized by helvetica
  6769. */
  6770. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6771. struct map_session_data* sd;
  6772. int64 rdamage = 0, damage = *dmg;
  6773. int max_damage = status_get_max_hp(bl);
  6774. struct status_change *sc, *ssc;
  6775. sd = BL_CAST(BL_PC, bl);
  6776. sc = status_get_sc(bl);
  6777. ssc = status_get_sc(src);
  6778. if (sc) { // These statuses do not reflect any damage (off the target)
  6779. if (sc->data[SC_WHITEIMPRISON] || sc->data[SC_DARKCROW] || sc->data[SC_KYOMU])
  6780. return 0;
  6781. }
  6782. if (ssc) {
  6783. if (ssc->data[SC_HELLS_PLANT])
  6784. return 0;
  6785. }
  6786. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6787. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6788. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6789. rdamage = i64max(rdamage, 1);
  6790. } else if( status_reflect && sc && sc->count ) {
  6791. if( sc->data[SC_REFLECTSHIELD] ) {
  6792. struct status_change_entry *sce_d;
  6793. struct block_list *d_bl = NULL;
  6794. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6795. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6796. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6797. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6798. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6799. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6800. return 0;
  6801. }
  6802. }
  6803. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6804. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6805. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6806. rdamage = 0;
  6807. else {
  6808. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6809. rdamage = i64max(rdamage, 1);
  6810. }
  6811. }
  6812. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  6813. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6814. int64 rd1 = min(damage, status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6815. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6816. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE);
  6817. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6818. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6819. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6820. }
  6821. }
  6822. }
  6823. } else {
  6824. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6825. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6826. rdamage = i64max(rdamage, 1);
  6827. }
  6828. }
  6829. if (rdamage > 0) {
  6830. map_session_data* ssd = BL_CAST(BL_PC, src);
  6831. if (ssd && ssd->bonus.reduce_damage_return != 0) {
  6832. rdamage -= rdamage * ssd->bonus.reduce_damage_return / 100;
  6833. rdamage = i64max(rdamage, 1);
  6834. }
  6835. }
  6836. if (ssc) {
  6837. if (ssc->data[SC_REFLECTDAMAGE]) {
  6838. rdamage -= damage * ssc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6839. if (--(ssc->data[SC_REFLECTDAMAGE]->val3) < 1) // TODO: Confirm if reflect count still exists
  6840. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  6841. }
  6842. if (ssc->data[SC_VENOMBLEED] && ssc->data[SC_VENOMBLEED]->val3 == 0)
  6843. rdamage -= damage * ssc->data[SC_VENOMBLEED]->val2 / 100;
  6844. if (rdamage > 0 && ssc->data[SC_REF_T_POTION])
  6845. return 1; // Returns 1 damage
  6846. }
  6847. if (sc) {
  6848. if (sc->data[SC_MAXPAIN])
  6849. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6850. }
  6851. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6852. }
  6853. /**
  6854. * Calculate Vellum damage on a target
  6855. * @param sd: Player with vanish item
  6856. * @param target: Target to vanish HP/SP
  6857. * @param wd: Damage struct reference
  6858. * @return True on damage done or false if not
  6859. */
  6860. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6861. {
  6862. nullpo_retr(false, sd);
  6863. nullpo_retr(false, target);
  6864. nullpo_retr(false, wd);
  6865. struct status_data *tstatus = status_get_status_data(target);
  6866. // bHPVanishRaceRate
  6867. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6868. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6869. // bSPVanishRaceRate
  6870. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6871. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6872. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  6873. // Vellum damage overrides any other damage done as well.
  6874. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  6875. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6876. wd->damage2 = 0;
  6877. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  6878. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6879. wd->damage2 = 0;
  6880. wd->isspdamage = true;
  6881. } else
  6882. return false;
  6883. return true;
  6884. }
  6885. /*===========================================
  6886. * Perform battle drain effects (HP/SP loss)
  6887. *-------------------------------------------*/
  6888. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6889. {
  6890. struct weapon_data *wd;
  6891. int64 *damage;
  6892. int thp = 0, // HP gained
  6893. tsp = 0, // SP gained
  6894. //rhp = 0, // HP reduced from target
  6895. //rsp = 0, // SP reduced from target
  6896. hp = 0, sp = 0;
  6897. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6898. return;
  6899. for (int i = 0; i < 4; i++) {
  6900. //First two iterations: Right hand
  6901. if (i < 2) {
  6902. wd = &sd->right_weapon;
  6903. damage = &rdamage;
  6904. } else {
  6905. wd = &sd->left_weapon;
  6906. damage = &ldamage;
  6907. }
  6908. if (*damage <= 0)
  6909. continue;
  6910. if (i == 1 || i == 3) {
  6911. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6912. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6913. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6914. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6915. if( hp ) {
  6916. //rhp += hp;
  6917. thp += hp;
  6918. }
  6919. if( sp ) {
  6920. //rsp += sp;
  6921. tsp += sp;
  6922. }
  6923. } else {
  6924. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6925. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6926. if( hp ) {
  6927. //rhp += hp;
  6928. thp += hp;
  6929. }
  6930. if( sp ) {
  6931. //rsp += sp;
  6932. tsp += sp;
  6933. }
  6934. }
  6935. }
  6936. if (!thp && !tsp)
  6937. return;
  6938. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6939. //if (rhp || rsp)
  6940. // status_zap(tbl, rhp, rsp);
  6941. }
  6942. /*===========================================
  6943. * Deals the same damage to targets in area.
