battle.cpp 415 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include <common/cbasetypes.hpp>
  7. #include <common/ers.hpp>
  8. #include <common/malloc.hpp>
  9. #include <common/nullpo.hpp>
  10. #include <common/random.hpp>
  11. #include <common/showmsg.hpp>
  12. #include <common/socket.hpp>
  13. #include <common/strlib.hpp>
  14. #include <common/timer.hpp>
  15. #include <common/utils.hpp>
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. // Early declaration
  35. int battle_get_weapon_element(struct Damage *wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only);
  36. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  37. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  38. /**
  39. * Returns the current/list skill used by the bl
  40. * @param bl
  41. * @return skill_id
  42. */
  43. uint16 battle_getcurrentskill(struct block_list *bl)
  44. {
  45. struct unit_data *ud;
  46. if( bl->type == BL_SKILL ) {
  47. struct skill_unit *su = (struct skill_unit*)bl;
  48. return (su && su->group?su->group->skill_id:0);
  49. }
  50. ud = unit_bl2ud(bl);
  51. return (ud?ud->skill_id:0);
  52. }
  53. /**
  54. * Get random targeting enemy
  55. * @param bl
  56. * @param ap
  57. * @return Found target (1) or not found (0)
  58. */
  59. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  60. {
  61. struct block_list **bl_list;
  62. struct unit_data *ud;
  63. int target_id;
  64. int *c;
  65. bl_list = va_arg(ap, struct block_list **);
  66. c = va_arg(ap, int *);
  67. target_id = va_arg(ap, int);
  68. if (bl->id == target_id)
  69. return 0;
  70. if (*c >= 24)
  71. return 0;
  72. if ( !(ud = unit_bl2ud(bl)) )
  73. return 0;
  74. if (ud->target == target_id || ud->skilltarget == target_id) {
  75. bl_list[(*c)++] = bl;
  76. return 1;
  77. }
  78. return 0;
  79. }
  80. /**
  81. * Returns list of targets
  82. * @param target
  83. * @return Target list
  84. */
  85. struct block_list* battle_gettargeted(struct block_list *target)
  86. {
  87. struct block_list *bl_list[24];
  88. int c = 0;
  89. nullpo_retr(NULL, target);
  90. memset(bl_list, 0, sizeof(bl_list));
  91. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  92. if ( c == 0 )
  93. return NULL;
  94. if( c > 24 )
  95. c = 24;
  96. return bl_list[rnd()%c];
  97. }
  98. /**
  99. * Returns the ID of the current targeted character of the passed bl
  100. * @param bl
  101. * @return Target Unit ID
  102. * @author [Skotlex]
  103. */
  104. int battle_gettarget(struct block_list* bl)
  105. {
  106. switch (bl->type) {
  107. case BL_PC: return ((map_session_data*)bl)->ud.target;
  108. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  109. case BL_PET: return ((struct pet_data*)bl)->target_id;
  110. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  111. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  112. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  113. }
  114. return 0;
  115. }
  116. /**
  117. * Get random enemy
  118. * @param bl
  119. * @param ap
  120. * @return Found target (1) or not found (0)
  121. */
  122. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  123. {
  124. struct block_list **bl_list;
  125. struct block_list *target;
  126. int *c;
  127. bl_list = va_arg(ap, struct block_list **);
  128. c = va_arg(ap, int *);
  129. target = va_arg(ap, struct block_list *);
  130. if (bl->id == target->id)
  131. return 0;
  132. if (*c >= 24)
  133. return 0;
  134. if (status_isdead(bl))
  135. return 0;
  136. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  137. bl_list[(*c)++] = bl;
  138. return 1;
  139. }
  140. return 0;
  141. }
  142. /**
  143. * Returns list of enemies within given range
  144. * @param target
  145. * @param type
  146. * @param range
  147. * @return Target list
  148. * @author [Skotlex]
  149. */
  150. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  151. {
  152. struct block_list *bl_list[24];
  153. int c = 0;
  154. memset(bl_list, 0, sizeof(bl_list));
  155. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  156. if ( c == 0 )
  157. return NULL;
  158. if( c > 24 )
  159. c = 24;
  160. return bl_list[rnd()%c];
  161. }
  162. /**
  163. * Get random enemy within area
  164. * @param bl
  165. * @param ap
  166. * @return Found target (1) or not found (0)
  167. */
  168. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  169. {
  170. struct block_list **bl_list, *src;
  171. int *c, ignore_id;
  172. bl_list = va_arg(ap, struct block_list **);
  173. c = va_arg(ap, int *);
  174. src = va_arg(ap, struct block_list *);
  175. ignore_id = va_arg(ap, int);
  176. if( bl->id == src->id || bl->id == ignore_id )
  177. return 0; // Ignores Caster and a possible pre-target
  178. if( *c >= 23 )
  179. return 0;
  180. if( status_isdead(bl) )
  181. return 0;
  182. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  183. bl_list[(*c)++] = bl;
  184. return 1;
  185. }
  186. return 0;
  187. }
  188. /**
  189. * Returns list of enemies within an area
  190. * @param src
  191. * @param x
  192. * @param y
  193. * @param range
  194. * @param type
  195. * @param ignore_id
  196. * @return Target list
  197. */
  198. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  199. {
  200. struct block_list *bl_list[24];
  201. int c = 0;
  202. memset(bl_list, 0, sizeof(bl_list));
  203. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  204. if( c == 0 )
  205. return NULL;
  206. if( c >= 24 )
  207. c = 23;
  208. return bl_list[rnd()%c];
  209. }
  210. /*========================================== [Playtester]
  211. * Deals damage without delay, applies additional effects and triggers monster events
  212. * This function is called from battle_delay_damage or battle_delay_damage_sub
  213. * @param src: Source of damage
  214. * @param target: Target of damage
  215. * @param damage: Damage to be dealt
  216. * @param delay: Damage delay
  217. * @param skill_lv: Level of skill used
  218. * @param skill_id: ID o skill used
  219. * @param dmg_lv: State of the attack (miss, etc.)
  220. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  221. * @param additional_effects: Whether additional effect should be applied
  222. * @param isspdamage: If the damage is done to SP
  223. * @param tick: Current tick
  224. *------------------------------------------*/
  225. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  226. map_freeblock_lock();
  227. if (isspdamage)
  228. status_fix_spdamage(src, target, damage, delay, skill_id);
  229. else
  230. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  231. if (attack_type && !status_isdead(target) && additional_effects)
  232. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  233. if (dmg_lv > ATK_BLOCK && attack_type)
  234. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  235. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  236. if (target->type == BL_MOB) {
  237. mob_data *md = BL_CAST(BL_MOB, target);
  238. if (md != nullptr) {
  239. // Trigger monster skill condition for non-skill attacks.
  240. if (!status_isdead(target) && src != target) {
  241. if (damage > 0)
  242. mobskill_event(md, src, tick, attack_type, damage);
  243. if (skill_id > 0)
  244. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  245. }
  246. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  247. if (damage > 0 && (attack_type & BF_NORMAL))
  248. md->norm_attacked_id = md->attacked_id;
  249. }
  250. }
  251. map_freeblock_unlock();
  252. }
  253. /// Damage Delayed Structure
  254. struct delay_damage {
  255. int src_id;
  256. int target_id;
  257. int64 damage;
  258. t_tick delay;
  259. unsigned short distance;
  260. uint16 skill_lv;
  261. uint16 skill_id;
  262. enum damage_lv dmg_lv;
  263. unsigned short attack_type;
  264. bool additional_effects;
  265. enum bl_type src_type;
  266. bool isspdamage;
  267. };
  268. TIMER_FUNC(battle_delay_damage_sub){
  269. struct delay_damage *dat = (struct delay_damage *)data;
  270. if ( dat ) {
  271. struct block_list* src = map_id2bl(dat->src_id);
  272. struct block_list* target = map_id2bl(dat->target_id);
  273. if (target && !status_isdead(target)) {
  274. if( src && target->m == src->m &&
  275. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  276. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  277. {
  278. //Deal damage
  279. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  280. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  281. map_freeblock_lock();
  282. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  283. map_freeblock_unlock();
  284. }
  285. }
  286. map_session_data *sd = BL_CAST(BL_PC, src);
  287. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  288. sd->state.hold_recalc = false;
  289. status_calc_pc(sd, SCO_FORCE);
  290. }
  291. }
  292. ers_free(delay_damage_ers, dat);
  293. return 0;
  294. }
  295. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  296. {
  297. struct delay_damage *dat;
  298. status_change *sc;
  299. struct block_list *d_tbl = NULL;
  300. struct block_list *e_tbl = NULL;
  301. nullpo_ret(src);
  302. nullpo_ret(target);
  303. sc = status_get_sc(target);
  304. if (sc) {
  305. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  306. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  307. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  308. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  309. }
  310. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  311. damage > 0 && skill_id != CR_REFLECTSHIELD
  312. #ifndef RENEWAL
  313. && skill_id != PA_PRESSURE
  314. #endif
  315. ) {
  316. map_session_data* tsd = BL_CAST( BL_PC, target );
  317. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  318. pc_setstand( tsd, true );
  319. skill_sit( tsd, 0 );
  320. }
  321. damage = 0;
  322. }
  323. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  324. //Deal damage
  325. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  326. return 0;
  327. }
  328. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  329. dat->src_id = src->id;
  330. dat->target_id = target->id;
  331. dat->skill_id = skill_id;
  332. dat->skill_lv = skill_lv;
  333. dat->attack_type = attack_type;
  334. dat->damage = damage;
  335. dat->dmg_lv = dmg_lv;
  336. dat->delay = ddelay;
  337. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  338. dat->additional_effects = additional_effects;
  339. dat->src_type = src->type;
  340. dat->isspdamage = isspdamage;
  341. if (src->type != BL_PC && amotion > 1000)
  342. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  343. if( src->type == BL_PC )
  344. ((TBL_PC*)src)->delayed_damage++;
  345. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  346. return 0;
  347. }
  348. /**
  349. * Does attribute fix modifiers.
  350. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  351. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  352. * @param src
  353. * @param target
  354. * @param damage
  355. * @param atk_elem
  356. * @param def_type
  357. * @param def_lv
  358. * @param flag
  359. * @return damage
  360. */
  361. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  362. {
  363. status_change *sc = NULL, *tsc = NULL;
  364. int ratio;
  365. if (src) sc = status_get_sc(src);
  366. if (target) tsc = status_get_sc(target);
  367. if (!CHK_ELEMENT(atk_elem))
  368. atk_elem = rnd()%ELE_ALL;
  369. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  370. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  371. return damage;
  372. }
  373. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  374. if (sc && sc->count) { //increase dmg by src status
  375. switch(atk_elem){
  376. case ELE_FIRE:
  377. if (sc->getSCE(SC_VOLCANO))
  378. #ifdef RENEWAL
  379. ratio += sc->getSCE(SC_VOLCANO)->val3;
  380. #else
  381. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  382. #endif
  383. break;
  384. case ELE_WIND:
  385. if (sc->getSCE(SC_VIOLENTGALE))
  386. #ifdef RENEWAL
  387. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  388. #else
  389. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  390. #endif
  391. break;
  392. case ELE_WATER:
  393. if (sc->getSCE(SC_DELUGE))
  394. #ifdef RENEWAL
  395. ratio += sc->getSCE(SC_DELUGE)->val3;
  396. #else
  397. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  398. #endif
  399. break;
  400. case ELE_GHOST:
  401. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  402. ratio += sc->getSCE(SC_TELEKINESIS_INTENSE)->val3;
  403. break;
  404. }
  405. }
  406. if( target && target->type == BL_SKILL ) {
  407. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  408. struct skill_unit *su = (struct skill_unit*)target;
  409. std::shared_ptr<s_skill_unit_group> sg;
  410. struct block_list *src2;
  411. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  412. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  413. return 0;
  414. if( sg->unit_id != UNT_FIREWALL ) {
  415. int x,y;
  416. x = sg->val3 >> 16;
  417. y = sg->val3 & 0xffff;
  418. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  419. sg->val3 = -1;
  420. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  421. }
  422. }
  423. }
  424. if (tsc && tsc->count) { //increase dmg by target status
  425. switch(atk_elem) {
  426. case ELE_FIRE:
  427. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  428. #ifdef RENEWAL
  429. ratio += 100;
  430. #else
  431. damage *= 2;
  432. #endif
  433. //Remove a unit group or end whole status change
  434. status_change_end(target, SC_SPIDERWEB);
  435. }
  436. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  437. status_change_end(target, SC_THORNSTRAP);
  438. if (tsc->getSCE(SC_CRYSTALIZE))
  439. status_change_end(target, SC_CRYSTALIZE);
  440. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  441. #ifdef RENEWAL
  442. ratio += 50;
  443. #else
  444. damage += (int64)(damage * 50 / 100);
  445. #endif
  446. if( tsc->getSCE(SC_WIDEWEB) ) {
  447. #ifdef RENEWAL
  448. ratio += 100;
  449. #else
  450. damage *= 2;
  451. #endif
  452. status_change_end(target,SC_WIDEWEB);
  453. }
  454. if( tsc->getSCE(SC_BURNT) ) {
  455. #ifdef RENEWAL
  456. ratio += 400;
  457. #else
  458. damage += (int64)(damage * 400 / 100);
  459. #endif
  460. }
  461. break;
  462. case ELE_HOLY:
  463. if (tsc->getSCE(SC_ORATIO))
  464. #ifdef RENEWAL
  465. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  466. #else
  467. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  468. #endif
  469. break;
  470. case ELE_POISON:
  471. if (tsc->getSCE(SC_VENOMIMPRESS))
  472. #ifdef RENEWAL
  473. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  474. #else
  475. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  476. #endif
  477. if (tsc->getSCE(SC_CLOUD_POISON)) {
  478. #ifdef RENEWAL
  479. ratio += 5 * tsc->getSCE(SC_CLOUD_POISON)->val1;
  480. #else
  481. damage += (int64)(damage * 5 * tsc->getSCE(SC_CLOUD_POISON)->val1 / 100);
  482. #endif
  483. }
  484. break;
  485. case ELE_WIND:
  486. if (tsc->getSCE(SC_WATER_INSIGNIA))
  487. #ifdef RENEWAL
  488. ratio += 50;
  489. #else
  490. damage += (int64)(damage * 50 / 100);
  491. #endif
  492. if (tsc->getSCE(SC_CRYSTALIZE)) {
  493. uint16 skill_id = battle_getcurrentskill(src);
  494. if (skill_get_type(skill_id)&BF_MAGIC)
  495. #ifdef RENEWAL
  496. ratio += 50;
  497. #else
  498. damage += (int64)(damage * 50 / 100);
  499. #endif
  500. }
  501. break;
  502. case ELE_WATER:
  503. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  504. #ifdef RENEWAL
  505. ratio += 50;
  506. #else
  507. damage += (int64)(damage * 50 / 100);
  508. #endif
  509. break;
  510. case ELE_EARTH:
  511. if (tsc->getSCE(SC_WIND_INSIGNIA))
  512. #ifdef RENEWAL
  513. ratio += 50;
  514. #else
  515. damage += (int64)(damage * 50 / 100);
  516. #endif
  517. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  518. break;
  519. case ELE_NEUTRAL:
  520. if (tsc->getSCE(SC_ANTI_M_BLAST))
  521. #ifdef RENEWAL
  522. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  523. #else
  524. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  525. #endif
  526. break;
  527. case ELE_DARK:
  528. if (tsc->getSCE(SC_SOULCURSE)) {
  529. if (status_get_class_(target) == CLASS_BOSS)
  530. #ifdef RENEWAL
  531. ratio += 20;
  532. #else
  533. damage += (int64)(damage * 20 / 100);
  534. #endif
  535. else
  536. #ifdef RENEWAL
  537. ratio += 100;
  538. #else
  539. damage *= 2;
  540. #endif
  541. }
  542. break;
  543. }
  544. if (tsc->getSCE(SC_MAGIC_POISON))
  545. #ifdef RENEWAL
  546. ratio += 50;
  547. #else
  548. damage += (int64)(damage * 50 / 100);
  549. #endif
  550. }
  551. if (battle_config.attr_recover == 0 && ratio < 0)
  552. ratio = 0;
  553. #ifdef RENEWAL
  554. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  555. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  556. #else
  557. damage = (int64)((damage*ratio)/100);
  558. #endif
  559. //Damage can be negative, see battle_config.attr_recover
  560. return damage;
  561. }
  562. /**
  563. * Calculates card bonuses damage adjustments.
  564. * @param attack_type @see enum e_battle_flag
  565. * @param src Attacker
  566. * @param target Target
  567. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  568. * @param rh_ele Right-hand weapon element
  569. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  570. * @param damage Original damage
  571. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  572. * 3: Calculates attacker bonuses in both hands.
  573. * 2: Calculates attacker bonuses in right-hand only.
  574. * 0 or 1: Only calculates target bonuses.
