battle.c 155 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <math.h>
  7. #include <limits.h>
  8. #include "battle.h"
  9. #include "../common/timer.h"
  10. #include "../common/nullpo.h"
  11. #include "../common/malloc.h"
  12. #include "../common/showmsg.h"
  13. #include "../common/ers.h"
  14. #include "map.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "mob.h"
  19. #include "itemdb.h"
  20. #include "clif.h"
  21. #include "pet.h"
  22. #include "guild.h"
  23. #include "party.h"
  24. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  25. struct Battle_Config battle_config;
  26. static struct eri *delay_damage_ers; //For battle delay damage structures.
  27. int battle_getcurrentskill(struct block_list *bl)
  28. { //Returns the current/last skill in use by this bl.
  29. struct unit_data *ud;
  30. if (bl->type == BL_SKILL) {
  31. struct skill_unit * su = (struct skill_unit*)bl;
  32. return su->group?su->group->skill_id:0;
  33. }
  34. ud = unit_bl2ud(bl);
  35. return ud?ud->skillid:0;
  36. }
  37. /*==========================================
  38. * Get random targetting enemy
  39. *------------------------------------------
  40. */
  41. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  42. {
  43. struct block_list **bl_list;
  44. struct unit_data *ud;
  45. int target_id;
  46. int *c;
  47. nullpo_retr(0, bl);
  48. nullpo_retr(0, ap);
  49. bl_list = va_arg(ap, struct block_list **);
  50. c = va_arg(ap, int *);
  51. target_id = va_arg(ap, int);
  52. if (bl->id == target_id)
  53. return 0;
  54. if (*c >= 24)
  55. return 0;
  56. ud = unit_bl2ud(bl);
  57. if (!ud) return 0;
  58. if (ud->target == target_id || ud->skilltarget == target_id) {
  59. bl_list[(*c)++] = bl;
  60. return 1;
  61. }
  62. return 0;
  63. }
  64. struct block_list* battle_gettargeted(struct block_list *target)
  65. {
  66. struct block_list *bl_list[24];
  67. int c = 0;
  68. nullpo_retr(NULL, target);
  69. memset(bl_list, 0, sizeof(bl_list));
  70. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  71. if (c == 0 || c > 24)
  72. return NULL;
  73. return bl_list[rand()%c];
  74. }
  75. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  76. int battle_gettarget(struct block_list *bl)
  77. {
  78. switch (bl->type)
  79. {
  80. case BL_PC:
  81. return ((struct map_session_data*)bl)->ud.target;
  82. case BL_MOB:
  83. return ((struct mob_data*)bl)->target_id;
  84. case BL_PET:
  85. return ((struct pet_data*)bl)->target_id;
  86. case BL_HOM:
  87. return ((struct homun_data*)bl)->target_id;
  88. }
  89. return 0;
  90. }
  91. // ƒ_ƒ??[ƒW‚Ì’x‰„
  92. struct delay_damage {
  93. struct block_list *src;
  94. int target;
  95. int damage;
  96. int delay;
  97. unsigned short distance;
  98. unsigned short skill_lv;
  99. unsigned short skill_id;
  100. unsigned short dmg_lv;
  101. unsigned char attack_type;
  102. };
  103. int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
  104. {
  105. struct delay_damage *dat = (struct delay_damage *)data;
  106. struct block_list *target = map_id2bl(dat->target);
  107. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  108. target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  109. {
  110. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  111. if ((dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
  112. {
  113. if (!status_isdead(target))
  114. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
  115. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  116. }
  117. }
  118. ers_free(delay_damage_ers, dat);
  119. return 0;
  120. }
  121. int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int ddelay)
  122. {
  123. struct delay_damage *dat;
  124. nullpo_retr(0, src);
  125. nullpo_retr(0, target);
  126. if (!battle_config.delay_battle_damage) {
  127. status_fix_damage(src, target, damage, ddelay);
  128. if ((damage > 0 || dmg_lv == ATK_DEF) && attack_type)
  129. {
  130. if (!status_isdead(target))
  131. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  132. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  133. }
  134. return 0;
  135. }
  136. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  137. dat->src = src;
  138. dat->target = target->id;
  139. dat->skill_id = skill_id;
  140. dat->skill_lv = skill_lv;
  141. dat->attack_type = attack_type;
  142. dat->damage = damage;
  143. dat->dmg_lv = dmg_lv;
  144. dat->delay = ddelay;
  145. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  146. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
  147. return 0;
  148. }
  149. /*==========================================
  150. * Does attribute fix modifiers.
  151. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  152. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  153. *------------------------------------------
  154. */
  155. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  156. {
  157. struct status_change *sc=NULL, *tsc=NULL;
  158. int ratio;
  159. if (src) sc = status_get_sc(src);
  160. if (target) tsc = status_get_sc(target);
  161. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  162. atk_elem = rand()%ELE_MAX;
  163. if (def_type < 0 || def_type > ELE_MAX ||
  164. def_lv < 1 || def_lv > 4) {
  165. if (battle_config.error_log)
  166. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  167. return damage;
  168. }
  169. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  170. if (sc && sc->count)
  171. {
  172. if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == ELE_FIRE)
  173. ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
  174. if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == ELE_WIND)
  175. ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
  176. if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == ELE_WATER)
  177. ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
  178. }
  179. if (tsc && tsc->count)
  180. {
  181. if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
  182. {
  183. if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
  184. ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
  185. else
  186. if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
  187. ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
  188. }
  189. }
  190. return damage*ratio/100;
  191. }
  192. /*==========================================
  193. * ƒ_ƒ??[ƒW?Å?IŒvŽZ
  194. *------------------------------------------
  195. */
  196. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  197. {
  198. struct map_session_data *sd = NULL;
  199. struct status_change *sc;
  200. struct status_change_entry *sci;
  201. nullpo_retr(0, bl);
  202. if (!damage)
  203. return 0;
  204. if (bl->type == BL_PC) {
  205. sd=(struct map_session_data *)bl;
  206. //Special no damage states
  207. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  208. damage -= damage*sd->special_state.no_weapon_damage/100;
  209. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  210. damage -= damage*sd->special_state.no_magic_damage/100;
  211. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  212. damage -= damage*sd->special_state.no_misc_damage/100;
  213. if(!damage) return 0;
  214. }
  215. if (skill_num == PA_PRESSURE || skill_num == NJ_ZENYNAGE)
  216. return damage; //These two bypass everything else.
  217. sc = status_get_sc(bl);
  218. if((flag&(BF_MAGIC|BF_LONG)) == BF_LONG &&
  219. map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
  220. skill_num != NPC_GUIDEDATTACK)
  221. return 0;
  222. if (sc && sc->count) {
  223. //First, sc_*'s that reduce damage to 0.
  224. if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
  225. ) {
  226. struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
  227. if (group) {
  228. if (--group->val2<=0)
  229. skill_delunitgroup(NULL,group);
  230. return 0;
  231. }
  232. status_change_end(bl,SC_SAFETYWALL,-1);
  233. }
  234. if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
  235. rand()%100 < sc->data[SC_AUTOGUARD].val2) {
  236. int delay;
  237. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
  238. // different delay depending on skill level [celest]
  239. if (sc->data[SC_AUTOGUARD].val1 <= 5)
  240. delay = 300;
  241. else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
  242. delay = 200;
  243. else
  244. delay = 100;
  245. unit_set_walkdelay(bl, gettick(), delay, 1);
  246. if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
  247. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
  248. return 0;
  249. }
  250. // -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
  251. //
  252. if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
  253. rand()%100 < sc->data[SC_PARRYING].val2) {
  254. clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
  255. return 0;
  256. }
  257. if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 &&
  258. (flag&BF_LONG || sc->data[SC_SPURT].timer != -1)
  259. && rand()%100 < 20) {
  260. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  261. if (sc->data[SC_COMBO].timer == -1)
  262. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 0, 0, 2000);
  263. return 0;
  264. }
  265. if(sc->data[SC_HERMODE].timer != -1 && flag&BF_MAGIC)
  266. return 0;
  267. if(sc->data[SC_TATAMIGAESHI].timer != -1 && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  268. return 0;
  269. if(sc->data[SC_KAUPE].timer != -1 &&
  270. rand()%100 < sc->data[SC_KAUPE].val2 &&
  271. (src->type == BL_PC || !skill_num))
  272. { //Kaupe only blocks all skills of players.
  273. clif_specialeffect(bl, 462, AREA);
  274. if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  275. status_change_end(bl, SC_KAUPE, -1);
  276. return 0;
  277. }
  278. if(sc->data[SC_BUNSINJYUTSU].timer != -1 && (flag&(BF_WEAPON|BF_MISC)) )
  279. {
  280. if (--sc->data[SC_BUNSINJYUTSU].val2 <= 0)
  281. status_change_end(bl, SC_BUNSINJYUTSU, -1);
  282. return 0;
  283. }
  284. //Now damage increasing effects
  285. if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PF_SOULBURN){
  286. damage<<=1;
  287. status_change_end( bl,SC_AETERNA,-1 );
  288. }
  289. if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
  290. if ((flag&BF_SKILL && skill_get_pl(skill_num)==ELE_FIRE) ||
  291. (!flag&BF_SKILL && status_get_attack_element(src)==ELE_FIRE)) {
  292. damage<<=1;
  293. status_change_end(bl, SC_SPIDERWEB, -1);
  294. }
  295. //Finally damage reductions....
  296. if(sc->data[SC_ASSUMPTIO].timer != -1){
  297. if(map_flag_vs(bl->m))
  298. damage=damage*2/3; //Receive 66% damage
  299. else
  300. damage>>=1; //Receive 50% damage
  301. }
  302. if(sc->data[SC_DEFENDER].timer != -1 &&
  303. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  304. damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
  305. if(sc->data[SC_ADJUSTMENT].timer != -1 &&
  306. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  307. damage=damage*80/100;
  308. if(sc->data[SC_FOGWALL].timer != -1) {
  309. if(flag&BF_SKILL) //25% reduction
  310. damage -= 25*damage/100;
  311. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  312. damage >>= 2; //75% reduction
  313. }
  314. if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
  315. struct status_data *status = status_get_status_data(bl);
  316. int per = 100*status->sp / status->max_sp;
  317. per /=20; //Uses 20% SP intervals.
  318. //SP Cost: 1% + 0.5% per every 20% SP
  319. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  320. status_change_end( bl,SC_ENERGYCOAT,-1 );
  321. //Reduction: 6% + 6% every 20%
  322. damage -= damage * 6 * (1+per) / 100;
  323. }
  324. if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
  325. // Fixed the condition check [Aalye]
  326. (src->type!=BL_PC || (
  327. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  328. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  329. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  330. ))
  331. ){
  332. if(rand()%100 < sc->data[SC_REJECTSWORD].val2){
  333. damage = damage*50/100;
  334. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  335. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
  336. if((--sc->data[SC_REJECTSWORD].val3)<=0)
  337. status_change_end(bl, SC_REJECTSWORD, -1);
  338. }
  339. }
  340. //Finally Kyrie because it may, or not, reduce damage to 0.
  341. if(sc->data[SC_KYRIE].timer!=-1 && damage > 0){
  342. sci=&sc->data[SC_KYRIE];
  343. sci->val2-=damage;
  344. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  345. if(sci->val2>=0)
  346. damage=0;
  347. else
  348. damage=-sci->val2;
  349. }
  350. if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
  351. status_change_end(bl, SC_KYRIE, -1);
  352. }
  353. if (!damage) return 0;
  354. //Probably not the most correct place, but it'll do here
  355. //(since battle_drain is strictly for players currently)
  356. if (sc->data[SC_BLOODLUST].timer != -1 && flag&BF_WEAPON && damage > 0 &&
  357. rand()%100 < sc->data[SC_BLOODLUST].val3)
  358. status_heal(src, damage*sc->data[SC_BLOODLUST].val4/100, 0, 3);
  359. }
  360. //SC effects from caster side. Currently none.
  361. /*
  362. sc = status_get_sc(src);
  363. if (sc && sc->count) {
  364. }
  365. */
  366. if (battle_config.pk_mode && sd && damage)
  367. {
  368. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  369. if (flag&BF_WEAPON)
  370. damage = damage * battle_config.pk_weapon_damage_rate/100;
  371. if (flag&BF_MAGIC)
  372. damage = damage * battle_config.pk_magic_damage_rate/100;
  373. if (flag&BF_MISC)
  374. damage = damage * battle_config.pk_misc_damage_rate/100;
  375. } else { //Normal attacks get reductions based on range.
  376. if (flag & BF_SHORT)
  377. damage = damage * battle_config.pk_short_damage_rate/100;
  378. if (flag & BF_LONG)
  379. damage = damage * battle_config.pk_long_damage_rate/100;
  380. }
  381. if(!damage) damage = 1;
  382. }
  383. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  384. {
  385. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  386. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  387. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  388. )
  389. damage = div_;
  390. }
  391. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  392. if (damage > 0 )
  393. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  394. if (skill_num)
  395. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  396. }
  397. return damage;
  398. }
  399. /*==========================================
  400. * Calculates GVG related damage adjustments.
  401. *------------------------------------------
  402. */
  403. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  404. {
  405. struct mob_data *md = NULL;
  406. int class_;
  407. if (!damage) //No reductions to make.
  408. return 0;
  409. class_ = status_get_class(bl);
  410. if (bl->type == BL_MOB)
  411. md=(struct mob_data *)bl;
  412. if(md && md->guardian_data) {
  413. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  414. //SKill inmunity.
  415. switch (skill_num) {
  416. case PA_PRESSURE:
  417. case MO_TRIPLEATTACK:
  418. case HW_GRAVITATION:
  419. break;
  420. default:
  421. return 0;
  422. }
  423. if(src->type != BL_MOB) {
  424. struct guild *g=guild_search(status_get_guild_id(src));
  425. if (!g) return 0;
  426. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  427. return 0;
  428. if (battle_config.guild_max_castles &&
  429. guild_checkcastles(g)>=battle_config.guild_max_castles)
  430. return 0; // [MouseJstr]
  431. }
  432. }
  433. switch (skill_num) {
  434. //Skills with no damage reduction.
  435. case PA_PRESSURE:
  436. case HW_GRAVITATION:
  437. break;
  438. default:
  439. if (md && md->guardian_data) {
  440. damage -= damage
  441. * (md->guardian_data->castle->defense/100)
  442. * (battle_config.castle_defense_rate/100);
  443. }
  444. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  445. if (flag&BF_WEAPON)
  446. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  447. if (flag&BF_MAGIC)
  448. damage = damage * battle_config.gvg_magic_damage_rate/100;
  449. if (flag&BF_MISC)
  450. damage = damage * battle_config.gvg_misc_damage_rate/100;
  451. } else { //Normal attacks get reductions based on range.
  452. if (flag & BF_SHORT)
  453. damage = damage * battle_config.gvg_short_damage_rate/100;
  454. if (flag & BF_LONG)
  455. damage = damage * battle_config.gvg_long_damage_rate/100;
  456. }
  457. if(!damage) damage = 1;
  458. }
  459. return damage;
  460. }
  461. /*==========================================
  462. * HP/SP‹zŽû‚ÌŒvŽZ
  463. *------------------------------------------
  464. */
  465. static int battle_calc_drain(int damage, int rate, int per)
  466. {
  467. int diff = 0;
  468. if (per && rand()%1000 < rate) {
  469. diff = (damage * per) / 100;
  470. if (diff == 0) {
  471. if (per > 0)
  472. diff = 1;
  473. else
  474. diff = -1;
  475. }
  476. }
  477. return diff;
  478. }
  479. /*==========================================
  480. * ?C—ûƒ_ƒ??[ƒW
  481. *------------------------------------------
  482. */
  483. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  484. {
  485. int damage,skill;
  486. struct status_data *status = status_get_status_data(target);
  487. int weapon;
  488. damage = dmg;
  489. nullpo_retr(0, sd);
  490. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  491. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  492. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  493. //damage += (skill * 3);
  494. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  495. damage += (skill * 4);
  496. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
  497. damage += sd->status.str;
  498. }
  499. if(type == 0)
  500. weapon = sd->weapontype1;
  501. else
  502. weapon = sd->weapontype2;
  503. switch(weapon)
  504. {
  505. case W_DAGGER:
  506. case W_1HSWORD:
  507. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  508. damage += (skill * 4);
  509. break;
  510. case W_2HSWORD:
  511. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  512. damage += (skill * 4);
  513. break;
  514. case W_1HSPEAR:
  515. case W_2HSPEAR:
  516. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  517. if(!pc_isriding(sd))
  518. damage += (skill * 4);
  519. else
  520. damage += (skill * 5);
  521. }
  522. break;
  523. case W_1HAXE:
  524. case W_2HAXE:
  525. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  526. damage += (skill * 3);
  527. break;
  528. case W_MACE:
  529. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  530. damage += (skill * 3);
  531. break;
  532. case W_FIST:
  533. case W_KNUCKLE:
  534. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  535. damage += (skill * 3);
  536. break;
  537. case W_MUSICAL:
  538. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  539. damage += (skill * 3);
  540. break;
  541. case W_WHIP:
  542. // Dance Lesson Skill Effect(+3 damage for every lvl = +30)
  543. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  544. damage += (skill * 3);
  545. break;
  546. case W_BOOK:
  547. // Advance Book Skill Effect(+3 damage for every lvl = +30)
  548. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  549. damage += (skill * 3);
  550. break;
  551. case W_KATAR:
  552. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  553. damage += (skill * 3);
  554. break;
  555. case W_HUUMA: // Added Tobidougu bonus if wearing a Fuuma Shuriken
  556. if((skill = pc_checkskill(sd,NJ_TOBIDOUGU)) >0)
  557. damage += (skill * 3);
  558. break;
  559. }
  560. return damage;
  561. }
  562. /*==========================================
  563. * Calculates the standard damage of a normal attack assuming it hits,
  564. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  565. *------------------------------------------
  566. * Pass damage2 as NULL to not calc it.
  567. * Flag values:
  568. * &1: Critical hit
  569. * &2: Arrow attack
  570. * &4: Skill is Magic Crasher
  571. * &8: Skip target size adjustment (Extremity Fist?)
  572. *&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)
  573. */
  574. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  575. {
  576. unsigned short atkmin=0, atkmax=0;
  577. short type = 0;
  578. int damage = 0;
  579. if (!sd)
  580. { //Mobs/Pets
  581. if(flag&4)
  582. {
  583. atkmin = status->matk_min;
  584. atkmax = status->matk_max;
  585. } else {
  586. atkmin = wa->atk;
  587. atkmax = wa->atk2;
  588. }
  589. if (atkmin > atkmax)
  590. atkmin = atkmax;
  591. } else { //PCs
  592. atkmax = wa->atk;
  593. type = (wa == status->lhw)?EQI_HAND_L:EQI_HAND_R;
  594. if (!(flag&1) || (flag&2))
  595. { //Normal attacks
  596. atkmin = status->dex;
  597. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  598. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  599. if (atkmin > atkmax)
  600. atkmin = atkmax;
  601. if(flag&2 && !(flag&16))
  602. { //Bows
  603. atkmin = atkmin*atkmax/100;
  604. if (atkmin > atkmax)
  605. atkmax = atkmin;
  606. }
  607. }
  608. }
  609. if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
  610. atkmin = atkmax;
  611. //Weapon Damage calculation
  612. if (!(flag&1))
  613. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  614. else
  615. damage = atkmax;
  616. if (sd)
  617. {
  618. //rodatazone says the range is 0~arrow_atk-1 for non crit
  619. if (flag&2 && sd->arrow_atk)
  620. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  621. //SizeFix only for players
  622. if (!(sd->special_state.no_sizefix || (flag&8)))
  623. damage = damage*(type==EQI_HAND_L?