  6944. *-------------------------------------------
  6945. * Credits:
  6946. * Original coder pakpil
  6947. */
  6948. int battle_damage_area(struct block_list *bl, va_list ap) {
  6949. t_tick tick;
  6950. int64 damage;
  6951. int amotion, dmotion;
  6952. struct block_list *src;
  6953. nullpo_ret(bl);
  6954. tick = va_arg(ap, t_tick);
  6955. src = va_arg(ap,struct block_list *);
  6956. amotion = va_arg(ap,int);
  6957. dmotion = va_arg(ap,int);
  6958. damage = va_arg(ap,int);
  6959. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6960. return 0;
  6961. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6962. map_freeblock_lock();
  6963. if( src->type == BL_PC )
  6964. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6965. if( amotion )
  6966. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6967. else
  6968. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  6969. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6970. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6971. map_freeblock_unlock();
  6972. }
  6973. return 0;
  6974. }
  6975. /*==========================================
  6976. * Do a basic physical attack (call through unit_attack_timer)
  6977. *------------------------------------------*/
  6978. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  6979. struct map_session_data *sd = NULL, *tsd = NULL;
  6980. struct status_data *sstatus, *tstatus;
  6981. struct status_change *sc, *tsc;
  6982. int64 damage;
  6983. int skillv;
  6984. struct Damage wd;
  6985. bool vellum_damage = false;
  6986. nullpo_retr(ATK_NONE, src);
  6987. nullpo_retr(ATK_NONE, target);
  6988. if (src->prev == NULL || target->prev == NULL)
  6989. return ATK_NONE;
  6990. sd = BL_CAST(BL_PC, src);
  6991. tsd = BL_CAST(BL_PC, target);
  6992. sstatus = status_get_status_data(src);
  6993. tstatus = status_get_status_data(target);
  6994. sc = status_get_sc(src);
  6995. tsc = status_get_sc(target);
  6996. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6997. sc = NULL;
  6998. if (tsc && !tsc->count)
  6999. tsc = NULL;
  7000. if (sd)
  7001. {
  7002. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  7003. if (sd->state.arrow_atk)
  7004. {
  7005. short index = sd->equip_index[EQI_AMMO];
  7006. if (index < 0) {
  7007. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  7008. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7009. else
  7010. clif_arrow_fail(sd,0);
  7011. return ATK_NONE;
  7012. }
  7013. //Ammo check by Ishizu-chan
  7014. if (sd->inventory_data[index]) {
  7015. switch (sd->status.weapon) {
  7016. case W_BOW:
  7017. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  7018. clif_arrow_fail(sd,0);
  7019. return ATK_NONE;
  7020. }
  7021. break;
  7022. case W_REVOLVER:
  7023. case W_RIFLE:
  7024. case W_GATLING:
  7025. case W_SHOTGUN:
  7026. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  7027. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7028. return ATK_NONE;
  7029. }
  7030. break;
  7031. case W_GRENADE:
  7032. if (sd->inventory_data[index]->subtype !=
  7033. #ifdef RENEWAL
  7034. AMMO_BULLET) {
  7035. #else
  7036. AMMO_GRENADE) {
  7037. #endif
  7038. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7039. return ATK_NONE;
  7040. }
  7041. break;
  7042. }
  7043. }
  7044. }
  7045. }
  7046. if (sc && sc->count) {
  7047. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  7048. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  7049. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  7050. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7051. else if (sc->data[SC_NEWMOON] && --(sc->data[SC_NEWMOON]->val2) <= 0)
  7052. status_change_end(src, SC_NEWMOON, INVALID_TIMER);
  7053. }
  7054. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  7055. uint8 dir = map_calc_dir(target,src->x,src->y);
  7056. int t_dir = unit_getdir(target);
  7057. int dist = distance_bl(src, target);
  7058. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  7059. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  7060. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  7061. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  7062. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  7063. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  7064. return ATK_BLOCK;
  7065. }
  7066. }
  7067. if( tsc && tsc->data[SC_BLADESTOP_WAIT] &&
  7068. #ifndef RENEWAL
  7069. status_get_class_(src) != CLASS_BOSS &&
  7070. #endif
  7071. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  7072. {
  7073. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  7074. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  7075. #ifdef RENEWAL
  7076. if (status_get_class_(src) == CLASS_BOSS)
  7077. duration = 2000; // Only lasts 2 seconds for Boss monsters
  7078. #endif
  7079. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  7080. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  7081. { //Target locked.
  7082. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  7083. clif_bladestop(target, src->id, 1);
  7084. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  7085. return ATK_BLOCK;
  7086. }
  7087. }
  7088. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  7089. #ifdef RENEWAL
  7090. int triple_rate = 30; //Base Rate
  7091. #else
  7092. int triple_rate = 30 - skillv; //Base Rate
  7093. #endif
  7094. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  7095. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  7096. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  7097. }
  7098. if (rnd()%100 < triple_rate) {
  7099. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  7100. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  7101. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  7102. return ATK_DEF;
  7103. return ATK_MISS;
  7104. }
  7105. }
  7106. if (sc) {
  7107. if (sc->data[SC_SACRIFICE]) {
  7108. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  7109. damage_lv ret_val;
  7110. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  7111. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  7112. /**
  7113. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  7114. * For further information: bugreport:4950
  7115. */
  7116. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  7117. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  7118. if( ret_val == ATK_NONE )
  7119. return ATK_MISS;
  7120. return ret_val;
  7121. }
  7122. if (sc->data[SC_MAGICALATTACK]) {
  7123. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  7124. return ATK_DEF;
  7125. return ATK_MISS;
  7126. }
  7127. if( sc->data[SC_GT_ENERGYGAIN] ) {
  7128. int spheres = 5;
  7129. if( sc->data[SC_RAISINGDRAGON] )
  7130. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  7131. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  7132. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  7133. }
  7134. }
  7135. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  7136. int spheres = 5;
  7137. if( tsc->data[SC_RAISINGDRAGON] )
  7138. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  7139. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  7140. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  7141. }
  7142. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  7143. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  7144. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  7145. int hp_heal = tstatus->max_hp - tstatus->hp;
  7146. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  7147. hp_heal = tsc->data[SC_KAAHI]->val2;
  7148. if (hp_heal)
  7149. status_heal(target, hp_heal, 0, 2);
  7150. }
  7151. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  7152. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  7153. vellum_damage = true;
  7154. if( sc && sc->count ) {
  7155. if (sc->data[SC_EXEEDBREAK])
  7156. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  7157. if( sc->data[SC_SPELLFIST] && !vellum_damage ){
  7158. if (status_charge(src, 0, 20)) {
  7159. if (!is_infinite_defense(target, wd.flag)) {
  7160. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val2, sc->data[SC_SPELLFIST]->val3, flag | BF_SHORT);
  7161. wd.damage = ad.damage;
  7162. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  7163. } else {
  7164. wd.damage = 1;
  7165. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  7166. }
  7167. } else
  7168. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  7169. }
  7170. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  7171. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  7172. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  7173. short idx = sd->equip_index[EQI_AMMO];
  7174. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  7175. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  7176. sc->data[SC_FEARBREEZE]->val4 = 0;
  7177. }
  7178. }
  7179. }
  7180. if (sd && sd->state.arrow_atk) //Consume arrow.