  575. * @param flag Misc value of skill & damage flags
  576. * @return damage Damage diff between original damage and after calculation
  577. */
  578. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  579. map_session_data *sd, ///< Attacker session data if BL_PC
  580. *tsd; ///< Target session data if BL_PC
  581. int cardfix = 1000;
  582. int s_class, ///< Attacker class
  583. t_class; ///< Target class
  584. std::vector<e_race2> s_race2, /// Attacker Race2
  585. t_race2; ///< Target Race2
  586. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  587. struct status_data *sstatus, ///< Attacker status data
  588. *tstatus; ///< Target status data
  589. int64 original_damage;
  590. if( !damage )
  591. return 0;
  592. original_damage = damage;
  593. sd = BL_CAST(BL_PC, src);
  594. tsd = BL_CAST(BL_PC, target);
  595. t_class = status_get_class(target);
  596. s_class = status_get_class(src);
  597. sstatus = status_get_status_data(src);
  598. tstatus = status_get_status_data(target);
  599. s_race2 = status_get_race2(src);
  600. t_race2 = status_get_race2(target);
  601. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  602. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  603. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  604. switch( attack_type ) {
  605. case BF_MAGIC:
  606. // Affected by attacker ATK bonuses
  607. if( sd && !nk[NK_IGNOREATKCARD] ) {
  608. int32 race2_val = 0;
  609. for (const auto &raceit : t_race2)
  610. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  611. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  612. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  613. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  614. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  615. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  616. }
  617. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  618. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  619. for (const auto &it : sd->add_mdmg) {
  620. if (it.id == t_class) {
  621. cardfix = cardfix * (100 + it.val) / 100;
  622. break;
  623. }
  624. }
  625. APPLY_CARDFIX(damage, cardfix);
  626. }
  627. // Affected by target DEF bonuses
  628. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  629. cardfix = 1000; // reset var for target
  630. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  631. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  632. for (const auto &it : tsd->subele2) {
  633. if (it.ele != ELE_ALL && it.ele != rh_ele)
  634. continue;
  635. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  636. ((it.flag)&flag)&BF_RANGEMASK &&
  637. ((it.flag)&flag)&BF_SKILLMASK))
  638. continue;
  639. ele_fix += it.rate;
  640. }
  641. if (s_defele != ELE_NONE)
  642. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  643. cardfix = cardfix * (100 - ele_fix) / 100;
  644. }
  645. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  646. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  647. int32 race_fix = 0;
  648. for (const auto &raceit : s_race2)
  649. race_fix += tsd->indexed_bonus.subrace2[raceit];
  650. cardfix = cardfix * (100 - race_fix) / 100;
  651. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  652. for (const auto &it : tsd->subrace3) {
  653. if (it.race != RC_ALL && it.race != sstatus->race)
  654. continue;
  655. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  656. ((it.flag)&flag)&BF_RANGEMASK &&
  657. ((it.flag)&flag)&BF_SKILLMASK))
  658. continue;
  659. race_fix += it.rate;
  660. }
  661. cardfix = cardfix * (100 - race_fix) / 100;
  662. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  663. for (const auto &it : tsd->add_mdef) {
  664. if (it.id == s_class) {
  665. cardfix = cardfix * (100 - it.val) / 100;
  666. break;
  667. }
  668. }
  669. #ifndef RENEWAL
  670. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  671. if( flag&BF_SHORT )
  672. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  673. else if (!nk[NK_IGNORELONGCARD])
  674. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  675. #endif
  676. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  677. if( tsd->sc.getSCE(SC_MDEF_RATE) )
  678. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_MDEF_RATE)->val1) / 100;
  679. APPLY_CARDFIX(damage, cardfix);
  680. }
  681. break;
  682. case BF_WEAPON:
  683. // Affected by attacker ATK bonuses
  684. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  685. short cardfix_ = 1000;
  686. if( sd->state.arrow_atk ) { // Ranged attack
  687. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  688. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  689. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  690. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  691. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  692. for (const auto &it : sd->right_weapon.addele2) {
  693. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  694. continue;
  695. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  696. ((it.flag)&flag)&BF_RANGEMASK &&
  697. ((it.flag)&flag)&BF_SKILLMASK))
  698. continue;
  699. ele_fix += it.rate;
  700. }
  701. cardfix = cardfix * (100 + ele_fix) / 100;
  702. }
  703. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  704. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  705. int32 race_fix = 0;
  706. for (const auto &raceit : t_race2)
  707. race_fix += sd->right_weapon.addrace2[raceit];
  708. cardfix = cardfix * (100 + race_fix) / 100;
  709. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  710. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  711. } else { // Melee attack
  712. int skill = 0;
  713. // Calculates each right & left hand weapon bonuses separatedly
  714. if( !battle_config.left_cardfix_to_right ) {
  715. // Right-handed weapon
  716. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  717. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  718. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  719. for (const auto &it : sd->right_weapon.addele2) {
  720. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  721. continue;
  722. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  723. ((it.flag)&flag)&BF_RANGEMASK &&
  724. ((it.flag)&flag)&BF_SKILLMASK))
  725. continue;
  726. ele_fix += it.rate;
  727. }
  728. cardfix = cardfix * (100 + ele_fix) / 100;
  729. }
  730. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  731. for (const auto &raceit : t_race2)
  732. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  733. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  734. if( left&1 ) { // Left-handed weapon
  735. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  736. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  737. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  738. for (const auto &it : sd->left_weapon.addele2) {
  739. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  740. continue;
  741. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  742. ((it.flag)&flag)&BF_RANGEMASK &&
  743. ((it.flag)&flag)&BF_SKILLMASK))
  744. continue;
  745. ele_fix_lh += it.rate;
  746. }
  747. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  748. }
  749. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  750. for (const auto &raceit : t_race2)
  751. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  752. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  753. }
  754. }
  755. // Calculates right & left hand weapon as unity
  756. else {
  757. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  758. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  759. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  760. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  761. for (const auto &it : sd->right_weapon.addele2) {
  762. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  763. continue;
  764. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  765. ((it.flag)&flag)&BF_RANGEMASK &&
  766. ((it.flag)&flag)&BF_SKILLMASK))
  767. continue;
  768. ele_fix += it.rate;
  769. }
  770. for (const auto &it : sd->left_weapon.addele2) {
  771. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  772. continue;
  773. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  774. ((it.flag)&flag)&BF_RANGEMASK &&
  775. ((it.flag)&flag)&BF_SKILLMASK))
  776. continue;
  777. ele_fix += it.rate;
  778. }
  779. cardfix = cardfix * (100 + ele_fix) / 100;
  780. //}
  781. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  782. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  783. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  784. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  785. for (const auto &raceit : t_race2)
  786. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  787. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  788. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  789. }
  790. #ifndef RENEWAL
  791. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  792. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  793. #endif
  794. }
  795. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  796. for (const auto &it : sd->right_weapon.add_dmg) {
  797. if (it.id == t_class) {
  798. cardfix = cardfix * (100 + it.val) / 100;
  799. break;
  800. }
  801. }
  802. if( left&1 ) {
  803. for (const auto &it : sd->left_weapon.add_dmg) {
  804. if (it.id == t_class) {
  805. cardfix_ = cardfix_ * (100 + it.val) / 100;
  806. break;
  807. }
  808. }
  809. }
  810. #ifndef RENEWAL
  811. if (flag & BF_SHORT)
  812. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  813. if( flag&BF_LONG )
  814. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  815. #endif
  816. if (left&1) {
  817. APPLY_CARDFIX(damage, cardfix_);
  818. } else {
  819. APPLY_CARDFIX(damage, cardfix);
  820. }
  821. }
  822. // Affected by target DEF bonuses
  823. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  824. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  825. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  826. for (const auto &it : tsd->subele2) {
  827. if (it.ele != ELE_ALL && it.ele != rh_ele)
  828. continue;
  829. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  830. ((it.flag)&flag)&BF_RANGEMASK &&
  831. ((it.flag)&flag)&BF_SKILLMASK))
  832. continue;
  833. ele_fix += it.rate;
  834. }
  835. cardfix = cardfix * (100 - ele_fix) / 100;
  836. if( left&1 && lh_ele != rh_ele ) {
  837. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  838. for (const auto &it : tsd->subele2) {
  839. if (it.ele != ELE_ALL && it.ele != lh_ele)
  840. continue;
  841. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  842. ((it.flag)&flag)&BF_RANGEMASK &&
  843. ((it.flag)&flag)&BF_SKILLMASK))
  844. continue;
  845. ele_fix_lh += it.rate;
  846. }
  847. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  848. }
  849. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  850. }
  851. int32 race_fix = 0;
  852. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  853. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  854. for (const auto &raceit : s_race2)
  855. race_fix += tsd->indexed_bonus.subrace2[raceit];
  856. cardfix = cardfix * (100 - race_fix) / 100;
  857. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  858. for (const auto &it : tsd->subrace3) {
  859. if (it.race != RC_ALL && it.race != sstatus->race)
  860. continue;
  861. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  862. ((it.flag)&flag)&BF_RANGEMASK &&
  863. ((it.flag)&flag)&BF_SKILLMASK))
  864. continue;
  865. race_fix += it.rate;
  866. }
  867. cardfix = cardfix * (100 - race_fix) / 100;
  868. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  869. for (const auto &it : tsd->add_def) {
  870. if (it.id == s_class) {
  871. cardfix = cardfix * (100 - it.val) / 100;
  872. break;
  873. }
  874. }
  875. if( flag&BF_SHORT )
  876. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  877. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  878. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  879. if( tsd->sc.getSCE(SC_DEF_RATE) )
  880. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_DEF_RATE)->val1) / 100;
  881. APPLY_CARDFIX(damage, cardfix);
  882. }
  883. break;
  884. case BF_MISC:
  885. // Affected by target DEF bonuses
  886. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  887. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  888. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  889. for (const auto &it : tsd->subele2) {
  890. if (it.ele != rh_ele)
  891. continue;
  892. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  893. ((it.flag)&flag)&BF_RANGEMASK &&
  894. ((it.flag)&flag)&BF_SKILLMASK))
  895. continue;
  896. ele_fix += it.rate;
  897. }
  898. if (s_defele != ELE_NONE)
  899. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  900. cardfix = cardfix * (100 - ele_fix) / 100;
  901. }
  902. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  903. for (const auto &it : tsd->subrace3) {
  904. if (it.race != RC_ALL && it.race != sstatus->race)
  905. continue;
  906. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  907. ((it.flag)&flag)&BF_RANGEMASK &&
  908. ((it.flag)&flag)&BF_SKILLMASK))
  909. continue;
  910. race_fix += it.rate;
  911. }
  912. cardfix = cardfix * (100 - race_fix) / 100;
  913. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  914. race_fix = 0;
  915. for (const auto &raceit : s_race2)
  916. race_fix += tsd->indexed_bonus.subrace2[raceit];
  917. cardfix = cardfix * (100 - race_fix) / 100;
  918. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  919. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  920. if( flag&BF_SHORT )
  921. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  922. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  923. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  924. APPLY_CARDFIX(damage, cardfix);
  925. }
  926. break;
  927. }
  928. #undef APPLY_CARDFIX
  929. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  930. }
  931. /**
  932. * Absorb damage based on criteria
  933. * @param bl
  934. * @param d Damage
  935. **/
  936. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  937. int64 dmg_ori = 0, dmg_new = 0;
  938. nullpo_retv(bl);
  939. nullpo_retv(d);
  940. if (!d->damage && !d->damage2)
  941. return;
  942. switch (bl->type) {
  943. case BL_PC:
  944. {
  945. map_session_data *sd = BL_CAST(BL_PC, bl);
  946. if (!sd)
  947. return;
  948. dmg_ori = dmg_new = d->damage + d->damage2;
  949. if (sd->bonus.absorb_dmg_maxhp) {
  950. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  951. if (dmg_ori > hp)
  952. dmg_new = dmg_ori - hp;
  953. }
  954. if (sd->bonus.absorb_dmg_maxhp2) {
  955. int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  956. if (dmg_ori > hp) {
  957. dmg_new = hp;
  958. }
  959. }
  960. }
  961. break;
  962. }
  963. if (dmg_ori == dmg_new)
  964. return;
  965. if (!d->damage2)
  966. d->damage = dmg_new;
  967. else if (!d->damage)
  968. d->damage2 = dmg_new;
  969. else {
  970. d->damage = dmg_new;
  971. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  972. if (d->damage2 < 1)
  973. d->damage2 = 1;
  974. d->damage = d->damage - d->damage2;
  975. }
  976. }
  977. /**
  978. * Check for active statuses that block damage
  979. * @param src: Attacker
  980. * @param target: Target of attack
  981. * @param sc: Status Change data
  982. * @param d: Damage data
  983. * @param damage: Damage received as a reference
  984. * @param skill_id: Skill ID
  985. * @param skill_lv: Skill level
  986. * @return True: Damage inflicted, False: Missed
  987. **/
  988. bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  989. if (!src || !target || !sc || !d)
  990. return true;
  991. status_change_entry *sce;
  992. int flag = d->flag;
  993. // SC Types that must be first because they may or may not block damage
  994. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  995. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  996. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  997. if (sce->val2 >= 0)
  998. damage = 0;
  999. else
  1000. damage = -sce->val2;
  1001. }
  1002. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1003. status_change_end(target, SC_KYRIE);
  1004. }
  1005. int element;
  1006. if (flag & BF_WEAPON) {
  1007. struct status_data *sstatus = status_get_status_data(src);
  1008. if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
  1009. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  1010. else
  1011. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  1012. } else if(flag & BF_MAGIC)
  1013. element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
  1014. else
  1015. element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
  1016. switch( element ){
  1017. case ELE_NEUTRAL:
  1018. if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
  1019. damage = 0;
  1020. return false;
  1021. }
  1022. break;
  1023. case ELE_WATER:
  1024. if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
  1025. damage = 0;
  1026. return false;
  1027. }
  1028. break;
  1029. case ELE_EARTH:
  1030. if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
  1031. damage = 0;
  1032. return false;
  1033. }
  1034. break;
  1035. case ELE_FIRE:
  1036. if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
  1037. damage = 0;
  1038. return false;
  1039. }
  1040. break;
  1041. case ELE_WIND:
  1042. if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
  1043. damage = 0;
  1044. return false;
  1045. }
  1046. break;
  1047. case ELE_DARK:
  1048. if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
  1049. damage = 0;
  1050. return false;
  1051. }
  1052. break;
  1053. case ELE_HOLY:
  1054. if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
  1055. damage = 0;
  1056. return false;
  1057. }
  1058. break;
  1059. case ELE_POISON:
  1060. if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
  1061. damage = 0;
  1062. return false;
  1063. }
  1064. break;
  1065. case ELE_GHOST:
  1066. if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
  1067. damage = 0;
  1068. return false;
  1069. }
  1070. break;
  1071. case ELE_UNDEAD:
  1072. if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
  1073. damage = 0;
  1074. return false;
  1075. }
  1076. break;
  1077. }
  1078. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1079. clif_specialeffect(target, EF_GUARD, AREA);
  1080. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1081. if (sce->val3 >= 0)
  1082. damage = 0;
  1083. else
  1084. damage = -sce->val3;
  1085. if (sce->val3 <= 0)
  1086. status_change_end(target, SC_P_ALTER);
  1087. }
  1088. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1089. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1090. if (sce->val2 >= 0)
  1091. damage = 0;
  1092. else
  1093. damage = -sce->val2;
  1094. if (sce->val2 <= 0)
  1095. status_change_end(target, SC_TUNAPARTY);
  1096. }
  1097. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1098. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1099. if (sce->val2 <= 0)
  1100. status_change_end(target, SC_DIMENSION1);
  1101. return false;
  1102. }
  1103. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1104. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1105. if (sce->val2 <= 0)
  1106. status_change_end(target, SC_DIMENSION2);
  1107. return false;
  1108. }
  1109. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1110. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1111. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1112. if (flag & BF_WEAPON) {
  1113. if (sce->val2 >= 0)
  1114. damage = 0;
  1115. else
  1116. damage = -sce->val2;
  1117. }
  1118. if (sce->val2 <= 0)
  1119. status_change_end(target, SC_GUARDIAN_S);
  1120. }
  1121. // Weapon Blocking can be triggered while the above statuses are active.
  1122. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1123. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1124. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1125. d->dmg_lv = ATK_BLOCK;
  1126. return false;
  1127. }
  1128. if (damage == 0)
  1129. return false;
  1130. // ATK_BLOCK Type
  1131. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1132. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1133. if (group) {
  1134. d->dmg_lv = ATK_BLOCK;
  1135. switch (sce->val2) {
  1136. case MG_SAFETYWALL:
  1137. if (--group->val2 <= 0) {
  1138. skill_delunitgroup(group);
  1139. break;
  1140. }
  1141. #ifdef RENEWAL
  1142. if (group->val3 - damage > 0)
  1143. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1144. else
  1145. skill_delunitgroup(group);
  1146. #endif
  1147. break;
  1148. case MH_STEINWAND:
  1149. if (--group->val2 <= 0) {
  1150. skill_delunitgroup(group);
  1151. break;
  1152. }
  1153. if (group->val3 - damage > 0)
  1154. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1155. else
  1156. skill_delunitgroup(group);
  1157. break;
  1158. }
  1159. return false;
  1160. }
  1161. status_change_end(target, SC_SAFETYWALL);
  1162. }
  1163. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1164. #ifdef RENEWAL
  1165. (sc->getSCE(SC_BASILICA_CELL)
  1166. #else
  1167. (sc->getSCE(SC_BASILICA)
  1168. #endif
  1169. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1170. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1171. sc->getSCE(SC__MANHOLE) ||
  1172. sc->getSCE(SC_KINGS_GRACE) ||
  1173. sc->getSCE(SC_GRAVITYCONTROL)
  1174. )
  1175. {
  1176. d->dmg_lv = ATK_BLOCK;
  1177. return false;
  1178. }
  1179. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1180. if (skill_id == MG_NAPALMBEAT ||
  1181. skill_id == MG_SOULSTRIKE ||
  1182. skill_id == WL_SOULEXPANSION ||
  1183. skill_id == AG_SOUL_VC_STRIKE ||
  1184. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1185. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1186. {
  1187. if (skill_id == WL_SOULEXPANSION)
  1188. damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
  1189. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1190. } else {
  1191. d->dmg_lv = ATK_BLOCK;
  1192. return false;
  1193. }
  1194. }
  1195. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1196. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1197. d->dmg_lv = ATK_BLOCK;
  1198. if (sce->val3 <= 0) { // Shield Down
  1199. sce->val2--;
  1200. if (sce->val2 > 0) {
  1201. clif_millenniumshield(target, sce->val2);
  1202. sce->val3 = 1000; // Next shield
  1203. } else
  1204. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1205. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1206. }
  1207. return false;
  1208. }
  1209. // ATK_MISS Type
  1210. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1211. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1212. block_list *d_bl;
  1213. int delay;
  1214. // different delay depending on skill level [celest]
  1215. if (sce->val1 <= 5)
  1216. delay = 300;
  1217. else if (sce->val1 > 5 && sce->val1 <= 9)
  1218. delay = 200;
  1219. else
  1220. delay = 100;
  1221. map_session_data *sd = map_id2sd(target->id);
  1222. if (sd && pc_issit(sd))
  1223. pc_setstand(sd, true);
  1224. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1225. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1226. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1227. check_distance_bl(target, d_bl, sce_d->val3))
  1228. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1229. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1230. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1231. d->dmg_lv = ATK_MISS;
  1232. return false;
  1233. } else {
  1234. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1235. unit_set_walkdelay(target, gettick(), delay, 1);
  1236. #ifdef RENEWAL
  1237. if (sc->getSCE(SC_SHRINK))
  1238. sc_start(src, target, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1239. #else
  1240. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1241. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1242. #endif
  1243. d->dmg_lv = ATK_MISS;
  1244. return false;
  1245. }
  1246. }
  1247. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1248. #ifndef RENEWAL
  1249. || skill_id == CR_ACIDDEMONSTRATION
  1250. #endif
  1251. )) {
  1252. d->dmg_lv = ATK_MISS;
  1253. return false;
  1254. }
  1255. // ATK_DEF Type
  1256. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1257. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1258. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1259. uint8 dir = map_calc_dir(target, src->x, src->y);
  1260. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1261. clif_blown(target);
  1262. unit_setdir(target, dir);
  1263. }
  1264. d->dmg_lv = ATK_DEF;
  1265. status_change_end(target, SC_LIGHTNINGWALK);
  1266. return false;
  1267. }
  1268. // Other
  1269. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1270. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1271. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1272. return false;
  1273. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1274. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1275. if (skill_id == LK_PARRYING) {
  1276. unit_data *ud = unit_bl2ud(target);
  1277. if (ud != nullptr) // Delay the next attack
  1278. ud->attackabletime = gettick() + status_get_adelay(target);
  1279. }
  1280. return false;
  1281. }
  1282. if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1283. map_session_data *sd = map_id2sd(target->id);
  1284. if (sd && pc_issit(sd))
  1285. pc_setstand(sd, true); //Stand it to dodge.
  1286. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1287. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1288. return false;
  1289. }
  1290. if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1291. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1292. //Shouldn't end until Breaker's non-weapon part connects.
  1293. #ifndef RENEWAL
  1294. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1295. #endif
  1296. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1297. status_change_end(target, SC_KAUPE);
  1298. return false;
  1299. }
  1300. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1301. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1302. return false;
  1303. }
  1304. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1305. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1306. if (!status_isdead(src))
  1307. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1308. if (sce) {
  1309. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1310. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1311. }
  1312. //Both need to be consumed if they are active.
  1313. if (sce && --sce->val2 <= 0)
  1314. status_change_end(target, SC_UTSUSEMI);
  1315. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1316. status_change_end(target, SC_BUNSINJYUTSU);
  1317. return false;
  1318. }
  1319. if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
  1320. if (damage > 0 && (flag & sce->val2)) {
  1321. int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
  1322. if(flag & BF_WEAPON) {
  1323. clif_specialeffect_value(target, EF_HEAL, heal, AREA);
  1324. } else {
  1325. clif_specialeffect_value(target, 1143, heal, AREA);
  1326. }
  1327. clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
  1328. status_heal(target, damage, 0, 0);
  1329. damage = 0;
  1330. return false;
  1331. }
  1332. }
  1333. return true;
  1334. }
  1335. /**
  1336. * Check damage through status.
  1337. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1338. * After this we apply bg/gvg reduction
  1339. * @param src
  1340. * @param bl
  1341. * @param d
  1342. * @param damage
  1343. * @param skill_id
  1344. * @param skill_lv
  1345. * @return damage
  1346. */
  1347. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1348. {
  1349. map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1350. struct status_change_entry *sce;
  1351. int div_ = d->div_, flag = d->flag;
  1352. nullpo_ret(bl);
  1353. if( !damage )
  1354. return 0;
  1355. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1356. return 0;
  1357. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1358. && skill_get_casttype(skill_id) == CAST_GROUND )
  1359. return 0;
  1360. if (bl->type == BL_PC) {
  1361. sd=(map_session_data *)bl;
  1362. //Special no damage states
  1363. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1364. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1365. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1366. damage -= damage * sd->special_state.no_magic_damage / 100;
  1367. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1368. damage -= damage * sd->special_state.no_misc_damage / 100;
  1369. if(!damage)
  1370. return 0;
  1371. }
  1372. status_change* tsc = status_get_sc(bl); //check target status
  1373. if( tsc && tsc->getSCE(SC_INVINCIBLE) && !tsc->getSCE(SC_INVINCIBLEOFF) )
  1374. return 1;
  1375. switch (skill_id) {
  1376. #ifndef RENEWAL
  1377. case PA_PRESSURE:
  1378. case HW_GRAVITATION:
  1379. #endif
  1380. case SP_SOULEXPLOSION:
  1381. // Adjust these based on any possible PK damage rates.
  1382. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1383. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1384. return damage; //These skills bypass everything else.
  1385. }
  1386. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1387. // So can defense sphere's but what the heck is that??? [Rytech]
  1388. if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1389. // Adjust this based on any possible PK damage rates.
  1390. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1391. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1392. return damage;
  1393. }
  1394. if( tsc && tsc->count ) {
  1395. // Damage increasing effects
  1396. #ifdef RENEWAL // Flat +400% damage from melee
  1397. if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1398. damage *= 4;
  1399. #endif
  1400. if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1401. if (src->type != BL_MER || !skill_id)
  1402. damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1403. #ifndef RENEWAL
  1404. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1405. #endif
  1406. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1407. }
  1408. #ifdef RENEWAL
  1409. if( tsc->getSCE(SC_RAID) ) {
  1410. if (status_get_class_(bl) == CLASS_BOSS)
  1411. damage += damage * 15 / 100;
  1412. else
  1413. damage += damage * 30 / 100;
  1414. }
  1415. #endif
  1416. if( damage ) {
  1417. if( tsc->getSCE(SC_DEEPSLEEP) ) {
  1418. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1419. status_change_end(bl,SC_DEEPSLEEP);
  1420. }
  1421. if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1422. switch(tsd->status.weapon) {
  1423. case W_MACE:
  1424. case W_2HMACE:
  1425. case W_1HAXE:
  1426. case W_2HAXE:
  1427. damage += damage / 2;
  1428. break;
  1429. case W_MUSICAL:
  1430. case W_WHIP:
  1431. if(!tsd->state.arrow_atk)
  1432. break;
  1433. [[fallthrough]];
  1434. case W_BOW:
  1435. case W_REVOLVER:
  1436. case W_RIFLE:
  1437. case W_GATLING:
  1438. case W_SHOTGUN:
  1439. case W_GRENADE:
  1440. case W_DAGGER:
  1441. case W_1HSWORD:
  1442. case W_2HSWORD:
  1443. damage -= damage / 2;
  1444. break;
  1445. }
  1446. }
  1447. if( tsc->getSCE(SC_VOICEOFSIREN) )
  1448. status_change_end(bl,SC_VOICEOFSIREN);
  1449. }
  1450. if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
  1451. damage *= 2;
  1452. if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1453. int bonus = tsc->getSCE(SC_DARKCROW)->val2;
  1454. if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1455. damage += damage * 666 / 100; //Custom value
  1456. if (status_get_class_(bl) == CLASS_BOSS)
  1457. bonus /= 2;
  1458. damage += damage * bonus / 100;
  1459. }
  1460. if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1461. damage += damage * 50 / 100;// Need official adjustment. [Rytech]
  1462. if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
  1463. damage += damage * 50 / 100;
  1464. }
  1465. if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1466. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1467. // Damage reductions
  1468. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1469. #ifndef RENEWAL
  1470. if( tsc->getSCE(SC_ASSUMPTIO) ) {
  1471. if( map_flag_vs(bl->m) )
  1472. damage = (int64)damage*2/3; //Receive 66% damage
  1473. else
  1474. damage /= 2; //Receive 50% damage
  1475. }
  1476. #endif
  1477. if (tsc->getSCE(SC_DEFENDER) &&
  1478. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1479. #ifdef RENEWAL
  1480. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1481. #else
  1482. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1483. #endif
  1484. damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
  1485. if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1486. damage -= damage * 20 / 100;
  1487. if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1488. if(flag&BF_SKILL) //25% reduction
  1489. damage -= damage * 25 / 100;
  1490. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1491. damage /= 4; //75% reduction
  1492. }
  1493. if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1494. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1495. if(tsc->getSCE(SC_ARMORCHANGE)) {
  1496. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1497. if(flag&BF_WEAPON)
  1498. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1499. else if(flag&BF_MAGIC)
  1500. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1501. }
  1502. if(tsc->getSCE(SC_SMOKEPOWDER)) {
  1503. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1504. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1505. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1506. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1507. }
  1508. if (tsc->getSCE(SC_WATER_BARRIER))
  1509. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1510. if (tsc->getSCE(SC_SU_STOOP))
  1511. damage -= damage * 90 / 100;
  1512. // Compressed code, fixed by map.hpp [Epoque]
  1513. if (src->type == BL_MOB) {
  1514. std::vector<e_race2> race2 = status_get_race2(src);
  1515. for (const auto &raceit : race2) {
  1516. switch (raceit) {
  1517. case RC2_MANUK:
  1518. if (sce = tsc->getSCE(SC_MANU_DEF))
  1519. damage -= damage * sce->val1 / 100;
  1520. break;
  1521. case RC2_SPLENDIDE:
  1522. if (sce = tsc->getSCE(SC_SPL_DEF))
  1523. damage -= damage * sce->val1 / 100;
  1524. break;
  1525. case RC2_OGH_ATK_DEF:
  1526. if (tsc->getSCE(SC_GLASTHEIM_DEF))
  1527. return 0;
  1528. break;
  1529. case RC2_OGH_HIDDEN:
  1530. if (sce = tsc->getSCE(SC_GLASTHEIM_HIDDEN))
  1531. damage -= damage * sce->val1 / 100;
  1532. break;
  1533. case RC2_BIO5_ACOLYTE_MERCHANT:
  1534. if (sce = tsc->getSCE(SC_LHZ_DUN_N1))
  1535. damage -= damage * sce->val2 / 100;
  1536. break;
  1537. case RC2_BIO5_MAGE_ARCHER:
  1538. if (sce = tsc->getSCE(SC_LHZ_DUN_N2))
  1539. damage -= damage * sce->val2 / 100;
  1540. break;
  1541. case RC2_BIO5_SWORDMAN_THIEF:
  1542. if (sce = tsc->getSCE(SC_LHZ_DUN_N3))
  1543. damage -= damage * sce->val2 / 100;
  1544. break;
  1545. case RC2_BIO5_MVP:
  1546. if (sce = tsc->getSCE(SC_LHZ_DUN_N4))
  1547. damage -= damage * sce->val2 / 100;
  1548. break;
  1549. }
  1550. }
  1551. }
  1552. if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1553. sce->val3&flag && sce->val4&flag)
  1554. damage -= damage * tsc->getSCE(SC_ARMOR)->val2 / 100;
  1555. if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1556. #ifdef RENEWAL
  1557. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1558. #else
  1559. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1560. #endif
  1561. ) )
  1562. {
  1563. struct status_data *status = status_get_status_data(bl);
  1564. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1565. per /=20; //Uses 20% SP intervals.