  624. sd->left_weapon.atkmods[t_size]:
  625. sd->right_weapon.atkmods[t_size])/100;
  626. }
  627. //Finally, add baseatk
  628. if(flag&4)
  629. damage += status->matk_min;
  630. else
  631. damage += status->batk;
  632. //rodatazone says that Overrefine bonuses are part of baseatk
  633. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  634. if(sd) {
  635. if (type == EQI_HAND_L) {
  636. if(sd->left_weapon.overrefine)
  637. damage += rand()%sd->left_weapon.overrefine+1;
  638. if (sd->weapon_atk_rate[sd->weapontype2])
  639. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  640. } else { //Right hand
  641. if(sd->right_weapon.overrefine)
  642. damage += rand()%sd->right_weapon.overrefine+1;
  643. if (sd->weapon_atk_rate[sd->weapontype1])
  644. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  645. }
  646. }
  647. return damage;
  648. }
  649. /*==========================================
  650. * Consumes ammo for the given skill.
  651. *------------------------------------------
  652. */
  653. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  654. {
  655. int qty=1;
  656. if (!battle_config.arrow_decrement)
  657. return;
  658. if (skill)
  659. {
  660. qty = skill_get_ammo_qty(skill, lv);
  661. if (!qty) { //Generic skill that consumes ammo?
  662. qty = skill_get_num(skill, lv);
  663. if (qty < 0) qty *= -1;
  664. else
  665. if (qty == 0) qty = 1;
  666. }
  667. }
  668. if(sd->equip_index[10]>=0) //Qty check should have been done in skill_check_condition
  669. pc_delitem(sd,sd->equip_index[10],qty,0);
  670. }
  671. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  672. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  673. //For quick div adjustment.
  674. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  675. /*==========================================
  676. * battle_calc_weapon_attack (by Skotlex)
  677. *------------------------------------------
  678. */
  679. static struct Damage battle_calc_weapon_attack(
  680. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  681. {
  682. unsigned short skillratio = 100; //Skill dmg modifiers.
  683. short skill=0;
  684. short s_ele, s_ele_, t_class;
  685. short i;
  686. struct map_session_data *sd, *tsd;
  687. struct Damage wd;
  688. struct status_change *sc = status_get_sc(src);
  689. struct status_change *tsc = status_get_sc(target);
  690. struct status_data *sstatus = status_get_status_data(src);
  691. struct status_data *tstatus = status_get_status_data(target);
  692. struct {
  693. unsigned hit : 1; //the attack Hit? (not a miss)
  694. unsigned cri : 1; //Critical hit
  695. unsigned idef : 1; //Ignore defense
  696. unsigned idef2 : 1; //Ignore defense (left weapon)
  697. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  698. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  699. unsigned infdef : 1; //Infinite defense (plants)
  700. unsigned arrow : 1; //Attack is arrow-based
  701. unsigned rh : 1; //Attack considers right hand (wd.damage)
  702. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  703. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  704. unsigned cardfix : 1;
  705. } flag;
  706. memset(&wd,0,sizeof(wd));
  707. memset(&flag,0,sizeof(flag));
  708. if(src==NULL || target==NULL)
  709. {
  710. nullpo_info(NLP_MARK);
  711. return wd;
  712. }
  713. //Initial flag
  714. flag.rh=1;
  715. flag.weapon=1;
  716. flag.cardfix=1;
  717. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  718. //Initial Values
  719. wd.type=0; //Normal attack
  720. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  721. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  722. if(skill_num == KN_AUTOCOUNTER)
  723. wd.amotion >>= 1;
  724. wd.dmotion=tstatus->dmotion;
  725. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  726. wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
  727. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  728. if (sc && !sc->count)
  729. sc = NULL; //Skip checking as there are no status changes active.
  730. if (tsc && !tsc->count)
  731. tsc = NULL; //Skip checking as there are no status changes active.
  732. BL_CAST(BL_PC, src, sd);
  733. BL_CAST(BL_PC, target, tsd);
  734. if(sd) {
  735. if (sd->skillblown[0].id != 0)
  736. { //Apply the bonus blewcount. [Skotlex]
  737. for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  738. if (i < 5 && sd->skillblown[i].id == skill_num)
  739. wd.blewcount += sd->skillblown[i].val;
  740. }
  741. }
  742. //Set miscellaneous data that needs be filled regardless of hit/miss
  743. if(
  744. (sd && sd->state.arrow_atk) ||
  745. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  746. ) {
  747. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  748. flag.arrow = 1;
  749. }
  750. if(skill_num){
  751. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
  752. switch(skill_num)
  753. {
  754. case MO_FINGEROFFENSIVE:
  755. if(sd) {
  756. if (battle_config.finger_offensive_type)
  757. wd.div_ = 1;
  758. else
  759. wd.div_ = sd->spiritball_old;
  760. }
  761. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  762. break;
  763. case GS_MAGICALBULLET:
  764. case HT_PHANTASMIC:
  765. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  766. flag.arrow = 1;
  767. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  768. break;
  769. case GS_DESPERADO:
  770. //This one is the opposite, it consumes ammo, but should count as short range.
  771. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  772. break;
  773. case CR_SHIELDBOOMERANG:
  774. case PA_SHIELDCHAIN:
  775. flag.weapon = 0;
  776. case AS_GRIMTOOTH:
  777. case KN_SPEARBOOMERANG:
  778. case NPC_RANGEATTACK:
  779. case LK_SPIRALPIERCE:
  780. case ASC_BREAKER:
  781. case AM_ACIDTERROR:
  782. case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex]
  783. case CR_GRANDCROSS:
  784. case NPC_GRANDDARKNESS:
  785. case NJ_TATAMIGAESHI:
  786. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  787. break;
  788. case KN_PIERCE:
  789. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  790. break;
  791. case TF_DOUBLE: //For NPC used skill.
  792. wd.type = 0x08;
  793. break;
  794. case KN_SPEARSTAB:
  795. case KN_BOWLINGBASH:
  796. case MO_BALKYOUNG:
  797. case TK_TURNKICK:
  798. wd.blewcount=0;
  799. break;
  800. case CR_SHIELDCHARGE:
  801. // flag.weapon = 0;
  802. case NPC_PIERCINGATT:
  803. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  804. break;
  805. case KN_AUTOCOUNTER:
  806. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  807. break;
  808. case NPC_CRITICALSLASH:
  809. flag.cri = 1; //Always critical skill.
  810. break;
  811. }
  812. }
  813. if (skill_num && battle_config.skillrange_by_distance &&
  814. (src->type&battle_config.skillrange_by_distance)
  815. ) { //Skill range based on distance between src/target [Skotlex]
  816. if (check_distance_bl(src, target, 3))
  817. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  818. else
  819. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  820. }
  821. /* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex]
  822. //Check for counter
  823. if(!skill_num)
  824. {
  825. if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
  826. //If it got here and you had autocounter active, then the direction/range does not matches: critical
  827. flag.cri = 1;
  828. } //End counter-check
  829. */
  830. if (!skill_num && tstatus->flee2 && rand()%1000 < tstatus->flee2)
  831. { //Check for Lucky Dodge
  832. wd.type=0x0b;
  833. wd.dmg_lv=ATK_LUCKY;
  834. if (wd.div_ < 0) wd.div_*=-1;
  835. return wd;
  836. }
  837. t_class = status_get_class(target);
  838. s_ele = s_ele_ = skill_get_pl(skill_num);
  839. if (!skill_num || s_ele == -1) { //Take weapon's element
  840. s_ele = sstatus->rhw.ele;
  841. s_ele_ = sstatus->lhw?sstatus->lhw->ele:0;
  842. if (flag.arrow && sd && sd->arrow_ele)
  843. s_ele = sd->arrow_ele;
  844. } else if (s_ele == -2) { //Use enchantment's element
  845. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  846. }
  847. if (skill_num == GS_GROUNDDRIFT)
  848. s_ele = s_ele_ = wflag; //element comes in flag.
  849. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  850. {
  851. flag.rh=0;
  852. flag.lh=1;
  853. }
  854. if (sstatus->lhw && sstatus->lhw->atk)
  855. flag.lh=1;
  856. if (skill_num == ASC_BREAKER)
  857. { //Soul Breaker disregards dual-wielding.
  858. flag.rh = 1; flag.lh = 0;
  859. }
  860. //Check for critical
  861. if(!flag.cri && sstatus->cri &&
  862. (!skill_num ||
  863. skill_num == KN_AUTOCOUNTER ||
  864. skill_num == SN_SHARPSHOOTING ||
  865. skill_num == NJ_KIRIKAGE))
  866. {
  867. short cri = sstatus->cri;
  868. if (sd)
  869. {
  870. cri+= sd->critaddrace[tstatus->race];
  871. if(flag.arrow)
  872. cri += sd->arrow_cri;
  873. if(sd->status.weapon == W_KATAR)
  874. cri <<=1;
  875. }
  876. //The official equation is *2, but that only applies when sd's do critical.
  877. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  878. cri -= tstatus->luk*(!sd&&tsd?3:2);
  879. if(tsc)
  880. {
  881. if (tsc->data[SC_SLEEP].timer!=-1 )
  882. cri <<=1;
  883. if(tsc->data[SC_JOINTBEAT].timer != -1 &&
  884. tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
  885. flag.cri=1;
  886. }
  887. switch (skill_num)
  888. {
  889. case KN_AUTOCOUNTER:
  890. if(battle_config.auto_counter_type &&
  891. (battle_config.auto_counter_type&src->type))
  892. flag.cri = 1;
  893. else
  894. cri <<= 1;
  895. break;
  896. case SN_SHARPSHOOTING:
  897. cri += 200;
  898. break;
  899. case NJ_KIRIKAGE:
  900. cri += 250 + 50*skill_lv;
  901. break;
  902. }
  903. if(tsd && tsd->critical_def)
  904. cri = cri*(100-tsd->critical_def)/100;
  905. if (rand()%1000 < cri)
  906. flag.cri= 1;
  907. }
  908. if (flag.cri)
  909. {
  910. wd.type = 0x0a;
  911. flag.idef = flag.idef2 = flag.hit = 1;
  912. } else { //Check for Perfect Hit
  913. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  914. flag.hit = 1;
  915. if (sc && sc->data[SC_FUSION].timer != -1) {
  916. flag.hit = 1; //SG_FUSION always hit [Komurka]
  917. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  918. }
  919. if (skill_num && !flag.hit)
  920. switch(skill_num)
  921. {
  922. case AS_SPLASHER: //Reports say it always hits?
  923. if (wflag) //Only if you were the one exploding.
  924. break;
  925. case NPC_GUIDEDATTACK:
  926. case RG_BACKSTAP:
  927. case HT_FREEZINGTRAP:
  928. case AM_ACIDTERROR:
  929. case MO_INVESTIGATE:
  930. case MO_EXTREMITYFIST:
  931. case CR_GRANDCROSS:
  932. case NPC_GRANDDARKNESS:
  933. case PA_SACRIFICE:
  934. case TK_COUNTER:
  935. case SG_SUN_WARM:
  936. case SG_MOON_WARM:
  937. case SG_STAR_WARM:
  938. case NPC_BLOODDRAIN:
  939. case NPC_ENERGYDRAIN:
  940. case NPC_MENTALBREAKER:
  941. case GS_GROUNDDRIFT:
  942. case NJ_TATAMIGAESHI:
  943. case NJ_ISSEN:
  944. flag.hit = 1;
  945. break;
  946. case CR_SHIELDBOOMERANG:
  947. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  948. flag.hit = 1;
  949. break;
  950. }
  951. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  952. flag.hit = 1;
  953. }
  954. if (!flag.hit)
  955. { //Hit/Flee calculation
  956. short
  957. flee = tstatus->flee,
  958. hitrate=80; //Default hitrate
  959. if(battle_config.agi_penalty_type &&
  960. battle_config.agi_penalty_target&target->type)
  961. {
  962. unsigned char target_count; //256 max targets should be a sane max
  963. target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  964. if(target_count >= battle_config.agi_penalty_count)
  965. {
  966. if (battle_config.agi_penalty_type == 1)
  967. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  968. else //asume type 2: absolute reduction
  969. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  970. if(flee < 1) flee = 1;
  971. }
  972. }
  973. hitrate+= sstatus->hit - flee;
  974. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  975. tsc && tsc->data[SC_FOGWALL].timer!=-1)
  976. hitrate-=50;
  977. if(sd && flag.arrow)
  978. hitrate += sd->arrow_hit;
  979. if(skill_num)
  980. switch(skill_num)
  981. { //Hit skill modifiers
  982. case SM_BASH:
  983. hitrate += 5*skill_lv;
  984. break;
  985. case SM_MAGNUM:
  986. hitrate += 10*skill_lv;
  987. break;
  988. case KN_AUTOCOUNTER:
  989. hitrate += 20;
  990. break;
  991. case KN_PIERCE:
  992. hitrate += hitrate*(5*skill_lv)/100;
  993. break;
  994. case PA_SHIELDCHAIN:
  995. hitrate += 20;
  996. break;
  997. case AS_SONICBLOW:
  998. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  999. hitrate += 50;
  1000. break;
  1001. }
  1002. // Weaponry Research hidden bonus
  1003. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1004. hitrate += hitrate*(2*skill)/100;
  1005. if (hitrate > battle_config.max_hitrate)
  1006. hitrate = battle_config.max_hitrate;
  1007. else if (hitrate < battle_config.min_hitrate)
  1008. hitrate = battle_config.min_hitrate;
  1009. if(rand()%100 >= hitrate)
  1010. wd.dmg_lv = ATK_FLEE;
  1011. else
  1012. flag.hit =1;
  1013. } //End hit/miss calculation
  1014. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1015. { //Hitting attack
  1016. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1017. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1018. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1019. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1020. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1021. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1022. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1023. //Adds an absolute value to damage. 100 = +100 damage
  1024. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1025. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1026. switch (skill_num)
  1027. { //Calc base damage according to skill
  1028. case NJ_ISSEN:
  1029. wd.damage = 80*sstatus->str +skill_lv*sstatus->hp*8/100;
  1030. wd.damage2 = 0;
  1031. status_set_hp(src, 1, 0);
  1032. break;
  1033. case PA_SACRIFICE:
  1034. wd.damage = sstatus->max_hp* 9/100;
  1035. status_zap(src, wd.damage, 0);//Damage to self is always 9%
  1036. wd.damage2 = 0;
  1037. if (sc && sc->data[SC_SACRIFICE].timer != -1)
  1038. {
  1039. if (--sc->data[SC_SACRIFICE].val2 <= 0)
  1040. status_change_end(src, SC_SACRIFICE,-1);
  1041. }
  1042. break;
  1043. case LK_SPIRALPIERCE:
  1044. if (sd) {
  1045. short index = sd->equip_index[9];
  1046. if (index >= 0 &&
  1047. sd->inventory_data[index] &&
  1048. sd->inventory_data[index]->type == 4)
  1049. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1050. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1051. index = sstatus->str/10;
  1052. index = index*index;
  1053. ATK_ADD(index); //Add str bonus.
  1054. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1055. case 0: //Small: 125%
  1056. ATK_RATE(125);
  1057. break;
  1058. //case 1: //Medium: 100%
  1059. case 2: //Large: 75%
  1060. ATK_RATE(75);
  1061. break;
  1062. }
  1063. break;
  1064. }
  1065. case CR_SHIELDBOOMERANG:
  1066. case PA_SHIELDCHAIN:
  1067. if (sd) {
  1068. short index = sd->equip_index[8];
  1069. wd.damage = sstatus->batk;
  1070. if (flag.lh) wd.damage2 = wd.damage;
  1071. if (index >= 0 &&
  1072. sd->inventory_data[index] &&
  1073. sd->inventory_data[index]->type == 5)
  1074. ATK_ADD(sd->inventory_data[index]->weight/10);
  1075. break;
  1076. }
  1077. case HFLI_SBR44: //[orn]
  1078. if(src->type == BL_HOM){
  1079. TBL_HOM *hd = (TBL_HOM*)src;
  1080. wd.damage = hd->master->homunculus.intimacy ;
  1081. wd.damage2 = hd->master->homunculus.intimacy ;
  1082. hd->master->homunculus.intimacy = 200;
  1083. clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
  1084. break;
  1085. }
  1086. default:
  1087. {
  1088. i = (flag.cri?1:0)|
  1089. (flag.arrow?2:0)|
  1090. (skill_num == HW_MAGICCRASHER?4:0)|
  1091. (!skill_num && sc && sc->data[SC_CHANGE].timer!=-1?4:0)|
  1092. (skill_num == MO_EXTREMITYFIST?8:0)|
  1093. (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1?8:0);
  1094. if (flag.arrow && sd)
  1095. switch(sd->status.weapon) {
  1096. case W_BOW:
  1097. case W_REVOLVER:
  1098. case W_SHOTGUN:
  1099. case W_GATLING:
  1100. case W_GRENADE:
  1101. break;
  1102. default:
  1103. i |= 16; // for ex. shuriken must not be influenced by DEX
  1104. }
  1105. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1106. if (sstatus->lhw && flag.lh)
  1107. wd.damage2 = battle_calc_base_damage(sstatus, sstatus->lhw, sc, tstatus->size, sd, i);
  1108. // Added split damage for Huuma
  1109. if (skill_num == NJ_HUUMA)
  1110. { // Divide ATK in case of multiple targets skill
  1111. if(wflag>0)
  1112. wd.damage/= wflag;
  1113. else if(battle_config.error_log)
  1114. ShowError("0 enemies targeted by Throw Huuma, divide per 0 avoided!\n");
  1115. }
  1116. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1117. if(sd)
  1118. {
  1119. if (sd->atk_rate != 100)
  1120. ATK_RATE(sd->atk_rate);
  1121. if(flag.cri && sd->crit_atk_rate)
  1122. ATK_ADDRATE(sd->crit_atk_rate);
  1123. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1124. i = party_foreachsamemap(party_sub_count, sd, 0);
  1125. ATK_ADDRATE(2*skill*i);
  1126. }
  1127. }
  1128. break;
  1129. } //End default case
  1130. } //End switch(skill_num)
  1131. //Skill damage modifiers that stack linearly
  1132. if(sc && skill_num != PA_SACRIFICE)
  1133. {
  1134. if(sc->data[SC_OVERTHRUST].timer != -1)
  1135. skillratio += 5*sc->data[SC_OVERTHRUST].val1;
  1136. if(sc->data[SC_MAXOVERTHRUST].timer != -1)
  1137. skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
  1138. if(sc->data[SC_BERSERK].timer != -1)
  1139. skillratio += 100;
  1140. }
  1141. if (!skill_num)
  1142. {
  1143. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1144. if(sd &&
  1145. sd->random_attack_increase_add > 0 &&
  1146. sd->random_attack_increase_per &&
  1147. rand()%100 < sd->random_attack_increase_per
  1148. )
  1149. skillratio += sd->random_attack_increase_add;
  1150. ATK_RATE(skillratio);
  1151. } else { //Skills
  1152. switch( skill_num )
  1153. {
  1154. case SM_BASH:
  1155. skillratio += 30*skill_lv;
  1156. break;
  1157. case SM_MAGNUM:
  1158. skillratio += 20*skill_lv;
  1159. break;
  1160. case MC_MAMMONITE:
  1161. skillratio += 50*skill_lv;
  1162. break;
  1163. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1164. skillratio += 5*sstatus->str;
  1165. break;
  1166. case AC_DOUBLE:
  1167. skillratio += 10*(skill_lv-1);
  1168. break;
  1169. case AC_SHOWER:
  1170. skillratio += 5*skill_lv-25;
  1171. break;
  1172. case AC_CHARGEARROW:
  1173. skillratio += 50;
  1174. break;
  1175. case HT_FREEZINGTRAP:
  1176. skillratio += -50+10*skill_lv;
  1177. break;
  1178. case KN_PIERCE:
  1179. skillratio += 10*skill_lv;
  1180. break;
  1181. case KN_SPEARSTAB:
  1182. skillratio += 15*skill_lv;
  1183. break;
  1184. case KN_SPEARBOOMERANG:
  1185. skillratio += 50*skill_lv;
  1186. break;
  1187. case KN_BRANDISHSPEAR:
  1188. {
  1189. int ratio = 100+20*skill_lv;
  1190. skillratio += ratio-100;
  1191. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1192. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1193. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1194. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1195. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1196. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1197. break;
  1198. }
  1199. case KN_BOWLINGBASH:
  1200. //When mflag, this is a no-splash attack, damage gets a bonus of 100% at lv 10.