  7181. battle_consume_ammo(sd, 0, 0);
  7182. damage = wd.damage + wd.damage2;
  7183. if( damage > 0 && src != target )
  7184. {
  7185. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  7186. { // Activates it only from melee damage
  7187. uint16 skill_id;
  7188. if( rnd()%2 == 1 )
  7189. skill_id = AB_DUPLELIGHT_MELEE;
  7190. else
  7191. skill_id = AB_DUPLELIGHT_MAGIC;
  7192. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  7193. }
  7194. }
  7195. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  7196. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  7197. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  7198. if ( target->type == BL_SKILL && damage > 0 ) {
  7199. TBL_SKILL *su = (TBL_SKILL*)target;
  7200. if (su && su->group) {
  7201. if (su->group->skill_id == HT_BLASTMINE)
  7202. skill_blown(src, target, 3, -1, BLOWN_NONE);
  7203. if (su->group->skill_id == GN_WALLOFTHORN) {
  7204. if (--su->val2 <= 0)
  7205. skill_delunit(su);
  7206. }
  7207. }
  7208. }
  7209. map_freeblock_lock();
  7210. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  7211. if( !status_isdead(target) )
  7212. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  7213. if( wd.dmg_lv > ATK_BLOCK )
  7214. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  7215. } else
  7216. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  7217. if( tsc ) {
  7218. if( tsc->data[SC_DEVOTION] ) {
  7219. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  7220. struct block_list *d_bl = map_id2bl(sce->val1);
  7221. if( d_bl && (
  7222. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  7223. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  7224. ) && check_distance_bl(target, d_bl, sce->val3) )
  7225. {
  7226. // Only trigger if the devoted player was hit
  7227. if( damage > 0 ){
  7228. struct map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  7229. // The devoting player needs to stand up
  7230. if( dsd && pc_issit( dsd ) ){
  7231. pc_setstand( dsd, true );
  7232. skill_sit( dsd, 0 );
  7233. }
  7234. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, damage, 1, DMG_NORMAL, 0, false);
  7235. status_fix_damage(NULL, d_bl, damage, 0, CR_DEVOTION);
  7236. }
  7237. }
  7238. else
  7239. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  7240. }
  7241. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  7242. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  7243. if (ed) {
  7244. 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, DMG_SINGLE);
  7245. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  7246. }
  7247. }
  7248. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  7249. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  7250. if (e_bl && !status_isdead(e_bl)) {
  7251. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  7252. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  7253. }
  7254. }
  7255. }
  7256. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  7257. int sp = 0;
  7258. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  7259. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  7260. int i = rnd()%100;
  7261. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  7262. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  7263. //reduction only for skill_lv > 1
  7264. if (skill_lv > 1) {
  7265. if (i >= 50) skill_lv /= 2;
  7266. else if (i >= 15) skill_lv--;
  7267. }
  7268. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  7269. if (status_charge(src, 0, sp)) {
  7270. struct unit_data *ud = unit_bl2ud(src);
  7271. switch (skill_get_casttype(skill_id)) {
  7272. case CAST_GROUND:
  7273. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  7274. break;
  7275. case CAST_NODAMAGE:
  7276. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  7277. break;
  7278. case CAST_DAMAGE:
  7279. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  7280. break;
  7281. }
  7282. if (ud) {
  7283. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  7284. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  7285. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  7286. if (battle_config.display_status_timers && sd)
  7287. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  7288. }
  7289. }
  7290. }
  7291. }
  7292. if (sd) {
  7293. uint16 r_skill = 0, sk_idx = 0;
  7294. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  7295. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  7296. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  7297. {
  7298. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  7299. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type;
  7300. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  7301. int maxcount = 0;
  7302. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  7303. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  7304. type = -1;
  7305. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  7306. type = -1;
  7307. if( BL_PC&battle_config.land_skill_limit &&
  7308. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  7309. ) {
  7310. int v;
  7311. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  7312. if(sd->ud.skillunit[v]->skill_id == r_skill)
  7313. maxcount--;
  7314. }
  7315. if( maxcount == 0 )
  7316. type = -1;
  7317. }
  7318. if( type != CAST_GROUND ){
  7319. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  7320. map_freeblock_unlock();
  7321. return wd.dmg_lv;
  7322. }
  7323. }
  7324. if (sd->state.autocast == 0) {
  7325. sd->state.autocast = 1;
  7326. skill_consume_requirement(sd, r_skill, r_lv, 3);
  7327. switch (type) {
  7328. case CAST_GROUND:
  7329. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  7330. break;