  1566. //SP Cost: 1% + 0.5% per every 20% SP
  1567. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1568. status_change_end(bl, SC_ENERGYCOAT);
  1569. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1570. }
  1571. if(tsc->getSCE(SC_GRANITIC_ARMOR))
  1572. damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1573. if(tsc->getSCE(SC_PAIN_KILLER)) {
  1574. damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
  1575. damage = i64max(damage, 1);
  1576. }
  1577. if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1578. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1579. if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
  1580. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1581. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1582. else if (flag&(BF_WEAPON|BF_SHORT))
  1583. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1584. }
  1585. if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
  1586. if (flag&BF_WEAPON)
  1587. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1588. if (flag&BF_MAGIC)
  1589. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1590. }
  1591. #ifdef RENEWAL
  1592. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1593. if( tsc->getSCE(SC_STEELBODY) )
  1594. damage = damage > 10 ? damage / 10 : 1;
  1595. #endif
  1596. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1597. if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1598. status_change_end(bl, SC_BITE);
  1599. status_change_end(bl, SC_ANKLE);
  1600. status_change_end(bl, SC_ELECTRICSHOCKER);
  1601. }
  1602. if (!damage)
  1603. return 0;
  1604. if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1605. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1606. if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1607. int spheres = 5;
  1608. if( tsc->getSCE(SC_RAISINGDRAGON) )
  1609. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  1610. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1611. }
  1612. if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1613. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1614. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1615. hom_addspiritball(hd, 10);
  1616. }
  1617. if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
  1618. status_change_spread(bl, src);
  1619. } //End of target SC_ check
  1620. //SC effects from caster side.
  1621. status_change* sc = status_get_sc(src);
  1622. if (sc && sc->count) {
  1623. if( sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  1624. damage += damage * 75 / 100;
  1625. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1626. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1627. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1628. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1629. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1630. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1631. // [Epoque]
  1632. if (bl->type == BL_MOB) {
  1633. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1634. std::vector<e_race2> race2 = status_get_race2(bl);
  1635. for (const auto &raceit : race2) {
  1636. switch (raceit) {
  1637. case RC2_MANUK:
  1638. if (sce = sc->getSCE(SC_MANU_ATK))
  1639. damage += damage * sce->val1 / 100;
  1640. break;
  1641. case RC2_SPLENDIDE:
  1642. if (sce = sc->getSCE(SC_SPL_ATK))
  1643. damage += damage * sce->val1 / 100;
  1644. break;
  1645. case RC2_OGH_ATK_DEF:
  1646. if (sc->getSCE(SC_GLASTHEIM_ATK))
  1647. damage *= 2;
  1648. break;
  1649. case RC2_BIO5_SWORDMAN_THIEF:
  1650. if (sce = sc->getSCE(SC_LHZ_DUN_N1))
  1651. damage += damage * sce->val1 / 100;
  1652. break;
  1653. case RC2_BIO5_ACOLYTE_MERCHANT:
  1654. if (sce = sc->getSCE(SC_LHZ_DUN_N2))
  1655. damage += damage * sce->val1 / 100;
  1656. break;
  1657. case RC2_BIO5_MAGE_ARCHER:
  1658. if (sce = sc->getSCE(SC_LHZ_DUN_N3))
  1659. damage += damage * sce->val1 / 100;
  1660. break;
  1661. case RC2_BIO5_MVP:
  1662. if (sce = sc->getSCE(SC_LHZ_DUN_N4))
  1663. damage += damage * sce->val1 / 100;
  1664. break;
  1665. }
  1666. }
  1667. }
  1668. }
  1669. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1670. damage += damage * 10 / 100;
  1671. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1672. sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
  1673. }
  1674. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1675. status_change_spread(src, bl);
  1676. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1677. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1678. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1679. }
  1680. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1681. damage += damage * sce->val1 / 100;
  1682. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1683. damage += damage * sce->val1 / 100;
  1684. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1685. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1686. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1687. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1688. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1689. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1690. clif_specialeffect(src, 1208, AREA);
  1691. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1692. }
  1693. }
  1694. } //End of caster SC_ check
  1695. //PK damage rates
  1696. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1697. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1698. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1699. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1700. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1701. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1702. )
  1703. damage = div_;
  1704. }
  1705. if (sd && pc_ismadogear(sd)) {
  1706. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1707. }
  1708. // Target status (again), required for RELIEVE
  1709. sc = status_get_sc(bl);
  1710. // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
  1711. if (sc && sc->count) {
  1712. if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
  1713. damage = i64max((damage - damage * sce->val2 / 100), 1);
  1714. }
  1715. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1716. mob_data *md = BL_CAST(BL_MOB, bl);
  1717. if (md && md->damagetaken != 100)
  1718. damage = i64max(damage * md->damagetaken / 100, 1);
  1719. }
  1720. if (tsc && tsc->count) {
  1721. if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1722. return 0;
  1723. }
  1724. return damage;
  1725. }
  1726. /**
  1727. * Determines whether battleground target can be hit
  1728. * @param src: Source of attack
  1729. * @param bl: Target of attack
  1730. * @param skill_id: Skill ID used
  1731. * @param flag: Special flags
  1732. * @return Can be hit (true) or can't be hit (false)
  1733. */
  1734. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1735. {
  1736. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1737. struct unit_data *ud = unit_bl2ud(bl);
  1738. if (ud && ud->immune_attack)
  1739. return false;
  1740. if (md && md->bg_id) {
  1741. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1742. return false;
  1743. if (src->type == BL_PC) {
  1744. map_session_data *sd = map_id2sd(src->id);
  1745. if (sd && sd->bg_id == md->bg_id)
  1746. return false;
  1747. }
  1748. }
  1749. return true;
  1750. }
  1751. /**
  1752. * Calculates BG related damage adjustments.
  1753. * @param src
  1754. * @param bl
  1755. * @param damage
  1756. * @param skill_id
  1757. * @param flag
  1758. * @return damage
  1759. * Credits:
  1760. * Original coder Skotlex
  1761. * Initial refactoring by Baalberith
  1762. * Refined and optimized by helvetica
  1763. */
  1764. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1765. {
  1766. if( !damage )
  1767. return 0;
  1768. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1769. return 0;
  1770. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1771. return damage; //skill that ignore bg map reduction
  1772. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1773. if( flag&BF_WEAPON )
  1774. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1775. if( flag&BF_MAGIC )
  1776. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1777. if( flag&BF_MISC )
  1778. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1779. } else { //Normal attacks get reductions based on range.
  1780. if( flag&BF_SHORT )
  1781. damage = damage * battle_config.bg_short_damage_rate / 100;
  1782. if( flag&BF_LONG )
  1783. damage = damage * battle_config.bg_long_damage_rate / 100;
  1784. }
  1785. damage = i64max(damage,1); //min 1 damage
  1786. return damage;
  1787. }
  1788. /**
  1789. * Determines whether target can be hit
  1790. * @param src
  1791. * @param bl
  1792. * @param skill_id
  1793. * @param flag
  1794. * @return Can be hit (true) or can't be hit (false)
  1795. */
  1796. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1797. {
  1798. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1799. struct unit_data *ud = unit_bl2ud(bl);
  1800. int class_ = status_get_class(bl);
  1801. if (ud && ud->immune_attack)
  1802. return false;
  1803. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1804. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1805. return false;
  1806. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1807. auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1808. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
  1809. return false;
  1810. if (g != nullptr) {
  1811. if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
  1812. return false; // [MouseJstr]
  1813. if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
  1814. return false;
  1815. }
  1816. }
  1817. }
  1818. return true;
  1819. }
  1820. /**
  1821. * Calculates GVG related damage adjustments.
  1822. * @param src
  1823. * @param bl
  1824. * @param damage
  1825. * @param skill_id
  1826. * @param flag
  1827. * @return damage
  1828. */
  1829. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1830. {
  1831. if (!damage) //No reductions to make.
  1832. return 0;
  1833. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1834. return 0;
  1835. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1836. return damage;
  1837. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1838. if (flag&BF_WEAPON)
  1839. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1840. if (flag&BF_MAGIC)
  1841. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1842. if (flag&BF_MISC)
  1843. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1844. } else { //Normal attacks get reductions based on range.
  1845. if (flag & BF_SHORT)
  1846. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1847. if (flag & BF_LONG)
  1848. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1849. }
  1850. damage = i64max(damage,1);
  1851. return damage;
  1852. }
  1853. /**
  1854. * Calculates PK related damage adjustments (between players only).
  1855. * @param src: Source object
  1856. * @param bl: Target object
  1857. * @param damage: Damage being done
  1858. * @param skill_id: Skill used
  1859. * @param flag: Battle flag type
  1860. * @return Modified damage
  1861. */
  1862. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
  1863. if (damage == 0) // No reductions to make.
  1864. return 0;
  1865. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1866. return damage;
  1867. if (src.type == BL_PC && bl.type == BL_PC) {
  1868. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1869. if (flag & BF_WEAPON)
  1870. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1871. if (flag & BF_MAGIC)
  1872. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1873. if (flag & BF_MISC)
  1874. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1875. } else { //Normal attacks get reductions based on range.
  1876. if (flag & BF_SHORT)
  1877. damage = damage * battle_config.pk_short_damage_rate / 100;
  1878. if (flag & BF_LONG)
  1879. damage = damage * battle_config.pk_long_damage_rate / 100;
  1880. }
  1881. }
  1882. return i64max(damage, 1);
  1883. }
  1884. /**
  1885. * HP/SP drain calculation
  1886. * @param damage Damage inflicted to the enemy
  1887. * @param rate Success chance 1000 = 100%
  1888. * @param per HP/SP drained
  1889. * @return diff
  1890. */
  1891. static int battle_calc_drain(int64 damage, int rate, int per)
  1892. {
  1893. int64 diff = 0;
  1894. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1895. diff = (damage * per) / 100;
  1896. if (diff == 0) {
  1897. if (per > 0)
  1898. diff = 1;
  1899. else
  1900. diff = -1;
  1901. }
  1902. }
  1903. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1904. }
  1905. /**
  1906. * Passive skill damage increases
  1907. * @param sd
  1908. * @param target
  1909. * @param dmg
  1910. * @param type
  1911. * @return damage
  1912. */
  1913. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1914. {
  1915. int64 damage;
  1916. struct status_data *status = status_get_status_data(target);
  1917. int weapon, skill;
  1918. #ifdef RENEWAL
  1919. damage = 0;
  1920. #else
  1921. damage = dmg;
  1922. #endif
  1923. nullpo_ret(sd);
  1924. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1925. target->type == BL_MOB && //This bonus doesn't work against players.
  1926. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1927. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1928. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1929. damage += (skill * 5);
  1930. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1931. damage += (skill * 10);
  1932. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1933. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1934. damage += (skill * 4);
  1935. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1936. damage += sd->status.str;
  1937. }
  1938. #ifdef RENEWAL
  1939. //Weapon Research bonus applies to all weapons
  1940. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1941. damage += (skill * 2);
  1942. #endif
  1943. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1944. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1945. // Kagerou/Oboro Spirit Charm bonus
  1946. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1947. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1948. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1949. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1950. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1951. damage += damage * 30 / 100;
  1952. }
  1953. if(type == 0)
  1954. weapon = sd->weapontype1;
  1955. else
  1956. weapon = sd->weapontype2;
  1957. switch(weapon) {
  1958. case W_1HSWORD:
  1959. #ifdef RENEWAL
  1960. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1961. damage += (skill * 3);
  1962. #endif
  1963. case W_DAGGER:
  1964. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1965. damage += (skill * 4);
  1966. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1967. damage += skill * 10;
  1968. break;
  1969. case W_2HSWORD:
  1970. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1971. damage += (skill * 4);
  1972. break;
  1973. case W_1HSPEAR:
  1974. case W_2HSPEAR:
  1975. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1976. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1977. damage += (skill * 4);
  1978. else
  1979. damage += (skill * 5);
  1980. // Increase damage by level of KN_SPEARMASTERY * 10
  1981. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1982. damage += (skill * 10);
  1983. }
  1984. break;
  1985. case W_1HAXE:
  1986. case W_2HAXE:
  1987. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1988. damage += (skill * 3);
  1989. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1990. damage += (skill * 5);
  1991. break;
  1992. case W_MACE:
  1993. case W_2HMACE:
  1994. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1995. damage += (skill * 3);
  1996. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1997. damage += (skill * 4);
  1998. break;
  1999. case W_FIST:
  2000. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  2001. damage += (skill * 10);
  2002. [[fallthrough]];
  2003. case W_KNUCKLE:
  2004. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  2005. damage += (skill * 3);
  2006. break;
  2007. case W_MUSICAL:
  2008. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  2009. damage += (skill * 3);
  2010. break;
  2011. case W_WHIP:
  2012. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  2013. damage += (skill * 3);
  2014. break;
  2015. case W_BOOK:
  2016. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  2017. damage += (skill * 3);
  2018. break;
  2019. case W_KATAR:
  2020. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  2021. damage += (skill * 3);
  2022. break;
  2023. }
  2024. return damage;
  2025. }
  2026. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  2027. * @param sd Player
  2028. * @param damage Current damage
  2029. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  2030. */
  2031. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int lr_type) {
  2032. if (!sd)
  2033. return;
  2034. //rodatazone says that Overrefine bonuses are part of baseatk
  2035. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  2036. if (lr_type == EQI_HAND_L) {
  2037. if (sd->left_weapon.overrefine)
  2038. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  2039. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  2040. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  2041. }
  2042. else if (lr_type == EQI_HAND_R) {
  2043. if (sd->right_weapon.overrefine)
  2044. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  2045. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  2046. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  2047. }
  2048. }
  2049. #ifdef RENEWAL
  2050. static int battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  2051. {
  2052. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  2053. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2054. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2055. }
  2056. static int battle_calc_status_attack(struct status_data *status, short hand)
  2057. {
  2058. //left-hand penalty on sATK is always 50% [Baalberith]
  2059. if (hand == EQI_HAND_L)
  2060. return status->batk;
  2061. else
  2062. return 2 * status->batk;
  2063. }
  2064. /**
  2065. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  2066. * @param src Block list of attacker
  2067. * @param tstatus Target's status data
  2068. * @param wa Weapon attack data
  2069. * @param sd Player
  2070. * @return Base weapon damage
  2071. */
  2072. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
  2073. {
  2074. struct status_data *status = status_get_status_data(src);
  2075. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2076. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  2077. uint16 atkmax = atkmin;
  2078. int64 damage = atkmin;
  2079. bool weapon_perfection = false;
  2080. status_change *sc = status_get_sc(src);
  2081. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  2082. short base_stat;
  2083. switch (sd->status.weapon) {
  2084. case W_BOW:
  2085. case W_MUSICAL:
  2086. case W_WHIP:
  2087. case W_REVOLVER:
  2088. case W_RIFLE:
  2089. case W_GATLING:
  2090. case W_SHOTGUN:
  2091. case W_GRENADE:
  2092. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  2093. base_stat = status->str;
  2094. else
  2095. base_stat = status->dex;
  2096. break;
  2097. default:
  2098. base_stat = status->str;
  2099. break;
  2100. }
  2101. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2102. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2103. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  2104. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  2105. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2106. damage = atkmax;
  2107. else
  2108. damage = rnd_value(atkmin, atkmax);
  2109. }
  2110. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2111. weapon_perfection = true;
  2112. battle_add_weapon_damage(sd, &damage, type);
  2113. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2114. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2115. }
  2116. #endif
  2117. /*==========================================
  2118. * Calculates the standard damage of a normal attack assuming it hits,
  2119. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  2120. * This applies to pre-renewal and non-sd in renewal
  2121. *------------------------------------------
  2122. * Pass damage2 as NULL to not calc it.
  2123. * Flag values:
  2124. * &1 : Critical hit
  2125. * &2 : Arrow attack
  2126. * &4 : Skill is Magic Crasher
  2127. * &8 : Skip target size adjustment (Extremity Fist?)
  2128. * &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)
  2129. *
  2130. * Credits:
  2131. * Original coder Skotlex
  2132. * Initial refactoring by Baalberith
  2133. * Refined and optimized by helvetica
  2134. */
  2135. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, unsigned short t_size, int flag)
  2136. {
  2137. unsigned int atkmin = 0, atkmax = 0;
  2138. short type = 0;
  2139. int64 damage = 0;
  2140. map_session_data *sd = NULL;
  2141. nullpo_retr(damage, src);
  2142. sd = BL_CAST(BL_PC, src);
  2143. if (!sd) { //Mobs/Pets
  2144. #ifndef RENEWAL
  2145. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2146. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2147. #endif
  2148. if(flag&4) {
  2149. atkmin = status->matk_min;
  2150. atkmax = status->matk_max;
  2151. } else {
  2152. atkmin = wa->atk;
  2153. atkmax = wa->atk2;
  2154. }
  2155. if (atkmin > atkmax)
  2156. atkmin = atkmax;
  2157. } else { //PCs
  2158. atkmax = wa->atk;
  2159. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2160. if (!(flag&1) || (flag&2)) { //Normal attacks
  2161. atkmin = status->dex;
  2162. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2163. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2164. if (atkmin > atkmax)
  2165. atkmin = atkmax;
  2166. if(flag&2 && !(flag&16)) { //Bows
  2167. atkmin = atkmin*atkmax/100;
  2168. if (atkmin > atkmax)
  2169. atkmax = atkmin;
  2170. }
  2171. }
  2172. }
  2173. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2174. atkmin = atkmax;
  2175. //Weapon Damage calculation
  2176. if (!(flag&1))
  2177. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2178. else
  2179. damage = atkmax;
  2180. if (sd) {
  2181. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2182. if (flag&2 && sd->bonus.arrow_atk)
  2183. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2184. // Size fix only for players
  2185. if (!(sd->special_state.no_sizefix || (flag&8)))
  2186. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2187. } else if (src->type == BL_ELEM) {
  2188. status_change *ele_sc = status_get_sc(src);
  2189. int ele_class = status_get_class(src);
  2190. if (ele_sc) {
  2191. switch (ele_class) {
  2192. case ELEMENTALID_AGNI_S:
  2193. case ELEMENTALID_AGNI_M:
  2194. case ELEMENTALID_AGNI_L:
  2195. case ELEMENTALID_ARDOR:
  2196. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2197. damage += damage * 20 / 100;
  2198. break;
  2199. case ELEMENTALID_AQUA_S:
  2200. case ELEMENTALID_AQUA_M:
  2201. case ELEMENTALID_AQUA_L:
  2202. case ELEMENTALID_DILUVIO:
  2203. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2204. damage += damage * 20 / 100;
  2205. break;
  2206. case ELEMENTALID_VENTUS_S:
  2207. case ELEMENTALID_VENTUS_M:
  2208. case ELEMENTALID_VENTUS_L:
  2209. case ELEMENTALID_PROCELLA:
  2210. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2211. damage += damage * 20 / 100;
  2212. break;
  2213. case ELEMENTALID_TERA_S:
  2214. case ELEMENTALID_TERA_M:
  2215. case ELEMENTALID_TERA_L:
  2216. case ELEMENTALID_TERREMOTUS:
  2217. case ELEMENTALID_SERPENS:
  2218. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2219. damage += damage * 20 / 100;
  2220. break;
  2221. }
  2222. }
  2223. }
  2224. //Finally, add baseatk
  2225. if(flag&4)
  2226. damage += status->matk_min;
  2227. else
  2228. damage += status->batk;
  2229. if (sd)
  2230. battle_add_weapon_damage(sd, &damage, type);
  2231. #ifdef RENEWAL
  2232. if (flag&1)
  2233. damage = (damage * 14) / 10;
  2234. #endif
  2235. return damage;
  2236. }
  2237. /*==========================================
  2238. * Consumes ammo for the given skill.
  2239. *------------------------------------------
  2240. * Credits:
  2241. * Original coder Skotlex
  2242. * Initial refactoring by Baalberith
  2243. * Refined and optimized by helvetica
  2244. */
  2245. void battle_consume_ammo(map_session_data*sd, int skill, int lv)
  2246. {
  2247. int qty = 1;
  2248. if (!battle_config.arrow_decrement)
  2249. return;
  2250. if (skill) {
  2251. qty = skill_get_ammo_qty(skill, lv);
  2252. if (!qty) qty = 1;
  2253. }
  2254. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2255. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2256. sd->state.arrow_atk = 0;
  2257. }
  2258. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2259. {
  2260. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2261. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2262. return BF_SHORT;
  2263. switch (skill_id) {
  2264. case AC_SHOWER:
  2265. case AM_DEMONSTRATION:
  2266. // When monsters use Arrow Shower or Bomb, it is always short range
  2267. if (src->type == BL_MOB)
  2268. return BF_SHORT;
  2269. break;
  2270. #ifdef RENEWAL
  2271. case KN_BRANDISHSPEAR:
  2272. // Renewal changes to ranged physical damage
  2273. #endif
  2274. case SR_RAMPAGEBLASTER:
  2275. case BO_ACIDIFIED_ZONE_WATER_ATK:
  2276. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  2277. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  2278. case BO_ACIDIFIED_ZONE_WIND_ATK:
  2279. return BF_LONG;
  2280. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2281. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2282. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2283. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2284. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2285. case MT_RUSH_QUAKE: // 9 cell cast range.
  2286. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2287. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
  2288. //case ABC_DEFT_STAB: // 2 cell cast range???