  1201. skillratio+= (wflag?50:40)*skill_lv;
  1202. break;
  1203. case KN_AUTOCOUNTER:
  1204. case LK_SPIRALPIERCE:
  1205. case NPC_CRITICALSLASH:
  1206. flag.idef= flag.idef2= 1;
  1207. break;
  1208. case AS_GRIMTOOTH:
  1209. skillratio += 20*skill_lv;
  1210. break;
  1211. case AS_POISONREACT:
  1212. skillratio += 30*skill_lv;
  1213. break;
  1214. case AS_SONICBLOW:
  1215. skillratio += -50+5*skill_lv;
  1216. break;
  1217. case TF_SPRINKLESAND:
  1218. skillratio += 30;
  1219. break;
  1220. case MC_CARTREVOLUTION:
  1221. skillratio += 50;
  1222. if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
  1223. skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
  1224. else if (!sd)
  1225. skillratio += 150; //Max damage for non players.
  1226. break;
  1227. case NPC_RANDOMATTACK:
  1228. skillratio += rand()%150-50;
  1229. break;
  1230. case NPC_WATERATTACK:
  1231. case NPC_GROUNDATTACK:
  1232. case NPC_FIREATTACK:
  1233. case NPC_WINDATTACK:
  1234. case NPC_POISONATTACK:
  1235. case NPC_HOLYATTACK:
  1236. case NPC_DARKNESSATTACK:
  1237. case NPC_UNDEADATTACK:
  1238. case NPC_TELEKINESISATTACK:
  1239. skillratio += 25*skill_lv;
  1240. break;
  1241. case RG_BACKSTAP:
  1242. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1243. skillratio += (200+40*skill_lv)/2;
  1244. else
  1245. skillratio += 200+40*skill_lv;
  1246. break;
  1247. case RG_RAID:
  1248. skillratio += 40*skill_lv;
  1249. break;
  1250. case RG_INTIMIDATE:
  1251. skillratio += 30*skill_lv;
  1252. break;
  1253. case CR_SHIELDCHARGE:
  1254. skillratio += 20*skill_lv;
  1255. break;
  1256. case CR_SHIELDBOOMERANG:
  1257. skillratio += 30*skill_lv;
  1258. break;
  1259. case NPC_DARKCROSS:
  1260. case CR_HOLYCROSS:
  1261. skillratio += 35*skill_lv;
  1262. break;
  1263. case CR_GRANDCROSS:
  1264. case NPC_GRANDDARKNESS:
  1265. flag.cardfix = 0;
  1266. break;
  1267. case AM_DEMONSTRATION:
  1268. skillratio += 20*skill_lv;
  1269. flag.cardfix = 0;
  1270. break;
  1271. case AM_ACIDTERROR:
  1272. skillratio += 40*skill_lv;
  1273. flag.cardfix = 0;
  1274. break;
  1275. case MO_FINGEROFFENSIVE:
  1276. skillratio+= 50 * skill_lv;
  1277. break;
  1278. case MO_INVESTIGATE:
  1279. skillratio += 75*skill_lv;
  1280. flag.pdef = flag.pdef2 = 2;
  1281. break;
  1282. case MO_EXTREMITYFIST:
  1283. { //Overflow check. [Skotlex]
  1284. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1285. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1286. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1287. skillratio = (unsigned short)ratio;
  1288. status_set_sp(src, 0, 0);
  1289. flag.idef= flag.idef2= 1;
  1290. }
  1291. break;
  1292. case MO_TRIPLEATTACK:
  1293. skillratio += 20*skill_lv;
  1294. break;
  1295. case MO_CHAINCOMBO:
  1296. skillratio += 50+50*skill_lv;
  1297. break;
  1298. case MO_COMBOFINISH:
  1299. skillratio += 140+60*skill_lv;
  1300. break;
  1301. case BA_MUSICALSTRIKE:
  1302. case DC_THROWARROW:
  1303. skillratio += 50*skill_lv;
  1304. break;
  1305. case CH_TIGERFIST:
  1306. skillratio += 100*skill_lv-60;
  1307. break;
  1308. case CH_CHAINCRUSH:
  1309. skillratio += 300+100*skill_lv;
  1310. break;
  1311. case CH_PALMSTRIKE:
  1312. skillratio += 100+100*skill_lv;
  1313. break;
  1314. case LK_HEADCRUSH:
  1315. skillratio += 40*skill_lv;
  1316. break;
  1317. case LK_JOINTBEAT:
  1318. skillratio += 10*skill_lv-50;
  1319. break;
  1320. case ASC_METEORASSAULT:
  1321. skillratio += 40*skill_lv-60;
  1322. flag.cardfix = 0;
  1323. break;
  1324. case SN_SHARPSHOOTING:
  1325. skillratio += 50*skill_lv;
  1326. break;
  1327. case CG_ARROWVULCAN:
  1328. skillratio += 100+100*skill_lv;
  1329. break;
  1330. case AS_SPLASHER:
  1331. i = 400+50*skill_lv;
  1332. if (sd) i += 20*pc_checkskill(sd,AS_POISONREACT);
  1333. if (wflag>1) i/=wflag; //Splash damage is half.
  1334. skillratio += i;
  1335. flag.cardfix = 0;
  1336. break;
  1337. case ASC_BREAKER:
  1338. skillratio += 100*skill_lv-100;
  1339. flag.cardfix = 0;
  1340. break;
  1341. case PA_SACRIFICE:
  1342. //40% less effective on siege maps. [Skotlex]
  1343. skillratio += 10*skill_lv-10;
  1344. flag.idef = flag.idef2 = 1;
  1345. break;
  1346. case PA_SHIELDCHAIN:
  1347. skillratio += 30*skill_lv;
  1348. break;
  1349. case WS_CARTTERMINATION:
  1350. i = 10 * (16 - skill_lv);
  1351. if (i < 1) i = 1;
  1352. //Preserve damage ratio when max cart weight is changed.
  1353. if(sd && sd->cart_weight && sd->cart_max_weight)
  1354. skillratio += sd->cart_weight/i * 80000/sd->cart_max_weight - 100;
  1355. // skillratio += sd->cart_weight/i - 100;
  1356. else if (!sd)
  1357. skillratio += 80000 / i - 100;
  1358. flag.cardfix = 0;
  1359. break;
  1360. case TK_DOWNKICK:
  1361. skillratio += 60 + 20*skill_lv;
  1362. break;
  1363. case TK_STORMKICK:
  1364. skillratio += 60 + 20*skill_lv;
  1365. break;
  1366. case TK_TURNKICK:
  1367. skillratio += 90 + 30*skill_lv;
  1368. break;
  1369. case TK_COUNTER:
  1370. skillratio += 90 + 30*skill_lv;
  1371. break;
  1372. case TK_JUMPKICK:
  1373. skillratio += -70 + 10*skill_lv;
  1374. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  1375. skillratio += 10*status_get_lv(src)/3;
  1376. break;
  1377. case GS_BULLSEYE:
  1378. skillratio += 400;
  1379. break;
  1380. case GS_TRACKING:
  1381. skillratio += 60*skill_lv;
  1382. if (skill_lv == 2) skillratio += 20;
  1383. if (skill_lv == 3) skillratio += 80;
  1384. if (skill_lv >= 4) skillratio += 60*(skill_lv-3);
  1385. if (skill_lv == 10) skillratio += 80;
  1386. break;
  1387. case GS_PIERCINGSHOT:
  1388. skillratio += 20*skill_lv;
  1389. break;
  1390. case GS_RAPIDSHOWER:
  1391. skillratio += 10*skill_lv;
  1392. break;
  1393. case GS_DESPERADO:
  1394. skillratio += 50*skill_lv - 50;
  1395. break;
  1396. case GS_DUST:
  1397. skillratio += 50*skill_lv;
  1398. break;
  1399. case GS_FULLBUSTER:
  1400. skillratio += 200 + 100*skill_lv;
  1401. break;
  1402. case GS_SPREADATTACK:
  1403. skillratio += 20*skill_lv-20;
  1404. break;
  1405. case NJ_HUUMA:
  1406. skillratio += 50 + 150*skill_lv;
  1407. break;
  1408. case NJ_TATAMIGAESHI:
  1409. skillratio += 10*skill_lv;
  1410. break;
  1411. case NJ_KASUMIKIRI:
  1412. skillratio += 10*skill_lv;
  1413. break;
  1414. case NJ_KIRIKAGE:
  1415. skillratio += 100*(skill_lv-1);
  1416. break;
  1417. case KN_CHARGEATK:
  1418. skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
  1419. break;
  1420. case HT_PHANTASMIC:
  1421. skillratio += 50;
  1422. break;
  1423. case MO_BALKYOUNG:
  1424. skillratio += 200;
  1425. break;
  1426. case HFLI_MOON: //[orn]
  1427. skillratio += 10+110*skill_lv;
  1428. break;
  1429. case HFLI_SBR44: //[orn]
  1430. skillratio += 100 * skill_lv ;
  1431. }
  1432. ATK_RATE(skillratio);
  1433. //Constant/misc additions from skills
  1434. switch (skill_num) {
  1435. case MO_EXTREMITYFIST:
  1436. ATK_ADD(250 + 150*skill_lv);
  1437. break;
  1438. case GS_GROUNDDRIFT:
  1439. ATK_ADD(50*skill_lv);
  1440. break;
  1441. case TK_DOWNKICK:
  1442. case TK_STORMKICK:
  1443. case TK_TURNKICK:
  1444. case TK_COUNTER:
  1445. case TK_JUMPKICK:
  1446. //TK_RUN kick damage bonus.
  1447. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1448. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1449. break;
  1450. case GS_MAGICALBULLET:
  1451. if(sstatus->matk_max>sstatus->matk_min) {
  1452. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1453. } else {
  1454. ATK_ADD(sstatus->matk_min);
  1455. }
  1456. break;
  1457. case NJ_SYURIKEN:
  1458. ATK_ADD(4*skill_lv);
  1459. break;
  1460. }
  1461. }
  1462. //Div fix.
  1463. damage_div_fix(wd.damage, wd.div_);
  1464. //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
  1465. skillratio = 100;
  1466. //Skill damage modifiers that affect linearly stacked damage.
  1467. if (sc && skill_num != PA_SACRIFICE) {
  1468. if(sc->data[SC_TRUESIGHT].timer != -1)
  1469. skillratio += 2*sc->data[SC_TRUESIGHT].val1;
  1470. // It is still not quite decided whether it works on bosses or not...
  1471. if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
  1472. skillratio += 150 +50*sc->data[SC_EDP].val1;
  1473. }
  1474. switch (skill_num) {
  1475. case AS_SONICBLOW: //EDP will not stack with Soul Link bonus.
  1476. if (sc && sc->data[SC_EDP].timer == -1 && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  1477. skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
  1478. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1479. skillratio += 10;
  1480. break;
  1481. case CR_SHIELDBOOMERANG:
  1482. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  1483. skillratio += 100;
  1484. break;
  1485. }
  1486. if (sd && sd->skillatk[0].id != 0)
  1487. {
  1488. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  1489. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  1490. //May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
  1491. //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
  1492. skillratio += sd->skillatk[i].val;
  1493. }
  1494. if (skillratio != 100)
  1495. ATK_RATE(skillratio);
  1496. if(sd)
  1497. {
  1498. if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE
  1499. && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS
  1500. && skill_num != PA_SHIELDCHAIN
  1501. && !flag.cri)
  1502. { //Elemental/Racial adjustments
  1503. if(sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1504. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1505. sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1506. )
  1507. flag.pdef = 1;
  1508. if(sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1509. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1510. sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1511. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1512. if (battle_config.left_cardfix_to_right && flag.rh)
  1513. flag.pdef = 1;
  1514. else
  1515. flag.pdef2 = 1;
  1516. }
  1517. }
  1518. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1519. { //Ignore Defense?
  1520. if (!flag.idef && (
  1521. (target->type == BL_MOB && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1522. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1523. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1524. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1525. ))
  1526. flag.idef = 1;
  1527. if (!flag.idef2 && (
  1528. (target->type == BL_MOB && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1529. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1530. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1531. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1532. )) {
  1533. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1534. flag.idef = 1;
  1535. else
  1536. flag.idef2 = 1;
  1537. }
  1538. }
  1539. }
  1540. if (!flag.idef || !flag.idef2)
  1541. { //Defense reduction
  1542. short vit_def;
  1543. signed char def1 = (signed char)status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1544. short def2 = (short)tstatus->def2;
  1545. if(battle_config.vit_penalty_type &&
  1546. battle_config.vit_penalty_target&target->type)
  1547. {
  1548. unsigned char target_count; //256 max targets should be a sane max
  1549. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1550. if(target_count >= battle_config.vit_penalty_count) {
  1551. if(battle_config.vit_penalty_type == 1) {
  1552. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1553. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1554. } else { //Assume type 2
  1555. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1556. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1557. }
  1558. }
  1559. if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1560. if(def2 < 1) def2 = 1;
  1561. }
  1562. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1563. if (tsd) //Sd vit-eq
  1564. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1565. vit_def = def2*(def2-15)/150;
  1566. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1567. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) &&
  1568. (skill=pc_checkskill(tsd,AL_DP)) >0)
  1569. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1570. } else { //Mob-Pet vit-eq
  1571. //VIT + rnd(0,[VIT/20]^2-1)
  1572. vit_def = (def2/20)*(def2/20);
  1573. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1574. }
  1575. if (battle_config.weapon_defense_type) {
  1576. vit_def += def1*battle_config.weapon_defense_type;
  1577. def1 = 0;
  1578. }
  1579. if (def1 > 100) def1 = 100;
  1580. ATK_RATE2(
  1581. flag.idef ?100:
  1582. (flag.pdef ?flag.pdef *(def1 + vit_def):
  1583. 100-def1),
  1584. flag.idef2?100:
  1585. (flag.pdef2?flag.pdef2*(def1 + vit_def):
  1586. 100-def1)
  1587. );
  1588. ATK_ADD2(
  1589. flag.idef ||flag.pdef ?0:-vit_def,
  1590. flag.idef2||flag.pdef2?0:-vit_def
  1591. );
  1592. }
  1593. //Post skill/vit reduction damage increases
  1594. if (sc && skill_num != LK_SPIRALPIERCE)
  1595. { //SC skill damages
  1596. if(sc->data[SC_AURABLADE].timer!=-1)
  1597. ATK_ADD(20*sc->data[SC_AURABLADE].val1);
  1598. }
  1599. //Refine bonus
  1600. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1601. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1602. {
  1603. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw->atk2);
  1604. } else {
  1605. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw->atk2);
  1606. }
  1607. }
  1608. //Set to min of 1
  1609. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1610. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1611. if (sd && flag.weapon &&
  1612. skill_num != MO_INVESTIGATE &&
  1613. skill_num != MO_EXTREMITYFIST &&
  1614. skill_num != CR_GRANDCROSS)
  1615. { //Add mastery damage
  1616. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  1617. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  1618. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  1619. // but other masteries DO apply >_>
  1620. ATK_ADDRATE(10+ 2*skill);
  1621. }
  1622. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1623. if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1624. if((skill=pc_checkskill(sd,SG_STAR_ANGER)) >0 && (t_class == sd->hate_mob[2] || (sc && sc->data[SC_MIRACLE].timer!=-1)))
  1625. {
  1626. skillratio = (sd->status.base_level + sstatus->str + sstatus->dex + sstatus->luk)/(skill<4?12-3*skill:1);
  1627. ATK_ADDRATE(skillratio);
  1628. } else
  1629. if(
  1630. ((skill=pc_checkskill(sd,SG_SUN_ANGER)) >0 && t_class == sd->hate_mob[0]) ||
  1631. ((skill=pc_checkskill(sd,SG_MOON_ANGER)) >0 && t_class == sd->hate_mob[1])
  1632. ) {
  1633. skillratio = (sd->status.base_level + sstatus->dex+ sstatus->luk)/(skill<4?12-3*skill:1);
  1634. ATK_ADDRATE(skillratio);
  1635. }
  1636. // Added Tobidougu bonus on throwing weapon ninja skills if not wearing a Fuuma shuriken (bonus already added in battle_addmastery)
  1637. if ((skill_num == NJ_SYURIKEN || skill_num == NJ_KUNAI) &&
  1638. sd->status.weapon != W_HUUMA &&
  1639. (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  1640. ATK_ADD(3*skill);
  1641. }
  1642. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1643. else if(wd.div_ < 0) //Since the attack missed...
  1644. wd.div_ *= -1;
  1645. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1646. return wd; //Enough, rest is not needed.
  1647. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1648. ATK_ADD(skill*2);
  1649. if(skill_num==TF_POISON)
  1650. ATK_ADD(15*skill_lv);
  1651. if (s_ele != ELE_NEUTRAL || !(battle_config.attack_attr_none&src->type))
  1652. { //Elemental attribute fix
  1653. if (wd.damage > 0)
  1654. {
  1655. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1656. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1657. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1658. }
  1659. if (flag.lh && wd.damage2 > 0)
  1660. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1661. if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
  1662. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1663. int damage= battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0));
  1664. damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
  1665. damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,tstatus->def_ele, tstatus->ele_lv);
  1666. ATK_ADD(damage);
  1667. }
  1668. }
  1669. if ((!flag.rh || !wd.damage) && (!flag.lh || !wd.damage2))
  1670. flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
  1671. if (sd)
  1672. {
  1673. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1674. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1675. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1676. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1677. } else {
  1678. ATK_ADD(wd.div_*sd->spiritball*3);
  1679. }
  1680. //Card Fix, sd side
  1681. if (flag.cardfix)
  1682. {
  1683. short cardfix = 1000, cardfix_ = 1000;
  1684. short t_race2 = status_get_race2(target);
  1685. if(sd->state.arrow_atk)
  1686. {
  1687. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1688. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->arrow_addele[tstatus->def_ele])/100;
  1689. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1690. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1691. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1692. } else { //Melee attack
  1693. if(!battle_config.left_cardfix_to_right)
  1694. {
  1695. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1696. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele])/100;
  1697. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1698. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1699. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1700. if (flag.lh)
  1701. {
  1702. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1703. cardfix_=cardfix_*(100+sd->left_weapon.addele[tstatus->def_ele])/100;
  1704. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1705. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1706. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1707. }
  1708. } else {
  1709. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1710. cardfix=cardfix*(100+sd->right_weapon.addele[tstatus->def_ele]+sd->left_weapon.addele[tstatus->def_ele])/100;
  1711. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1712. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1713. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1714. }
  1715. }
  1716. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1717. if(sd->right_weapon.add_damage_classid[i] == t_class) {
  1718. cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
  1719. break;
  1720. }
  1721. }
  1722. if (flag.lh)
  1723. {
  1724. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1725. if(sd->left_weapon.add_damage_classid[i] == t_class) {
  1726. cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
  1727. break;
  1728. }
  1729. }
  1730. }
  1731. if(wd.flag&BF_LONG)
  1732. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1733. if (cardfix != 1000 || cardfix_ != 1000)
  1734. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1735. }
  1736. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1737. short index= sd->equip_index[8];
  1738. if (index >= 0 &&
  1739. sd->inventory_data[index] &&
  1740. sd->inventory_data[index]->type == 5)
  1741. ATK_ADD(10*sd->status.inventory[index].refine);
  1742. }
  1743. } //if (sd)
  1744. //Card Fix, tsd side - Cards always apply on the target. [Skotlex]
  1745. if (tsd) {
  1746. short s_race2,s_class;
  1747. short cardfix=1000;
  1748. s_race2 = status_get_race2(src);
  1749. s_class = status_get_class(src);
  1750. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1751. if (flag.lh && s_ele_ != s_ele)
  1752. cardfix=cardfix*(100-tsd->subele[s_ele_])/100;
  1753. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1754. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1755. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1756. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1757. for(i=0;i<tsd->add_dmg_count;i++) {
  1758. if(tsd->add_dmg[i].class_ == s_class) {
  1759. cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
  1760. break;
  1761. }
  1762. }
  1763. if(wd.flag&BF_SHORT)
  1764. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1765. else // BF_LONG (there's no other choice)
  1766. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1767. if (cardfix != 1000)
  1768. ATK_RATE(cardfix/10);
  1769. }
  1770. if(flag.infdef)
  1771. { //Plants receive 1 damage when hit
  1772. if (flag.rh && (flag.hit || wd.damage>0))
  1773. wd.damage = 1;
  1774. if (flag.lh && (flag.hit || wd.damage2>0))
  1775. wd.damage2 = 1;
  1776. if (!(battle_config.skill_min_damage&1))
  1777. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1778. return wd;
  1779. }
  1780. if(sd && !skill_num && !flag.cri)
  1781. { //Check for double attack.