  7331. case CAST_NODAMAGE:
  7332. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  7333. break;
  7334. case CAST_DAMAGE:
  7335. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  7336. break;
  7337. }
  7338. }
  7339. sd->state.autocast = 0;
  7340. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  7341. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  7342. }
  7343. }
  7344. if (wd.flag&BF_WEAPON && sc && sc->data[SC_FALLINGSTAR] && rand()%100 < sc->data[SC_FALLINGSTAR]->val2) {
  7345. if (sd)
  7346. sd->state.autocast = 1;
  7347. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1)))
  7348. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1, tick, flag);
  7349. if (sd)
  7350. sd->state.autocast = 0;
  7351. }
  7352. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  7353. if (battle_config.left_cardfix_to_right)
  7354. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  7355. else
  7356. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  7357. }
  7358. }
  7359. if (tsc) {
  7360. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  7361. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  7362. || sstatus->def_ele == ELE_POISON) &&
  7363. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  7364. status_check_skilluse(target, src, TF_POISON, 0)
  7365. ) { //Poison React
  7366. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  7367. if (sstatus->def_ele == ELE_POISON) {
  7368. sce->val2 = 0;
  7369. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  7370. } else {
  7371. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  7372. --sce->val2;
  7373. }
  7374. if (sce->val2 <= 0)
  7375. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  7376. }
  7377. }
  7378. map_freeblock_unlock();
  7379. return wd.dmg_lv;
  7380. }
  7381. /*=========================
  7382. * Check for undead status
  7383. *-------------------------
  7384. * Credits:
  7385. * Original coder Skotlex
  7386. * Refactored by Baalberith
  7387. */
  7388. int battle_check_undead(int race,int element)
  7389. {
  7390. if(battle_config.undead_detect_type == 0) {
  7391. if(element == ELE_UNDEAD)
  7392. return 1;
  7393. }
  7394. else if(battle_config.undead_detect_type == 1) {
  7395. if(race == RC_UNDEAD)
  7396. return 1;
  7397. }
  7398. else {
  7399. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  7400. return 1;
  7401. }
  7402. return 0;
  7403. }
  7404. /*================================================================
  7405. * Returns the upmost level master starting with the given object
  7406. *----------------------------------------------------------------*/
  7407. struct block_list* battle_get_master(struct block_list *src)
  7408. {
  7409. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  7410. do {
  7411. prev = src;
  7412. switch (src->type) {
  7413. case BL_PET:
  7414. if (((TBL_PET*)src)->master)
  7415. src = (struct block_list*)((TBL_PET*)src)->master;
  7416. break;
  7417. case BL_MOB:
  7418. if (((TBL_MOB*)src)->master_id)
  7419. src = map_id2bl(((TBL_MOB*)src)->master_id);
  7420. break;
  7421. case BL_HOM:
  7422. if (((TBL_HOM*)src)->master)
  7423. src = (struct block_list*)((TBL_HOM*)src)->master;
  7424. break;
  7425. case BL_MER:
  7426. if (((TBL_MER*)src)->master)
  7427. src = (struct block_list*)((TBL_MER*)src)->master;
  7428. break;
  7429. case BL_ELEM:
  7430. if (((TBL_ELEM*)src)->master)
  7431. src = (struct block_list*)((TBL_ELEM*)src)->master;
  7432. break;
  7433. case BL_SKILL:
  7434. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  7435. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  7436. break;
  7437. }
  7438. } while (src && src != prev);
  7439. return prev;
  7440. }
  7441. /*==========================================
  7442. * Checks the state between two targets
  7443. * (enemy, friend, party, guild, etc)
  7444. *------------------------------------------
  7445. * Usage:
  7446. * See battle.hpp for possible values/combinations
  7447. * to be used here (BCT_* constants)
  7448. * Return value is:
  7449. * 1: flag holds true (is enemy, party, etc)
  7450. * -1: flag fails
  7451. * 0: Invalid target (non-targetable ever)
  7452. *
  7453. * Credits:
  7454. * Original coder unknown
  7455. * Rewritten by Skotlex
  7456. */
  7457. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  7458. {
  7459. int16 m; //map
  7460. int state = 0; //Initial state none
  7461. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  7462. struct block_list *s_bl = src, *t_bl = target;
  7463. struct unit_data *ud = NULL;
  7464. nullpo_ret(src);
  7465. nullpo_ret(target);
  7466. ud = unit_bl2ud(target);
  7467. m = target->m;
  7468. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  7469. //objects involved.
  7470. if( (t_bl = battle_get_master(target)) == NULL )
  7471. t_bl = target;
  7472. if( (s_bl = battle_get_master(src)) == NULL )
  7473. s_bl = src;
  7474. if ( s_bl->type == BL_PC ) {
  7475. switch( t_bl->type ) {
  7476. case BL_MOB: // Source => PC, Target => MOB
  7477. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  7478. return 0;
  7479. break;
  7480. case BL_PC:
  7481. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  7482. return 0;
  7483. break;
  7484. default:/* anything else goes */
  7485. break;
  7486. }
  7487. }
  7488. struct map_data *mapdata = map_getmapdata(m);
  7489. switch( target->type ) { // Checks on actual target
  7490. case BL_PC: {
  7491. struct status_change* sc = status_get_sc(src);
  7492. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  7493. return -1; //Cannot be targeted yet.