  2289. case NPC_MAXPAIN_ATK:
  2290. return BF_SHORT;
  2291. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2292. map_session_data *sd = BL_CAST(BL_PC, src);
  2293. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2294. return BF_LONG;
  2295. break;
  2296. }
  2297. case DK_HACKANDSLASHER:
  2298. case DK_HACKANDSLASHER_ATK: {
  2299. map_session_data* sd = BL_CAST( BL_PC, src );
  2300. if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
  2301. return BF_LONG;
  2302. }
  2303. break;
  2304. }
  2305. }
  2306. //Skill Range Criteria
  2307. if (battle_config.skillrange_by_distance &&
  2308. (src->type&battle_config.skillrange_by_distance)
  2309. ) { //based on distance between src/target [Skotlex]
  2310. if (check_distance_bl(src, target, 3))
  2311. return BF_SHORT;
  2312. return BF_LONG;
  2313. }
  2314. //based on used skill's range
  2315. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2316. return BF_SHORT;
  2317. return BF_LONG;
  2318. }
  2319. static int battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2320. {
  2321. if (sd->skillblown.empty())
  2322. return 0;
  2323. //Apply the bonus blewcount. [Skotlex]
  2324. for (const auto &it : sd->skillblown) {
  2325. if (it.id == skill_id)
  2326. return it.val;
  2327. }
  2328. return 0;
  2329. }
  2330. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2331. switch( bl->type ){
  2332. case BL_PC:
  2333. return SKILLDMG_PC;
  2334. case BL_MOB:
  2335. if( status_get_class_(bl) == CLASS_BOSS ){
  2336. return SKILLDMG_BOSS;
  2337. }else{
  2338. return SKILLDMG_MOB;
  2339. }
  2340. default:
  2341. return SKILLDMG_OTHER;
  2342. }
  2343. }
  2344. /**
  2345. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2346. * @param src
  2347. * @param target
  2348. * @param skill_id
  2349. * @return Skill damage rate
  2350. */
  2351. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2352. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2353. if (!skill || !skill->damage.map)
  2354. return 0;
  2355. s_skill_damage *damage = &skill->damage;
  2356. //check the adjustment works for specified type
  2357. if (!(damage->caster&src->type))
  2358. return 0;
  2359. map_data *mapdata = map_getmapdata(src->m);
  2360. if ((damage->map&1 && (!mapdata->getMapFlag(MF_PVP) && !mapdata_flag_gvg2(mapdata) && !mapdata->getMapFlag(MF_BATTLEGROUND) && !mapdata->getMapFlag(MF_SKILL_DAMAGE) && !mapdata->getMapFlag(MF_RESTRICTED))) ||
  2361. (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
  2362. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2363. (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  2364. (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
  2365. (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
  2366. {
  2367. return damage->rate[battle_skill_damage_type(target)];
  2368. }
  2369. return 0;
  2370. }
  2371. /**
  2372. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2373. * @param src
  2374. * @param target
  2375. * @param skill_id
  2376. * @return Skill damage rate
  2377. */
  2378. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2379. map_data *mapdata = map_getmapdata(src->m);
  2380. if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
  2381. return 0;
  2382. int rate = 0;
  2383. // Damage rate for all skills at this map
  2384. if (mapdata->damage_adjust.caster&src->type)
  2385. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2386. if (mapdata->skill_damage.empty())
  2387. return rate;
  2388. // Damage rate for specified skill at this map
  2389. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2390. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2391. }
  2392. return rate;
  2393. }
  2394. /**
  2395. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2396. * @param src
  2397. * @param target
  2398. * @param skill_id
  2399. * @return Total damage rate
  2400. */
  2401. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2402. nullpo_ret(src);
  2403. if (!target || !skill_id)
  2404. return 0;
  2405. skill_id = skill_dummy2skill_id(skill_id);
  2406. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2407. }
  2408. /**
  2409. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2410. * @param sd: Player who has Chorus skill active
  2411. * @return Bonus value based on party count
  2412. */
  2413. int battle_calc_chorusbonus(map_session_data *sd) {
  2414. #ifdef RENEWAL // No bonus in renewal
  2415. return 0;
  2416. #endif
  2417. int members = 0;
  2418. if (!sd || !sd->status.party_id)
  2419. return 0;
  2420. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2421. if (members < 3)
  2422. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2423. if (members > 7)
  2424. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2425. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2426. }
  2427. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2428. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2429. /*=======================================================
  2430. * Should infinite defense be applied on target? (plant)
  2431. *-------------------------------------------------------
  2432. * Credits:
  2433. * Original coder Skotlex
  2434. * Initial refactoring by Baalberith
  2435. * Refined and optimized by helvetica
  2436. * flag - see e_battle_flag
  2437. */
  2438. bool is_infinite_defense(struct block_list *target, int flag)
  2439. {
  2440. struct status_data *tstatus = status_get_status_data(target);
  2441. if(target->type == BL_SKILL) {
  2442. TBL_SKILL *su = ((TBL_SKILL*)target);
  2443. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2444. return true;
  2445. }
  2446. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2447. return true;
  2448. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2449. return true;
  2450. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2451. return true;
  2452. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2453. return true;
  2454. return false;
  2455. }
  2456. /*========================
  2457. * Is attack arrow based?
  2458. *------------------------
  2459. * Credits:
  2460. * Original coder Skotlex
  2461. * Initial refactoring by Baalberith
  2462. * Refined and optimized by helvetica
  2463. */
  2464. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2465. {
  2466. if(src != NULL) {
  2467. struct status_data *sstatus = status_get_status_data(src);
  2468. map_session_data *sd = BL_CAST(BL_PC, src);
  2469. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2470. } else
  2471. return false;
  2472. }
  2473. /*=========================================
  2474. * Is attack right handed? By default yes.
  2475. *-----------------------------------------
  2476. * Credits:
  2477. * Original coder Skotlex
  2478. * Initial refactoring by Baalberith
  2479. * Refined and optimized by helvetica
  2480. */
  2481. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2482. {
  2483. if(src != NULL) {
  2484. map_session_data *sd = BL_CAST(BL_PC, src);
  2485. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2486. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2487. return false;
  2488. }
  2489. return true;
  2490. }
  2491. /*=======================================
  2492. * Is attack left handed? By default no.
  2493. *---------------------------------------
  2494. * Credits:
  2495. * Original coder Skotlex
  2496. * Initial refactoring by Baalberith
  2497. * Refined and optimized by helvetica
  2498. */
  2499. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2500. {
  2501. if(src != NULL) {
  2502. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2503. if(!skill_id) {
  2504. map_session_data *sd = BL_CAST(BL_PC, src);
  2505. if (sd) {
  2506. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2507. return true;
  2508. if (sd->status.weapon == W_KATAR)
  2509. return true;
  2510. }
  2511. struct status_data *sstatus = status_get_status_data(src);
  2512. if (sstatus->lhw.atk)
  2513. return true;
  2514. }
  2515. }
  2516. return false;
  2517. }
  2518. /*=============================
  2519. * Do we score a critical hit?
  2520. *-----------------------------
  2521. * Credits:
  2522. * Original coder Skotlex
  2523. * Initial refactoring by Baalberith
  2524. * Refined and optimized by helvetica
  2525. */
  2526. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2527. {
  2528. if (!first_call)
  2529. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2530. #ifdef RENEWAL
  2531. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2532. return true;
  2533. #endif
  2534. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2535. return false;
  2536. struct status_data *sstatus = status_get_status_data(src);
  2537. if( sstatus->cri )
  2538. {
  2539. map_session_data *sd = BL_CAST(BL_PC, src);
  2540. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2541. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2542. return false;
  2543. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2544. return false;
  2545. }
  2546. struct status_data *tstatus = status_get_status_data(target);
  2547. status_change *sc = status_get_sc(src);
  2548. status_change *tsc = status_get_sc(target);
  2549. map_session_data *tsd = BL_CAST(BL_PC, target);
  2550. short cri = sstatus->cri;
  2551. if (sd) {
  2552. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2553. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2554. cri += sd->bonus.arrow_cri;
  2555. cri += sd->bonus.critical_rangeatk;
  2556. }
  2557. }
  2558. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2559. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2560. //The official equation is *2, but that only applies when sd's do critical.
  2561. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2562. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2563. if( tsc && tsc->getSCE(SC_SLEEP) )
  2564. cri *= 2;
  2565. switch(skill_id) {
  2566. case 0:
  2567. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2568. break;
  2569. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2570. status_change_end(src, SC_AUTOCOUNTER);
  2571. [[fallthrough]];
  2572. case KN_AUTOCOUNTER:
  2573. if(battle_config.auto_counter_type &&
  2574. (battle_config.auto_counter_type&src->type))
  2575. return true;
  2576. else
  2577. cri *= 2;
  2578. break;
  2579. case SN_SHARPSHOOTING:
  2580. case MA_SHARPSHOOTING:
  2581. #ifdef RENEWAL
  2582. cri += 300; // !TODO: Confirm new bonus
  2583. #else
  2584. cri += 200;
  2585. #endif
  2586. break;
  2587. case NJ_KIRIKAGE:
  2588. cri += 250 + 50*skill_lv;
  2589. break;
  2590. #ifdef RENEWAL
  2591. case ASC_BREAKER:
  2592. #endif
  2593. case GC_CROSSIMPACT:
  2594. case SHC_SAVAGE_IMPACT:
  2595. case SHC_ETERNAL_SLASH:
  2596. case SHC_IMPACT_CRATER:
  2597. cri /= 2;
  2598. break;
  2599. case WH_GALESTORM:
  2600. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2601. return false;
  2602. }
  2603. if(tsd && tsd->bonus.critical_def)
  2604. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2605. return (rnd()%1000 < cri);
  2606. }
  2607. return false;
  2608. }
  2609. /*==========================================================
  2610. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2611. *----------------------------------------------------------
  2612. * Credits:
  2613. * Original coder Skotlex
  2614. * Initial refactoring by Baalberith
  2615. * Refined and optimized by helvetica
  2616. */
  2617. static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2618. {
  2619. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2620. return 2;
  2621. if(src != NULL) {
  2622. map_session_data *sd = BL_CAST(BL_PC, src);
  2623. struct status_data *tstatus = status_get_status_data(target);
  2624. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2625. #ifndef RENEWAL
  2626. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2627. #endif
  2628. )
  2629. { //Elemental/Racial adjustments
  2630. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2631. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2632. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2633. )
  2634. if (weapon_position == EQI_HAND_R)
  2635. return 1;
  2636. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2637. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2638. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2639. )
  2640. { //Pass effect onto right hand if configured so. [Skotlex]
  2641. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2642. if (weapon_position == EQI_HAND_R)
  2643. return 1;
  2644. }
  2645. else if (weapon_position == EQI_HAND_L)
  2646. return 1;
  2647. }
  2648. }
  2649. }
  2650. return 0;
  2651. }
  2652. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2653. {
  2654. if (skill_id == 0) {
  2655. if (is_splash) {
  2656. std::bitset<NK_MAX> tmp_nk;
  2657. tmp_nk.set(NK_IGNOREATKCARD);
  2658. tmp_nk.set(NK_IGNOREFLEE);
  2659. return tmp_nk;
  2660. } else
  2661. return 0;
  2662. } else
  2663. return skill_db.find(skill_id)->nk;
  2664. }
  2665. /*=============================
  2666. * Checks if attack is hitting
  2667. *-----------------------------
  2668. * Credits:
  2669. * Original coder Skotlex
  2670. * Initial refactoring by Baalberith
  2671. * Refined and optimized by helvetica
  2672. */
  2673. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2674. {
  2675. struct status_data *sstatus = status_get_status_data(src);
  2676. struct status_data *tstatus = status_get_status_data(target);
  2677. status_change *sc = status_get_sc(src);
  2678. status_change *tsc = status_get_sc(target);
  2679. map_session_data *sd = BL_CAST(BL_PC, src);
  2680. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2681. short flee, hitrate;
  2682. if (!first_call)
  2683. return (wd->dmg_lv != ATK_FLEE);
  2684. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2685. return true;
  2686. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2687. return true;
  2688. else if (sc && sc->getSCE(SC_FUSION))
  2689. return true;
  2690. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2691. return true;
  2692. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2693. return true;
  2694. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2695. return true;
  2696. else if (nk[NK_IGNOREFLEE])
  2697. return true;
  2698. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2699. return false;
  2700. flee = tstatus->flee;
  2701. #ifdef RENEWAL
  2702. hitrate = 0; //Default hitrate
  2703. #else
  2704. hitrate = 80; //Default hitrate
  2705. #endif
  2706. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2707. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2708. if(attacker_count >= battle_config.agi_penalty_count) {
  2709. if (battle_config.agi_penalty_type == 1)
  2710. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2711. else //assume type 2: absolute reduction
  2712. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2713. if(flee < 1)
  2714. flee = 1;
  2715. }
  2716. }
  2717. hitrate += sstatus->hit - flee;
  2718. //Fogwall's hit penalty is only for normal ranged attacks.
  2719. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2720. hitrate -= 50;
  2721. if(sd && is_skill_using_arrow(src, skill_id))
  2722. hitrate += sd->bonus.arrow_hit;
  2723. #ifdef RENEWAL
  2724. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2725. hitrate += pc_checkskill(sd,AC_VULTURE);
  2726. #endif
  2727. if(skill_id) {
  2728. switch(skill_id) { //Hit skill modifiers
  2729. //It is proven that bonus is applied on final hitrate, not hit.
  2730. case SM_BASH:
  2731. case MS_BASH:
  2732. hitrate += hitrate * 5 * skill_lv / 100;
  2733. break;
  2734. case MS_MAGNUM:
  2735. case SM_MAGNUM:
  2736. hitrate += hitrate * 10 * skill_lv / 100;
  2737. break;
  2738. case KN_AUTOCOUNTER:
  2739. case PA_SHIELDCHAIN:
  2740. case NPC_WATERATTACK:
  2741. case NPC_GROUNDATTACK:
  2742. case NPC_FIREATTACK:
  2743. case NPC_WINDATTACK:
  2744. case NPC_POISONATTACK:
  2745. case NPC_HOLYATTACK:
  2746. case NPC_DARKNESSATTACK:
  2747. case NPC_TELEKINESISATTACK:
  2748. case NPC_UNDEADATTACK:
  2749. case NPC_CHANGEUNDEAD:
  2750. case NPC_EARTHQUAKE:
  2751. case NPC_POISON:
  2752. case NPC_BLINDATTACK:
  2753. case NPC_SILENCEATTACK:
  2754. case NPC_STUNATTACK:
  2755. case NPC_PETRIFYATTACK:
  2756. case NPC_CURSEATTACK:
  2757. case NPC_SLEEPATTACK:
  2758. case NPC_BLEEDING:
  2759. case NPC_BLEEDING2:
  2760. hitrate += hitrate * 20 / 100;
  2761. break;
  2762. case NPC_FIREBREATH:
  2763. case NPC_ICEBREATH:
  2764. case NPC_ICEBREATH2:
  2765. case NPC_THUNDERBREATH:
  2766. case NPC_ACIDBREATH:
  2767. case NPC_DARKNESSBREATH:
  2768. hitrate *= 2;
  2769. break;
  2770. case KN_PIERCE:
  2771. case ML_PIERCE:
  2772. hitrate += hitrate * 5 * skill_lv / 100;
  2773. break;
  2774. case AS_SONICBLOW:
  2775. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2776. #ifdef RENEWAL
  2777. hitrate += hitrate * 90 / 100;
  2778. #else
  2779. hitrate += hitrate * 50 / 100;
  2780. #endif
  2781. break;
  2782. #ifdef RENEWAL
  2783. case RG_BACKSTAP:
  2784. hitrate += skill_lv; // !TODO: What's the rate increase?
  2785. break;
  2786. #endif
  2787. case RK_SONICWAVE:
  2788. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2789. break;
  2790. case MC_CARTREVOLUTION:
  2791. case GN_CART_TORNADO:
  2792. case GN_CARTCANNON:
  2793. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2794. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2795. break;
  2796. case LG_BANISHINGPOINT:
  2797. hitrate += 5 * skill_lv;
  2798. break;
  2799. case GC_VENOMPRESSURE:
  2800. hitrate += 10 + 4 * skill_lv;
  2801. break;
  2802. case SC_FATALMENACE:
  2803. if (skill_lv < 6)
  2804. hitrate -= 35 - 5 * skill_lv;
  2805. else if (skill_lv > 6)
  2806. hitrate += 5 * skill_lv - 30;
  2807. break;
  2808. case RL_SLUGSHOT:
  2809. {
  2810. int8 dist = distance_bl(src, target);
  2811. if (dist > 3) {
  2812. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2813. // -10:-9:-8:-7:-6
  2814. dist -= 3;
  2815. hitrate -= ((11 - skill_lv) * dist);
  2816. }
  2817. }
  2818. break;
  2819. }
  2820. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2821. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2822. if (sd) {
  2823. int skill = 0;
  2824. // Weaponry Research hidden bonus
  2825. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2826. hitrate += hitrate * ( 2 * skill ) / 100;
  2827. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2828. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2829. hitrate += 3 * skill;
  2830. }
  2831. if (sc) {
  2832. if (sc->getSCE(SC_MTF_ASPD))
  2833. hitrate += sc->getSCE(SC_MTF_ASPD)->val2;
  2834. if (sc->getSCE(SC_MTF_ASPD2))
  2835. hitrate += sc->getSCE(SC_MTF_ASPD2)->val2;
  2836. }
  2837. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2838. return (rnd()%100 < hitrate);
  2839. }
  2840. /*==========================================
  2841. * If attack ignores def.
  2842. *------------------------------------------
  2843. * Credits:
  2844. * Original coder Skotlex
  2845. * Initial refactoring by Baalberith
  2846. * Refined and optimized by helvetica
  2847. */
  2848. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2849. {
  2850. struct status_data *tstatus = status_get_status_data(target);
  2851. status_change *sc = status_get_sc(src);
  2852. map_session_data *sd = BL_CAST(BL_PC, src);
  2853. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2854. #ifndef RENEWAL
  2855. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2856. return true;
  2857. else
  2858. #endif
  2859. if (sc && sc->getSCE(SC_FUSION))
  2860. return true;
  2861. if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2862. return true;
  2863. if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2864. { //Ignore Defense?
  2865. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2866. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2867. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2868. if (weapon_position == EQI_HAND_R)
  2869. return true;
  2870. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2871. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2872. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2873. {
  2874. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2875. if (weapon_position == EQI_HAND_R)
  2876. return true;
  2877. } else if (weapon_position == EQI_HAND_L)
  2878. return true;
  2879. }
  2880. }
  2881. return nk[NK_IGNOREDEFENSE] != 0;
  2882. }
  2883. /*================================================
  2884. * Should skill attack consider VVS and masteries?
  2885. *------------------------------------------------
  2886. * Credits:
  2887. * Original coder Skotlex
  2888. * Initial refactoring by Baalberith
  2889. * Refined and optimized by helvetica
  2890. */
  2891. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2892. {
  2893. if (
  2894. #ifndef RENEWAL
  2895. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2896. #endif
  2897. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2898. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2899. return false;
  2900. return true;
  2901. }
  2902. #ifdef RENEWAL
  2903. /*========================================
  2904. * Calculate equipment ATK for renewal ATK
  2905. *----------------------------------------
  2906. * Credits:
  2907. * Original coder Skotlex
  2908. * Initial refactoring by Baalberith
  2909. * Refined and optimized by helvetica
  2910. */
  2911. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2912. {
  2913. if(src != NULL) {
  2914. int eatk = 0;
  2915. struct status_data *status = status_get_status_data(src);
  2916. map_session_data *sd = BL_CAST(BL_PC, src);
  2917. if (sd) // add arrow atk if using an applicable skill
  2918. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2919. return eatk + status->eatk;
  2920. }
  2921. return 0; // shouldn't happen but just in case
  2922. }
  2923. #endif
  2924. /*========================================
  2925. * Returns the element type of attack
  2926. *----------------------------------------
  2927. * Credits:
  2928. * Original coder Skotlex
  2929. * Initial refactoring by Baalberith
  2930. * Refined and optimized by helvetica
  2931. */
  2932. int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2933. {
  2934. map_session_data *sd = BL_CAST(BL_PC, src);
  2935. status_change *sc = status_get_sc(src);
  2936. struct status_data *sstatus = status_get_status_data(src);
  2937. int element = skill_get_ele(skill_id, skill_lv);
  2938. //Take weapon's element
  2939. if( !skill_id || element == ELE_WEAPON ) {
  2940. if (weapon_position == EQI_HAND_R)
  2941. element = sstatus->rhw.ele;
  2942. else
  2943. element = sstatus->lhw.ele;
  2944. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2945. element = sd->bonus.arrow_ele;
  2946. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2947. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2948. // on official endows override all other elements [helvetica]
  2949. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  2950. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  2951. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2952. element = status_get_attack_sc_element(src,sc);
  2953. else if( element == ELE_RANDOM ) //Use random element
  2954. element = rnd()%ELE_ALL;
  2955. switch( skill_id ) {
  2956. case GS_GROUNDDRIFT:
  2957. element = wd->miscflag; //element comes in flag.