  1782. if(((skill_lv = pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == W_DAGGER) || sd->double_rate > 0)
  1783. { //Success chance is not added, the higher one is used [Skotlex]
  1784. if (rand()%100 < (5*skill_lv>sd->double_rate?5*skill_lv:sd->double_rate))
  1785. {
  1786. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1787. damage_div_fix(wd.damage, wd.div_);
  1788. wd.type = 0x08;
  1789. }
  1790. } else
  1791. if (sd->weapontype1 == W_REVOLVER &&
  1792. (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 &&
  1793. (rand()%100 < 5*skill_lv)
  1794. )
  1795. {
  1796. wd.div_=skill_get_num(GS_CHAINACTION,skill_lv);
  1797. damage_div_fix(wd.damage, wd.div_);
  1798. wd.type = 0x08;
  1799. }
  1800. }
  1801. if (sd)
  1802. {
  1803. if (!flag.rh && flag.lh)
  1804. { //Move lh damage to the rh
  1805. wd.damage = wd.damage2;
  1806. wd.damage2 = 0;
  1807. flag.rh=1;
  1808. flag.lh=0;
  1809. } else if(flag.rh && flag.lh)
  1810. { //Dual-wield
  1811. if (wd.damage)
  1812. {
  1813. skill = pc_checkskill(sd,AS_RIGHT);
  1814. wd.damage = wd.damage * (50 + (skill * 10))/100;
  1815. if(wd.damage < 1) wd.damage = 1;
  1816. }
  1817. if (wd.damage2)
  1818. {
  1819. skill = pc_checkskill(sd,AS_LEFT);
  1820. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  1821. if(wd.damage2 < 1) wd.damage2 = 1;
  1822. }
  1823. } else if(sd->status.weapon == W_KATAR)
  1824. { //Katars
  1825. skill = pc_checkskill(sd,TF_DOUBLE);
  1826. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  1827. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  1828. flag.lh = 1;
  1829. }
  1830. }
  1831. if(!flag.rh && wd.damage)
  1832. wd.damage=0;
  1833. if(!flag.lh && wd.damage2)
  1834. wd.damage2=0;
  1835. if(wd.damage + wd.damage2)
  1836. { //There is a total damage value
  1837. if(!wd.damage2) {
  1838. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1839. if (map_flag_gvg(target->m))
  1840. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1841. } else
  1842. if(!wd.damage) {
  1843. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1844. if (map_flag_gvg(target->m))
  1845. wd.damage2=battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  1846. } else
  1847. {
  1848. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  1849. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  1850. if (map_flag_gvg(target->m))
  1851. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  1852. wd.damage2=(d2*100/d1)*wd.damage/100;
  1853. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  1854. wd.damage-=wd.damage2;
  1855. }
  1856. }
  1857. if(skill_num==ASC_BREAKER)
  1858. { //Breaker's int-based damage (a misc attack?)
  1859. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  1860. wd.damage += md.damage;
  1861. }
  1862. if (wd.damage || wd.damage2) {
  1863. if (sd && battle_config.equip_self_break_rate)
  1864. { // Self weapon breaking
  1865. int breakrate = battle_config.equip_natural_break_rate;
  1866. if (sc) {
  1867. if(sc->data[SC_OVERTHRUST].timer!=-1)
  1868. breakrate += 10;
  1869. if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
  1870. breakrate += 10;
  1871. }
  1872. if (breakrate)
  1873. skill_break_equip(src, EQP_WEAPON, breakrate, BCT_SELF);
  1874. }
  1875. //Cart Termination won't trigger breaking data. Why? No idea, go ask Gravity.
  1876. if (battle_config.equip_skill_break_rate && skill_num != WS_CARTTERMINATION)
  1877. { // Target equipment breaking
  1878. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  1879. if (sd) { // Break rate from equipment
  1880. breakrate[0] += sd->break_weapon_rate;
  1881. breakrate[1] += sd->break_armor_rate;
  1882. }
  1883. if (sc) {
  1884. if (sc->data[SC_MELTDOWN].timer!=-1) {
  1885. breakrate[0] += sc->data[SC_MELTDOWN].val2;
  1886. breakrate[1] += sc->data[SC_MELTDOWN].val3;
  1887. }
  1888. }
  1889. if (breakrate[0])
  1890. skill_break_equip(target, EQP_WEAPON, breakrate[0], BCT_ENEMY);
  1891. if (breakrate[1])
  1892. skill_break_equip(target, EQP_ARMOR, breakrate[1], BCT_ENEMY);
  1893. }
  1894. }
  1895. //SG_FUSION hp penalty [Komurka]
  1896. if (sc && sc->data[SC_FUSION].timer!=-1)
  1897. {
  1898. int hp= sstatus->max_hp;
  1899. if (sd && tsd) {
  1900. hp = 8*hp/100;
  1901. if (100*sstatus->hp <= 20*sstatus->max_hp)
  1902. hp = sstatus->hp;
  1903. } else
  1904. hp = 5*hp/1000;
  1905. status_zap(src, hp, 0);
  1906. }
  1907. return wd;
  1908. }
  1909. /*==========================================
  1910. * battle_calc_magic_attack [DracoRPG]
  1911. *------------------------------------------
  1912. */
  1913. struct Damage battle_calc_magic_attack(
  1914. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  1915. {
  1916. short i;
  1917. short s_ele;
  1918. unsigned short skillratio = 100; //Skill dmg modifiers.
  1919. struct map_session_data *sd, *tsd;
  1920. struct Damage ad;
  1921. struct status_change *tsc;
  1922. struct status_data *sstatus = status_get_status_data(src);
  1923. struct status_data *tstatus = status_get_status_data(target);
  1924. struct {
  1925. unsigned imdef : 1;
  1926. unsigned infdef : 1;
  1927. unsigned elefix : 1;
  1928. unsigned cardfix : 1;
  1929. } flag;
  1930. memset(&ad,0,sizeof(ad));
  1931. memset(&flag,0,sizeof(flag));
  1932. if(src==NULL || target==NULL)
  1933. {
  1934. nullpo_info(NLP_MARK);
  1935. return ad;
  1936. }
  1937. //Initial flag
  1938. flag.elefix=1;
  1939. flag.cardfix=1;
  1940. //Initial Values
  1941. ad.damage = 1;
  1942. ad.div_=skill_get_num(skill_num,skill_lv);
  1943. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  1944. ad.dmotion=tstatus->dmotion;
  1945. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  1946. ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
  1947. ad.dmg_lv=ATK_DEF;
  1948. BL_CAST(BL_PC, src, sd);
  1949. BL_CAST(BL_PC, target, tsd);
  1950. //Initialize variables that will be used afterwards
  1951. s_ele = skill_get_pl(skill_num);
  1952. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  1953. s_ele = sstatus->rhw.ele;
  1954. else if (s_ele == -2) //Use status element
  1955. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  1956. //Set miscellaneous data that needs be filled
  1957. if(sd) {
  1958. sd->state.arrow_atk = 0;
  1959. if (sd->skillblown[0].id != 0)
  1960. { //Apply the bonus blewcount. [Skotlex]
  1961. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  1962. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  1963. ad.blewcount += sd->skillblown[i].val;
  1964. }
  1965. }
  1966. if (battle_config.skillrange_by_distance &&
  1967. (src->type&battle_config.skillrange_by_distance)
  1968. ) { //Skill range based on distance between src/target [Skotlex]
  1969. if (check_distance_bl(src, target, 3))
  1970. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
  1971. else
  1972. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
  1973. }
  1974. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  1975. switch(skill_num)
  1976. {
  1977. case MG_FIREWALL:
  1978. if(mflag) //mflag has a value when it was checked against an undead in skill.c [Skotlex]
  1979. ad.blewcount = 0; //No knockback
  1980. else
  1981. ad.blewcount |= 0x10000;
  1982. ad.dmotion = 0; //No flinch animation.
  1983. break;
  1984. case WZ_STORMGUST: //Should knockback randomly.
  1985. ad.blewcount|=0x40000;
  1986. break;
  1987. case PR_SANCTUARY:
  1988. ad.blewcount|=0x10000;
  1989. ad.dmotion = 0; //No flinch animation.
  1990. case AL_HEAL:
  1991. case PR_BENEDICTIO:
  1992. case WZ_FIREPILLAR:
  1993. flag.imdef = 1;
  1994. break;
  1995. case HW_GRAVITATION:
  1996. flag.imdef = 1;
  1997. flag.elefix = 0;
  1998. break;
  1999. case PR_ASPERSIO:
  2000. flag.imdef = 1;
  2001. case PF_SOULBURN: //Does not ignores mdef
  2002. flag.elefix = 0;
  2003. flag.cardfix = 0;
  2004. break;
  2005. case PR_TURNUNDEAD:
  2006. flag.imdef = 1;
  2007. flag.cardfix = 0;
  2008. break;
  2009. case NPC_GRANDDARKNESS:
  2010. case CR_GRANDCROSS:
  2011. flag.cardfix = 0;
  2012. break;
  2013. }
  2014. if (!flag.infdef) //No need to do the math for plants
  2015. {
  2016. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2017. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2018. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2019. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2020. //Adds an absolute value to damage. 100 = +100 damage
  2021. #define MATK_ADD( a ) { ad.damage+= a; }
  2022. tsc= status_get_sc(target); // used for NJ_SUITON increasing NJ_HYOUSENSOU damages
  2023. switch (skill_num)
  2024. { //Calc base damage according to skill
  2025. case AL_HEAL:
  2026. case PR_BENEDICTIO:
  2027. ad.damage = skill_calc_heal(src,skill_lv)/2;
  2028. break;
  2029. case PR_ASPERSIO:
  2030. ad.damage = 40;
  2031. break;
  2032. case PR_SANCTUARY:
  2033. ad.damage = (skill_lv>6)?388:skill_lv*50;
  2034. break;
  2035. case ALL_RESURRECTION:
  2036. case PR_TURNUNDEAD:
  2037. //Undead check is on skill_castend_damageid code.
  2038. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  2039. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2040. if(i > 700) i = 700;
  2041. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  2042. ad.damage = tstatus->hp;
  2043. else
  2044. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2045. break;
  2046. case PF_SOULBURN:
  2047. ad.damage = tstatus->sp * 2;
  2048. break;
  2049. case HW_GRAVITATION:
  2050. ad.damage = 200+200*skill_lv;
  2051. break;
  2052. default:
  2053. {
  2054. if (sstatus->matk_max > sstatus->matk_min) {
  2055. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  2056. } else {
  2057. MATK_ADD(sstatus->matk_min);
  2058. }
  2059. if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
  2060. if(mflag>0)
  2061. ad.damage/= mflag;
  2062. else if(battle_config.error_log)
  2063. ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
  2064. }
  2065. switch(skill_num){
  2066. case MG_NAPALMBEAT:
  2067. case MG_FIREBALL:
  2068. skillratio += skill_lv*10-30;
  2069. break;
  2070. case MG_SOULSTRIKE:
  2071. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2072. skillratio += 5*skill_lv;
  2073. break;
  2074. case MG_FIREWALL:
  2075. skillratio -= 50;
  2076. break;
  2077. case MG_THUNDERSTORM:
  2078. skillratio -= 20;
  2079. break;
  2080. case MG_FROSTDIVER:
  2081. skillratio += 10*skill_lv;
  2082. break;
  2083. case AL_HOLYLIGHT:
  2084. skillratio += 25;
  2085. if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
  2086. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2087. break;
  2088. case AL_RUWACH:
  2089. skillratio += 45;
  2090. break;
  2091. case WZ_FROSTNOVA:
  2092. skillratio += (100+skill_lv*10)*2/3-100;
  2093. break;
  2094. case WZ_FIREPILLAR:
  2095. if (skill_lv > 10)
  2096. skillratio += 100;
  2097. else
  2098. skillratio -= 80;
  2099. break;
  2100. case WZ_SIGHTRASHER:
  2101. skillratio += 20*skill_lv;
  2102. break;
  2103. case WZ_VERMILION:
  2104. skillratio += 20*skill_lv-20;
  2105. break;
  2106. case WZ_WATERBALL:
  2107. skillratio += 30*skill_lv;
  2108. break;
  2109. case WZ_STORMGUST:
  2110. skillratio += 40*skill_lv;
  2111. break;
  2112. case HW_NAPALMVULCAN:
  2113. skillratio += 10*skill_lv-30;
  2114. break;
  2115. case SL_STIN:
  2116. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2117. break;
  2118. case SL_STUN:
  2119. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2120. break;
  2121. case SL_SMA:
  2122. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2123. break;
  2124. case NJ_KOUENKA:
  2125. skillratio -= 10;
  2126. break;
  2127. case NJ_KAENSIN:
  2128. skillratio -= 40; // extrapolation from a vid (seems correct +/- 10%)
  2129. break;
  2130. case NJ_BAKUENRYU:
  2131. skillratio += 50*(skill_lv-1); // recorrected after calculation from vids
  2132. break;
  2133. case NJ_HYOUSENSOU:
  2134. skillratio -= 30;
  2135. if (tsc && tsc->data[SC_SUITON].timer != -1)
  2136. skillratio += tsc->data[SC_SUITON].val4;
  2137. break;
  2138. case NJ_HYOUSYOURAKU:
  2139. skillratio += 50*skill_lv; // recorrected after calculation from vids
  2140. break;
  2141. case NJ_HUUJIN:
  2142. skillratio += 50 + 50*skill_lv; // extrapolation from a vid (unsure)
  2143. break;
  2144. case NJ_RAIGEKISAI:
  2145. skillratio += 60 + 40*skill_lv; // idem
  2146. break;
  2147. case NJ_KAMAITACHI:
  2148. skillratio += 100*skill_lv; // idem
  2149. break;
  2150. }
  2151. if (sd && sd->skillatk[0].id != 0)
  2152. {
  2153. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
  2154. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2155. //If we apply skillatk[] as ATK_RATE, it will also affect other skills,
  2156. //unfortunately this way ignores a skill's constant modifiers...
  2157. skillratio += sd->skillatk[i].val;
  2158. }
  2159. MATK_RATE(skillratio);
  2160. //Constant/misc additions from skills
  2161. if (skill_num == WZ_FIREPILLAR)
  2162. MATK_ADD(50);
  2163. }
  2164. }
  2165. if(sd) {
  2166. //Ignore Defense?
  2167. if (!flag.imdef && (
  2168. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2169. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2170. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2171. ))
  2172. flag.imdef = 1;
  2173. }
  2174. if(!flag.imdef){
  2175. if(battle_config.magic_defense_type)
  2176. ad.damage = ad.damage - tstatus->mdef*battle_config.magic_defense_type - tstatus->mdef2;
  2177. else
  2178. ad.damage = ad.damage * (100-tstatus->mdef)/100 - tstatus->mdef2;
  2179. }
  2180. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2181. { //Apply the physical part of the skill's damage. [Skotlex]
  2182. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2183. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2184. if(src==target)
  2185. {
  2186. if (src->type == BL_PC)
  2187. ad.damage = ad.damage/2;
  2188. else
  2189. ad.damage = 0;
  2190. }
  2191. }
  2192. if(ad.damage<1)
  2193. ad.damage=1;
  2194. if (flag.elefix)
  2195. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2196. if (sd && flag.cardfix) {
  2197. short t_class = status_get_class(target);
  2198. short cardfix=100;
  2199. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2200. if (flag.elefix)
  2201. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2202. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2203. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2204. for(i=0;i<sd->add_mdmg_count;i++) {
  2205. if(sd->add_mdmg[i].class_ == t_class) {
  2206. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2207. continue;
  2208. }
  2209. }
  2210. MATK_RATE(cardfix);
  2211. }
  2212. if (tsd && skill_num != HW_GRAVITATION && skill_num != PF_SOULBURN)
  2213. { //Card fixes always apply on the target side. [Skotlex]
  2214. short s_race2=status_get_race2(src);
  2215. short s_class= status_get_class(src);
  2216. short cardfix=100;
  2217. if (flag.elefix)
  2218. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2219. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2220. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2221. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2222. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2223. for(i=0;i<tsd->add_mdef_count;i++) {
  2224. if(tsd->add_mdef[i].class_ == s_class) {
  2225. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2226. continue;
  2227. }
  2228. }
  2229. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2230. if (ad.flag&BF_SHORT)
  2231. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2232. else
  2233. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2234. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2235. MATK_RATE(cardfix);
  2236. }
  2237. }
  2238. damage_div_fix(ad.damage, ad.div_);
  2239. if (flag.infdef && ad.damage)
  2240. ad.damage = ad.damage>0?1:-1;
  2241. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2242. if (map_flag_gvg(target->m))
  2243. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2244. return ad;
  2245. }
  2246. /*==========================================
  2247. * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  2248. *------------------------------------------
  2249. */
  2250. struct Damage battle_calc_misc_attack(
  2251. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2252. {
  2253. int skill;
  2254. short i;
  2255. short s_ele;
  2256. struct map_session_data *sd, *tsd;
  2257. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2258. struct status_data *sstatus = status_get_status_data(src);
  2259. struct status_data *tstatus = status_get_status_data(target);
  2260. struct {
  2261. unsigned hit : 1;
  2262. unsigned idef : 1;
  2263. unsigned elefix : 1;
  2264. unsigned cardfix : 1;
  2265. } flag;
  2266. memset(&md,0,sizeof(md));
  2267. memset(&flag,0,sizeof(flag));
  2268. if( src == NULL || target == NULL ){
  2269. nullpo_info(NLP_MARK);
  2270. return md;
  2271. }
  2272. //Some initial values
  2273. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2274. md.dmotion=tstatus->dmotion;
  2275. md.div_=skill_get_num( skill_num,skill_lv );
  2276. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2277. md.dmg_lv=ATK_DEF;
  2278. md.flag=BF_MISC|BF_SHORT|BF_SKILL;
  2279. flag.cardfix = flag.elefix = flag.hit = 1;
  2280. BL_CAST(BL_PC, src, sd);
  2281. BL_CAST(BL_PC, target, tsd);
  2282. if(sd) {
  2283. sd->state.arrow_atk = 0;
  2284. if (sd->skillblown[0].id != 0)
  2285. { //Apply the bonus blewcount. [Skotlex]
  2286. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2287. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2288. md.blewcount += sd->skillblown[i].val;
  2289. }
  2290. }
  2291. s_ele = skill_get_pl(skill_num);
  2292. if (s_ele < 0) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2293. s_ele = ELE_NEUTRAL;
  2294. //Misc Settings
  2295. switch(skill_num){
  2296. case PA_PRESSURE:
  2297. case GS_FLING:
  2298. case NJ_ZENYNAGE:
  2299. flag.elefix = flag.cardfix = 0;
  2300. case HT_BLITZBEAT:
  2301. case TF_THROWSTONE:
  2302. case SN_FALCONASSAULT:
  2303. case PA_GOSPEL:
  2304. case CR_ACIDDEMONSTRATION:
  2305. case ASC_BREAKER:
  2306. md.flag = (md.flag&~BF_RANGEMASK)|BF_LONG;
  2307. break;
  2308. case HVAN_EXPLOSION:
  2309. case NPC_SELFDESTRUCTION:
  2310. case NPC_SMOKING:
  2311. flag.elefix = flag.cardfix = 0;
  2312. break;
  2313. case NPC_DARKBREATH:
  2314. flag.hit = 0;
  2315. break;
  2316. }
  2317. if (battle_config.skillrange_by_distance &&
  2318. (src->type&battle_config.skillrange_by_distance)
  2319. ) { //Skill range based on distance between src/target [Skotlex]
  2320. if (check_distance_bl(src, target, 3))
  2321. md.flag=(md.flag&~BF_RANGEMASK)|BF_SHORT;
  2322. else
  2323. md.flag=(md.flag&~BF_RANGEMASK)|BF_LONG;
  2324. }
  2325. switch(skill_num){
  2326. case HT_LANDMINE:
  2327. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2328. break;
  2329. case HT_BLASTMINE:
  2330. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2331. break;
  2332. case HT_CLAYMORETRAP:
  2333. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2334. break;
  2335. case HT_BLITZBEAT:
  2336. case SN_FALCONASSAULT:
  2337. //Blitz-beat Damage.