  7494. if( sc && sc->count ) {
  7495. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  7496. return -1;
  7497. }
  7498. }
  7499. break;
  7500. case BL_MOB:
  7501. {
  7502. struct mob_data *md = ((TBL_MOB*)target);
  7503. if (ud && ud->immune_attack)
  7504. return 0;
  7505. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7506. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7507. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7508. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7509. ){ //Targettable by players
  7510. state |= BCT_ENEMY;
  7511. strip_enemy = 0;
  7512. }
  7513. break;
  7514. }
  7515. case BL_SKILL:
  7516. {
  7517. TBL_SKILL *su = (TBL_SKILL*)target;
  7518. uint16 skill_id = battle_getcurrentskill(src);
  7519. if( !su || !su->group)
  7520. return 0;
  7521. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  7522. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7523. ;
  7524. }
  7525. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  7526. switch (skill_id) {
  7527. case RK_DRAGONBREATH:
  7528. case RK_DRAGONBREATH_WATER:
  7529. case NC_SELFDESTRUCTION:
  7530. case NC_AXETORNADO:
  7531. case SR_SKYNETBLOW:
  7532. // Can only hit traps in PVP/GVG maps
  7533. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7534. return 0;
  7535. break;
  7536. }
  7537. }
  7538. else
  7539. return 0;
  7540. state |= BCT_ENEMY;
  7541. strip_enemy = 0;
  7542. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7543. switch (skill_id) {
  7544. case RK_DRAGONBREATH:
  7545. case RK_DRAGONBREATH_WATER:
  7546. case NC_SELFDESTRUCTION:
  7547. case NC_AXETORNADO:
  7548. case SR_SKYNETBLOW:
  7549. // Can only hit icewall in PVP/GVG maps
  7550. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7551. return 0;
  7552. break;
  7553. case HT_CLAYMORETRAP:
  7554. // Can't hit icewall
  7555. return 0;
  7556. default:
  7557. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7558. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  7559. return -1;
  7560. }
  7561. state |= BCT_ENEMY;
  7562. strip_enemy = 0;
  7563. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7564. return 0;
  7565. }
  7566. break;
  7567. case BL_MER:
  7568. case BL_HOM:
  7569. case BL_ELEM:
  7570. if (ud && ud->immune_attack)
  7571. return 0;
  7572. break;
  7573. //All else not specified is an invalid target.
  7574. default:
  7575. return 0;
  7576. } //end switch actual target
  7577. switch( t_bl->type ) { //Checks on target master
  7578. case BL_PC: {
  7579. struct map_session_data *sd;
  7580. struct status_change *sc = NULL;
  7581. if( t_bl == s_bl )
  7582. break;
  7583. sd = BL_CAST(BL_PC, t_bl);
  7584. sc = status_get_sc(t_bl);
  7585. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7586. return 0; // Global immunity only to Attacks
  7587. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7588. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7589. if( sd->state.killable ) {
  7590. state |= BCT_ENEMY; // Everything can kill it
  7591. strip_enemy = 0;
  7592. }
  7593. break;
  7594. }
  7595. case BL_MOB:
  7596. {
  7597. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7598. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7599. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7600. break;
  7601. }
  7602. default: break; //other type doesn't have slave yet
  7603. } //end switch master target
  7604. switch( src->type ) { //Checks on actual src type
  7605. case BL_PET:
  7606. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7607. return 0; //Pet may not attack non-mobs.
  7608. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  7609. mob_data *md = BL_CAST(BL_MOB, t_bl);
  7610. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  7611. return 0; //pet may not attack Guardians/Emperium
  7612. }
  7613. break;
  7614. case BL_SKILL: {
  7615. struct skill_unit *su = (struct skill_unit *)src;
  7616. struct status_change* sc = status_get_sc(target);
  7617. if (!su || !su->group)
  7618. return 0;
  7619. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  7620. if (su->group->src_id == target->id) {
  7621. if (inf2[INF2_NOTARGETSELF])
  7622. return -1;
  7623. if (inf2[INF2_TARGETSELF])
  7624. return 1;
  7625. }
  7626. //Status changes that prevent traps from triggering
  7627. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  7628. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7629. return -1;
  7630. }
  7631. }
  7632. break;
  7633. case BL_MER:
  7634. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7635. return 0; //mercenary may not attack Emperium
  7636. break;
  7637. } //end switch actual src
  7638. switch( s_bl->type )
  7639. { //Checks on source master
  7640. case BL_PC:
  7641. {
  7642. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7643. if( s_bl != t_bl )
  7644. {
  7645. if( sd->state.killer )
  7646. {
  7647. state |= BCT_ENEMY; // Can kill anything
  7648. strip_enemy = 0;
  7649. }
  7650. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  7651. {
  7652. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7653. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7654. else
  7655. return 0; // You can't target anything out of your duel
  7656. }
  7657. }
  7658. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  7659. return 0; //If you don't belong to a guild, can't target emperium.
  7660. if( t_bl->type != BL_PC )
  7661. state |= BCT_ENEMY; //Natural enemy.
  7662. break;
  7663. }
  7664. case BL_MOB:
  7665. {
  7666. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7667. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7668. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7669. if( !md->special_state.ai )
  7670. { //Normal mobs
  7671. if(
  7672. ( 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 ) ) ||
  7673. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7674. )
  7675. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7676. else
  7677. state |= BCT_ENEMY; //However, all else are enemies.
  7678. }
  7679. else
  7680. {
  7681. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7682. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7683. }
  7684. break;
  7685. }
  7686. default:
  7687. //Need some sort of default behaviour for unhandled types.
  7688. if (t_bl->type != s_bl->type)
  7689. state |= BCT_ENEMY;
  7690. break;
  7691. } //end switch on src master
  7692. if( (flag&BCT_ALL) == BCT_ALL )
  7693. { //All actually stands for all attackable chars, icewall and traps
  7694. if(target->type&(BL_CHAR|BL_SKILL))
  7695. return 1;
  7696. else
  7697. return -1;
  7698. }
  7699. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7700. return -1;
  7701. if( t_bl == s_bl )
  7702. { //No need for further testing.