  2958. break;
  2959. case LK_SPIRALPIERCE:
  2960. if (!sd)
  2961. element = ELE_NEUTRAL; //forced neutral for monsters
  2962. break;
  2963. case RK_DRAGONBREATH:
  2964. if (sc) {
  2965. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  2966. element = ELE_DARK;
  2967. else if (sc->getSCE(SC_GIANTGROWTH))
  2968. element = ELE_HOLY;
  2969. }
  2970. break;
  2971. case RK_DRAGONBREATH_WATER:
  2972. if (sc) {
  2973. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  2974. element = ELE_NEUTRAL;
  2975. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  2976. element = ELE_GHOST;
  2977. }
  2978. break;
  2979. case LG_HESPERUSLIT:
  2980. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  2981. element = ELE_HOLY;
  2982. break;
  2983. case GN_CARTCANNON:
  2984. case NC_ARMSCANNON:
  2985. if (sd && sd->state.arrow_atk > 0)
  2986. element = sd->bonus.arrow_ele;
  2987. break;
  2988. case SJ_PROMINENCEKICK:
  2989. element = ELE_FIRE;
  2990. break;
  2991. case RL_H_MINE:
  2992. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2993. element = ELE_FIRE;
  2994. break;
  2995. }
  2996. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  2997. element = ELE_HOLY;
  2998. // calc_flag means the element should be calculated for damage only
  2999. if (calc_for_damage_only)
  3000. return element;
  3001. #ifdef RENEWAL
  3002. if (skill_id == CR_SHIELDBOOMERANG)
  3003. element = ELE_NEUTRAL;
  3004. #endif
  3005. return element;
  3006. }
  3007. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3008. int element = skill_get_ele(skill_id, skill_lv);
  3009. map_session_data *sd = BL_CAST(BL_PC, src);
  3010. status_change *sc = status_get_sc(src);
  3011. struct status_data *sstatus = status_get_status_data(src);
  3012. if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  3013. element = sstatus->rhw.ele;
  3014. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3015. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3016. } else if (element == ELE_ENDOWED) //Use status element
  3017. element = status_get_attack_sc_element(src,status_get_sc(src));
  3018. else if (element == ELE_RANDOM) //Use random element
  3019. element = rnd()%ELE_ALL;
  3020. switch(skill_id) {
  3021. case NPC_EARTHQUAKE:
  3022. element = ELE_NEUTRAL;
  3023. break;
  3024. case WL_HELLINFERNO:
  3025. if (mflag & 2) { // ELE_DARK
  3026. element = ELE_DARK;
  3027. }
  3028. break;
  3029. case NPC_PSYCHIC_WAVE:
  3030. case SO_PSYCHIC_WAVE:
  3031. if( sc && sc->count ) {
  3032. static const std::vector<sc_type> types = {
  3033. SC_HEATER_OPTION,
  3034. SC_COOLER_OPTION,
  3035. SC_BLAST_OPTION,
  3036. SC_CURSED_SOIL_OPTION,
  3037. SC_FLAMETECHNIC_OPTION,
  3038. SC_COLD_FORCE_OPTION,
  3039. SC_GRACE_BREEZE_OPTION,
  3040. SC_EARTH_CARE_OPTION,
  3041. SC_DEEP_POISONING_OPTION
  3042. };
  3043. for( sc_type type : types ){
  3044. if( sc->getSCE( type ) ){
  3045. element = sc->getSCE( type )->val3;
  3046. break;
  3047. }
  3048. }
  3049. }
  3050. break;
  3051. case KO_KAIHOU:
  3052. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  3053. element = sd->spiritcharm_type;
  3054. break;
  3055. case AB_ADORAMUS:
  3056. if (sc && sc->getSCE(SC_ANCILLA))
  3057. element = ELE_NEUTRAL;
  3058. break;
  3059. case LG_RAYOFGENESIS:
  3060. if (sc && sc->getSCE(SC_INSPIRATION))
  3061. element = ELE_NEUTRAL;
  3062. break;
  3063. case WM_REVERBERATION:
  3064. case TR_METALIC_FURY:
  3065. case TR_SOUNDBLEND:
  3066. if (sd)
  3067. element = sd->bonus.arrow_ele;
  3068. break;
  3069. }
  3070. return element;
  3071. }
  3072. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3073. int element = skill_get_ele(skill_id, skill_lv);
  3074. if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3075. element = ELE_NEUTRAL;
  3076. else if (element == ELE_RANDOM) //Use random element
  3077. element = rnd()%ELE_ALL;
  3078. return element;
  3079. }
  3080. /*========================================
  3081. * Do element damage modifier calculation
  3082. *----------------------------------------
  3083. * Credits:
  3084. * Original coder Skotlex
  3085. * Initial refactoring by Baalberith
  3086. * Refined and optimized by helvetica
  3087. */
  3088. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3089. {
  3090. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3091. // Elemental attribute fix
  3092. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  3093. map_session_data *sd = BL_CAST(BL_PC, src);
  3094. status_change *sc = status_get_sc(src);
  3095. struct status_data *sstatus = status_get_status_data(src);
  3096. struct status_data *tstatus = status_get_status_data(target);
  3097. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  3098. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  3099. switch (skill_id) {
  3100. case PA_SACRIFICE:
  3101. case RK_DRAGONBREATH:
  3102. case RK_DRAGONBREATH_WATER:
  3103. case NC_SELFDESTRUCTION:
  3104. case HFLI_SBR44:
  3105. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  3106. if (is_attack_left_handed(src, skill_id))
  3107. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3108. break;
  3109. default:
  3110. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  3111. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  3112. #ifdef RENEWAL
  3113. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  3114. #endif
  3115. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  3116. if (is_attack_left_handed(src, skill_id))
  3117. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3118. #ifdef RENEWAL
  3119. }
  3120. #endif
  3121. break;
  3122. }
  3123. // Forced to neutral skills [helvetica]
  3124. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  3125. switch (skill_id) {
  3126. #ifdef RENEWAL
  3127. case MO_INVESTIGATE:
  3128. case CR_SHIELDBOOMERANG:
  3129. case PA_SHIELDCHAIN:
  3130. #endif
  3131. case MC_CARTREVOLUTION:
  3132. case HW_MAGICCRASHER:
  3133. case SR_FALLENEMPIRE:
  3134. case SR_CRESCENTELBOW_AUTOSPELL:
  3135. case SR_GATEOFHELL:
  3136. case GN_FIRE_EXPANSION_ACID:
  3137. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3138. if (is_attack_left_handed(src, skill_id))
  3139. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3140. break;
  3141. }
  3142. #ifdef RENEWAL
  3143. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  3144. #endif
  3145. if (sc && sc->getSCE(SC_WATK_ELEMENT)) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  3146. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->getSCE(SC_WATK_ELEMENT)->val2 / 100;
  3147. wd->damage += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
  3148. if (is_attack_left_handed(src, skill_id)) {
  3149. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->getSCE(SC_WATK_ELEMENT)->val2 / 100;
  3150. wd->damage2 += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
  3151. }
  3152. }
  3153. #ifdef RENEWAL
  3154. }
  3155. #endif
  3156. }
  3157. }
  3158. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  3159. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  3160. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  3161. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  3162. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3163. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  3164. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  3165. //Adds an absolute value to damage. 100 = +100 damage
  3166. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  3167. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  3168. #ifdef RENEWAL
  3169. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3170. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3171. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  3172. #else
  3173. #define RE_ALLATK_ADD(wd, a) {;}
  3174. #define RE_ALLATK_RATE(wd, a) {;}
  3175. #define RE_ALLATK_ADDRATE(wd, a) {;}
  3176. #endif
  3177. /*==================================
  3178. * Calculate weapon mastery damages
  3179. *----------------------------------
  3180. * Credits:
  3181. * Original coder Skotlex
  3182. * Initial refactoring by Baalberith
  3183. * Refined and optimized by helvetica
  3184. */
  3185. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3186. {
  3187. map_session_data *sd = BL_CAST(BL_PC, src);
  3188. status_change *sc = status_get_sc(src);
  3189. struct status_data *sstatus = status_get_status_data(src);
  3190. int t_class = status_get_class(target);
  3191. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  3192. skill_id != MO_INVESTIGATE &&
  3193. skill_id != MO_EXTREMITYFIST &&
  3194. skill_id != CR_GRANDCROSS)
  3195. { //Add mastery damage
  3196. uint16 skill;
  3197. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3198. #ifdef RENEWAL
  3199. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3200. #endif
  3201. if (is_attack_left_handed(src, skill_id)) {
  3202. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3203. #ifdef RENEWAL
  3204. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3205. #endif
  3206. }
  3207. #ifdef RENEWAL
  3208. //General skill masteries
  3209. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3210. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3211. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3212. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3213. if (skill_id != CR_SHIELDBOOMERANG)
  3214. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  3215. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  3216. #endif
  3217. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  3218. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3219. #ifdef RENEWAL
  3220. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3221. #endif
  3222. }
  3223. switch(skill_id) {
  3224. case RA_WUGDASH:
  3225. case RA_WUGSTRIKE:
  3226. case RA_WUGBITE:
  3227. if (sd) {
  3228. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3229. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3230. #ifdef RENEWAL
  3231. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3232. #endif
  3233. }
  3234. break;
  3235. }
  3236. if (sc) { // Status change considered as masteries
  3237. #ifdef RENEWAL
  3238. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3239. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3240. #endif
  3241. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3242. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3243. #ifdef RENEWAL
  3244. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3245. #endif
  3246. }
  3247. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3248. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3249. #ifdef RENEWAL
  3250. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3251. #endif
  3252. }
  3253. if (sc->getSCE(SC_P_ALTER)) {
  3254. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3255. #ifdef RENEWAL
  3256. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3257. #endif
  3258. }
  3259. }
  3260. }
  3261. }
  3262. #ifdef RENEWAL
  3263. /*=========================================
  3264. * Calculate the various Renewal ATK parts
  3265. *-----------------------------------------
  3266. * Credits:
  3267. * Original coder Skotlex
  3268. * Initial refactoring by Baalberith
  3269. * Refined and optimized by helvetica
  3270. */
  3271. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3272. {
  3273. struct status_data *sstatus = status_get_status_data(src);
  3274. struct status_data *tstatus = status_get_status_data(target);
  3275. map_session_data *sd = BL_CAST(BL_PC, src);
  3276. bool critical = false;
  3277. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3278. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3279. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3280. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3281. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3282. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3283. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3284. } else { // status atk is considered neutral on normal attacks [helvetica]
  3285. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3286. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3287. }
  3288. // Check critical
  3289. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3290. critical = true;
  3291. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3292. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3293. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3294. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3295. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3296. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3297. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3298. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3299. wd->weaponAtk += bonus_atk;
  3300. wd->weaponAtk2 += bonus_atk2;
  3301. }
  3302. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3303. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3304. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3305. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3306. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3307. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3308. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3309. if (sd && sd->bonus.atk_rate) {
  3310. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3311. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3312. }
  3313. //Mastery ATK is a special kind of ATK that has no elemental properties
  3314. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3315. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3316. wd->damage = 0;
  3317. wd->damage2 = 0;
  3318. }
  3319. #endif
  3320. /*==========================================================
  3321. * Calculate basic ATK that goes into the skill ATK formula
  3322. *----------------------------------------------------------
  3323. * Credits:
  3324. * Original coder Skotlex
  3325. * Initial refactoring by Baalberith
  3326. * Refined and optimized by helvetica
  3327. */
  3328. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3329. {
  3330. status_change *sc = status_get_sc(src);
  3331. struct status_data *sstatus = status_get_status_data(src);
  3332. struct status_data *tstatus = status_get_status_data(target);
  3333. map_session_data *sd = BL_CAST(BL_PC, src);
  3334. map_session_data *tsd = BL_CAST(BL_PC, target);
  3335. uint16 i;
  3336. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3337. switch (skill_id) { //Calc base damage according to skill
  3338. case PA_SACRIFICE:
  3339. wd->damage = sstatus->max_hp* 9/100;
  3340. wd->damage2 = 0;
  3341. #ifdef RENEWAL
  3342. wd->weaponAtk = wd->damage;
  3343. wd->weaponAtk2 = wd->damage2;
  3344. #endif
  3345. break;
  3346. #ifdef RENEWAL
  3347. case LK_SPIRALPIERCE:
  3348. case ML_SPIRALPIERCE:
  3349. if (sd) {
  3350. short index = sd->equip_index[EQI_HAND_R];
  3351. if (index >= 0 &&
  3352. sd->inventory_data[index] &&
  3353. sd->inventory_data[index]->type == IT_WEAPON)
  3354. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3355. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3356. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3357. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3358. case SZ_SMALL: //Small: 115%
  3359. ATK_RATE(wd->damage, wd->damage2, 115);
  3360. RE_ALLATK_RATE(wd, 115);
  3361. break;
  3362. //case SZ_MEDIUM: //Medium: 100%
  3363. case SZ_BIG: //Large: 85%
  3364. ATK_RATE(wd->damage, wd->damage2, 85);
  3365. RE_ALLATK_RATE(wd, 85);
  3366. break;
  3367. }
  3368. } else {
  3369. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3370. }
  3371. #else
  3372. case NJ_ISSEN:
  3373. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3374. wd->damage2 = 0;
  3375. break;
  3376. case LK_SPIRALPIERCE:
  3377. case ML_SPIRALPIERCE:
  3378. if (sd) {
  3379. short index = sd->equip_index[EQI_HAND_R];
  3380. if (index >= 0 &&
  3381. sd->inventory_data[index] &&
  3382. sd->inventory_data[index]->type == IT_WEAPON)
  3383. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3384. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3385. } else {
  3386. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3387. }
  3388. i = sstatus->str/10;
  3389. i*=i;
  3390. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3391. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3392. case SZ_SMALL: //Small: 125%
  3393. ATK_RATE(wd->damage, wd->damage2, 125);
  3394. break;
  3395. //case SZ_MEDIUM: //Medium: 100%
  3396. case SZ_BIG: //Large: 75%
  3397. ATK_RATE(wd->damage, wd->damage2, 75);
  3398. break;
  3399. }
  3400. #endif
  3401. break;
  3402. case CR_SHIELDBOOMERANG:
  3403. case PA_SHIELDCHAIN:
  3404. wd->damage = sstatus->batk;
  3405. if (sd) {
  3406. short index = sd->equip_index[EQI_HAND_L];
  3407. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3408. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3409. #ifdef RENEWAL
  3410. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3411. #endif
  3412. }
  3413. } else
  3414. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3415. break;
  3416. case RK_DRAGONBREATH:
  3417. case RK_DRAGONBREATH_WATER:
  3418. {
  3419. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3420. if(status_get_lv(src) > 100)
  3421. damagevalue = damagevalue * status_get_lv(src) / 100;
  3422. if(sd) {
  3423. if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
  3424. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
  3425. } else {
  3426. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
  3427. }
  3428. }
  3429. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  3430. damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
  3431. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3432. #ifdef RENEWAL
  3433. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3434. #endif
  3435. wd->flag |= BF_LONG;
  3436. }
  3437. break;
  3438. case NC_SELFDESTRUCTION: {
  3439. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3440. if(status_get_lv(src) > 100)
  3441. damagevalue = damagevalue * status_get_lv(src) / 100;
  3442. damagevalue = damagevalue + sstatus->hp;
  3443. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3444. #ifdef RENEWAL
  3445. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3446. #endif
  3447. }
  3448. break;
  3449. case KO_HAPPOKUNAI:
  3450. if(sd) {
  3451. short index = sd->equip_index[EQI_AMMO];
  3452. int damagevalue = 3 * (
  3453. #ifdef RENEWAL
  3454. 2 *
  3455. #endif
  3456. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3457. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3458. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3459. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3460. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3461. #ifdef RENEWAL
  3462. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3463. #endif
  3464. } else
  3465. ATK_ADD(wd->damage, wd->damage2, 5000);
  3466. break;
  3467. case HFLI_SBR44: //[orn]
  3468. if(src->type == BL_HOM)
  3469. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3470. break;
  3471. default:
  3472. #ifdef RENEWAL
  3473. if (sd)
  3474. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3475. else {
  3476. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3477. (!skill_id && sc && sc->getSCE(SC_CHANGE)?4:0);
  3478. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3479. if (is_attack_left_handed(src, skill_id))
  3480. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3481. }
  3482. #else
  3483. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3484. (is_skill_using_arrow(src, skill_id)?2:0)|
  3485. (skill_id == HW_MAGICCRASHER?4:0)|
  3486. (!skill_id && sc && sc->getSCE(SC_CHANGE)?4:0)|
  3487. (skill_id == MO_EXTREMITYFIST?8:0)|
  3488. (sc && sc->getSCE(SC_WEAPONPERFECTION)?8:0);
  3489. if (is_skill_using_arrow(src, skill_id) && sd) {
  3490. switch(sd->status.weapon) {
  3491. case W_BOW:
  3492. case W_REVOLVER:
  3493. case W_RIFLE:
  3494. case W_GATLING:
  3495. case W_SHOTGUN:
  3496. case W_GRENADE:
  3497. break;
  3498. default:
  3499. i |= 16; // for ex. shuriken must not be influenced by DEX
  3500. break;
  3501. }
  3502. }
  3503. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3504. if (is_attack_left_handed(src, skill_id))
  3505. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3506. #endif
  3507. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3508. if(wd->miscflag > 0) {
  3509. wd->damage /= wd->miscflag;
  3510. #ifdef RENEWAL
  3511. wd->statusAtk /= wd->miscflag;
  3512. wd->weaponAtk /= wd->miscflag;
  3513. wd->equipAtk /= wd->miscflag;
  3514. wd->masteryAtk /= wd->miscflag;
  3515. #endif
  3516. } else
  3517. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3518. }
  3519. //Add any bonuses that modify the base atk (pre-skills)
  3520. if(sd) {
  3521. int skill;
  3522. #ifndef RENEWAL
  3523. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3524. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3525. }
  3526. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3527. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3528. // Reduce count by one (self) [Tydus1]
  3529. i -= 1;
  3530. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3531. }
  3532. }
  3533. #else
  3534. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3535. ATK_ADDRATE(wd->damage, wd->damage2, 10 + 15 * skill);
  3536. RE_ALLATK_ADDRATE(wd, 10 + 15 * skill);
  3537. }
  3538. #endif
  3539. }
  3540. #ifndef RENEWAL
  3541. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3542. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3543. }
  3544. #endif
  3545. break;
  3546. } //End switch(skill_id)
  3547. }
  3548. //For quick div adjustment.
  3549. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3550. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3551. /*================================================= [Playtester]
  3552. * Applies DAMAGE_DIV_FIX and checks for min damage
  3553. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3554. * @param skill_id: ID of the skill that deals damage
  3555. * @return Modified damage struct
  3556. *------------------------------------------------*/
  3557. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3558. {
  3559. if(d->damage) {
  3560. DAMAGE_DIV_FIX(d->damage, d->div_);
  3561. //Min damage
  3562. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3563. d->damage = d->div_;
  3564. } else if (d->div_ < 0) {
  3565. d->div_ *= -1;
  3566. }
  3567. }
  3568. /*=======================================
  3569. * Check for and calculate multi attacks
  3570. *---------------------------------------
  3571. * Credits:
  3572. * Original coder Skotlex
  3573. * Initial refactoring by Baalberith
  3574. * Refined and optimized by helvetica
  3575. */
  3576. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3577. {
  3578. map_session_data *sd = BL_CAST(BL_PC, src);
  3579. status_change *sc = status_get_sc(src);
  3580. status_change *tsc = status_get_sc(target);
  3581. struct status_data *tstatus = status_get_status_data(target);
  3582. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3583. short i;
  3584. if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3585. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3586. {
  3587. int chance = rnd()%100;
  3588. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3589. case 5:
  3590. if (chance < 4) {
  3591. wd->div_ = 5;
  3592. break;
  3593. } // 3 % chance to attack 5 times.
  3594. [[fallthrough]];
  3595. case 4:
  3596. if (chance < 7) {
  3597. wd->div_ = 4;
  3598. break;
  3599. } // 6 % chance to attack 4 times.
  3600. [[fallthrough]];
  3601. case 3:
  3602. if (chance < 10) {
  3603. wd->div_ = 3;
  3604. break;
  3605. } // 9 % chance to attack 3 times.
  3606. [[fallthrough]];
  3607. case 2:
  3608. case 1:
  3609. if (chance < 13) {
  3610. wd->div_ = 2;
  3611. break;
  3612. } // 12 % chance to attack 2 times.
  3613. }
  3614. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3615. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3616. if (wd->div_ > 1)
  3617. wd->type = DMG_MULTI_HIT;
  3618. }
  3619. if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3620. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3621. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3622. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3623. { //Success chance is not added, the higher one is used [Skotlex]
  3624. int max_rate = 0;
  3625. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3626. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3627. else
  3628. #ifdef RENEWAL
  3629. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3630. #else
  3631. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3632. #endif
  3633. if( rnd()%100 < max_rate ) {
  3634. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3635. wd->type = DMG_MULTI_HIT;
  3636. }
  3637. }
  3638. if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3639. || (sc && sc->count && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3640. && rnd()%100 < 5*skill_lv ) //Success rate
  3641. {
  3642. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3643. wd->type = DMG_MULTI_HIT;
  3644. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3645. }
  3646. }
  3647. switch (skill_id) {
  3648. case RK_WINDCUTTER:
  3649. if (sd && sd->weapontype1 == W_2HSWORD)
  3650. wd->div_ = 2;
  3651. break;
  3652. case SC_FATALMENACE:
  3653. if (sd && sd->weapontype1 == W_DAGGER)
  3654. wd->div_++;
  3655. break;
  3656. case SR_RIDEINLIGHTNING:
  3657. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3658. break;
  3659. case RL_QD_SHOT:
  3660. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3661. break;
  3662. case KO_JYUMONJIKIRI:
  3663. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3664. wd->div_ = wd->div_ * -1;// needs more info
  3665. break;
  3666. case MH_BLAZING_AND_FURIOUS: {
  3667. struct homun_data *hd = BL_CAST(BL_HOM, src);
  3668. if (hd) {
  3669. wd->div_ = hd->homunculus.spiritball;
  3670. hom_delspiritball(hd, MAX_SPIRITBALL, 1);
  3671. }
  3672. break;
  3673. }
  3674. case ABC_FRENZY_SHOT:
  3675. if( rnd()%100 < 5 * skill_lv ){
  3676. wd->div_ = 3;
  3677. }
  3678. break;
  3679. #ifdef RENEWAL
  3680. case AS_POISONREACT:
  3681. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3682. if (skill_lv > 0) {
  3683. if(rnd()%100 < (7 * skill_lv)) {
  3684. wd->div_++;
  3685. }
  3686. }
  3687. break;
  3688. #endif
  3689. }
  3690. }
  3691. /*======================================================
  3692. * Calculate skill level ratios for weapon-based skills
  3693. *------------------------------------------------------
  3694. * Credits:
  3695. * Original coder Skotlex
  3696. * Initial refactoring by Baalberith
  3697. * Refined and optimized by helvetica
  3698. */
  3699. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3700. {
  3701. map_session_data *sd = BL_CAST(BL_PC, src);
  3702. map_session_data *tsd = BL_CAST(BL_PC, target);
  3703. status_change *sc = status_get_sc(src);
  3704. status_change *tsc = status_get_sc(target);
  3705. struct status_data *sstatus = status_get_status_data(src);
  3706. struct status_data *tstatus = status_get_status_data(target);
  3707. int skillratio = 100;
  3708. int i;
  3709. //Skill damage modifiers that stack linearly
  3710. if(sc && skill_id != PA_SACRIFICE) {
  3711. if(sc->getSCE(SC_OVERTHRUST))
  3712. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  3713. if(sc->getSCE(SC_MAXOVERTHRUST))
  3714. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  3715. if(sc->getSCE(SC_BERSERK))
  3716. #ifndef RENEWAL
  3717. skillratio += 100;
  3718. #else
  3719. skillratio += 200;
  3720. if (sc && sc->getSCE(SC_TRUESIGHT))
  3721. skillratio += 2 * sc->getSCE(SC_TRUESIGHT)->val1;
  3722. if (sc->getSCE(SC_CONCENTRATION) && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH))
  3723. skillratio += sc->getSCE(SC_CONCENTRATION)->val2;
  3724. #endif
  3725. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3726. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  3727. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3728. short index = sd->equip_index[EQI_HAND_R];
  3729. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3730. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3731. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  3732. }
  3733. status_change_end(src,SC_CRUSHSTRIKE);
  3734. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3735. } else {
  3736. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3737. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3738. skillratio += 125;
  3739. else
  3740. skillratio += 250;
  3741. }
  3742. }
  3743. }
  3744. }
  3745. switch(skill_id) {
  3746. case SM_BASH:
  3747. case MS_BASH:
  3748. skillratio += 30 * skill_lv;
  3749. break;
  3750. case SM_MAGNUM:
  3751. case MS_MAGNUM:
  3752. if(wd->miscflag == 1)
  3753. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3754. else
  3755. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3756. break;
  3757. case MC_MAMMONITE:
  3758. skillratio += 50 * skill_lv;
  3759. break;
  3760. case HT_POWER:
  3761. skillratio += -50 + 8 * sstatus->str;
  3762. break;
  3763. case AC_DOUBLE:
  3764. case MA_DOUBLE:
  3765. skillratio += 10 * (skill_lv - 1);
  3766. break;
  3767. case AC_SHOWER:
  3768. case MA_SHOWER:
  3769. #ifdef RENEWAL
  3770. skillratio += 50 + 10 * skill_lv;
  3771. #else
  3772. skillratio += -25 + 5 * skill_lv;
  3773. #endif
  3774. break;
  3775. case AC_CHARGEARROW:
  3776. case MA_CHARGEARROW:
  3777. skillratio += 50;
  3778. break;
  3779. #ifndef RENEWAL
  3780. case HT_FREEZINGTRAP:
  3781. case MA_FREEZINGTRAP:
  3782. skillratio += -50 + 10 * skill_lv;
  3783. break;
  3784. #endif
  3785. case KN_PIERCE:
  3786. skillratio += 10 * skill_lv;
  3787. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  3788. skillratio *= 2;
  3789. break;
  3790. case ML_PIERCE:
  3791. skillratio += 10 * skill_lv;
  3792. break;
  3793. case MER_CRASH:
  3794. skillratio += 10 * skill_lv;
  3795. break;
  3796. case KN_SPEARSTAB:
  3797. skillratio += 20 * skill_lv;
  3798. break;
  3799. case KN_SPEARBOOMERANG:
  3800. skillratio += 50 * skill_lv;
  3801. break;
  3802. #ifdef RENEWAL
  3803. case KN_BRANDISHSPEAR:
  3804. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3805. break;
  3806. #else
  3807. case KN_BRANDISHSPEAR:
  3808. #endif
  3809. case ML_BRANDISH:
  3810. {
  3811. int ratio = 100 + 20 * skill_lv;
  3812. skillratio += -100 + ratio;
  3813. if(skill_lv > 3 && wd->miscflag == 0)
  3814. skillratio += ratio / 2;
  3815. if(skill_lv > 6 && wd->miscflag == 0)
  3816. skillratio += ratio / 4;
  3817. if(skill_lv > 9 && wd->miscflag == 0)
  3818. skillratio += ratio / 8;
  3819. if(skill_lv > 6 && wd->miscflag == 1)
  3820. skillratio += ratio / 2;
  3821. if(skill_lv > 9 && wd->miscflag == 1)
  3822. skillratio += ratio / 4;
  3823. if(skill_lv > 9 && wd->miscflag == 2)
  3824. skillratio += ratio / 2;
  3825. }
  3826. break;
  3827. case KN_BOWLINGBASH:
  3828. case MS_BOWLINGBASH:
  3829. skillratio += 40 * skill_lv;
  3830. break;
  3831. case AS_GRIMTOOTH:
  3832. skillratio += 20 * skill_lv;
  3833. break;
  3834. case AS_POISONREACT:
  3835. skillratio += 30 * skill_lv;
  3836. break;
  3837. case AS_SONICBLOW:
  3838. #ifdef RENEWAL
  3839. skillratio += 100 + 100 * skill_lv;
  3840. if (tstatus->hp < (tstatus->max_hp / 2))
  3841. skillratio += skillratio / 2;
  3842. #else
  3843. skillratio += 300 + 40 * skill_lv;
  3844. #endif
  3845. break;
  3846. case TF_SPRINKLESAND:
  3847. skillratio += 30;
  3848. break;
  3849. case MC_CARTREVOLUTION:
  3850. skillratio += 50;
  3851. if(sd && sd->cart_weight)
  3852. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3853. else if (!sd)
  3854. skillratio += 100; //Max damage for non players.