  2338. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2339. skill=0;
  2340. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2341. if(mflag > 1)
  2342. md.damage /= mflag;
  2343. if (skill_num == HT_BLITZBEAT)
  2344. break;
  2345. //Div fix of Blitzbeat
  2346. skill = skill_get_num(HT_BLITZBEAT, 5);
  2347. damage_div_fix(md.damage, skill);
  2348. //Falcon Assault Modifier
  2349. md.damage=md.damage*(150+70*skill_lv)/100;
  2350. break;
  2351. case TF_THROWSTONE:
  2352. md.damage=50;
  2353. break;
  2354. case BA_DISSONANCE:
  2355. md.damage=30+skill_lv*10;
  2356. if (sd)
  2357. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2358. break;
  2359. case NPC_SELFDESTRUCTION:
  2360. md.damage = sstatus->hp;
  2361. break;
  2362. case NPC_SMOKING:
  2363. md.damage=3;
  2364. break;
  2365. case NPC_DARKBREATH:
  2366. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2367. if(md.damage > 9999) md.damage = 9999;
  2368. break;
  2369. case PA_PRESSURE:
  2370. md.damage=500+300*skill_lv;
  2371. break;
  2372. case PA_GOSPEL:
  2373. md.damage = 1+rand()%9999;
  2374. break;
  2375. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2376. md.damage = 7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_));
  2377. if (tsd) md.damage>>=1;
  2378. if (md.damage < 0 || md.damage > INT_MAX>>1)
  2379. //Overflow prevention, will anyone whine if I cap it to a few billion?
  2380. //Not capped to INT_MAX to give some room for further damage increase.
  2381. md.damage = INT_MAX>>1;
  2382. break;
  2383. case NJ_ZENYNAGE:
  2384. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2385. if (!md.damage) md.damage = 2;
  2386. md.damage = md.damage + rand()%md.damage;
  2387. if(is_boss(target))
  2388. md.damage=md.damage*60/100;
  2389. break;
  2390. case GS_FLING:
  2391. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2392. break;
  2393. case HVAN_EXPLOSION: //[orn]
  2394. md.damage = sstatus->hp * (50 + 50 * skill_lv) / 100 ;
  2395. break ;
  2396. case ASC_BREAKER:
  2397. md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
  2398. break;
  2399. }
  2400. damage_div_fix(md.damage, md.div_);
  2401. if (!flag.hit)
  2402. {
  2403. struct status_change *sc = status_get_sc(target);
  2404. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2405. flag.hit = 1;
  2406. else {
  2407. short
  2408. flee = tstatus->flee,
  2409. hitrate=80; //Default hitrate
  2410. if(battle_config.agi_penalty_type &&
  2411. battle_config.agi_penalty_target&target->type)
  2412. {
  2413. unsigned char target_count; //256 max targets should be a sane max
  2414. target_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2415. if(target_count >= battle_config.agi_penalty_count)
  2416. {
  2417. if (battle_config.agi_penalty_type == 1)
  2418. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2419. else //asume type 2: absolute reduction
  2420. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2421. if(flee < 1) flee = 1;
  2422. }
  2423. }
  2424. hitrate+= sstatus->hit - flee;
  2425. if (hitrate > battle_config.max_hitrate)
  2426. hitrate = battle_config.max_hitrate;
  2427. else if (hitrate < battle_config.min_hitrate)
  2428. hitrate = battle_config.min_hitrate;
  2429. if(rand()%100 >= hitrate)
  2430. flag.hit = 1;
  2431. }
  2432. if (!flag.hit) {
  2433. md.damage = 0;
  2434. md.dmg_lv=ATK_FLEE;
  2435. }
  2436. }
  2437. if(md.damage && flag.cardfix && tsd){
  2438. int cardfix = 10000;
  2439. int race2 = status_get_race2(src);
  2440. if (flag.elefix)
  2441. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2442. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2443. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2444. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2445. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2446. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2447. if(md.flag&BF_SHORT)
  2448. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2449. else // BF_LONG (there's no other choice)
  2450. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2451. if (cardfix != 10000)
  2452. md.damage=md.damage*cardfix/10000;
  2453. }
  2454. if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
  2455. {
  2456. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  2457. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2458. md.damage += md.damage*sd->skillatk[i].val/100;
  2459. }
  2460. if(md.damage < 0)
  2461. md.damage = 0;
  2462. else if(md.damage && tstatus->mode&MD_PLANT && skill_num != PA_PRESSURE && skill_num != NJ_ZENYNAGE) //Pressure can vaporize plants. // damage=1 on plant with Throw zeny ?
  2463. md.damage = 1;
  2464. if(flag.elefix)
  2465. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2466. md.damage=battle_calc_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2467. if (map_flag_gvg(target->m))
  2468. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2469. if ( sd && md.damage && skill_num == NJ_ZENYNAGE )
  2470. {
  2471. if ( md.damage > sd->status.zeny )
  2472. md.damage=sd->status.zeny;
  2473. pc_payzeny(sd, md.damage);
  2474. }
  2475. return md;
  2476. }
  2477. /*==========================================
  2478. * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  2479. *------------------------------------------
  2480. */
  2481. struct Damage battle_calc_attack( int attack_type,
  2482. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2483. {
  2484. struct Damage d;
  2485. switch(attack_type){
  2486. case BF_WEAPON:
  2487. d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
  2488. break;
  2489. case BF_MAGIC:
  2490. d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
  2491. break;
  2492. case BF_MISC:
  2493. d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
  2494. break;
  2495. default:
  2496. if (battle_config.error_log)
  2497. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2498. memset(&d,0,sizeof(d));
  2499. break;
  2500. }
  2501. if (d.damage + d.damage2 < 1)
  2502. { //Miss/Absorbed
  2503. //Weapon attacks should go through to cause additional effects.
  2504. if (d.dmg_lv != ATK_LUCKY && attack_type&(BF_MAGIC|BF_MISC))
  2505. d.dmg_lv = ATK_FLEE;
  2506. d.dmotion = 0;
  2507. }
  2508. return d;
  2509. }
  2510. int battle_calc_return_damage(struct block_list *bl, int *damage, int flag) {
  2511. struct map_session_data *sd=NULL;
  2512. struct status_change *sc;
  2513. int rdamage = 0;
  2514. BL_CAST(BL_PC, bl, sd);
  2515. sc = status_get_sc(bl);
  2516. if(flag&BF_WEAPON) {
  2517. //Bounces back part of the damage.
  2518. if (flag & BF_SHORT) {
  2519. if (sd && sd->short_weapon_damage_return)
  2520. {
  2521. rdamage += *damage * sd->short_weapon_damage_return / 100;
  2522. if(rdamage < 1) rdamage = 1;
  2523. }
  2524. if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
  2525. {
  2526. rdamage += *damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
  2527. if (rdamage < 1) rdamage = 1;
  2528. }
  2529. } else if (flag & BF_LONG) {
  2530. if (sd && sd->long_weapon_damage_return)
  2531. {
  2532. rdamage += *damage * sd->long_weapon_damage_return / 100;
  2533. if (rdamage < 1) rdamage = 1;
  2534. }
  2535. }
  2536. } else
  2537. // magic_damage_return by [AppleGirl] and [Valaris]
  2538. if(flag&BF_MAGIC)
  2539. {
  2540. if(sd && sd->magic_damage_return && rand()%100 < sd->magic_damage_return)
  2541. { //Bounces back full damage, you take none.
  2542. rdamage = *damage;
  2543. *damage = 0;
  2544. }
  2545. }
  2546. return rdamage;
  2547. }
  2548. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  2549. {
  2550. struct weapon_data *wd;
  2551. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2552. for (i = 0; i < 4; i++) {
  2553. //First two iterations: Right hand
  2554. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2555. else { wd = &sd->left_weapon; damage = &ldamage; }
  2556. if (*damage <= 0) continue;
  2557. //First and Third iterations: race, other two boss/nonboss state
  2558. if (i == 0 || i == 2)
  2559. type = race;
  2560. else
  2561. type = boss?RC_BOSS:RC_NONBOSS;
  2562. hp = wd->hp_drain[type].value;
  2563. if (wd->hp_drain[type].rate)
  2564. hp += battle_calc_drain(*damage,
  2565. wd->hp_drain[type].rate,
  2566. wd->hp_drain[type].per);
  2567. sp = wd->sp_drain[type].value;
  2568. if (wd->sp_drain[type].rate)
  2569. sp += battle_calc_drain(*damage,
  2570. wd->sp_drain[type].rate,
  2571. wd->sp_drain[type].per);
  2572. if (hp) {
  2573. if (wd->hp_drain[type].type)
  2574. rhp += hp;
  2575. thp += hp;
  2576. }
  2577. if (sp) {
  2578. if (wd->sp_drain[type].type)
  2579. rsp += sp;
  2580. tsp += sp;
  2581. }
  2582. }
  2583. if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
  2584. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per);
  2585. if (!thp && !tsp) return;
  2586. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2587. if (rhp || rsp)
  2588. status_zap(tbl, rhp, rsp);
  2589. }
  2590. /*==========================================
  2591. * ’Ê?í?UŒ‚?ˆ—?‚܂Ƃß
  2592. *------------------------------------------
  2593. */
  2594. int battle_weapon_attack( struct block_list *src,struct block_list *target,
  2595. unsigned int tick,int flag)
  2596. {
  2597. struct map_session_data *sd = NULL, *tsd = NULL;
  2598. struct status_data *sstatus, *tstatus;
  2599. struct status_change *sc, *tsc;
  2600. int damage,rdamage=0,rdelay=0;
  2601. struct Damage wd;
  2602. nullpo_retr(0, src);
  2603. nullpo_retr(0, target);
  2604. if (src->prev == NULL || target->prev == NULL)
  2605. return 0;
  2606. BL_CAST(BL_PC, src, sd);
  2607. BL_CAST(BL_PC, target, tsd);
  2608. sstatus = status_get_status_data(src);
  2609. tstatus = status_get_status_data(target);
  2610. sc = status_get_sc(src);
  2611. tsc = status_get_sc(target);
  2612. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2613. sc = NULL;
  2614. if (tsc && !tsc->count)
  2615. tsc = NULL;
  2616. if (sd)
  2617. {
  2618. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2619. if (sd->state.arrow_atk)
  2620. { //Recycled damage variable to store index.
  2621. damage = sd->equip_index[EQI_AMMO];
  2622. if (damage<0) {
  2623. clif_arrow_fail(sd,0);
  2624. return 0;
  2625. }
  2626. //Ammo check by Ishizu-chan
  2627. if (sd->inventory_data[damage])
  2628. switch (sd->status.weapon) {
  2629. case W_BOW:
  2630. if (sd->inventory_data[damage]->look != A_ARROW) {
  2631. clif_arrow_fail(sd,0);
  2632. return 0;
  2633. }
  2634. break;
  2635. case W_REVOLVER:
  2636. case W_RIFLE:
  2637. case W_GATLING:
  2638. case W_SHOTGUN:
  2639. if (sd->inventory_data[damage]->look != A_BULLET) {
  2640. clif_arrow_fail(sd,0);
  2641. return 0;
  2642. }
  2643. break;
  2644. case W_GRENADE:
  2645. if (sd->inventory_data[damage]->look != A_GRENADE) {
  2646. clif_arrow_fail(sd,0);
  2647. return 0;
  2648. }
  2649. break;
  2650. }
  2651. }
  2652. }
  2653. if (sc && sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&2))
  2654. status_change_end(src,SC_CLOAKING,-1);
  2655. //Check for counter attacks that block your attack. [Skotlex]
  2656. if(tsc)
  2657. {
  2658. if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
  2659. (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
  2660. status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)
  2661. ) {
  2662. int dir = map_calc_dir(target,src->x,src->y);
  2663. int t_dir = unit_getdir(target);
  2664. int dist = distance_bl(src, target);
  2665. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2666. {
  2667. int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
  2668. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2669. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2670. status_change_end(target,SC_AUTOCOUNTER,-1);
  2671. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2672. return 0;
  2673. }
  2674. }
  2675. if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
  2676. int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
  2677. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2678. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2679. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, (int)target, duration))
  2680. { //Target locked.
  2681. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2682. clif_bladestop(target,src,1);
  2683. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0,(int)src, duration);
  2684. return 0;
  2685. }
  2686. }
  2687. if (tsc->data[SC_UTSUSEMI].timer != -1) {
  2688. clif_specialeffect(target, 462, AREA);
  2689. skill_blown (src, target, tsc->data[SC_UTSUSEMI].val3);
  2690. if (--tsc->data[SC_UTSUSEMI].val2 <= 0)
  2691. status_change_end(target, SC_UTSUSEMI, -1);
  2692. return 0;
  2693. }
  2694. }
  2695. //Recycled the damage variable rather than use a new one... [Skotlex]
  2696. if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2697. {
  2698. int triple_rate= 30 - damage; //Base Rate
  2699. if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
  2700. {
  2701. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
  2702. status_change_end(src,SC_SKILLRATE_UP,-1);
  2703. }
  2704. if (rand()%100 < triple_rate)
  2705. return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
  2706. }
  2707. else if (sc && sc->data[SC_SACRIFICE].timer != -1)
  2708. return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
  2709. wd = battle_calc_weapon_attack(src,target, 0, 0,0);
  2710. if (sd && sd->state.arrow_atk) //Consume arrow.
  2711. battle_consume_ammo(sd, 0, 0);
  2712. damage = wd.damage + wd.damage2;
  2713. if (damage > 0 && src != target) {
  2714. rdamage = battle_calc_return_damage(target, &damage, wd.flag);
  2715. if (rdamage > 0) {
  2716. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2717. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2718. skill_additional_effect(target,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2719. }
  2720. }
  2721. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2722. // Eh, battle_calc_damage should take care of not making the off-hand dmg miss.
  2723. // if(sd && sd->status.weapon > MAX_WEAPON_TYPE && wd.damage2 == 0)
  2724. // clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
  2725. if (sd && sd->splash_range > 0 && damage > 0)
  2726. skill_castend_damage_id(src, target, 0, -1, tick, 0);
  2727. map_freeblock_lock();
  2728. battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2729. if (!status_isdead(target) && damage > 0) {
  2730. if (sd) {
  2731. int rate = 0;
  2732. if (sd->weapon_coma_ele[tstatus->def_ele] > 0)
  2733. rate += sd->weapon_coma_ele[tstatus->def_ele];
  2734. if (sd->weapon_coma_race[tstatus->race] > 0)
  2735. rate += sd->weapon_coma_race[tstatus->race];
  2736. if (sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS] > 0)
  2737. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  2738. if (rate)
  2739. status_change_start(target, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  2740. }
  2741. }
  2742. if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
  2743. int sp = 0;
  2744. int skillid = sc->data[SC_AUTOSPELL].val2;
  2745. int skilllv = sc->data[SC_AUTOSPELL].val3;
  2746. int i = rand()%100;
  2747. if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
  2748. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2749. if (i >= 50) skilllv -= 2;
  2750. else if (i >= 15) skilllv--;
  2751. if (skilllv < 1) skilllv = 1;
  2752. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2753. if (status_charge(src, 0, sp)) {
  2754. switch (skill_get_casttype(skillid)) {
  2755. case CAST_GROUND:
  2756. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2757. break;
  2758. case CAST_NODAMAGE:
  2759. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2760. break;
  2761. case CAST_DAMAGE:
  2762. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2763. break;
  2764. }
  2765. }
  2766. }
  2767. if (sd) {
  2768. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2769. if (battle_config.left_cardfix_to_right)
  2770. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2771. else
  2772. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2773. }
  2774. }
  2775. if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2776. if(tsd && src != target)
  2777. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2778. battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2779. }
  2780. if (tsc) {
  2781. if (tsc->data[SC_POISONREACT].timer != -1 &&
  2782. (rand()%100 < tsc->data[SC_POISONREACT].val3
  2783. || sstatus->def_ele == ELE_POISON) &&
  2784. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  2785. status_check_skilluse(target, src, TF_POISON, 0)
  2786. ) { //Poison React
  2787. if (sstatus->def_ele == ELE_POISON) {
  2788. tsc->data[SC_POISONREACT].val2 = 0;
  2789. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
  2790. } else {
  2791. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
  2792. --tsc->data[SC_POISONREACT].val2;
  2793. }
  2794. if (tsc->data[SC_POISONREACT].val2 <= 0)
  2795. status_change_end(target, SC_POISONREACT, -1);
  2796. }
  2797. }
  2798. map_freeblock_unlock();
  2799. return wd.dmg_lv;
  2800. }
  2801. int battle_check_undead(int race,int element)
  2802. {
  2803. if(battle_config.undead_detect_type == 0) {
  2804. if(element == ELE_UNDEAD)
  2805. return 1;
  2806. }
  2807. else if(battle_config.undead_detect_type == 1) {
  2808. if(race == RC_UNDEAD)
  2809. return 1;
  2810. }
  2811. else {
  2812. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2813. return 1;
  2814. }
  2815. return 0;
  2816. }
  2817. //Returns the upmost level master starting with the given object
  2818. struct block_list* battle_get_master(struct block_list *src)
  2819. {
  2820. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  2821. do {
  2822. prev = src;
  2823. switch (src->type) {
  2824. case BL_PET:
  2825. if (((TBL_PET*)src)->msd)
  2826. src = (struct block_list*)((TBL_PET*)src)->msd;
  2827. break;
  2828. case BL_MOB:
  2829. if (((TBL_MOB*)src)->master_id)
  2830. src = map_id2bl(((TBL_MOB*)src)->master_id);
  2831. break;
  2832. case BL_HOM:
  2833. if (((TBL_HOM*)src)->master)
  2834. src = (struct block_list*)((TBL_HOM*)src)->master;
  2835. break;
  2836. case BL_SKILL:
  2837. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  2838. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  2839. break;
  2840. }
  2841. } while (src && src != prev);
  2842. return prev;
  2843. }
  2844. /*==========================================
  2845. * Checks the state between two targets (rewritten by Skotlex)
  2846. * (enemy, friend, party, guild, etc)
  2847. * See battle.h for possible values/combinations
  2848. * to be used here (BCT_* constants)
  2849. * Return value is:
  2850. * 1: flag holds true (is enemy, party, etc)
  2851. * -1: flag fails
  2852. * 0: Invalid target (non-targetable ever)
  2853. *------------------------------------------
  2854. */
  2855. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2856. {
  2857. int m,state = 0; //Initial state none
  2858. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2859. struct block_list *s_bl= src, *t_bl= target;
  2860. nullpo_retr(0, src);
  2861. nullpo_retr(0, target);
  2862. m = target->m;
  2863. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  2864. { //No offensive stuff while in Basilica.