  7703. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7704. if( state&BCT_ENEMY && strip_enemy )
  7705. state&=~BCT_ENEMY;
  7706. return (flag&state)?1:-1;
  7707. }
  7708. if( mapdata_flag_vs(mapdata) )
  7709. { //Check rivalry settings.
  7710. int sbg_id = 0, tbg_id = 0;
  7711. if(mapdata->flag[MF_BATTLEGROUND] )
  7712. {
  7713. sbg_id = bg_team_get_id(s_bl);
  7714. tbg_id = bg_team_get_id(t_bl);
  7715. }
  7716. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7717. {
  7718. int s_party = status_get_party_id(s_bl);
  7719. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7720. state |= BCT_PARTY;
  7721. else
  7722. state |= BCT_ENEMY;
  7723. }
  7724. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7725. {
  7726. int s_guild = status_get_guild_id(s_bl);
  7727. int t_guild = status_get_guild_id(t_bl);
  7728. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7729. state |= BCT_GUILD;
  7730. else
  7731. state |= BCT_ENEMY;
  7732. }
  7733. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  7734. state &= ~BCT_ENEMY;
  7735. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7736. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7737. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7738. if (
  7739. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7740. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7741. (int)sd->status.base_level < battle_config.pk_min_level ||
  7742. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7743. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7744. )
  7745. state &= ~BCT_ENEMY;
  7746. }
  7747. }//end map_flag_vs chk rivality
  7748. else
  7749. { //Non pvp/gvg, check party/guild settings.
  7750. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7751. {
  7752. int s_party = status_get_party_id(s_bl);
  7753. if(s_party && s_party == status_get_party_id(t_bl))
  7754. state |= BCT_PARTY;
  7755. }
  7756. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7757. {
  7758. int s_guild = status_get_guild_id(s_bl);
  7759. int t_guild = status_get_guild_id(t_bl);
  7760. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7761. state |= BCT_GUILD;
  7762. }
  7763. } //end non pvp/gvg chk rivality
  7764. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7765. state = BCT_NEUTRAL;
  7766. //Alliance state takes precedence over enemy one.
  7767. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7768. state&=~BCT_ENEMY;
  7769. return (flag&state)?1:-1;
  7770. }
  7771. /*==========================================
  7772. * Check if can attack from this range
  7773. * Basic check then calling path_search for obstacle etc..
  7774. *------------------------------------------
  7775. */
  7776. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7777. {
  7778. int d;
  7779. nullpo_retr(false, src);
  7780. nullpo_retr(false, bl);
  7781. if( src->m != bl->m )
  7782. return false;
  7783. #ifndef CIRCULAR_AREA
  7784. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7785. if ( !check_distance_client_bl(src, bl, range) )
  7786. return false;
  7787. } else
  7788. #endif
  7789. if( !check_distance_bl(src, bl, range) )
  7790. return false;
  7791. if( (d = distance_bl(src, bl)) < 2 )
  7792. return true; // No need for path checking.
  7793. if( d > AREA_SIZE )
  7794. return false; // Avoid targetting objects beyond your range of sight.
  7795. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7796. }
  7797. /*=============================================
  7798. * Battle.conf settings and default/max values
  7799. *---------------------------------------------
  7800. */
  7801. static const struct _battle_data {
  7802. const char* str;
  7803. int* val;
  7804. int defval;
  7805. int min;
  7806. int max;
  7807. } battle_data[] = {
  7808. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7809. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7810. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7811. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7812. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  7813. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  7814. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7815. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7816. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7817. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7818. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7819. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7820. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7821. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7822. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7823. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7824. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7825. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7826. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7827. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7828. #ifdef RENEWAL
  7829. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7830. #else
  7831. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7832. #endif
  7833. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7834. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7835. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7836. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7837. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7838. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7839. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7840. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7841. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7842. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7843. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7844. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7845. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7846. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7847. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7848. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7849. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7850. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7851. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7852. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7853. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7854. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7855. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7856. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7857. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7858. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7859. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7860. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7861. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7862. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7863. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7864. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7865. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7866. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7867. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7868. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7869. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7870. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7871. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7872. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7873. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7874. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7875. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7876. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7877. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7878. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7879. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7880. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7881. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7882. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7883. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7884. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7885. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7886. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7887. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7888. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7889. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7890. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7891. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7892. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7893. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7894. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7895. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7896. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7897. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7898. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7899. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7900. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7901. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7902. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7903. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7904. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7905. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7906. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7907. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7908. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7909. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7910. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7911. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7912. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7913. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7914. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7915. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7916. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7917. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7918. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7919. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7920. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7921. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7922. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7923. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7924. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7925. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7926. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7927. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7928. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7929. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7930. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7931. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7932. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7933. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7934. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7935. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7936. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7937. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7938. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  7939. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  7940. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7941. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  7942. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  7943. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7944. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7945. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  7946. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7947. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7948. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7949. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7950. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7951. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7952. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7953. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7954. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7955. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7956. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7957. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7958. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7959. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7960. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7961. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7962. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7963. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7964. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7965. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7966. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7967. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7968. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7969. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7970. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7971. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7972. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7973. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7974. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7975. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7976. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7977. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7978. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7979. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7980. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7981. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7982. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7983. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7984. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7985. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7986. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7987. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7988. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7989. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7990. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7991. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7992. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7993. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7994. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7995. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7996. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7997. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7998. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7999. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  8000. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  8001. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  8002. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  8003. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  8004. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  8005. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  8006. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  8007. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  8008. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  8009. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  8010. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  8011. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  8012. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  8013. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  8014. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  8015. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  8016. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  8017. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  8018. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  8019. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  8020. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  8021. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  8022. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  8023. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  8024. // eAthena additions