  3855. break;
  3856. case NPC_PIERCINGATT:
  3857. skillratio += -25; //75% base damage
  3858. break;
  3859. case NPC_COMBOATTACK:
  3860. skillratio += 25 * skill_lv;
  3861. break;
  3862. case NPC_RANDOMATTACK:
  3863. case NPC_WATERATTACK:
  3864. case NPC_GROUNDATTACK:
  3865. case NPC_FIREATTACK:
  3866. case NPC_WINDATTACK:
  3867. case NPC_POISONATTACK:
  3868. case NPC_HOLYATTACK:
  3869. case NPC_DARKNESSATTACK:
  3870. case NPC_UNDEADATTACK:
  3871. case NPC_TELEKINESISATTACK:
  3872. case NPC_BLOODDRAIN:
  3873. case NPC_ACIDBREATH:
  3874. case NPC_DARKNESSBREATH:
  3875. case NPC_FIREBREATH:
  3876. case NPC_ICEBREATH:
  3877. case NPC_ICEBREATH2:
  3878. case NPC_THUNDERBREATH:
  3879. case NPC_HELLJUDGEMENT:
  3880. case NPC_HELLJUDGEMENT2:
  3881. case NPC_PULSESTRIKE:
  3882. skillratio += 100 * (skill_lv - 1);
  3883. break;
  3884. case NPC_REVERBERATION_ATK:
  3885. skillratio += 400 + 200 * skill_lv;
  3886. break;
  3887. case RG_BACKSTAP:
  3888. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3889. skillratio += (200 + 40 * skill_lv) / 2;
  3890. else
  3891. skillratio += 200 + 40 * skill_lv;
  3892. break;
  3893. case RG_RAID:
  3894. #ifdef RENEWAL
  3895. skillratio += -100 + 50 + skill_lv * 150;
  3896. #else
  3897. skillratio += 40 * skill_lv;
  3898. #endif
  3899. break;
  3900. case RG_INTIMIDATE:
  3901. skillratio += 30 * skill_lv;
  3902. break;
  3903. case CR_SHIELDCHARGE:
  3904. skillratio += 20 * skill_lv;
  3905. break;
  3906. case CR_SHIELDBOOMERANG:
  3907. #ifdef RENEWAL
  3908. skillratio += -100 + skill_lv * 80;
  3909. #else
  3910. skillratio += 30 * skill_lv;
  3911. #endif
  3912. break;
  3913. case NPC_DARKCROSS:
  3914. case CR_HOLYCROSS:
  3915. #ifdef RENEWAL
  3916. if(sd && sd->status.weapon == W_2HSPEAR)
  3917. skillratio += 70 * skill_lv;
  3918. else
  3919. #endif
  3920. skillratio += 35 * skill_lv;
  3921. break;
  3922. case AM_DEMONSTRATION:
  3923. skillratio += 20 * skill_lv;
  3924. break;
  3925. case AM_ACIDTERROR:
  3926. #ifdef RENEWAL
  3927. skillratio += -100 + 200 * skill_lv;
  3928. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3929. skillratio += 100; // !TODO: What's this bonus increase?
  3930. #else
  3931. skillratio += 40 * skill_lv;
  3932. #endif
  3933. break;
  3934. case MO_FINGEROFFENSIVE:
  3935. #ifdef RENEWAL
  3936. skillratio += 500 + skill_lv * 200;
  3937. if (tsc && tsc->getSCE(SC_BLADESTOP))
  3938. skillratio += skillratio / 2;
  3939. #else
  3940. skillratio += 50 * skill_lv;
  3941. #endif
  3942. break;
  3943. case MO_INVESTIGATE:
  3944. #ifdef RENEWAL
  3945. skillratio += -100 + 100 * skill_lv;
  3946. if (tsc && tsc->getSCE(SC_BLADESTOP))
  3947. skillratio += skillratio / 2;
  3948. #else
  3949. skillratio += 75 * skill_lv;
  3950. #endif
  3951. break;
  3952. case MO_EXTREMITYFIST:
  3953. skillratio += 100 * (7 + sstatus->sp / 10);
  3954. #ifdef RENEWAL
  3955. if (wd->miscflag&1)
  3956. skillratio *= 2; // More than 5 spirit balls active
  3957. #endif
  3958. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3959. break;
  3960. case MO_TRIPLEATTACK:
  3961. skillratio += 20 * skill_lv;
  3962. break;
  3963. case MO_CHAINCOMBO:
  3964. #ifdef RENEWAL
  3965. skillratio += 150 + 50 * skill_lv;
  3966. if (sd && sd->status.weapon == W_KNUCKLE)
  3967. skillratio *= 2;
  3968. #else
  3969. skillratio += 50 + 50 * skill_lv;
  3970. #endif
  3971. break;
  3972. case MO_COMBOFINISH:
  3973. #ifdef RENEWAL
  3974. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3975. #else
  3976. skillratio += 140 + 60 * skill_lv;
  3977. #endif
  3978. if (sc->getSCE(SC_GT_ENERGYGAIN))
  3979. skillratio += skillratio * 50 / 100;
  3980. break;
  3981. case BA_MUSICALSTRIKE:
  3982. case DC_THROWARROW:
  3983. #ifdef RENEWAL
  3984. skillratio += 10 + 40 * skill_lv;
  3985. #else
  3986. skillratio += 25 + 25 * skill_lv;
  3987. #endif
  3988. break;
  3989. case CH_TIGERFIST:
  3990. #ifdef RENEWAL
  3991. skillratio += 400 + 150 * skill_lv;
  3992. RE_LVL_DMOD(100);
  3993. #else
  3994. skillratio += -60 + 100 * skill_lv;
  3995. #endif
  3996. if (sc->getSCE(SC_GT_ENERGYGAIN))
  3997. skillratio += skillratio * 50 / 100;
  3998. break;
  3999. case CH_CHAINCRUSH:
  4000. #ifdef RENEWAL
  4001. skillratio += -100 + 200 * skill_lv;
  4002. RE_LVL_DMOD(100);
  4003. #else
  4004. skillratio += 300 + 100 * skill_lv;
  4005. #endif
  4006. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4007. skillratio += skillratio * 50 / 100;
  4008. break;
  4009. case CH_PALMSTRIKE:
  4010. #ifdef RENEWAL
  4011. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4012. RE_LVL_DMOD(100);
  4013. #else
  4014. skillratio += 100 + 100 * skill_lv;
  4015. #endif
  4016. break;
  4017. case LK_HEADCRUSH:
  4018. skillratio += 40 * skill_lv;
  4019. break;
  4020. case LK_JOINTBEAT:
  4021. skillratio += 10 * skill_lv - 50;
  4022. if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  4023. skillratio *= 2;
  4024. break;
  4025. #ifdef RENEWAL
  4026. // Renewal: skill ratio applies to entire damage [helvetica]
  4027. case LK_SPIRALPIERCE:
  4028. skillratio += 50 + 50 * skill_lv;
  4029. RE_LVL_DMOD(100);
  4030. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4031. skillratio *= 2;
  4032. break;
  4033. case ML_SPIRALPIERCE:
  4034. skillratio += 50 + 50 * skill_lv;
  4035. RE_LVL_DMOD(100);
  4036. break;
  4037. #endif
  4038. case ASC_METEORASSAULT:
  4039. #ifdef RENEWAL
  4040. skillratio += 100 + 120 * skill_lv;
  4041. RE_LVL_DMOD(100);
  4042. #else
  4043. skillratio += -60 + 40 * skill_lv;
  4044. #endif
  4045. break;
  4046. case SN_SHARPSHOOTING:
  4047. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  4048. if (wd->miscflag & 2) // Splash damage bonus
  4049. skillratio += -100 + 140 * skill_lv;
  4050. else
  4051. skillratio += 100 + 50 * skill_lv;
  4052. break;
  4053. }
  4054. [[fallthrough]];
  4055. case MA_SHARPSHOOTING:
  4056. #ifdef RENEWAL
  4057. skillratio += -100 + 300 + 300 * skill_lv;
  4058. RE_LVL_DMOD(100);
  4059. #else
  4060. skillratio += 100 + 50 * skill_lv;
  4061. #endif
  4062. break;
  4063. #ifdef RENEWAL
  4064. case CR_ACIDDEMONSTRATION:
  4065. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  4066. if (target->type == BL_PC)
  4067. skillratio /= 2;
  4068. break;
  4069. #endif
  4070. case CG_ARROWVULCAN:
  4071. #ifdef RENEWAL
  4072. skillratio += 400 + 100 * skill_lv;
  4073. RE_LVL_DMOD(100);
  4074. #else
  4075. skillratio += 100 + 100 * skill_lv;
  4076. #endif
  4077. break;
  4078. case AS_SPLASHER:
  4079. #ifdef RENEWAL
  4080. skillratio += -100 + 400 + 100 * skill_lv;
  4081. #else
  4082. skillratio += 400 + 50 * skill_lv;
  4083. #endif
  4084. if(sd)
  4085. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  4086. break;
  4087. case ASC_BREAKER:
  4088. #ifdef RENEWAL
  4089. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  4090. RE_LVL_DMOD(100);
  4091. #else
  4092. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  4093. skillratio += -100 + 100 * skill_lv;
  4094. #endif
  4095. break;
  4096. case PA_SACRIFICE:
  4097. skillratio += -10 + 10 * skill_lv;
  4098. break;
  4099. case PA_SHIELDCHAIN:
  4100. #ifdef RENEWAL
  4101. skillratio = -100 + 300 + 200 * skill_lv;
  4102. if( sd != nullptr ){
  4103. int16 index = sd->equip_index[EQI_HAND_L];
  4104. // Damage affected by the shield's weight and refine.
  4105. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
  4106. skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
  4107. }
  4108. // Damage affected by shield mastery
  4109. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4110. skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4111. }
  4112. }
  4113. RE_LVL_DMOD(100);
  4114. #else
  4115. skillratio += 30 * skill_lv;
  4116. #endif
  4117. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4118. skillratio += skillratio * 50 / 100;
  4119. break;
  4120. case WS_CARTTERMINATION:
  4121. i = 10 * (16 - skill_lv);
  4122. if (i < 1) i = 1;
  4123. //Preserve damage ratio when max cart weight is changed.
  4124. if (sd && sd->cart_weight)
  4125. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  4126. else if (!sd)
  4127. skillratio += 80000 / i - 100;
  4128. break;
  4129. case TK_DOWNKICK:
  4130. case TK_STORMKICK:
  4131. skillratio += 60 + 20 * skill_lv;
  4132. break;
  4133. case TK_TURNKICK:
  4134. case TK_COUNTER:
  4135. skillratio += 90 + 30 * skill_lv;
  4136. break;
  4137. case TK_JUMPKICK:
  4138. //Different damage formulas depending on damage trigger
  4139. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  4140. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  4141. else if (wd->miscflag) {
  4142. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  4143. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  4144. skillratio *= 2;
  4145. }
  4146. else
  4147. skillratio += -70 + 10 * skill_lv;
  4148. break;
  4149. case GS_TRIPLEACTION:
  4150. skillratio += 50 * skill_lv;
  4151. break;
  4152. case GS_BULLSEYE:
  4153. //Only works well against brute/demihumans non bosses.
  4154. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  4155. skillratio += 400;
  4156. break;
  4157. case GS_TRACKING:
  4158. skillratio += 100 * (skill_lv + 1);
  4159. break;
  4160. case GS_PIERCINGSHOT:
  4161. #ifdef RENEWAL
  4162. if (sd && sd->weapontype1 == W_RIFLE)
  4163. skillratio += 150 + 30 * skill_lv;
  4164. else
  4165. skillratio += 100 + 20 * skill_lv;
  4166. #else
  4167. skillratio += 20 * skill_lv;
  4168. #endif
  4169. break;
  4170. case GS_RAPIDSHOWER:
  4171. skillratio += 400 + 50 * skill_lv;
  4172. break;
  4173. case GS_DESPERADO:
  4174. skillratio += 50 * (skill_lv - 1);
  4175. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  4176. skillratio *= 2;
  4177. break;
  4178. case GS_DUST:
  4179. skillratio += 50 * skill_lv;
  4180. break;
  4181. case GS_FULLBUSTER:
  4182. skillratio += 100 * (skill_lv + 2);
  4183. break;
  4184. case GS_SPREADATTACK:
  4185. #ifdef RENEWAL
  4186. skillratio += 30 * skill_lv;
  4187. #else
  4188. skillratio += 20 * (skill_lv - 1);
  4189. #endif
  4190. break;
  4191. #ifdef RENEWAL
  4192. case GS_GROUNDDRIFT:
  4193. skillratio += 100 + 20 * skill_lv;
  4194. break;
  4195. #endif
  4196. case NJ_HUUMA:
  4197. #ifdef RENEWAL
  4198. skillratio += -150 + 250 * skill_lv;
  4199. #else
  4200. skillratio += 50 + 150 * skill_lv;
  4201. #endif
  4202. break;
  4203. case NJ_TATAMIGAESHI:
  4204. skillratio += 10 * skill_lv;
  4205. #ifdef RENEWAL
  4206. skillratio *= 2;
  4207. #endif
  4208. break;
  4209. case NJ_KASUMIKIRI:
  4210. #ifdef RENEWAL
  4211. skillratio += 20 * skill_lv;
  4212. #else
  4213. skillratio += 10 * skill_lv;
  4214. #endif
  4215. break;
  4216. case NJ_KIRIKAGE:
  4217. #ifdef RENEWAL
  4218. skillratio += -50 + 150 * skill_lv;
  4219. #else
  4220. skillratio += 100 * (skill_lv - 1);
  4221. #endif
  4222. break;
  4223. #ifdef RENEWAL
  4224. case NJ_SYURIKEN:
  4225. skillratio += 5 * skill_lv;
  4226. break;
  4227. case NJ_KUNAI:
  4228. skillratio += -100 + 100 * skill_lv;
  4229. break;
  4230. case KN_CHARGEATK:
  4231. skillratio += 600;
  4232. break;
  4233. case AS_VENOMKNIFE:
  4234. skillratio += 400;
  4235. break;
  4236. #else
  4237. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4238. int k = (wd->miscflag-1)/3;
  4239. if (k < 0)
  4240. k = 0;
  4241. else if (k > 4)
  4242. k = 4;
  4243. skillratio += 100 * k;
  4244. }
  4245. break;
  4246. #endif
  4247. case HT_PHANTASMIC:
  4248. #ifdef RENEWAL
  4249. skillratio += 400;
  4250. #else
  4251. skillratio += 50;
  4252. #endif
  4253. break;
  4254. case MO_BALKYOUNG:
  4255. #ifdef RENEWAL
  4256. skillratio += 700;
  4257. #else
  4258. skillratio += 200;
  4259. #endif
  4260. break;
  4261. case HFLI_MOON: //[orn]
  4262. skillratio += 10 + 110 * skill_lv;
  4263. break;
  4264. case HFLI_SBR44: //[orn]
  4265. skillratio += 100 * (skill_lv - 1);
  4266. break;
  4267. case NPC_VAMPIRE_GIFT:
  4268. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4269. break;
  4270. case RK_SONICWAVE:
  4271. skillratio += -100 + 1050 + 150 * skill_lv;
  4272. RE_LVL_DMOD(100);
  4273. break;
  4274. case RK_HUNDREDSPEAR:
  4275. skillratio += -100 + 600 + 200 * skill_lv;
  4276. if (sd)
  4277. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4278. if (sc) {
  4279. if( sc->getSCE( SC_DRAGONIC_AURA ) ){
  4280. skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
  4281. }
  4282. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4283. skillratio *= 2;
  4284. }
  4285. RE_LVL_DMOD(100);
  4286. break;
  4287. case RK_WINDCUTTER:
  4288. if (sd) {
  4289. if (sd->weapontype1 == W_2HSWORD)
  4290. skillratio += -100 + 250 * skill_lv;
  4291. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4292. skillratio += -100 + 400 * skill_lv;
  4293. else
  4294. skillratio += -100 + 300 * skill_lv;
  4295. } else
  4296. skillratio += -100 + 300 * skill_lv;
  4297. RE_LVL_DMOD(100);
  4298. break;
  4299. case RK_IGNITIONBREAK:
  4300. skillratio += -100 + 450 * skill_lv;
  4301. RE_LVL_DMOD(100);
  4302. break;
  4303. case NPC_IGNITIONBREAK:
  4304. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4305. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4306. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4307. i = distance_bl(src,target);
  4308. if (i < 2)
  4309. skillratio += -100 + 500 * (skill_lv + 1);
  4310. else if (i < 4)
  4311. skillratio += -100 + 250 + 500 * skill_lv;
  4312. else
  4313. skillratio += -100 + 500 * skill_lv;
  4314. break;
  4315. case RK_STORMBLAST:
  4316. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4317. RE_LVL_DMOD(100);
  4318. break;
  4319. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4320. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4321. RE_LVL_DMOD(150); // Base level bonus.