  2865. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  2866. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  2867. return -1;
  2868. }
  2869. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  2870. //objects involved.
  2871. if ((t_bl = battle_get_master(target)) == NULL)
  2872. t_bl = target;
  2873. if ((s_bl = battle_get_master(src)) == NULL)
  2874. s_bl = src;
  2875. switch (target->type)
  2876. { //Checks on actual target
  2877. case BL_PC:
  2878. if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
  2879. return -1; //Cannot be targeted yet.
  2880. break;
  2881. case BL_MOB:
  2882. if (((TBL_MOB*)target)->special_state.ai > 1 &&
  2883. s_bl->type == BL_PC && src->type != BL_MOB)
  2884. { //Alchemist summoned mobs are always targettable by players
  2885. state |= BCT_ENEMY;
  2886. strip_enemy = 0;
  2887. }
  2888. break;
  2889. case BL_SKILL:
  2890. {
  2891. TBL_SKILL *su = (TBL_SKILL*)target;
  2892. if (!su->group)
  2893. return 0;
  2894. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2895. { //Only a few skills can target traps...
  2896. switch (battle_getcurrentskill(src))
  2897. {
  2898. case HT_REMOVETRAP:
  2899. case AC_SHOWER:
  2900. case WZ_HEAVENDRIVE:
  2901. state |= BCT_ENEMY;
  2902. strip_enemy = 0;
  2903. break;
  2904. default:
  2905. return 0;
  2906. }
  2907. } else if (su->group->skill_id==WZ_ICEWALL)
  2908. { //Icewall can be hit by anything except skills.
  2909. if (src->type == BL_SKILL)
  2910. return 0;
  2911. state |= BCT_ENEMY;
  2912. strip_enemy = 0;
  2913. } else //Excepting traps and icewall, you should not be able to target skills.
  2914. return 0;
  2915. }
  2916. //Valid targets with no special checks here.
  2917. case BL_HOM:
  2918. break;
  2919. //All else not specified is an invalid target.
  2920. default:
  2921. return 0;
  2922. }
  2923. switch (t_bl->type)
  2924. { //Checks on target master
  2925. case BL_PC:
  2926. {
  2927. TBL_PC *sd = (TBL_PC*)t_bl;
  2928. if (sd->state.monster_ignore && t_bl != s_bl && flag&BCT_ENEMY)
  2929. return 0; //Global inmunity to attacks.
  2930. if (sd->state.killable && t_bl != s_bl)
  2931. {
  2932. state |= BCT_ENEMY; //Universal Victim
  2933. strip_enemy = 0;
  2934. }
  2935. break;
  2936. }
  2937. case BL_MOB:
  2938. {
  2939. TBL_MOB *md = (TBL_MOB*)t_bl;
  2940. if(md->state.killer) //Enable retaliation
  2941. state |= BCT_ENEMY;
  2942. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  2943. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  2944. break;
  2945. }
  2946. }
  2947. switch(src->type)
  2948. { //Checks on actual src type
  2949. case BL_MOB:
  2950. if (!agit_flag && ((TBL_MOB*)src)->guardian_data && ((TBL_MOB*)src)->guardian_data->guild_id)
  2951. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  2952. break;
  2953. case BL_PET:
  2954. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  2955. return 0; //Pet may not attack non-mobs.
  2956. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  2957. return 0; //pet may not attack Guardians/Emperium
  2958. break;
  2959. case BL_SKILL:
  2960. {
  2961. struct skill_unit *su = (struct skill_unit *)src;
  2962. if (!su->group)
  2963. return 0;
  2964. //For some mysterious reason ground-skills can't target homun.
  2965. if (target->type == BL_HOM)
  2966. return 0;
  2967. if (su->group->src_id == target->id)
  2968. {
  2969. int inf2;
  2970. inf2 = skill_get_inf2(su->group->skill_id);
  2971. if (inf2&INF2_NO_TARGET_SELF)
  2972. return -1;
  2973. if (inf2&INF2_TARGET_SELF)
  2974. return 1;
  2975. }
  2976. break;
  2977. }
  2978. }
  2979. switch (s_bl->type)
  2980. { //Checks on source master
  2981. case BL_PC:
  2982. {
  2983. TBL_PC *sd = (TBL_PC*) s_bl;
  2984. if (sd->state.killer && s_bl != t_bl)
  2985. {
  2986. state |= BCT_ENEMY; //Is on a killing rampage :O
  2987. strip_enemy = 0;
  2988. } else
  2989. if (sd->duel_group && t_bl != s_bl && // Duel [LuzZza]
  2990. !(
  2991. (!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
  2992. (!battle_config.duel_allow_gvg && map_flag_gvg(m))
  2993. ))
  2994. {
  2995. if (t_bl->type == BL_PC &&
  2996. (sd->duel_group == ((TBL_PC*)t_bl)->duel_group))
  2997. //Duel targets can ONLY be your enemy, nothing else.
  2998. return (BCT_ENEMY&flag)?1:-1;
  2999. else // You can't target anything out of your duel
  3000. return 0;
  3001. }
  3002. if (map_flag_gvg(m) && !sd->status.guild_id &&
  3003. t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data)
  3004. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  3005. if (t_bl->type != BL_PC)
  3006. state |= BCT_ENEMY; //Natural enemy.
  3007. break;
  3008. }
  3009. case BL_MOB:
  3010. {
  3011. TBL_MOB*md = (TBL_MOB*)s_bl;
  3012. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  3013. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  3014. if(md->state.killer) // Is on a rampage too :D
  3015. state |= BCT_ENEMY;
  3016. else if (!md->special_state.ai) { //Normal mobs.
  3017. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  3018. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  3019. else
  3020. state |= BCT_ENEMY; //However, all else are enemies.
  3021. } else {
  3022. if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
  3023. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  3024. }
  3025. break;
  3026. }
  3027. default:
  3028. //Need some sort of default behaviour for unhandled types.
  3029. if (t_bl->type != s_bl->type)
  3030. state |= BCT_ENEMY;
  3031. break;
  3032. }
  3033. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all attackable chars
  3034. if (target->type&BL_CHAR)
  3035. return 1;
  3036. else
  3037. return -1;
  3038. } else
  3039. if (flag == BCT_NOONE) //Why would someone use this? no clue.
  3040. return -1;
  3041. if (t_bl == s_bl)
  3042. { //No need for further testing.
  3043. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3044. if (state&BCT_ENEMY && strip_enemy)
  3045. state&=~BCT_ENEMY;
  3046. return (flag&state)?1:-1;
  3047. }
  3048. if (map_flag_vs(m)) { //Check rivalry settings.
  3049. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  3050. int s_party = status_get_party_id(s_bl);
  3051. if (
  3052. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  3053. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  3054. s_party && s_party == status_get_party_id(t_bl)
  3055. )
  3056. state |= BCT_PARTY;
  3057. else
  3058. state |= BCT_ENEMY;
  3059. }
  3060. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  3061. int s_guild = status_get_guild_id(s_bl);
  3062. int t_guild = status_get_guild_id(t_bl);
  3063. if (
  3064. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  3065. s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
  3066. )
  3067. state |= BCT_GUILD;
  3068. else
  3069. state |= BCT_ENEMY;
  3070. }
  3071. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) &&
  3072. s_bl->type == BL_PC && t_bl->type == BL_PC)
  3073. { //Prevent novice engagement on pk_mode (feature by Valaris)
  3074. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  3075. if (
  3076. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3077. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3078. sd->status.base_level < battle_config.pk_min_level ||
  3079. sd2->status.base_level < battle_config.pk_min_level ||
  3080. (battle_config.pk_level_range && (
  3081. sd->status.base_level > sd2->status.base_level ?
  3082. sd->status.base_level - sd2->status.base_level :
  3083. sd2->status.base_level - sd->status.base_level )
  3084. > battle_config.pk_level_range)
  3085. )
  3086. state&=~BCT_ENEMY;
  3087. }
  3088. } else { //Non pvp/gvg, check party/guild settings.
  3089. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  3090. int s_party = status_get_party_id(s_bl);
  3091. if(s_party && s_party == status_get_party_id(t_bl))
  3092. state |= BCT_PARTY;
  3093. }
  3094. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  3095. int s_guild = status_get_guild_id(s_bl);
  3096. int t_guild = status_get_guild_id(t_bl);
  3097. if(s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
  3098. state |= BCT_GUILD;
  3099. }
  3100. }
  3101. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3102. state = BCT_NEUTRAL;
  3103. //Alliance state takes precedence over enemy one.
  3104. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  3105. state&=~BCT_ENEMY;
  3106. return (flag&state)?1:-1;
  3107. }
  3108. /*==========================================
  3109. * ŽË’ö”»’è
  3110. *------------------------------------------
  3111. */
  3112. int battle_check_range(struct block_list *src,struct block_list *bl,int range)
  3113. {
  3114. nullpo_retr(0, src);
  3115. nullpo_retr(0, bl);
  3116. if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
  3117. return 0;
  3118. if (!check_distance_bl(src, bl, range))
  3119. return 0;
  3120. if(distance_bl(src, bl) < 2) //No need for path checking.
  3121. return 1;
  3122. // ?áŠQ•¨”»’è
  3123. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
  3124. }
  3125. /*==========================================
  3126. * Return numerical value of a switch configuration (modified by [Yor])
  3127. * on/off, english, français, deutsch, español
  3128. *------------------------------------------
  3129. */
  3130. int battle_config_switch(const char *str) {
  3131. if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
  3132. return 1;
  3133. if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
  3134. return 0;
  3135. return atoi(str);
  3136. }
  3137. static const struct battle_data_short {
  3138. const char *str;
  3139. unsigned short *val;
  3140. } battle_data_short[] = { //List here battle_athena options which are type unsigned short!
  3141. { "warp_point_debug", &battle_config.warp_point_debug },
  3142. { "enable_critical", &battle_config.enable_critical },
  3143. { "mob_critical_rate", &battle_config.mob_critical_rate },
  3144. { "critical_rate", &battle_config.critical_rate },
  3145. { "enable_baseatk", &battle_config.enable_baseatk },
  3146. { "enable_perfect_flee", &battle_config.enable_perfect_flee },
  3147. { "casting_rate", &battle_config.cast_rate },
  3148. { "delay_rate", &battle_config.delay_rate },
  3149. { "delay_dependon_dex", &battle_config.delay_dependon_dex },
  3150. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
  3151. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
  3152. { "skill_add_range", &battle_config.skill_add_range },
  3153. { "skill_out_range_consume", &battle_config.skill_out_range_consume },
  3154. { "skillrange_by_distance", &battle_config.skillrange_by_distance },
  3155. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
  3156. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
  3157. { "defunit_not_enemy", &battle_config.defnotenemy },
  3158. { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
  3159. { "traps_setting", &battle_config.traps_setting },
  3160. { "clear_skills_on_death", &battle_config.clear_unit_ondeath },
  3161. { "random_monster_checklv", &battle_config.random_monster_checklv },
  3162. { "attribute_recover", &battle_config.attr_recover },
  3163. { "flooritem_lifetime", &battle_config.flooritem_lifetime },
  3164. { "item_auto_get", &battle_config.item_auto_get },
  3165. { "drop_rate0item", &battle_config.drop_rate0item },
  3166. { "pvp_exp", &battle_config.pvp_exp },
  3167. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity},
  3168. { "guild_max_castles", &battle_config.guild_max_castles },
  3169. { "emergency_call", &battle_config.emergency_call },
  3170. { "guild_aura", &battle_config.guild_aura },
  3171. { "death_penalty_type", &battle_config.death_penalty_type },
  3172. { "death_penalty_base", &battle_config.death_penalty_base },
  3173. { "death_penalty_job", &battle_config.death_penalty_job },
  3174. { "restart_hp_rate", &battle_config.restart_hp_rate },
  3175. { "restart_sp_rate", &battle_config.restart_sp_rate },
  3176. { "mvp_hp_rate", &battle_config.mvp_hp_rate },
  3177. { "monster_hp_rate", &battle_config.monster_hp_rate },
  3178. { "monster_max_aspd", &battle_config.monster_max_aspd },
  3179. { "view_range_rate", &battle_config.view_range_rate },
  3180. { "chase_range_rate", &battle_config.chase_range_rate },
  3181. { "atcommand_gm_only", &battle_config.atc_gmonly },
  3182. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
  3183. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
  3184. { "gm_all_skill", &battle_config.gm_allskill },
  3185. { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
  3186. { "gm_all_equipment", &battle_config.gm_allequip },
  3187. { "gm_skill_unconditional", &battle_config.gm_skilluncond },
  3188. { "gm_join_chat", &battle_config.gm_join_chat },
  3189. { "gm_kick_chat", &battle_config.gm_kick_chat },
  3190. { "player_skillfree", &battle_config.skillfree },
  3191. { "player_skillup_limit", &battle_config.skillup_limit },
  3192. { "weapon_produce_rate", &battle_config.wp_rate },
  3193. { "potion_produce_rate", &battle_config.pp_rate },
  3194. { "monster_active_enable", &battle_config.monster_active_enable },
  3195. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
  3196. { "monster_loot_type", &battle_config.monster_loot_type },
  3197. // { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
  3198. { "mob_skill_rate", &battle_config.mob_skill_rate },
  3199. { "mob_skill_delay", &battle_config.mob_skill_delay },
  3200. { "mob_count_rate", &battle_config.mob_count_rate },
  3201. { "mob_spawn_delay", &battle_config.mob_spawn_delay },
  3202. { "no_spawn_on_player", &battle_config.no_spawn_on_player },
  3203. { "force_random_spawn", &battle_config.force_random_spawn },
  3204. { "plant_spawn_delay", &battle_config.plant_spawn_delay },
  3205. { "boss_spawn_delay", &battle_config.boss_spawn_delay },
  3206. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode },
  3207. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
  3208. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells },
  3209. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
  3210. { "damage_walk_delay_rate", &battle_config.walk_delay_rate },
  3211. { "multihit_delay", &battle_config.multihit_delay },
  3212. { "quest_skill_learn", &battle_config.quest_skill_learn },
  3213. { "quest_skill_reset", &battle_config.quest_skill_reset },
  3214. { "basic_skill_check", &battle_config.basic_skill_check },
  3215. { "guild_emperium_check", &battle_config.guild_emperium_check },
  3216. { "guild_exp_limit", &battle_config.guild_exp_limit },
  3217. { "player_invincible_time", &battle_config.pc_invincible_time },
  3218. { "pet_catch_rate", &battle_config.pet_catch_rate },
  3219. { "pet_rename", &battle_config.pet_rename },
  3220. { "pet_friendly_rate", &battle_config.pet_friendly_rate },
  3221. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
  3222. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
  3223. { "pet_status_support", &battle_config.pet_status_support },
  3224. { "pet_attack_support", &battle_config.pet_attack_support },
  3225. { "pet_damage_support", &battle_config.pet_damage_support },
  3226. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
  3227. { "pet_support_rate", &battle_config.pet_support_rate },
  3228. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
  3229. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
  3230. { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
  3231. { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
  3232. { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
  3233. { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
  3234. { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
  3235. { "skill_min_damage", &battle_config.skill_min_damage },
  3236. { "finger_offensive_type", &battle_config.finger_offensive_type },
  3237. { "heal_exp", &battle_config.heal_exp },
  3238. { "max_heal_lv", &battle_config.max_heal_lv },
  3239. { "resurrection_exp", &battle_config.resurrection_exp },
  3240. { "shop_exp", &battle_config.shop_exp },
  3241. { "combo_delay_rate", &battle_config.combo_delay_rate },
  3242. { "item_check", &battle_config.item_check },
  3243. { "item_use_interval", &battle_config.item_use_interval },
  3244. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
  3245. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
  3246. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
  3247. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
  3248. { "item_name_override_grffile", &battle_config.item_name_override_grffile},
  3249. { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
  3250. { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
  3251. { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
  3252. { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
  3253. { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
  3254. { "arrow_decrement", &battle_config.arrow_decrement },
  3255. { "max_aspd", &battle_config.max_aspd },
  3256. { "max_walk_speed", &battle_config.max_walk_speed },
  3257. { "max_lv", &battle_config.max_lv },
  3258. { "aura_lv", &battle_config.aura_lv },
  3259. { "max_parameter", &battle_config.max_parameter },
  3260. { "max_baby_parameter", &battle_config.max_baby_parameter },
  3261. { "max_def", &battle_config.max_def },
  3262. { "over_def_bonus", &battle_config.over_def_bonus },
  3263. { "skill_log", &battle_config.skill_log },
  3264. { "battle_log", &battle_config.battle_log },
  3265. { "save_log", &battle_config.save_log },
  3266. { "error_log", &battle_config.error_log },
  3267. { "etc_log", &battle_config.etc_log },
  3268. { "save_clothcolor", &battle_config.save_clothcolor },
  3269. { "undead_detect_type", &battle_config.undead_detect_type },
  3270. { "auto_counter_type", &battle_config.auto_counter_type },
  3271. { "min_hitrate", &battle_config.min_hitrate },
  3272. { "max_hitrate", &battle_config.max_hitrate },
  3273. { "agi_penalty_target", &battle_config.agi_penalty_target },
  3274. { "agi_penalty_type", &battle_config.agi_penalty_type },
  3275. { "agi_penalty_count", &battle_config.agi_penalty_count },
  3276. { "agi_penalty_num", &battle_config.agi_penalty_num },
  3277. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
  3278. { "vit_penalty_target", &battle_config.vit_penalty_target },
  3279. { "vit_penalty_type", &battle_config.vit_penalty_type },
  3280. { "vit_penalty_count", &battle_config.vit_penalty_count },
  3281. { "vit_penalty_num", &battle_config.vit_penalty_num },
  3282. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
  3283. { "weapon_defense_type", &battle_config.weapon_defense_type },
  3284. { "magic_defense_type", &battle_config.magic_defense_type },
  3285. { "skill_reiteration", &battle_config.skill_reiteration },
  3286. { "skill_nofootset", &battle_config.skill_nofootset },
  3287. { "player_cloak_check_type", &battle_config.pc_cloak_check_type },
  3288. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
  3289. { "sense_type", &battle_config.estimation_type },
  3290. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
  3291. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
  3292. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
  3293. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