  8025. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  8026. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  8027. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  8028. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  8029. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  8030. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  8031. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  8032. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  8033. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  8034. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  8035. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  8036. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  8037. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  8038. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  8039. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  8040. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  8041. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  8042. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  8043. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  8044. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  8045. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  8046. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  8047. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  8048. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  8049. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  8050. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  8051. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  8052. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  8053. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  8054. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  8055. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  8056. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  8057. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  8058. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  8059. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  8060. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  8061. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  8062. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  8063. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  8064. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  8065. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  8066. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  8067. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  8068. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  8069. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  8070. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  8071. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  8072. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  8073. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  8074. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  8075. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  8076. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  8077. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  8078. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  8079. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  8080. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  8081. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  8082. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  8083. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  8084. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  8085. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  8086. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  8087. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  8088. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  8089. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  8090. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  8091. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  8092. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  8093. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  8094. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  8095. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  8096. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  8097. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  8098. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  8099. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  8100. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  8101. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  8102. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  8103. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  8104. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  8105. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  8106. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  8107. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  8108. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  8109. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  8110. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  8111. { "display_version", &battle_config.display_version, 1, 0, 1, },
  8112. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  8113. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  8114. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  8115. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  8116. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  8117. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  8118. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  8119. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  8120. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  8121. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  8122. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  8123. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  8124. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  8125. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  8126. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  8127. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  8128. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  8129. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  8130. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  8131. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  8132. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  8133. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  8134. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  8135. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  8136. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  8137. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  8138. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  8139. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  8140. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  8141. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  8142. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  8143. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  8144. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  8145. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  8146. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  8147. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  8148. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  8149. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  8150. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  8151. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  8152. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  8153. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  8154. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  8155. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  8156. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  8157. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  8158. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  8159. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  8160. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  8161. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  8162. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  8163. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  8164. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  8165. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  8166. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  8167. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  8168. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  8169. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  8170. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  8171. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  8172. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  8173. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  8174. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  8175. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  8176. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  8177. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  8178. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  8179. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  8180. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  8181. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  8182. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  8183. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  8184. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  8185. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  8186. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  8187. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  8188. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  8189. // BattleGround Settings
  8190. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  8191. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  8192. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  8193. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  8194. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  8195. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  8196. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  8197. // rAthena
  8198. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  8199. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  8200. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  8201. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  8202. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  8203. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  8204. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  8205. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  8206. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  8207. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  8208. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  8209. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  8210. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  8211. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  8212. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  8213. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  8214. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  8215. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  8216. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  8217. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  8218. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  8219. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  8220. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  8221. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  8222. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  8223. #ifdef VIP_ENABLE
  8224. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  8225. #else
  8226. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  8227. #endif