  4322. break;
  4323. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4324. case GC_CROSSIMPACT:
  4325. skillratio += -100 + 1400 + 150 * skill_lv;
  4326. RE_LVL_DMOD(100);
  4327. break;
  4328. case GC_COUNTERSLASH:
  4329. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4330. skillratio += -100 + 300 + 150 * skill_lv;
  4331. RE_LVL_DMOD(120);
  4332. break;
  4333. case GC_VENOMPRESSURE:
  4334. skillratio += 900;
  4335. break;
  4336. case GC_PHANTOMMENACE:
  4337. skillratio += 200;
  4338. break;
  4339. case GC_ROLLINGCUTTER:
  4340. skillratio += -100 + 50 + 80 * skill_lv;
  4341. RE_LVL_DMOD(100);
  4342. break;
  4343. case GC_CROSSRIPPERSLASHER:
  4344. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4345. RE_LVL_DMOD(100);
  4346. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4347. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4348. break;
  4349. case GC_DARKCROW:
  4350. skillratio += 100 * (skill_lv - 1);
  4351. break;
  4352. case AB_DUPLELIGHT_MELEE:
  4353. skillratio += 50 + 15 * skill_lv;
  4354. break;
  4355. case NPC_ARROWSTORM:
  4356. if (skill_lv > 4)
  4357. skillratio += 1900;
  4358. else
  4359. skillratio += 900;
  4360. break;
  4361. case NPC_DRAGONBREATH:
  4362. if (skill_lv > 5)
  4363. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4364. else
  4365. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4366. break;
  4367. case RA_ARROWSTORM:
  4368. if (sc && sc->getSCE(SC_FEARBREEZE))
  4369. skillratio += -100 + 200 + 250 * skill_lv;
  4370. else
  4371. skillratio += -100 + 200 + 180 * skill_lv;
  4372. RE_LVL_DMOD(100);
  4373. break;
  4374. case RA_AIMEDBOLT:
  4375. if (sc && sc->getSCE(SC_FEARBREEZE))
  4376. skillratio += -100 + 800 + 35 * skill_lv;
  4377. else
  4378. skillratio += -100 + 500 + 20 * skill_lv;
  4379. RE_LVL_DMOD(100);
  4380. break;
  4381. case RA_CLUSTERBOMB:
  4382. skillratio += 100 + 100 * skill_lv;
  4383. break;
  4384. case RA_WUGDASH:// ATK 300%
  4385. skillratio += 200;
  4386. break;
  4387. case RA_WUGSTRIKE:
  4388. skillratio += -100 + 200 * skill_lv;
  4389. break;
  4390. case RA_WUGBITE:
  4391. skillratio += 300 + 200 * skill_lv;
  4392. if (skill_lv == 5)
  4393. skillratio += 100;
  4394. break;
  4395. case RA_SENSITIVEKEEN:
  4396. skillratio += 50 * skill_lv;
  4397. break;
  4398. case NC_BOOSTKNUCKLE:
  4399. skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4400. RE_LVL_DMOD(100);
  4401. break;
  4402. case NC_PILEBUNKER:
  4403. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4404. RE_LVL_DMOD(100);
  4405. break;
  4406. case NC_VULCANARM:
  4407. skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4408. RE_LVL_DMOD(100);
  4409. break;
  4410. case NC_FLAMELAUNCHER:
  4411. case NC_COLDSLOWER:
  4412. skillratio += 200 + 300 * skill_lv;
  4413. RE_LVL_DMOD(150);
  4414. break;
  4415. case NC_ARMSCANNON:
  4416. skillratio += -100 + 400 + 350 * skill_lv;
  4417. RE_LVL_DMOD(100);
  4418. break;
  4419. case NC_AXEBOOMERANG:
  4420. skillratio += 150 + 50 * skill_lv;
  4421. if (sd) {
  4422. short index = sd->equip_index[EQI_HAND_R];
  4423. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4424. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4425. }
  4426. RE_LVL_DMOD(100);
  4427. break;
  4428. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4429. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4430. RE_LVL_DMOD(100);
  4431. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4432. skillratio *= 2;
  4433. break;
  4434. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4435. skillratio += 350 + 50 * skill_lv;
  4436. break;
  4437. case NC_AXETORNADO:
  4438. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
  4439. if (sc && sc->getSCE(SC_AXE_STOMP))
  4440. skillratio += 380;
  4441. RE_LVL_DMOD(100);
  4442. break;
  4443. case SC_FATALMENACE:
  4444. skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
  4445. if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
  4446. skillratio += 30 * skill_lv;
  4447. }
  4448. RE_LVL_DMOD(100);
  4449. break;
  4450. case SC_TRIANGLESHOT:
  4451. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4452. RE_LVL_DMOD(100);
  4453. break;
  4454. case SC_FEINTBOMB:
  4455. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4456. RE_LVL_DMOD(120);
  4457. break;
  4458. case LG_CANNONSPEAR:
  4459. skillratio += -100 + skill_lv * ( 120 + sstatus->str );
  4460. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4461. skillratio += 400;
  4462. }
  4463. RE_LVL_DMOD(100);
  4464. break;
  4465. case LG_BANISHINGPOINT:
  4466. skillratio += -100 + ( 100 * skill_lv );
  4467. if( sd != nullptr ){
  4468. skillratio += pc_checkskill( sd, SM_BASH ) * 70;
  4469. }
  4470. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4471. skillratio += 800;
  4472. }
  4473. RE_LVL_DMOD(100);
  4474. break;
  4475. case LG_SHIELDPRESS:
  4476. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4477. if (sd) {
  4478. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4479. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4480. }
  4481. short index = sd->equip_index[EQI_HAND_L];
  4482. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4483. skillratio += sd->inventory_data[index]->weight / 10;
  4484. }
  4485. RE_LVL_DMOD(100);
  4486. break;
  4487. case LG_PINPOINTATTACK:
  4488. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4489. RE_LVL_DMOD(120);
  4490. break;
  4491. case LG_RAGEBURST:
  4492. if (sd && sd->spiritball_old)
  4493. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4494. else
  4495. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4496. RE_LVL_DMOD(100);
  4497. break;
  4498. case LG_MOONSLASHER:
  4499. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4500. RE_LVL_DMOD(100);
  4501. break;
  4502. case LG_OVERBRAND:
  4503. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4504. skillratio += -100 + 500 * skill_lv;
  4505. else
  4506. skillratio += -100 + 350 * skill_lv;
  4507. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4508. RE_LVL_DMOD(100);
  4509. break;
  4510. case LG_EARTHDRIVE:
  4511. skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4512. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4513. skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4514. }
  4515. RE_LVL_DMOD(100);
  4516. break;
  4517. case LG_HESPERUSLIT:
  4518. if (sc && sc->getSCE(SC_INSPIRATION))
  4519. skillratio += -100 + 450 * skill_lv;
  4520. else
  4521. skillratio += -100 + 300 * skill_lv;
  4522. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4523. RE_LVL_DMOD(100);
  4524. break;
  4525. case SR_EARTHSHAKER:
  4526. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4527. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4528. skillratio += -100 + 300 * skill_lv;
  4529. RE_LVL_DMOD(100);
  4530. skillratio += status_get_str(src) * 3;
  4531. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4532. skillratio += -100 + 400 * skill_lv;
  4533. RE_LVL_DMOD(100);
  4534. skillratio += status_get_str(src) * 2;
  4535. }
  4536. break;
  4537. case SR_DRAGONCOMBO:
  4538. skillratio += 100 + 80 * skill_lv;
  4539. RE_LVL_DMOD(100);
  4540. break;
  4541. case SR_FALLENEMPIRE:
  4542. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4543. skillratio += 300 * skill_lv;
  4544. RE_LVL_DMOD(150);
  4545. break;
  4546. case SR_TIGERCANNON:
  4547. {
  4548. unsigned int hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4549. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4550. if (wd->miscflag&8)
  4551. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4552. skillratio += -100 + (hp + sp) / 2;
  4553. else
  4554. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4555. skillratio += -100 + (hp + sp) / 4;
  4556. RE_LVL_DMOD(100);
  4557. }
  4558. if (sc->getSCE(SC_GT_REVITALIZE))
  4559. skillratio += skillratio * 30 / 100;
  4560. break;
  4561. case SR_SKYNETBLOW:
  4562. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4563. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4564. RE_LVL_DMOD(100);
  4565. break;
  4566. case SR_RAMPAGEBLASTER:
  4567. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4568. skillratio += 1400 + 550 * skill_lv;
  4569. RE_LVL_DMOD(120);
  4570. } else {
  4571. skillratio += 900 + 350 * skill_lv;
  4572. RE_LVL_DMOD(150);
  4573. }
  4574. if (sc->getSCE(SC_GT_CHANGE))
  4575. skillratio += skillratio * 30 / 100;
  4576. break;
  4577. case SR_KNUCKLEARROW:
  4578. if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  4579. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4580. if (tsd && tsd->weight)
  4581. skillratio += 100 * tsd->weight / tsd->max_weight;
  4582. RE_LVL_DMOD(150);
  4583. } else {
  4584. if (status_get_class_(target) == CLASS_BOSS)
  4585. skillratio += 400 + 200 * skill_lv;
  4586. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4587. skillratio += 400 + 100 * skill_lv;
  4588. RE_LVL_DMOD(100);
  4589. }
  4590. if (sc->getSCE(SC_GT_CHANGE))
  4591. skillratio += skillratio * 30 / 100;
  4592. break;
  4593. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4594. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4595. RE_LVL_DMOD(100);
  4596. break;
  4597. case SR_GATEOFHELL:
  4598. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4599. skillratio += -100 + 800 * skill_lv;
  4600. else
  4601. skillratio += -100 + 500 * skill_lv;
  4602. RE_LVL_DMOD(100);
  4603. if (sc->getSCE(SC_GT_REVITALIZE))
  4604. skillratio += skillratio * 30 / 100;
  4605. break;
  4606. case SR_GENTLETOUCH_QUIET:
  4607. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4608. RE_LVL_DMOD(100);
  4609. break;
  4610. case SR_HOWLINGOFLION:
  4611. skillratio += -100 + 500 * skill_lv;
  4612. RE_LVL_DMOD(100);
  4613. break;
  4614. case SR_RIDEINLIGHTNING:
  4615. skillratio += -100 + 40 * skill_lv;
  4616. if (sd && sd->status.weapon == W_KNUCKLE)
  4617. skillratio += 50 * skill_lv;
  4618. RE_LVL_DMOD(100);
  4619. break;
  4620. case WM_SEVERE_RAINSTORM_MELEE:
  4621. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4622. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4623. if (wd->miscflag&4) // Whip/Instrument equipped
  4624. skillratio += 20 * skill_lv;
  4625. RE_LVL_DMOD(100);
  4626. break;
  4627. case WM_GREAT_ECHO:
  4628. skillratio += -100 + 250 + 500 * skill_lv;
  4629. if (sd) {
  4630. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4631. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4632. skillratio *= 2;
  4633. }
  4634. RE_LVL_DMOD(100);
  4635. break;
  4636. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4637. skillratio += -100 + 200 * skill_lv;
  4638. if(sd && sd->cart_weight)
  4639. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4640. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  4641. skillratio *= 2;
  4642. }
  4643. break;
  4644. case GN_CARTCANNON:
  4645. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4646. RE_LVL_DMOD(100);
  4647. break;
  4648. case GN_SPORE_EXPLOSION:
  4649. skillratio += -100 + 400 + 200 * skill_lv;
  4650. RE_LVL_DMOD(100);
  4651. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  4652. skillratio *= 2;
  4653. break;
  4654. case GN_WALLOFTHORN:
  4655. skillratio += 10 * skill_lv;
  4656. break;
  4657. case GN_CRAZYWEED_ATK:
  4658. skillratio += -100 + 700 + 100 * skill_lv;
  4659. RE_LVL_DMOD(100);
  4660. break;
  4661. case GN_SLINGITEM_RANGEMELEEATK:
  4662. if( sd ) {
  4663. switch( sd->itemid ) {
  4664. case ITEMID_APPLE_BOMB:
  4665. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4666. break;
  4667. case ITEMID_COCONUT_BOMB:
  4668. case ITEMID_PINEAPPLE_BOMB:
  4669. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4670. break;
  4671. case ITEMID_MELON_BOMB:
  4672. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4673. break;
  4674. case ITEMID_BANANA_BOMB:
  4675. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4676. break;
  4677. case ITEMID_BLACK_LUMP:
  4678. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4679. break;
  4680. case ITEMID_BLACK_HARD_LUMP:
  4681. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4682. break;
  4683. case ITEMID_VERY_HARD_LUMP:
  4684. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4685. break;
  4686. }
  4687. RE_LVL_DMOD(100);
  4688. }
  4689. break;
  4690. case GN_HELLS_PLANT_ATK:
  4691. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4692. RE_LVL_DMOD(100);
  4693. break;
  4694. // Physical Elemantal Spirits Attack Skills
  4695. case EL_CIRCLE_OF_FIRE:
  4696. case EL_FIRE_BOMB_ATK:
  4697. case EL_STONE_RAIN:
  4698. skillratio += 200;
  4699. break;
  4700. case EL_FIRE_WAVE_ATK:
  4701. skillratio += 500;
  4702. break;
  4703. case EL_TIDAL_WEAPON:
  4704. skillratio += 1400;
  4705. break;
  4706. case EL_WIND_SLASH:
  4707. skillratio += 100;
  4708. break;
  4709. case EL_HURRICANE:
  4710. skillratio += 600;
  4711. break;
  4712. case EL_TYPOON_MIS:
  4713. case EL_WATER_SCREW_ATK:
  4714. skillratio += 900;
  4715. break;
  4716. case EL_STONE_HAMMER:
  4717. skillratio += 400;
  4718. break;
  4719. case EL_ROCK_CRUSHER:
  4720. skillratio += 700;
  4721. break;
  4722. case KO_JYUMONJIKIRI:
  4723. skillratio += -100 + 200 * skill_lv;
  4724. RE_LVL_DMOD(120);
  4725. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  4726. skillratio += skill_lv * status_get_lv(src);
  4727. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4728. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4729. break;
  4730. case KO_HUUMARANKA:
  4731. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4732. RE_LVL_DMOD(100);
  4733. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4734. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4735. break;
  4736. case KO_SETSUDAN:
  4737. skillratio += 100 * (skill_lv - 1);
  4738. RE_LVL_DMOD(100);
  4739. if (tsc) {
  4740. struct status_change_entry *sce;
  4741. if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
  4742. skillratio += 200 * sce->val1;
  4743. }
  4744. break;
  4745. case KO_BAKURETSU:
  4746. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4747. RE_LVL_DMOD(120);
  4748. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4749. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4750. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4751. break;
  4752. case KO_MAKIBISHI:
  4753. skillratio += -100 + 20 * skill_lv;
  4754. break;
  4755. case MH_NEEDLE_OF_PARALYZE:
  4756. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4757. break;
  4758. case MH_TOXIN_OF_MANDARA:
  4759. skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4760. break;
  4761. case MH_NEEDLE_STINGER:
  4762. skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4763. break;
  4764. case MH_STAHL_HORN:
  4765. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  4766. break;
  4767. case MH_GLANZEN_SPIES:
  4768. skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  4769. break;
  4770. case MH_LAVA_SLIDE:
  4771. skillratio += -100 + 50 * skill_lv;
  4772. break;
  4773. case MH_BLAST_FORGE:
  4774. skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4775. break;
  4776. case MH_SONIC_CRAW:
  4777. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4778. break;
  4779. case MH_BLAZING_AND_FURIOUS:
  4780. skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4781. break;
  4782. case MH_THE_ONE_FIGHTER_RISES:
  4783. skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4784. break;
  4785. case MH_SILVERVEIN_RUSH:
  4786. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  4787. break;
  4788. case MH_MIDNIGHT_FRENZY:
  4789. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  4790. break;
  4791. case MH_MAGMA_FLOW:
  4792. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4793. break;
  4794. case RL_MASS_SPIRAL:
  4795. skillratio += -100 + 200 * skill_lv;
  4796. break;
  4797. case RL_FIREDANCE:
  4798. skillratio += 100 + 100 * skill_lv;
  4799. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4800. RE_LVL_DMOD(100);
  4801. break;
  4802. case RL_BANISHING_BUSTER:
  4803. skillratio += -100 + 1000 + 200 * skill_lv;
  4804. RE_LVL_DMOD(100);
  4805. break;
  4806. case RL_S_STORM:
  4807. skillratio += -100 + 1700 + 200 * skill_lv;
  4808. break;
  4809. case RL_SLUGSHOT:
  4810. if (target->type == BL_MOB)
  4811. skillratio += -100 + 1200 * skill_lv;
  4812. else
  4813. skillratio += -100 + 2000 * skill_lv;
  4814. skillratio *= 2 + tstatus->size;
  4815. break;
  4816. case RL_D_TAIL:
  4817. skillratio += -100 + 500 + 200 * skill_lv;
  4818. if (sd && (wd->miscflag & 8))
  4819. skillratio *= 2;
  4820. RE_LVL_DMOD(100);
  4821. break;
  4822. case RL_R_TRIP:
  4823. skillratio += -100 + 350 * skill_lv;
  4824. RE_LVL_DMOD(100);
  4825. break;
  4826. case RL_R_TRIP_PLUSATK:
  4827. skillratio += -100 + 300 + 300 * skill_lv;
  4828. break;
  4829. case RL_H_MINE:
  4830. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4831. skillratio += -100 + 500 + 300 * skill_lv;
  4832. else // 200 + 200 * SkillLv
  4833. skillratio += -100 + 200 + 200 * skill_lv;
  4834. break;
  4835. case RL_HAMMER_OF_GOD:
  4836. skillratio += -100 + 100 * skill_lv;
  4837. if (sd) {
  4838. if (wd->miscflag & 8)
  4839. skillratio += 400 * sd->spiritball_old;
  4840. else
  4841. skillratio += 150 * sd->spiritball_old;
  4842. }
  4843. RE_LVL_DMOD(100);
  4844. break;
  4845. case RL_FIRE_RAIN:
  4846. case RL_AM_BLAST:
  4847. skillratio += -100 + 3500 + 300 * skill_lv;
  4848. break;
  4849. case SU_BITE:
  4850. skillratio += 100;
  4851. break;
  4852. case SU_SCRATCH:
  4853. skillratio += -50 + 50 * skill_lv;
  4854. break;
  4855. case SU_SCAROFTAROU:
  4856. skillratio += -100 + 100 * skill_lv;
  4857. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4858. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4859. break;
  4860. case SU_PICKYPECK:
  4861. case SU_PICKYPECK_DOUBLE_ATK:
  4862. skillratio += 100 + 100 * skill_lv;
  4863. if (status_get_hp(target) < (status_get_max_hp(target) / 2))
  4864. skillratio *= 2;
  4865. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4866. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4867. break;
  4868. case SU_LUNATICCARROTBEAT:
  4869. case SU_LUNATICCARROTBEAT2:
  4870. skillratio += 100 + 100 * skill_lv + sstatus->str * 5; // !TODO: What's the STR bonus?
  4871. RE_LVL_DMOD(100);
  4872. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4873. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4874. break;
  4875. case SU_SVG_SPIRIT:
  4876. skillratio += 150 + 150 * skill_lv;
  4877. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4878. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4879. break;
  4880. case SJ_FULLMOONKICK:
  4881. skillratio += 1000 + 100 * skill_lv;
  4882. RE_LVL_DMOD(100);
  4883. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  4884. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  4885. break;
  4886. case SJ_NEWMOONKICK:
  4887. skillratio += 600 + 100 * skill_lv;
  4888. break;
  4889. case SJ_STAREMPEROR:
  4890. skillratio += 700 + 200 * skill_lv;
  4891. break;
  4892. case SJ_SOLARBURST:
  4893. skillratio += 900 + 220 * skill_lv;
  4894. RE_LVL_DMOD(100);
  4895. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  4896. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  4897. break;
  4898. case SJ_PROMINENCEKICK:
  4899. skillratio += 50 + 50 * skill_lv;
  4900. break;
  4901. case SJ_FALLINGSTAR_ATK:
  4902. case SJ_FALLINGSTAR_ATK2:
  4903. skillratio += 100 * skill_lv;
  4904. RE_LVL_DMOD(100);
  4905. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  4906. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  4907. break;
  4908. case DK_SERVANTWEAPON_ATK:
  4909. skillratio += -100 + 500 + 400 * skill_lv + 5 * sstatus->pow;
  4910. RE_LVL_DMOD(100);
  4911. break;
  4912. case DK_SERVANT_W_PHANTOM:
  4913. skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
  4914. RE_LVL_DMOD(100);
  4915. break;
  4916. case DK_SERVANT_W_DEMOL:
  4917. skillratio += -100 + 500 * skill_lv;
  4918. RE_LVL_DMOD(100);
  4919. break;
  4920. case DK_HACKANDSLASHER:
  4921. case DK_HACKANDSLASHER_ATK:
  4922. skillratio += -100 + 200 + 750 * skill_lv;
  4923. skillratio += 7 * sstatus->pow;
  4924. RE_LVL_DMOD(100);
  4925. break;
  4926. case DK_DRAGONIC_AURA:
  4927. skillratio += 3650 * skill_lv + 10 * sstatus->pow;
  4928. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4929. skillratio += 150 * skill_lv;
  4930. RE_LVL_DMOD(100);
  4931. break;
  4932. case DK_MADNESS_CRUSHER:
  4933. skillratio += -100 + 350 + 1600 * skill_lv + 10 * sstatus->pow;
  4934. if( sd != nullptr ){
  4935. int16 index = sd->equip_index[EQI_HAND_R];
  4936. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  4937. skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
  4938. }
  4939. }
  4940. RE_LVL_DMOD(100);
  4941. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4942. skillratio *= 2;
  4943. break;
  4944. case DK_STORMSLASH:
  4945. skillratio += -100 + 200 + 400 * skill_lv + 5 * sstatus->pow;
  4946. RE_LVL_DMOD(100);
  4947. if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100))
  4948. skillratio *= 2;
  4949. break;
  4950. case DK_DRAGONIC_BREATH:
  4951. skillratio += -100 + 50 + 350 * skill_lv;
  4952. skillratio += 5 * sstatus->pow;
  4953. //TODO: needs official HP/SP scaling [Muh]
  4954. skillratio += sstatus->max_hp / 500 + status_get_max_sp(src) / 40;
  4955. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  4956. skillratio += sstatus->max_hp / 500 + status_get_max_sp(src) / 40;
  4957. RE_LVL_DMOD(100);
  4958. break;
  4959. case IQ_OLEUM_SANCTUM:
  4960. skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
  4961. RE_LVL_DMOD(100);
  4962. break;
  4963. case IQ_MASSIVE_F_BLASTER:
  4964. skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow;
  4965. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  4966. skillratio += 150 * skill_lv;
  4967. RE_LVL_DMOD(100);
  4968. break;
  4969. case IQ_EXPOSION_BLASTER:
  4970. skillratio += -100 + 2400 * skill_lv + 10 * sstatus->pow;
  4971. if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
  4972. skillratio += 350 + 1050 * skill_lv;
  4973. }
  4974. RE_LVL_DMOD(100);
  4975. break;
  4976. case IQ_FIRST_BRAND:
  4977. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
  4978. RE_LVL_DMOD(100);
  4979. break;
  4980. case IQ_SECOND_FLAME:
  4981. skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
  4982. RE_LVL_DMOD(100);
  4983. break;
  4984. case IQ_SECOND_FAITH:
  4985. skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
  4986. RE_LVL_DMOD(100);
  4987. break;
  4988. case IQ_SECOND_JUDGEMENT:
  4989. skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
  4990. RE_LVL_DMOD(100);
  4991. break;
  4992. case IQ_THIRD_PUNISH:
  4993. skillratio += -100 + 350 + 1500 * skill_lv + 10 * sstatus->pow;
  4994. RE_LVL_DMOD(100);
  4995. break;
  4996. case IQ_THIRD_FLAME_BOMB:
  4997. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  4998. skillratio += sstatus->max_hp * 20 / 100;
  4999. RE_LVL_DMOD(100);
  5000. break;
  5001. case IQ_THIRD_CONSECRATION:
  5002. skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
  5003. RE_LVL_DMOD(100);
  5004. break;
  5005. case IG_GRAND_JUDGEMENT:
  5006. skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
  5007. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  5008. skillratio += 100 + 150 * skill_lv;
  5009. RE_LVL_DMOD(100);
  5010. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5011. skillratio += skillratio * i / 100;
  5012. break;
  5013. case IG_SHIELD_SHOOTING:
  5014. skillratio += -100 + 650 + 2850 * skill_lv;
  5015. skillratio += 7 * sstatus->pow;
  5016. skillratio += skill_lv * 50 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  5017. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  5018. short index = sd->equip_index[EQI_HAND_L];
  5019. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5020. skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
  5021. skillratio += sd->inventory.u.items_inventory[index].refine * 25;
  5022. }
  5023. }
  5024. RE_LVL_DMOD(100);
  5025. break;
  5026. case IG_OVERSLASH:
  5027. skillratio += -100 + 160 * skill_lv;
  5028. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 25 * skill_lv;
  5029. skillratio += 7 * sstatus->pow;
  5030. RE_LVL_DMOD(100);
  5031. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5032. skillratio += skillratio * i / 100;
  5033. break;
  5034. case CD_EFFLIGO:
  5035. skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
  5036. skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5037. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  5038. skillratio += 150 * skill_lv;
  5039. skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5040. }
  5041. RE_LVL_DMOD(100);
  5042. break;
  5043. case CD_PETITIO:
  5044. skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow;
  5045. RE_LVL_DMOD(100);
  5046. break;
  5047. case SHC_DANCING_KNIFE:
  5048. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5049. RE_LVL_DMOD(100);
  5050. break;
  5051. case SHC_SAVAGE_IMPACT:
  5052. skillratio += -100 + 90 * skill_lv + 5 * sstatus->pow;
  5053. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5054. skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
  5055. }
  5056. RE_LVL_DMOD(100);
  5057. break;
  5058. case SHC_ETERNAL_SLASH:
  5059. skillratio += -100 + 265 * skill_lv + 2 * sstatus->pow;
  5060. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5061. skillratio += 100 * skill_lv + sstatus->pow;
  5062. }
  5063. RE_LVL_DMOD(100);
  5064. break;
  5065. case SHC_SHADOW_STAB:
  5066. skillratio += -100 + 350 * skill_lv + 5 * sstatus->pow;
  5067. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5068. skillratio += 50 * skill_lv + 2 * sstatus->pow;
  5069. }
  5070. RE_LVL_DMOD(100);
  5071. break;
  5072. case SHC_IMPACT_CRATER:
  5073. skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
  5074. RE_LVL_DMOD(100);
  5075. break;
  5076. case SHC_FATAL_SHADOW_CROW:
  5077. skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
  5078. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  5079. skillratio += 150 * skill_lv;
  5080. RE_LVL_DMOD(100);
  5081. break;
  5082. case MT_AXE_STOMP:
  5083. skillratio += -100 + 400 + 950 * skill_lv + 5 * sstatus->pow;
  5084. RE_LVL_DMOD(100);
  5085. break;
  5086. case MT_MIGHTY_SMASH:
  5087. skillratio += -100 + 25 + 180 * skill_lv;
  5088. skillratio += 5 * sstatus->pow;
  5089. if (sc && sc->getSCE(SC_AXE_STOMP)) {
  5090. skillratio += 25;
  5091. skillratio += 5 * sstatus->pow;
  5092. }
  5093. RE_LVL_DMOD(100);
  5094. break;
  5095. case MT_RUSH_QUAKE:
  5096. skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
  5097. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  5098. skillratio += 150 * skill_lv;
  5099. RE_LVL_DMOD(100);
  5100. break;
  5101. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  5102. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5103. RE_LVL_DMOD(100);
  5104. break;
  5105. case MT_SPARK_BLASTER:
  5106. skillratio += -100 + 250 + 900 * skill_lv;
  5107. skillratio += 5 * sstatus->pow;
  5108. RE_LVL_DMOD(100);
  5109. break;
  5110. case MT_TRIPLE_LASER:
  5111. skillratio += -100 + 550 + 900 * skill_lv;
  5112. skillratio += 12 * sstatus->pow;
  5113. RE_LVL_DMOD(100);
  5114. break;
  5115. case ABC_ABYSS_DAGGER:
  5116. skillratio += -100 + 100 + 900 * skill_lv;
  5117. skillratio += 5 * sstatus->pow;
  5118. RE_LVL_DMOD(100);
  5119. break;
  5120. case ABC_UNLUCKY_RUSH:
  5121. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  5122. RE_LVL_DMOD(100);
  5123. break;
  5124. case ABC_CHAIN_REACTION_SHOT:
  5125. skillratio += -100 + 850 * skill_lv + 15 * sstatus->con;
  5126. RE_LVL_DMOD(100);
  5127. break;
  5128. case ABC_CHAIN_REACTION_SHOT_ATK:
  5129. skillratio += -100 + 600 + 2350 * skill_lv + 15 * sstatus->con;
  5130. RE_LVL_DMOD(100);
  5131. break;
  5132. case ABC_DEFT_STAB:
  5133. skillratio += -100 + 250 + 350 * skill_lv;
  5134. skillratio += 5 * sstatus->pow;
  5135. RE_LVL_DMOD(100);
  5136. break;
  5137. case ABC_FRENZY_SHOT:
  5138. skillratio += -100 + 150 + 600 * skill_lv;
  5139. skillratio += 15 * sstatus->con;
  5140. RE_LVL_DMOD(100);
  5141. break;
  5142. case WH_HAWKRUSH:
  5143. skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
  5144. if (sd)
  5145. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5146. RE_LVL_DMOD(100);
  5147. break;
  5148. case WH_HAWKBOOMERANG:
  5149. skillratio += -100 + 600 * skill_lv + 10 * sstatus->con;
  5150. if (sd)
  5151. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5152. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5153. skillratio += skillratio * 50 / 100;
  5154. RE_LVL_DMOD(100);
  5155. break;
  5156. case WH_GALESTORM:
  5157. skillratio += -100 + 1000 * skill_lv + 10 * sstatus->con;
  5158. RE_LVL_DMOD(100);
  5159. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  5160. skillratio += skillratio * 50 / 100;
  5161. break;
  5162. case WH_CRESCIVE_BOLT:
  5163. skillratio += -100 + 400 + 900 * skill_lv + 5 * sstatus->con;
  5164. RE_LVL_DMOD(100);
  5165. if (sc) {
  5166. if (sc->getSCE(SC_CRESCIVEBOLT))
  5167. skillratio += skillratio * (10 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  5168. if (sc->getSCE(SC_CALAMITYGALE)) {
  5169. skillratio += skillratio * 20 / 100;
  5170. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5171. skillratio += skillratio * 50 / 100;
  5172. }
  5173. }
  5174. break;
  5175. case WH_DEEPBLINDTRAP:
  5176. case WH_SOLIDTRAP:
  5177. case WH_SWIFTTRAP:
  5178. case WH_FLAMETRAP:
  5179. skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
  5180. RE_LVL_DMOD(100);
  5181. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  5182. break;
  5183. case BO_ACIDIFIED_ZONE_WATER:
  5184. case BO_ACIDIFIED_ZONE_GROUND:
  5185. case BO_ACIDIFIED_ZONE_WIND:
  5186. case BO_ACIDIFIED_ZONE_FIRE:
  5187. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  5188. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  5189. case BO_ACIDIFIED_ZONE_WIND_ATK:
  5190. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  5191. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  5192. if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
  5193. skillratio += skillratio * 50 / 100;
  5194. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  5195. skillratio += skillratio * 50 / 100;
  5196. }
  5197. RE_LVL_DMOD(100);
  5198. break;
  5199. case BO_EXPLOSIVE_POWDER:
  5200. skillratio += -100 + 400 + 550 * skill_lv;
  5201. skillratio += 5 * sstatus->pow;
  5202. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5203. skillratio += 100 * skill_lv;
  5204. RE_LVL_DMOD(100);
  5205. break;
  5206. case BO_MAYHEMIC_THORNS:
  5207. skillratio += -100 + 200 + 300 * skill_lv;
  5208. skillratio += 5 * sstatus->pow;
  5209. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5210. skillratio += 150;
  5211. RE_LVL_DMOD(100);
  5212. break;
  5213. case TR_ROSEBLOSSOM:
  5214. skillratio += -100 + 200 + 2000 * skill_lv;
  5215. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5216. skillratio += 3 * sstatus->con;
  5217. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5218. skillratio += 200 * skill_lv;
  5219. }
  5220. RE_LVL_DMOD(100);
  5221. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5222. skillratio *= 2;
  5223. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5224. skillratio += skillratio * 50 / 100;
  5225. }
  5226. break;
  5227. case TR_ROSEBLOSSOM_ATK:
  5228. skillratio += -100 + 250 + 2800 * skill_lv;
  5229. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5230. skillratio += 3 * sstatus->con;
  5231. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5232. skillratio += 200 * skill_lv;
  5233. }
  5234. RE_LVL_DMOD(100);
  5235. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5236. skillratio *= 2;
  5237. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5238. skillratio += skillratio * 50 / 100;
  5239. }
  5240. break;
  5241. case TR_RHYTHMSHOOTING:
  5242. skillratio += -100 + 450 + 650 * skill_lv;
  5243. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5244. skillratio += 5 * sstatus->con;
  5245. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  5246. if (skill_lv == 4)
  5247. skillratio += 830; // Typo in skill description ?