  3294. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
  3295. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
  3296. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate },
  3297. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate },
  3298. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate },
  3299. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate },
  3300. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate },
  3301. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
  3302. { "attack_direction_change", &battle_config.attack_direction_change },
  3303. { "land_skill_limit", &battle_config.land_skill_limit },
  3304. { "party_skill_penalty", &battle_config.party_skill_penalty },
  3305. { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
  3306. { "produce_item_name_input", &battle_config.produce_item_name_input },
  3307. { "produce_potion_name_input", &battle_config.produce_potion_name_input},
  3308. { "making_arrow_name_input", &battle_config.making_arrow_name_input },
  3309. { "holywater_name_input", &battle_config.holywater_name_input },
  3310. { "cdp_name_input", &battle_config.cdp_name_input },
  3311. { "display_skill_fail", &battle_config.display_skill_fail },
  3312. { "chat_warpportal", &battle_config.chat_warpportal },
  3313. { "mob_warp", &battle_config.mob_warp },
  3314. { "dead_branch_active", &battle_config.dead_branch_active },
  3315. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
  3316. { "party_hp_mode", &battle_config.party_hp_mode },
  3317. { "show_party_share_picker", &battle_config.party_show_share_picker },
  3318. { "party_update_interval", &battle_config.party_update_interval },
  3319. { "party_item_share_type", &battle_config.party_share_type },
  3320. { "attack_attr_none", &battle_config.attack_attr_none },
  3321. { "gx_allhit", &battle_config.gx_allhit },
  3322. { "gx_disptype", &battle_config.gx_disptype },
  3323. { "devotion_level_difference", &battle_config.devotion_level_difference },
  3324. { "player_skill_partner_check", &battle_config.player_skill_partner_check},
  3325. { "hide_GM_session", &battle_config.hide_GM_session },
  3326. { "invite_request_check", &battle_config.invite_request_check },
  3327. { "skill_removetrap_type", &battle_config.skill_removetrap_type },
  3328. { "disp_experience", &battle_config.disp_experience },
  3329. { "disp_zeny", &battle_config.disp_zeny },
  3330. { "castle_defense_rate", &battle_config.castle_defense_rate },
  3331. { "hp_rate", &battle_config.hp_rate },
  3332. { "sp_rate", &battle_config.sp_rate },
  3333. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
  3334. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
  3335. { "disp_hpmeter", &battle_config.disp_hpmeter },
  3336. { "bone_drop", &battle_config.bone_drop },
  3337. { "buyer_name", &battle_config.buyer_name },
  3338. { "skill_wall_check", &battle_config.skill_wall_check },
  3339. { "cell_stack_limit", &battle_config.cell_stack_limit },
  3340. // eAthena additions
  3341. { "item_logarithmic_drops", &battle_config.logarithmic_drops },
  3342. { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
  3343. { "item_drop_common_max", &battle_config.item_drop_common_max },
  3344. { "item_drop_equip_min", &battle_config.item_drop_equip_min },
  3345. { "item_drop_equip_max", &battle_config.item_drop_equip_max },
  3346. { "item_drop_card_min", &battle_config.item_drop_card_min },
  3347. { "item_drop_card_max", &battle_config.item_drop_card_max },
  3348. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
  3349. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
  3350. { "item_drop_heal_min", &battle_config.item_drop_heal_min },
  3351. { "item_drop_heal_max", &battle_config.item_drop_heal_max },
  3352. { "item_drop_use_min", &battle_config.item_drop_use_min },
  3353. { "item_drop_use_max", &battle_config.item_drop_use_max },
  3354. { "item_drop_add_min", &battle_config.item_drop_adddrop_min },
  3355. { "item_drop_add_max", &battle_config.item_drop_adddrop_max },
  3356. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
  3357. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
  3358. { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
  3359. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
  3360. { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
  3361. { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
  3362. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
  3363. { "equip_self_break_rate", &battle_config.equip_self_break_rate },
  3364. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
  3365. { "pk_mode", &battle_config.pk_mode }, // [Valaris]
  3366. { "pk_level_range", &battle_config.pk_level_range },
  3367. { "manner_system", &battle_config.manner_system }, // [Komurka]
  3368. { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
  3369. { "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
  3370. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate }, // [Skotlex]
  3371. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
  3372. { "night_at_start", &battle_config.night_at_start }, // added by [Yor]
  3373. { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
  3374. { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor]
  3375. { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
  3376. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
  3377. { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
  3378. { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
  3379. { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
  3380. { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
  3381. { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
  3382. { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
  3383. { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
  3384. { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
  3385. { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
  3386. { "area_size", &battle_config.area_size }, // added by [MouseJstr]
  3387. { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
  3388. { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
  3389. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
  3390. { "pk_min_level", &battle_config.pk_min_level}, // [celest]
  3391. { "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
  3392. { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
  3393. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries}, // [Lupus]
  3394. // { "night_darkness_level", &battle_config.night_darkness_level}, // [celest]
  3395. { "motd_type", &battle_config.motd_type}, // [celest]
  3396. { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest]
  3397. { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
  3398. { "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
  3399. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
  3400. { "default_skill_delay", &battle_config.default_skill_delay}, // [Skotlex]
  3401. { "no_skill_delay", &battle_config.no_skill_delay}, // [Skotlex]
  3402. { "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
  3403. { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
  3404. { "party_even_share_bonus", &battle_config.party_even_share_bonus},
  3405. { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
  3406. { "hide_woe_damage", &battle_config.hide_woe_damage}, // [Skotlex]
  3407. { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
  3408. { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
  3409. { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
  3410. { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
  3411. { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
  3412. { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
  3413. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
  3414. { "debuff_on_logout", &battle_config.debuff_on_logout},
  3415. { "monster_ai", &battle_config.mob_ai},
  3416. { "dynamic_mobs", &battle_config.dynamic_mobs},
  3417. { "mob_remove_damaged", &battle_config.mob_remove_damaged},
  3418. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
  3419. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
  3420. { "mob_npc_event_type", &battle_config.mob_npc_event_type},
  3421. { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
  3422. { "character_size", &battle_config.character_size}, // [Lupus]
  3423. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
  3424. { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
  3425. { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
  3426. { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
  3427. { "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
  3428. { "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
  3429. { "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
  3430. { "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
  3431. { "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
  3432. { "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
  3433. { "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
  3434. { "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
  3435. { "duel_enable", &battle_config.duel_enable}, // [LuzZza]
  3436. { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
  3437. { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
  3438. { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
  3439. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
  3440. { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
  3441. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map}, // [Toms]
  3442. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
  3443. { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
  3444. { "allow_es_magic_player", &battle_config.allow_es_magic_pc },
  3445. { "skill_caster_check", &battle_config.skill_caster_check },
  3446. { "status_cast_cancel", &battle_config.sc_castcancel },
  3447. { "pc_status_def_rate", &battle_config.pc_sc_def_rate },
  3448. { "mob_status_def_rate", &battle_config.mob_sc_def_rate },
  3449. { "pc_luk_status_def", &battle_config.pc_luk_sc_def },
  3450. { "mob_luk_status_def", &battle_config.mob_luk_sc_def },
  3451. { "pc_max_status_def", &battle_config.pc_max_sc_def },
  3452. { "mob_max_status_def", &battle_config.mob_max_sc_def },
  3453. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio },
  3454. { "autospell_stacking", &battle_config.autospell_stacking },
  3455. { "override_mob_names", &battle_config.override_mob_names },
  3456. { "min_chat_delay", &battle_config.min_chat_delay },
  3457. { "homunculus_show_growth", &battle_config.homunculus_show_growth }, //[orn]
  3458. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate },
  3459. };
  3460. static const struct battle_data_int {
  3461. const char *str;
  3462. int *val;
  3463. } battle_data_int[] = { //List here battle_athena options which are type int!
  3464. { "item_first_get_time", &battle_config.item_first_get_time },
  3465. { "item_second_get_time", &battle_config.item_second_get_time },
  3466. { "item_third_get_time", &battle_config.item_third_get_time },
  3467. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
  3468. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
  3469. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
  3470. { "base_exp_rate", &battle_config.base_exp_rate },
  3471. { "job_exp_rate", &battle_config.job_exp_rate },
  3472. { "zeny_penalty", &battle_config.zeny_penalty },
  3473. { "mvp_exp_rate", &battle_config.mvp_exp_rate },
  3474. { "natural_healhp_interval", &battle_config.natural_healhp_interval },
  3475. { "natural_healsp_interval", &battle_config.natural_healsp_interval },
  3476. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
  3477. { "max_hp", &battle_config.max_hp },
  3478. { "max_sp", &battle_config.max_sp },
  3479. { "max_cart_weight", &battle_config.max_cart_weight },
  3480. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
  3481. { "vending_max_value", &battle_config.vending_max_value },
  3482. // eAthena additions
  3483. { "item_rate_mvp", &battle_config.item_rate_mvp },
  3484. { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
  3485. { "item_rate_common_boss", &battle_config.item_rate_common_boss }, // [Reddozen]
  3486. { "item_rate_equip", &battle_config.item_rate_equip },
  3487. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss }, // [Reddozen]
  3488. { "item_rate_card", &battle_config.item_rate_card }, // End Addition
  3489. { "item_rate_card_boss", &battle_config.item_rate_card_boss }, // [Reddozen]
  3490. { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
  3491. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss }, // [Reddozen]
  3492. { "item_rate_use", &battle_config.item_rate_use }, // End
  3493. { "item_rate_use_boss", &battle_config.item_rate_use_boss }, // [Reddozen]
  3494. { "item_rate_adddrop", &battle_config.item_rate_adddrop }, // End
  3495. { "item_rate_treasure", &battle_config.item_rate_treasure }, // End
  3496. { "day_duration", &battle_config.day_duration }, // added by [Yor]
  3497. { "night_duration", &battle_config.night_duration }, // added by [Yor]
  3498. { "max_heal", &battle_config.max_heal },
  3499. { "mob_remove_delay", &battle_config.mob_remove_delay },
  3500. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration },
  3501. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate }, //[orn]
  3502. };
  3503. int battle_set_value(char *w1, char *w2) {
  3504. int i;
  3505. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3506. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3507. * battle_data_short[i].val = battle_config_switch(w2);
  3508. return 1;
  3509. }
  3510. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3511. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3512. *battle_data_int[i].val = battle_config_switch(w2);
  3513. return 1;
  3514. }
  3515. return 0;
  3516. }
  3517. int battle_get_value(char *w1) {
  3518. int i;
  3519. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3520. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3521. return * battle_data_short[i].val;
  3522. }
  3523. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3524. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3525. return *battle_data_int[i].val;
  3526. }
  3527. return 0;
  3528. }
  3529. void battle_set_defaults() {
  3530. battle_config.warp_point_debug=0;
  3531. battle_config.enable_critical=BL_PC;
  3532. battle_config.mob_critical_rate=100;
  3533. battle_config.critical_rate=100;
  3534. battle_config.enable_baseatk = BL_ALL;
  3535. battle_config.enable_perfect_flee = BL_PC|BL_PET;
  3536. battle_config.cast_rate=100;
  3537. battle_config.delay_rate=100;
  3538. battle_config.delay_dependon_dex=0;
  3539. battle_config.sdelay_attack_enable=0;
  3540. battle_config.left_cardfix_to_right=0;
  3541. battle_config.skill_add_range=0;
  3542. battle_config.skill_out_range_consume=1;
  3543. battle_config.skillrange_by_distance=~BL_PC;
  3544. battle_config.use_weapon_skill_range=~BL_PC;
  3545. battle_config.pc_damage_delay_rate=100;
  3546. battle_config.defnotenemy=0;
  3547. battle_config.vs_traps_bctall=BL_PC;
  3548. battle_config.traps_setting=0;
  3549. battle_config.clear_unit_ondeath=BL_ALL;
  3550. battle_config.random_monster_checklv=1;
  3551. battle_config.attr_recover=1;
  3552. battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
  3553. battle_config.item_auto_get=0;
  3554. battle_config.item_first_get_time=3000;
  3555. battle_config.item_second_get_time=1000;
  3556. battle_config.item_third_get_time=1000;
  3557. battle_config.mvp_item_first_get_time=10000;
  3558. battle_config.mvp_item_second_get_time=10000;
  3559. battle_config.mvp_item_third_get_time=2000;
  3560. battle_config.drop_rate0item=0;
  3561. battle_config.base_exp_rate=100;
  3562. battle_config.job_exp_rate=100;
  3563. battle_config.pvp_exp=1;
  3564. battle_config.gtb_sc_immunity=50;
  3565. battle_config.death_penalty_type=0;
  3566. battle_config.death_penalty_base=0;
  3567. battle_config.death_penalty_job=0;
  3568. battle_config.zeny_penalty=0;
  3569. battle_config.restart_hp_rate=0;
  3570. battle_config.restart_sp_rate=0;
  3571. battle_config.mvp_exp_rate=100;
  3572. battle_config.mvp_hp_rate=100;
  3573. battle_config.monster_hp_rate=100;
  3574. battle_config.monster_max_aspd=199;
  3575. battle_config.view_range_rate=100;
  3576. battle_config.chase_range_rate=100;
  3577. battle_config.atc_gmonly=0;
  3578. battle_config.atc_spawn_quantity_limit=0;
  3579. battle_config.atc_slave_clone_limit=0;
  3580. battle_config.gm_allskill=0;
  3581. battle_config.gm_allequip=0;
  3582. battle_config.gm_skilluncond=0;
  3583. battle_config.gm_join_chat=0;
  3584. battle_config.gm_kick_chat=0;
  3585. battle_config.guild_max_castles=0;
  3586. battle_config.emergency_call=15;
  3587. battle_config.guild_aura=31;
  3588. battle_config.skillfree = 0;
  3589. battle_config.skillup_limit = 0;
  3590. battle_config.wp_rate=100;
  3591. battle_config.pp_rate=100;
  3592. battle_config.monster_active_enable=1;
  3593. battle_config.monster_damage_delay_rate=100;
  3594. battle_config.monster_loot_type=0;
  3595. battle_config.mob_skill_rate=100;
  3596. battle_config.mob_skill_delay=100;
  3597. battle_config.mob_count_rate=100;
  3598. battle_config.mob_spawn_delay=100;
  3599. battle_config.no_spawn_on_player=0;
  3600. battle_config.force_random_spawn=0;
  3601. battle_config.plant_spawn_delay=100;
  3602. battle_config.boss_spawn_delay=100;
  3603. battle_config.slaves_inherit_mode=1;
  3604. battle_config.slaves_inherit_speed=1;
  3605. battle_config.summons_trigger_autospells=1;
  3606. battle_config.pc_walk_delay_rate=20;
  3607. battle_config.walk_delay_rate=100;
  3608. battle_config.multihit_delay=80;
  3609. battle_config.quest_skill_learn=0;
  3610. battle_config.quest_skill_reset=1;
  3611. battle_config.basic_skill_check=1;
  3612. battle_config.guild_emperium_check=1;
  3613. battle_config.guild_exp_limit=50;
  3614. battle_config.pc_invincible_time = 5000;
  3615. battle_config.pet_catch_rate=100;
  3616. battle_config.pet_rename=0;
  3617. battle_config.pet_friendly_rate=100;
  3618. battle_config.pet_hungry_delay_rate=100;
  3619. battle_config.pet_hungry_friendly_decrease=5;
  3620. battle_config.pet_status_support=0;
  3621. battle_config.pet_attack_support=0;
  3622. battle_config.pet_damage_support=0;
  3623. battle_config.pet_support_min_friendly=900;
  3624. battle_config.pet_support_rate=100;
  3625. battle_config.pet_attack_exp_to_master=0;
  3626. battle_config.pet_attack_exp_rate=100;
  3627. battle_config.pet_lv_rate=0; //Skotlex
  3628. battle_config.pet_max_stats=99; //Skotlex
  3629. battle_config.pet_max_atk1=750; //Skotlex
  3630. battle_config.pet_max_atk2=1000; //Skotlex
  3631. battle_config.pet_no_gvg=0; //Skotlex
  3632. battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
  3633. battle_config.finger_offensive_type=0;
  3634. battle_config.heal_exp=0;
  3635. battle_config.max_heal=9999;
  3636. battle_config.max_heal_lv=11;
  3637. battle_config.resurrection_exp=0;
  3638. battle_config.shop_exp=0;
  3639. battle_config.combo_delay_rate=100;
  3640. battle_config.item_check=1;
  3641. battle_config.item_use_interval=100; //Use some very low value that won't bother players, but should cap bots.