  8228. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  8229. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  8230. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  8231. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  8232. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  8233. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  8234. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  8235. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  8236. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  8237. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  8238. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  8239. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  8240. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  8241. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  8242. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  8243. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  8244. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  8245. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  8246. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  8247. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  8248. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  8249. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  8250. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  8251. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  8252. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  8253. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  8254. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  8255. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  8256. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  8257. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  8258. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  8259. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  8260. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  8261. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  8262. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8263. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8264. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  8265. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  8266. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  8267. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  8268. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  8269. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  8270. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  8271. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  8272. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  8273. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  8274. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  8275. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  8276. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  8277. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  8278. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  8279. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  8280. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  8281. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  8282. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  8283. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  8284. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  8285. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  8286. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  8287. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  8288. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  8289. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  8290. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  8291. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  8292. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  8293. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  8294. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  8295. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  8296. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  8297. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  8298. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  8299. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  8300. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  8301. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  8302. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  8303. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  8304. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  8305. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  8306. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  8307. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  8308. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  8309. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  8310. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  8311. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  8312. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  8313. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  8314. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  8315. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  8316. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  8317. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  8318. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  8319. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  8320. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  8321. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  8322. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  8323. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  8324. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  8325. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  8326. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  8327. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  8328. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  8329. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  8330. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  8331. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  8332. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  8333. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  8334. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  8335. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  8336. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  8337. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  8338. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  8339. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  8340. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  8341. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  8342. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  8343. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  8344. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  8345. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  8346. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  8347. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  8348. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  8349. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  8350. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  8351. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  8352. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  8353. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  8354. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  8355. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  8356. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  8357. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  8358. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  8359. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  8360. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  8361. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  8362. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  8363. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  8364. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  8365. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  8366. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  8367. #include "../custom/battle_config_init.inc"
  8368. };
  8369. /*==========================
  8370. * Set battle settings
  8371. *--------------------------*/
  8372. int battle_set_value(const char* w1, const char* w2)
  8373. {
  8374. int val = config_switch(w2);
  8375. int i;
  8376. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8377. if (i == ARRAYLENGTH(battle_data))
  8378. return 0; // not found
  8379. if (val < battle_data[i].min || val > battle_data[i].max) {
  8380. 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);
  8381. val = battle_data[i].defval;
  8382. }
  8383. *battle_data[i].val = val;
  8384. return 1;
  8385. }
  8386. /*===========================
  8387. * Get battle settings
  8388. *---------------------------*/
  8389. int battle_get_value(const char* w1)
  8390. {
  8391. int i;
  8392. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8393. if (i == ARRAYLENGTH(battle_data))
  8394. return 0; // not found
  8395. else
  8396. return *battle_data[i].val;
  8397. }
  8398. /*======================
  8399. * Set default settings
  8400. *----------------------*/
  8401. void battle_set_defaults()
  8402. {
  8403. int i;
  8404. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  8405. *battle_data[i].val = battle_data[i].defval;
  8406. }
  8407. /*==================================
  8408. * Cap certain battle.conf settings
  8409. *----------------------------------*/
  8410. void battle_adjust_conf()
  8411. {
  8412. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  8413. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  8414. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  8415. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  8416. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  8417. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  8418. battle_config.max_cart_weight *= 10;
  8419. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  8420. battle_config.max_def = 100;
  8421. if (battle_config.min_hitrate > battle_config.max_hitrate)
  8422. battle_config.min_hitrate = battle_config.max_hitrate;
  8423. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  8424. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  8425. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  8426. battle_config.day_duration = 60000;
  8427. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  8428. battle_config.night_duration = 60000;
  8429. #if PACKETVER < 20100427
  8430. if (battle_config.feature_buying_store) {
  8431. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  8432. battle_config.feature_buying_store = 0;
  8433. }
  8434. #endif
  8435. #if PACKETVER < 20100803
  8436. if (battle_config.feature_search_stores) {
  8437. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  8438. battle_config.feature_search_stores = 0;
  8439. }
  8440. #endif
  8441. #if PACKETVER < 20120101
  8442. if (battle_config.feature_bgqueue) {
  8443. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  8444. battle_config.feature_bgqueue = 0;
  8445. }
  8446. #endif
  8447. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  8448. if (battle_config.feature_auction) {
  8449. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  8450. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8451. battle_config.feature_auction = 0;
  8452. }
  8453. #elif PACKETVER >= 20141112
  8454. if (battle_config.feature_auction) {
  8455. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  8456. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8457. battle_config.feature_auction = 0;
  8458. }
  8459. #endif
  8460. #if PACKETVER < 20130724
  8461. if (battle_config.feature_banking) {
  8462. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  8463. battle_config.feature_banking = 0;
  8464. }
  8465. #endif
  8466. #if PACKETVER < 20131223
  8467. if (battle_config.mvp_exp_reward_message) {
  8468. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  8469. battle_config.mvp_exp_reward_message = 0;
  8470. }
  8471. #endif
  8472. #if PACKETVER < 20141022
  8473. if (battle_config.feature_roulette) {
  8474. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  8475. battle_config.feature_roulette = 0;
  8476. }
  8477. #endif
  8478. #if PACKETVER < 20150513
  8479. if (battle_config.feature_achievement) {
  8480. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  8481. battle_config.feature_achievement = 0;
  8482. }
  8483. #endif
  8484. #if PACKETVER < 20141008
  8485. if (battle_config.feature_petevolution) {
  8486. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8487. battle_config.feature_petevolution = 0;
  8488. }
  8489. if (battle_config.feature_pet_autofeed) {
  8490. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8491. battle_config.feature_pet_autofeed = 0;
  8492. }
  8493. #endif
  8494. #if PACKETVER < 20161012
  8495. if (battle_config.feature_refineui) {
  8496. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  8497. battle_config.feature_refineui = 0;
  8498. }
  8499. #endif
  8500. #if PACKETVER < 20170208
  8501. if (battle_config.feature_equipswitch) {
  8502. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  8503. battle_config.feature_equipswitch = 0;
  8504. }
  8505. #endif
  8506. #if PACKETVER < 20170920
  8507. if( battle_config.feature_homunculus_autofeed ){
  8508. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  8509. battle_config.feature_homunculus_autofeed = 0;
  8510. }
  8511. #endif
  8512. #if PACKETVER < 20180307
  8513. if( battle_config.feature_attendance ){
  8514. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  8515. battle_config.feature_attendance = 0;
  8516. }
  8517. #endif
  8518. #if PACKETVER < 20180321
  8519. if( battle_config.feature_privateairship ){
  8520. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  8521. battle_config.feature_privateairship = 0;
  8522. }
  8523. #endif
  8524. #ifndef CELL_NOSTACK
  8525. if (battle_config.custom_cell_stack_limit != 1)
  8526. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  8527. #endif
  8528. }
  8529. /*=====================================
  8530. * Read battle.conf settings from file
  8531. *-------------------------------------*/
  8532. int battle_config_read(const char* cfgName)
  8533. {
  8534. FILE* fp;
  8535. static int count = 0;
  8536. if (count == 0)
  8537. battle_set_defaults();
  8538. count++;
  8539. fp = fopen(cfgName,"r");
  8540. if (fp == NULL)
  8541. ShowError("File not found: %s\n", cfgName);
  8542. else {
  8543. char line[1024], w1[1024], w2[1024];
  8544. while(fgets(line, sizeof(line), fp)) {
  8545. if (line[0] == '/' && line[1] == '/')
  8546. continue;
  8547. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  8548. continue;
  8549. if (strcmpi(w1, "import") == 0)
  8550. battle_config_read(w2);
  8551. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  8552. const char* symbol = &w2[0];
  8553. if (ISPRINT(*symbol) && // no control characters
  8554. *symbol != '/' && // symbol of client commands
  8555. *symbol != '%' && // symbol of party chat
  8556. *symbol != '$' && // symbol of guild chat
  8557. *symbol != charcommand_symbol)
  8558. atcommand_symbol = *symbol;
  8559. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  8560. const char* symbol = &w2[0];
  8561. if (ISPRINT(*symbol) && // no control characters
  8562. *symbol != '/' && // symbol of client commands
  8563. *symbol != '%' && // symbol of party chat
  8564. *symbol != '$' && // symbol of guild chat
  8565. *symbol != atcommand_symbol)
  8566. charcommand_symbol = *symbol;
  8567. }else if( battle_set_value(w1, w2) == 0 )
  8568. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  8569. }
  8570. fclose(fp);
  8571. }
  8572. count--;
  8573. if (count == 0)
  8574. battle_adjust_conf();
  8575. return 0;
  8576. }
  8577. /*==========================
  8578. * initialize battle timer
  8579. *--------------------------*/
  8580. void do_init_battle(void)
  8581. {
  8582. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  8583. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  8584. }
  8585. /*==================
  8586. * end battle timer
  8587. *------------------*/
  8588. void do_final_battle(void)
  8589. {
  8590. ers_destroy(delay_damage_ers);
  8591. }