  3642. battle_config.wedding_modifydisplay=0;
  3643. battle_config.wedding_ignorepalette=0;
  3644. battle_config.xmas_ignorepalette=0; // [Valaris]
  3645. battle_config.natural_healhp_interval=6000;
  3646. battle_config.natural_healsp_interval=8000;
  3647. battle_config.natural_heal_skill_interval=10000;
  3648. battle_config.natural_heal_weight_rate=50;
  3649. battle_config.item_name_override_grffile=1;
  3650. battle_config.item_equip_override_grffile=0; // [Celest]
  3651. battle_config.item_slots_override_grffile=0; // [Celest]
  3652. battle_config.indoors_override_grffile=0; // [Celest]
  3653. battle_config.skill_sp_override_grffile=0; // [Celest]
  3654. battle_config.cardillust_read_grffile=0; // [Celest]
  3655. battle_config.arrow_decrement=1;
  3656. battle_config.max_aspd = 199;
  3657. battle_config.max_walk_speed = 300;
  3658. battle_config.max_hp = 32500;
  3659. battle_config.max_sp = 32500;
  3660. battle_config.max_lv = 99; // [MouseJstr]
  3661. battle_config.aura_lv = 99; // [Skotlex]
  3662. battle_config.max_parameter = 99;
  3663. battle_config.max_baby_parameter = 80;
  3664. battle_config.max_cart_weight = 8000;
  3665. battle_config.max_def = 99; // [Skotlex]
  3666. battle_config.over_def_bonus = 0; // [Skotlex]
  3667. battle_config.skill_log = 0;
  3668. battle_config.battle_log = 0;
  3669. battle_config.save_log = 0;
  3670. battle_config.error_log = 1;
  3671. battle_config.etc_log = 1;
  3672. battle_config.save_clothcolor = 0;
  3673. battle_config.undead_detect_type = 0;
  3674. battle_config.auto_counter_type = BL_ALL;
  3675. battle_config.min_hitrate = 5;
  3676. battle_config.max_hitrate = 100;
  3677. battle_config.agi_penalty_target = BL_PC;
  3678. battle_config.agi_penalty_type = 1;
  3679. battle_config.agi_penalty_count = 3;
  3680. battle_config.agi_penalty_num = 10;
  3681. battle_config.agi_penalty_count_lv = ATK_FLEE;
  3682. battle_config.vit_penalty_target = BL_PC;
  3683. battle_config.vit_penalty_type = 1;
  3684. battle_config.vit_penalty_count = 3;
  3685. battle_config.vit_penalty_num = 5;
  3686. battle_config.vit_penalty_count_lv = ATK_DEF;
  3687. battle_config.weapon_defense_type = 0;
  3688. battle_config.magic_defense_type = 0;
  3689. battle_config.skill_reiteration = 0;
  3690. battle_config.skill_nofootset = BL_PC;
  3691. battle_config.pc_cloak_check_type = 1;
  3692. battle_config.monster_cloak_check_type = 0;
  3693. battle_config.estimation_type = 3;
  3694. battle_config.gvg_short_damage_rate = 100;
  3695. battle_config.gvg_long_damage_rate = 75;
  3696. battle_config.gvg_weapon_damage_rate = 60;
  3697. battle_config.gvg_magic_damage_rate = 50;
  3698. battle_config.gvg_misc_damage_rate = 60;
  3699. battle_config.gvg_flee_penalty = 20;
  3700. battle_config.gvg_eliminate_time = 7000;
  3701. battle_config.pk_short_damage_rate = 80;
  3702. battle_config.pk_long_damage_rate = 70;
  3703. battle_config.pk_weapon_damage_rate = 60;
  3704. battle_config.pk_magic_damage_rate = 60;
  3705. battle_config.pk_misc_damage_rate = 60;
  3706. battle_config.mob_changetarget_byskill = 0;
  3707. battle_config.attack_direction_change = BL_ALL;
  3708. battle_config.land_skill_limit = BL_ALL;
  3709. battle_config.party_skill_penalty = 1;
  3710. battle_config.monster_class_change_full_recover = 0;
  3711. battle_config.produce_item_name_input = 1;
  3712. battle_config.produce_potion_name_input = 1;
  3713. battle_config.making_arrow_name_input = 1;
  3714. battle_config.holywater_name_input = 1;
  3715. battle_config.cdp_name_input = 1;
  3716. battle_config.display_skill_fail = 0;
  3717. battle_config.chat_warpportal = 0;
  3718. battle_config.mob_warp = 0;
  3719. battle_config.dead_branch_active = 0;
  3720. battle_config.vending_max_value = 10000000;
  3721. battle_config.show_steal_in_same_party = 0;
  3722. battle_config.party_update_interval = 1000;
  3723. battle_config.party_share_type = 0;
  3724. battle_config.party_hp_mode = 0;
  3725. battle_config.party_show_share_picker = 0;
  3726. battle_config.attack_attr_none = ~BL_PC;
  3727. battle_config.gx_allhit = 1;
  3728. battle_config.gx_disptype = 1;
  3729. battle_config.devotion_level_difference = 10;
  3730. battle_config.player_skill_partner_check = 1;
  3731. battle_config.hide_GM_session = 0;
  3732. battle_config.invite_request_check = 1;
  3733. battle_config.skill_removetrap_type = 0;
  3734. battle_config.disp_experience = 0;
  3735. battle_config.disp_zeny = 0;
  3736. battle_config.castle_defense_rate = 100;
  3737. battle_config.hp_rate = 100;
  3738. battle_config.sp_rate = 100;
  3739. battle_config.gm_cant_drop_min_lv = 1;
  3740. battle_config.gm_cant_drop_max_lv = 0;
  3741. battle_config.disp_hpmeter = 60;
  3742. battle_config.skill_wall_check = 1;
  3743. battle_config.cell_stack_limit = 1;
  3744. battle_config.bone_drop = 0;
  3745. battle_config.buyer_name = 1;
  3746. // eAthena additions
  3747. battle_config.item_rate_mvp=100;
  3748. battle_config.item_rate_common = 100;
  3749. battle_config.item_rate_common_boss = 100; // [Reddozen]
  3750. battle_config.item_rate_equip = 100;
  3751. battle_config.item_rate_equip_boss = 100; // [Reddozen]
  3752. battle_config.item_rate_card = 100;
  3753. battle_config.item_rate_card_boss = 100; // [Reddozen]
  3754. battle_config.item_rate_heal = 100; // Added by Valaris
  3755. battle_config.item_rate_heal_boss = 100; // [Reddozen]
  3756. battle_config.item_rate_use = 100; // End
  3757. battle_config.item_rate_use_boss = 100; // [Reddozen]
  3758. battle_config.item_rate_adddrop = 100;
  3759. battle_config.item_rate_treasure = 100;
  3760. battle_config.logarithmic_drops = 0;
  3761. battle_config.item_drop_common_min=1; // Added by TyrNemesis^
  3762. battle_config.item_drop_common_max=10000;
  3763. battle_config.item_drop_equip_min=1;
  3764. battle_config.item_drop_equip_max=10000;
  3765. battle_config.item_drop_card_min=1;
  3766. battle_config.item_drop_card_max=10000;
  3767. battle_config.item_drop_mvp_min=1;
  3768. battle_config.item_drop_mvp_max=10000; // End Addition
  3769. battle_config.item_drop_heal_min=1; // Added by Valaris
  3770. battle_config.item_drop_heal_max=10000;
  3771. battle_config.item_drop_use_min=1;
  3772. battle_config.item_drop_use_max=10000; // End
  3773. battle_config.item_drop_adddrop_min=1;
  3774. battle_config.item_drop_adddrop_max=10000;
  3775. battle_config.item_drop_treasure_min=1;
  3776. battle_config.item_drop_treasure_max=10000;
  3777. battle_config.prevent_logout = 10000; // Added by RoVeRT
  3778. battle_config.drops_by_luk = 0; // [Valaris]
  3779. battle_config.drops_by_luk2 = 0;
  3780. battle_config.equip_natural_break_rate = 1;
  3781. battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3782. battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3783. battle_config.pk_mode = 0; // [Valaris]
  3784. battle_config.pk_level_range = 0; // [Skotlex]
  3785. battle_config.manner_system = 0xFFF; // [Valaris]
  3786. battle_config.pet_equip_required = 0; // [Valaris]
  3787. battle_config.multi_level_up = 0; // [Valaris]
  3788. battle_config.max_exp_gain_rate = 0; // [Skotlex]
  3789. battle_config.backstab_bow_penalty = 0; // Akaru
  3790. battle_config.night_at_start = 0; // added by [Yor]
  3791. battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
  3792. battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
  3793. battle_config.show_mob_hp = 0; // [Valaris]
  3794. battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
  3795. battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
  3796. battle_config.any_warp_GM_min_level = 20; // added by [Yor]
  3797. battle_config.packet_ver_flag = 1023; // added by [Yor]
  3798. battle_config.min_hair_style = 0;
  3799. battle_config.max_hair_style = 23;
  3800. battle_config.min_hair_color = 0;
  3801. battle_config.max_hair_color = 9;
  3802. battle_config.min_cloth_color = 0;
  3803. battle_config.max_cloth_color = 4;
  3804. battle_config.pet_hair_style = 100;
  3805. battle_config.zeny_from_mobs = 0;
  3806. battle_config.mobs_level_up = 0; // [Valaris]
  3807. battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
  3808. battle_config.pk_min_level = 55;
  3809. battle_config.skill_steal_type = 1;
  3810. battle_config.skill_steal_rate = 100;
  3811. battle_config.skill_steal_max_tries = 15; //=16 tries
  3812. // battle_config.night_darkness_level = 9;
  3813. battle_config.motd_type = 0;
  3814. battle_config.allow_atcommand_when_mute = 0;
  3815. battle_config.finding_ore_rate = 100;
  3816. battle_config.castrate_dex_scale = 150;
  3817. battle_config.area_size = 14;
  3818. battle_config.exp_calc_type = 1;
  3819. battle_config.min_skill_delay_limit = 100;
  3820. battle_config.default_skill_delay = 300; //Default skill delay according to official servers.
  3821. battle_config.no_skill_delay = BL_MOB;
  3822. battle_config.require_glory_guild = 0;
  3823. battle_config.idle_no_share = 0;
  3824. battle_config.party_even_share_bonus = 0;
  3825. battle_config.delay_battle_damage = 1;
  3826. battle_config.hide_woe_damage = 0;
  3827. battle_config.display_version = 1;
  3828. battle_config.who_display_aid = 0;
  3829. battle_config.display_hallucination = 1;
  3830. battle_config.ignore_items_gender = 1;
  3831. battle_config.copyskill_restrict = 2;
  3832. battle_config.berserk_cancels_buffs = 1;
  3833. battle_config.debuff_on_logout = 1;
  3834. battle_config.use_statpoint_table = 1;
  3835. battle_config.mob_ai = 0;
  3836. battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
  3837. battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
  3838. battle_config.mob_remove_delay = 60000;
  3839. battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
  3840. battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
  3841. battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
  3842. battle_config.mob_clear_delay = 0;
  3843. battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
  3844. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
  3845. battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
  3846. battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
  3847. battle_config.firewall_hits_on_undead = 1;
  3848. battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
  3849. battle_config.title_lvl2 = 10;
  3850. battle_config.title_lvl3 = 20;
  3851. battle_config.title_lvl4 = 40;
  3852. battle_config.title_lvl5 = 50;
  3853. battle_config.title_lvl6 = 60;
  3854. battle_config.title_lvl7 = 80;
  3855. battle_config.title_lvl8 = 99;
  3856. battle_config.duel_enable = 1;
  3857. battle_config.duel_allow_pvp = 0;
  3858. battle_config.duel_allow_gvg = 0;
  3859. battle_config.duel_allow_teleport = 0;
  3860. battle_config.duel_autoleave_when_die = 1;
  3861. battle_config.duel_time_interval = 60;
  3862. battle_config.duel_only_on_same_map = 0;
  3863. battle_config.skip_teleport_lv1_menu = 0;
  3864. battle_config.allow_skill_without_day = 0;
  3865. battle_config.allow_es_magic_pc = 0;
  3866. battle_config.skill_caster_check = 1;
  3867. battle_config.sc_castcancel = 0;
  3868. battle_config.pc_sc_def_rate = 100;
  3869. battle_config.mob_sc_def_rate = 100;
  3870. battle_config.pc_luk_sc_def = 300;
  3871. battle_config.mob_luk_sc_def = 300;
  3872. battle_config.pc_max_sc_def = 10000;
  3873. battle_config.mob_max_sc_def = 5000;
  3874. battle_config.sg_miracle_skill_ratio=1;
  3875. battle_config.sg_miracle_skill_duration=600000;
  3876. battle_config.autospell_stacking = 0;
  3877. battle_config.override_mob_names = 0;
  3878. battle_config.min_chat_delay = 0;
  3879. battle_config.hvan_explosion_intimate = 45000; //[orn]
  3880. battle_config.homunculus_show_growth = 0; //[orn]
  3881. battle_config.homunculus_friendly_rate = 100;
  3882. }
  3883. void battle_validate_conf() {
  3884. if(battle_config.flooritem_lifetime < 1000)
  3885. battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
  3886. /* if(battle_config.restart_hp_rate < 0)
  3887. battle_config.restart_hp_rate = 0;
  3888. else*/ if(battle_config.restart_hp_rate > 100)
  3889. battle_config.restart_hp_rate = 100;
  3890. /* if(battle_config.restart_sp_rate < 0)
  3891. battle_config.restart_sp_rate = 0;
  3892. else*/ if(battle_config.restart_sp_rate > 100)
  3893. battle_config.restart_sp_rate = 100;
  3894. if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
  3895. battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
  3896. if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
  3897. battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
  3898. if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
  3899. battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
  3900. if(battle_config.natural_heal_weight_rate < 50)
  3901. battle_config.natural_heal_weight_rate = 50;
  3902. if(battle_config.natural_heal_weight_rate > 101)
  3903. battle_config.natural_heal_weight_rate = 101;
  3904. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3905. if(battle_config.monster_max_aspd < 10)
  3906. battle_config.monster_max_aspd = 10;
  3907. if(battle_config.monster_max_aspd > 1000)
  3908. battle_config.monster_max_aspd = 1000;
  3909. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3910. if(battle_config.max_aspd < 10)
  3911. battle_config.max_aspd = 10;
  3912. if(battle_config.max_aspd > 1000)
  3913. battle_config.max_aspd = 1000;
  3914. if (battle_config.max_walk_speed < 100)
  3915. battle_config.max_walk_speed = 100;
  3916. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3917. if (battle_config.max_walk_speed < 1)
  3918. battle_config.max_walk_speed = 1;
  3919. if(battle_config.hp_rate < 1)
  3920. battle_config.hp_rate = 1;
  3921. if(battle_config.sp_rate < 1)
  3922. battle_config.sp_rate = 1;
  3923. if(battle_config.max_hp > 1000000000)
  3924. battle_config.max_hp = 1000000000;
  3925. if(battle_config.max_hp < 100)
  3926. battle_config.max_hp = 100;
  3927. if(battle_config.max_sp > 1000000000)
  3928. battle_config.max_sp = 1000000000;
  3929. if(battle_config.max_sp < 100)
  3930. battle_config.max_sp = 100;
  3931. if(battle_config.max_parameter < 10)
  3932. battle_config.max_parameter = 10;
  3933. if(battle_config.max_parameter > 10000)
  3934. battle_config.max_parameter = 10000;
  3935. if(battle_config.max_baby_parameter < 10)
  3936. battle_config.max_baby_parameter = 10;
  3937. if(battle_config.max_baby_parameter > 10000)
  3938. battle_config.max_baby_parameter = 10000;
  3939. if(battle_config.max_cart_weight > 1000000)
  3940. battle_config.max_cart_weight = 1000000;
  3941. if(battle_config.max_cart_weight < 100)
  3942. battle_config.max_cart_weight = 100;
  3943. battle_config.max_cart_weight *= 10;
  3944. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3945. battle_config.max_def = 100;
  3946. if(battle_config.over_def_bonus > 1000)
  3947. battle_config.over_def_bonus = 1000;
  3948. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3949. battle_config.min_hitrate = battle_config.max_hitrate;
  3950. if(battle_config.agi_penalty_count < 2)
  3951. battle_config.agi_penalty_count = 2;
  3952. if(battle_config.vit_penalty_count < 2)
  3953. battle_config.vit_penalty_count = 2;
  3954. if(battle_config.party_update_interval < 100)
  3955. battle_config.party_update_interval = 100;
  3956. if(battle_config.guild_exp_limit > 99)
  3957. battle_config.guild_exp_limit = 99;
  3958. /* if(battle_config.guild_exp_limit < 0)
  3959. battle_config.guild_exp_limit = 0;*/
  3960. if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
  3961. battle_config.pet_support_min_friendly = 950;
  3962. if(battle_config.pet_hungry_delay_rate < 10)
  3963. battle_config.pet_hungry_delay_rate=10;
  3964. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3965. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3966. // if(battle_config.castle_defense_rate < 0)
  3967. // battle_config.castle_defense_rate = 0;
  3968. if(battle_config.castle_defense_rate > 100)
  3969. battle_config.castle_defense_rate = 100;
  3970. if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
  3971. battle_config.item_drop_common_min = 1;
  3972. if(battle_config.item_drop_common_max > 10000)
  3973. battle_config.item_drop_common_max = 10000;
  3974. if(battle_config.item_drop_equip_min < 1)
  3975. battle_config.item_drop_equip_min = 1;
  3976. if(battle_config.item_drop_equip_max > 10000)
  3977. battle_config.item_drop_equip_max = 10000;
  3978. if(battle_config.item_drop_card_min < 1)
  3979. battle_config.item_drop_card_min = 1;
  3980. if(battle_config.item_drop_card_max > 10000)
  3981. battle_config.item_drop_card_max = 10000;
  3982. if(battle_config.item_drop_mvp_min < 1)
  3983. battle_config.item_drop_mvp_min = 1;
  3984. if(battle_config.item_drop_mvp_max > 10000)
  3985. battle_config.item_drop_mvp_max = 10000; // End Addition
  3986. /* if (battle_config.night_at_start < 0) // added by [Yor]
  3987. battle_config.night_at_start = 0;
  3988. else if (battle_config.night_at_start > 1) // added by [Yor]
  3989. battle_config.night_at_start = 1; */
  3990. if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
  3991. battle_config.day_duration = 60000;
  3992. if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
  3993. battle_config.night_duration = 60000;
  3994. /* if (battle_config.ban_spoof_namer < 0) // added by [Yor]
  3995. battle_config.ban_spoof_namer = 0;
  3996. else*/ if (battle_config.ban_spoof_namer > 32767)
  3997. battle_config.ban_spoof_namer = 32767;
  3998. /* if (battle_config.hack_info_GM_level < 0) // added by [Yor]
  3999. battle_config.hack_info_GM_level = 0;
  4000. else*/ if (battle_config.hack_info_GM_level > 100)
  4001. battle_config.hack_info_GM_level = 100;
  4002. /* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
  4003. battle_config.any_warp_GM_min_level = 0;
  4004. else*/ if (battle_config.any_warp_GM_min_level > 100)
  4005. battle_config.any_warp_GM_min_level = 100;
  4006. /* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
  4007. // at least 1 client must be accepted
  4008. if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
  4009. battle_config.packet_ver_flag = 255; // accept all clients
  4010. */
  4011. /* Deprecated by dynamix's new night system (using SI_NIGHT)
  4012. if (battle_config.night_darkness_level <= 0)
  4013. battle_config.night_darkness_level = 9;
  4014. else if (battle_config.night_darkness_level > 10) // Celest
  4015. battle_config.night_darkness_level = 10;
  4016. */
  4017. /* if (battle_config.motd_type < 0)
  4018. battle_config.motd_type = 0;
  4019. else if (battle_config.motd_type > 1)
  4020. battle_config.motd_type = 1;
  4021. */
  4022. // if (battle_config.finding_ore_rate < 0)
  4023. // battle_config.finding_ore_rate = 0;
  4024. if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
  4025. battle_config.vending_max_value = MAX_ZENY;
  4026. if (battle_config.min_skill_delay_limit < 10)
  4027. battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
  4028. //Spawn delays [Skotlex]
  4029. /* if (battle_config.mob_spawn_delay < 0)
  4030. battle_config.mob_spawn_delay = 0;
  4031. if (battle_config.boss_spawn_delay < 0)
  4032. battle_config.boss_spawn_delay = 0;
  4033. if (battle_config.plant_spawn_delay < 0)
  4034. battle_config.plant_spawn_delay = 0;
  4035. */
  4036. if (battle_config.no_spawn_on_player > 100)
  4037. battle_config.no_spawn_on_player = 100;
  4038. if (battle_config.mob_remove_delay < 15000) //Min 15 sec
  4039. battle_config.mob_remove_delay = 15000;
  4040. if (battle_config.dynamic_mobs > 1)
  4041. battle_config.dynamic_mobs = 1; //The flag will be used in assignations
  4042. if (battle_config.mob_max_skilllvl> MAX_SKILL_LEVEL || battle_config.mob_max_skilllvl<1 )
  4043. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL;
  4044. if (battle_config.firewall_hits_on_undead < 1)
  4045. battle_config.firewall_hits_on_undead = 1;
  4046. else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
  4047. battle_config.firewall_hits_on_undead = 255;
  4048. if (battle_config.prevent_logout > 60000)
  4049. battle_config.prevent_logout = 60000;
  4050. if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
  4051. battle_config.mobs_level_up_exp_rate = 1;
  4052. if (battle_config.pc_luk_sc_def < 1)
  4053. battle_config.pc_luk_sc_def = 1;
  4054. if (battle_config.mob_luk_sc_def < 1)
  4055. battle_config.mob_luk_sc_def = 1;
  4056. if (battle_config.sg_miracle_skill_ratio > 10000)
  4057. battle_config.sg_miracle_skill_ratio = 10000;
  4058. if (battle_config.skill_steal_max_tries > UCHAR_MAX)
  4059. battle_config.skill_steal_max_tries = UCHAR_MAX;
  4060. #ifdef CELL_NOSTACK
  4061. if (battle_config.cell_stack_limit < 1)
  4062. battle_config.cell_stack_limit = 1;
  4063. else
  4064. if (battle_config.cell_stack_limit > 255)
  4065. battle_config.cell_stack_limit = 255;
  4066. #else
  4067. if (battle_config.cell_stack_limit != 1)
  4068. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  4069. #endif
  4070. if(battle_config.hvan_explosion_intimate > 100000) //[orn]
  4071. battle_config.hvan_explosion_intimate = 100000;
  4072. }
  4073. /*==========================================
  4074. * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ
  4075. *------------------------------------------
  4076. */
  4077. int battle_config_read(const char *cfgName)
  4078. {
  4079. char line[1024], w1[1024], w2[1024];
  4080. FILE *fp;
  4081. static int count = 0;
  4082. if ((count++) == 0)
  4083. battle_set_defaults();
  4084. fp = fopen(cfgName,"r");
  4085. if (fp == NULL) {
  4086. ShowError("File not found: %s\n", cfgName);
  4087. return 1;
  4088. }
  4089. while(fgets(line,1020,fp)){
  4090. if (line[0] == '/' && line[1] == '/')
  4091. continue;
  4092. if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
  4093. continue;
  4094. if (strcmpi(w1, "import") == 0)
  4095. battle_config_read(w2);
  4096. else
  4097. battle_set_value(w1, w2);
  4098. }
  4099. fclose(fp);
  4100. if (--count == 0) {
  4101. battle_validate_conf();
  4102. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  4103. }
  4104. return 0;
  4105. }
  4106. void do_init_battle(void) {
  4107. delay_damage_ers = ers_new((uint32)sizeof(struct delay_damage));
  4108. }
  4109. void do_final_battle(void) {
  4110. ers_destroy(delay_damage_ers);
  4111. }