  5248. else
  5249. skillratio += 350 + 100 * skill_lv;
  5250. skillratio += 2 * sstatus->con;
  5251. }
  5252. RE_LVL_DMOD(100);
  5253. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5254. skillratio *= 2;
  5255. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5256. skillratio += skillratio * 50 / 100;
  5257. }
  5258. break;
  5259. case ABR_BATTLE_BUSTER:// Need official formula.
  5260. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  5261. skillratio += -100 + 8000;
  5262. break;
  5263. case ABR_INFINITY_BUSTER:// Need official formula.
  5264. skillratio += -100 + 50000;
  5265. break;
  5266. }
  5267. return skillratio;
  5268. }
  5269. /*==================================================================================================
  5270. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  5271. *--------------------------------------------------------------------------------------------------*
  5272. * Credits:
  5273. * Original coder Skotlex
  5274. * Initial refactoring by Baalberith
  5275. * Refined and optimized by helvetica
  5276. */
  5277. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5278. {
  5279. map_session_data *sd = BL_CAST(BL_PC, src);
  5280. map_session_data *tsd = BL_CAST(BL_PC, target);
  5281. struct status_data *sstatus = status_get_status_data(src);
  5282. struct status_data *tstatus = status_get_status_data(target);
  5283. int64 atk = 0;
  5284. //Constant/misc additions from skills
  5285. switch (skill_id) {
  5286. case MO_EXTREMITYFIST:
  5287. atk = 250 + 150 * skill_lv;
  5288. break;
  5289. #ifndef RENEWAL
  5290. case GS_MAGICALBULLET:
  5291. if (sstatus->matk_max > sstatus->matk_min)
  5292. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  5293. else
  5294. atk = sstatus->matk_min;
  5295. break;
  5296. case NJ_SYURIKEN:
  5297. atk = 4 * skill_lv;
  5298. break;
  5299. #endif
  5300. #ifdef RENEWAL
  5301. case HT_FREEZINGTRAP:
  5302. if(sd)
  5303. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  5304. break;
  5305. #endif
  5306. case GC_COUNTERSLASH:
  5307. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  5308. break;
  5309. case LG_SHIELDPRESS:
  5310. if (sd) {
  5311. int damagevalue = 0;
  5312. short index = sd->equip_index[EQI_HAND_L];
  5313. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  5314. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  5315. atk = damagevalue;
  5316. }
  5317. break;
  5318. }
  5319. return atk;
  5320. }
  5321. /*==============================================================
  5322. * Stackable SC bonuses added on top of calculated skill damage
  5323. *--------------------------------------------------------------
  5324. * Credits:
  5325. * Original coder Skotlex
  5326. * Initial refactoring by Baalberith
  5327. * Refined and optimized by helvetica
  5328. */
  5329. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5330. {
  5331. map_session_data *sd = BL_CAST(BL_PC, src);
  5332. status_change *sc = status_get_sc(src);
  5333. struct status_data *sstatus = status_get_status_data(src);
  5334. struct status_data *tstatus = status_get_status_data(target);
  5335. uint8 anger_id = 0; // SLS Anger
  5336. // Kagerou/Oboro Earth Charm effect +15% wATK
  5337. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5338. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  5339. #ifdef RENEWAL
  5340. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  5341. #endif
  5342. }
  5343. //The following are applied on top of current damage and are stackable.
  5344. if (sc) {
  5345. #ifdef RENEWAL
  5346. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  5347. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  5348. if (sc->getSCE(SC_DRUMBATTLE))
  5349. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  5350. if (sc->getSCE(SC_MADNESSCANCEL))
  5351. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  5352. if (sc->getSCE(SC_MAGICALBULLET)) {
  5353. short tmdef = tstatus->mdef + tstatus->mdef2;
  5354. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  5355. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  5356. } else {
  5357. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  5358. }
  5359. }
  5360. if (sc->getSCE(SC_GATLINGFEVER))
  5361. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  5362. #else
  5363. if (sc->getSCE(SC_TRUESIGHT))
  5364. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->getSCE(SC_TRUESIGHT)->val1);
  5365. #endif
  5366. if (sc->getSCE(SC_SPIRIT)) {
  5367. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  5368. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5369. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5370. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  5371. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  5372. RE_ALLATK_ADDRATE(wd, 100);
  5373. }
  5374. }
  5375. if (sc->getSCE(SC_GT_CHANGE))
  5376. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  5377. if (sc->getSCE(SC_EDP)) {
  5378. switch(skill_id) {
  5379. case AS_SPLASHER:
  5380. case ASC_METEORASSAULT:
  5381. // Pre-Renewal only: Soul Breaker ignores EDP
  5382. // Renewal only: Grimtooth and Venom Knife ignore EDP
  5383. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  5384. #ifndef RENEWAL
  5385. case ASC_BREAKER:
  5386. #else
  5387. case AS_GRIMTOOTH:
  5388. case AS_VENOMKNIFE:
  5389. #endif
  5390. break; // skills above have no effect with EDP
  5391. #ifdef RENEWAL
  5392. default: // fall through to apply EDP bonuses
  5393. // Renewal EDP formula [helvetica]
  5394. // weapon atk * (2.5 + (edp level * .3))
  5395. // equip atk * (2.5 + (edp level * .3))
  5396. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5397. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5398. break;
  5399. #else
  5400. default:
  5401. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EDP)->val3);
  5402. #endif
  5403. }
  5404. }
  5405. if (sc->getSCE(SC_DANCEWITHWUG)) {
  5406. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  5407. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5408. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5409. }
  5410. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5411. #ifdef RENEWAL
  5412. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5413. #endif
  5414. }
  5415. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  5416. ATK_ADD(wd->damage, wd->damage2, 200);
  5417. #ifdef RENEWAL
  5418. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  5419. #endif
  5420. }
  5421. if (sc->getSCE(SC_EQC)) {
  5422. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  5423. #ifdef RENEWAL
  5424. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  5425. #endif
  5426. }
  5427. if(sc->getSCE(SC_STYLE_CHANGE)) {
  5428. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5429. if(hd) {
  5430. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  5431. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  5432. }
  5433. }
  5434. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5435. switch(skill_id) {
  5436. case RA_WUGDASH:
  5437. case RA_WUGSTRIKE:
  5438. case RA_WUGBITE:
  5439. break;
  5440. default:
  5441. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  5442. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  5443. break;
  5444. }
  5445. }
  5446. if (sc->getSCE(SC_HEAT_BARREL)) {
  5447. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  5448. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  5449. }
  5450. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5451. if (sc->getSCE(SC_MTF_RANGEATK)) { // Monster Transformation bonus
  5452. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5453. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5454. }
  5455. if (sc->getSCE(SC_MTF_RANGEATK2)) { // Monster Transformation bonus
  5456. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5457. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5458. }
  5459. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  5460. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5461. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5462. }
  5463. }
  5464. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  5465. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  5466. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  5467. }
  5468. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  5469. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  5470. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  5471. }
  5472. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  5473. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  5474. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  5475. }
  5476. if (sc->getSCE(SC_MIRACLE))
  5477. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  5478. }
  5479. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5480. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  5481. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  5482. RE_ALLATK_ADDRATE(wd, 20);
  5483. }
  5484. }
  5485. if (sd != nullptr && !anger_id)
  5486. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  5487. uint16 anger_level;
  5488. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  5489. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  5490. if (anger_id == 2)
  5491. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  5492. if (anger_level < 4)
  5493. skillratio /= 12 - 3 * anger_level;
  5494. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  5495. #ifdef RENEWAL
  5496. RE_ALLATK_ADDRATE(wd, skillratio);
  5497. #endif
  5498. }
  5499. }
  5500. /*====================================
  5501. * Calc defense damage reduction
  5502. *------------------------------------
  5503. * Credits:
  5504. * Original coder Skotlex
  5505. * Initial refactoring by Baalberith
  5506. * Refined and optimized by helvetica
  5507. */
  5508. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5509. {
  5510. map_session_data *sd = BL_CAST(BL_PC, src);
  5511. map_session_data *tsd = BL_CAST(BL_PC, target);
  5512. status_change *sc = status_get_sc(src);
  5513. status_change *tsc = status_get_sc(target);
  5514. struct status_data *sstatus = status_get_status_data(src);
  5515. struct status_data *tstatus = status_get_status_data(target);
  5516. //Defense reduction
  5517. short vit_def;
  5518. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  5519. short def2 = tstatus->def2;
  5520. if (sd) {
  5521. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  5522. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  5523. if (i) {
  5524. i = min(i,100); //cap it to 100 for 0 def min
  5525. def1 -= def1 * i / 100;
  5526. def2 -= def2 * i / 100;
  5527. }
  5528. //Kagerou/Oboro Earth Charm effect +10% eDEF
  5529. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5530. short si = 10 * sd->spiritcharm;
  5531. def1 = (def1 * (100 + si)) / 100;
  5532. }
  5533. }
  5534. if (sc && sc->getSCE(SC_EXPIATIO)) {
  5535. short i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  5536. i = min(i,100); //cap it to 100 for 0 def min
  5537. def1 = (def1*(100-i))/100;
  5538. def2 = (def2*(100-i))/100;
  5539. }
  5540. if (tsc) {
  5541. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  5542. short i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  5543. def1 = (def1 * (100 + i)) / 100;
  5544. }
  5545. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  5546. short i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  5547. i = min(i,100); //cap it to 100 for 0 def min
  5548. def1 = (def1*(100-i))/100;
  5549. def2 = (def2*(100-i))/100;
  5550. }
  5551. if (tsc->getSCE(SC_GT_REVITALIZE))
  5552. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  5553. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  5554. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  5555. }
  5556. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  5557. unsigned char target_count; //256 max targets should be a sane max
  5558. //Official servers limit the count to 22 targets
  5559. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  5560. if(target_count >= battle_config.vit_penalty_count) {
  5561. if(battle_config.vit_penalty_type == 1) {
  5562. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5563. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5564. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5565. } else { //Assume type 2
  5566. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5567. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5568. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5569. }
  5570. }
  5571. if (skill_id == AM_ACIDTERROR)
  5572. #ifdef RENEWAL
  5573. def2 = 0; //Ignore only status defense. [FatalEror]
  5574. #else
  5575. def1 = 0; //Ignores only armor defense. [Skotlex]
  5576. #endif
  5577. if(def2 < 1)
  5578. def2 = 1;
  5579. }
  5580. //Damage reduction based on vitality
  5581. if (tsd) { //Sd vit-eq
  5582. int skill;
  5583. #ifndef RENEWAL
  5584. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  5585. vit_def = ((3 * def2) / 10);
  5586. vit_def += rnd_value(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1);
  5587. vit_def += (def2 / 2);
  5588. #else
  5589. vit_def = def2;
  5590. #endif
  5591. if (src->type == BL_MOB && (battle_check_undead(sstatus->race, sstatus->def_ele) || sstatus->race == RC_DEMON) && //This bonus already doesn't work vs players
  5592. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  5593. vit_def += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  5594. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  5595. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  5596. vit_def += skill*5;
  5597. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  5598. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  5599. vit_def += skill * 10;
  5600. } else { //Mob-Pet vit-eq
  5601. #ifndef RENEWAL
  5602. //VIT + rnd(0,[VIT/20]^2-1)
  5603. vit_def = (def2/20)*(def2/20);
  5604. if (tsc && tsc->getSCE(SC_SKA))
  5605. vit_def += 100; //Eska increases the random part of the formula by 100
  5606. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  5607. #else
  5608. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  5609. vit_def = def2;
  5610. #endif
  5611. }
  5612. if (battle_config.weapon_defense_type) {
  5613. vit_def += def1*battle_config.weapon_defense_type;
  5614. def1 = 0;
  5615. }
  5616. #ifdef RENEWAL
  5617. switch(skill_id) {
  5618. case RK_DRAGONBREATH:
  5619. case RK_DRAGONBREATH_WATER:
  5620. case NC_ARMSCANNON:
  5621. case GN_CARTCANNON:
  5622. if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  5623. return;
  5624. if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  5625. return;
  5626. // Defense reduction by flat value.
  5627. // This completely bypasses the normal RE DEF Reduction formula.
  5628. wd->damage -= (def1 + vit_def);
  5629. if (is_attack_left_handed(src, skill_id))
  5630. wd->damage2 -= (def1 + vit_def);
  5631. break;
  5632. /**
  5633. * RE DEF Reduction
  5634. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  5635. * Pierce defence gains 1 atk per def/2
  5636. */
  5637. default:
  5638. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  5639. def1 = -399;
  5640. ATK_ADD2(wd->damage, wd->damage2,
  5641. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  5642. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  5643. );
  5644. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  5645. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  5646. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  5647. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  5648. break;
  5649. }
  5650. #else
  5651. if (def1 > 100) def1 = 100;
  5652. ATK_RATE2(wd->damage, wd->damage2,
  5653. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  5654. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  5655. );
  5656. ATK_ADD2(wd->damage, wd->damage2,
  5657. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  5658. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  5659. );
  5660. #endif
  5661. }
  5662. /*====================================
  5663. * Modifiers ignoring DEF
  5664. *------------------------------------
  5665. * Credits:
  5666. * Original coder Skotlex
  5667. * Initial refactoring by Baalberith
  5668. * Refined and optimized by helvetica
  5669. */
  5670. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5671. {
  5672. map_session_data *sd = BL_CAST(BL_PC, src);
  5673. status_change *sc = status_get_sc(src);
  5674. struct status_data *sstatus = status_get_status_data(src);
  5675. // Post skill/vit reduction damage increases
  5676. if( sc ) { // SC skill damages
  5677. if(sc->getSCE(SC_AURABLADE)
  5678. #ifndef RENEWAL
  5679. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  5680. #endif
  5681. ) {
  5682. #ifdef RENEWAL
  5683. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  5684. #else
  5685. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  5686. #endif
  5687. }
  5688. }
  5689. #ifndef RENEWAL
  5690. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  5691. //Refine bonus
  5692. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  5693. if (skill_id == MO_FINGEROFFENSIVE) {
  5694. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  5695. } else {
  5696. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  5697. }
  5698. }
  5699. #endif
  5700. //Set to min of 1
  5701. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  5702. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  5703. switch (skill_id) {
  5704. case AS_SONICBLOW:
  5705. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  5706. #ifdef RENEWAL
  5707. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  5708. #else
  5709. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  5710. #endif
  5711. break;
  5712. }
  5713. }
  5714. /*=================================================================================
  5715. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  5716. *---------------------------------------------------------------------------------
  5717. * Credits:
  5718. * Original coder Skotlex
  5719. * Initial refactoring by Baalberith
  5720. * Refined and optimized by helvetica
  5721. */
  5722. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5723. {
  5724. struct status_data *tstatus = status_get_status_data(target);
  5725. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  5726. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5727. status_change_end(src, SC_CAMOUFLAGE);
  5728. //Plants receive 1 damage when hit
  5729. if( attack_hits || wd->damage > 0 )
  5730. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  5731. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  5732. map_session_data *sd = BL_CAST(BL_PC, src);
  5733. if (sd && sd->status.weapon == W_KATAR)
  5734. wd->damage2 = 0; //No backhand damage against plants
  5735. else
  5736. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  5737. }
  5738. if (attack_hits && target->type == BL_MOB) {
  5739. status_change *sc = status_get_sc(target);
  5740. int64 damage_dummy = 1;
  5741. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  5742. wd->damage = wd->damage2 = 0;
  5743. return;
  5744. }
  5745. }
  5746. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  5747. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  5748. wd->damage = wd->damage2 = 0;
  5749. return;
  5750. }
  5751. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5752. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5753. if (wd->damage > 0) {
  5754. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5755. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  5756. } else if (wd->damage2 > 0) {
  5757. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  5758. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5759. }
  5760. return;
  5761. }
  5762. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  5763. battle_apply_div_fix(wd, skill_id);
  5764. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  5765. if(wd->damage > 1 && wd->damage2 > 0) {
  5766. wd->damage = 1;
  5767. wd->damage2 = 1;
  5768. }
  5769. }
  5770. /*========================================================================================
  5771. * Perform left/right hand weapon damage calculation based on previously calculated damage
  5772. *----------------------------------------------------------------------------------------
  5773. * Credits:
  5774. * Original coder Skotlex
  5775. * Initial refactoring by Baalberith
  5776. * Refined and optimized by helvetica
  5777. */
  5778. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5779. {
  5780. map_session_data *sd = BL_CAST(BL_PC, src);
  5781. if (sd) {
  5782. int skill;
  5783. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  5784. wd->damage = wd->damage2;
  5785. wd->damage2 = 0;
  5786. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  5787. skill = pc_checkskill(sd,TF_DOUBLE);
  5788. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  5789. #ifdef RENEWAL
  5790. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  5791. #else
  5792. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  5793. #endif
  5794. if (wd->damage) {
  5795. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  5796. skill = pc_checkskill(sd,AS_RIGHT);
  5797. ATK_RATER(wd->damage, 50 + (skill * 10))
  5798. }
  5799. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5800. skill = pc_checkskill(sd,KO_RIGHT);
  5801. ATK_RATER(wd->damage, 70 + (skill * 10))
  5802. }
  5803. if(wd->damage < 1)
  5804. wd->damage = 1;
  5805. }
  5806. if (wd->damage2) {
  5807. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  5808. skill = pc_checkskill(sd,AS_LEFT);
  5809. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  5810. }
  5811. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5812. skill = pc_checkskill(sd,KO_LEFT);
  5813. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  5814. }
  5815. if(wd->damage2 < 1)
  5816. wd->damage2 = 1;
  5817. }
  5818. }
  5819. }
  5820. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  5821. wd->damage=0;
  5822. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  5823. wd->damage2=0;
  5824. }
  5825. /**
  5826. * Check if bl is devoted by someone
  5827. * @param bl
  5828. * @return 'd_bl' if devoted or NULL if not devoted
  5829. */
  5830. struct block_list *battle_check_devotion(struct block_list *bl) {
  5831. struct block_list *d_bl = NULL;
  5832. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  5833. status_change *sc = status_get_sc(bl);
  5834. if (sc && sc->getSCE(SC_DEVOTION))
  5835. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  5836. }
  5837. return d_bl;
  5838. }
  5839. /*==========================================
  5840. * BG/GvG attack modifiers
  5841. *------------------------------------------
  5842. * Credits:
  5843. * Original coder Skotlex
  5844. * Initial refactoring by Baalberith
  5845. * Refined and optimized by helvetica
  5846. */
  5847. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5848. {
  5849. if( wd->damage + wd->damage2 ) { //There is a total damage value
  5850. if( src != target && //Don't reflect your own damage (Grand Cross)
  5851. (!skill_id || skill_id ||
  5852. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  5853. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5854. map_session_data *tsd = BL_CAST(BL_PC, target);
  5855. struct status_data *sstatus = status_get_status_data(src);
  5856. t_tick tick = gettick(), rdelay = 0;
  5857. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  5858. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  5859. struct block_list *d_bl = battle_check_devotion(src);
  5860. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5861. if( tsd )
  5862. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5863. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  5864. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  5865. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5866. }
  5867. }
  5868. struct map_data *mapdata = map_getmapdata(target->m);
  5869. if(!wd->damage2) {
  5870. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  5871. if( mapdata_flag_gvg2(mapdata) )
  5872. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5873. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  5874. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5875. }
  5876. else if(!wd->damage) {
  5877. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  5878. if( mapdata_flag_gvg2(mapdata) )
  5879. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5880. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  5881. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5882. }
  5883. else {
  5884. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  5885. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  5886. if (mapdata_flag_gvg2(mapdata)) {
  5887. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  5888. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5889. }
  5890. else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
  5891. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  5892. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5893. }
  5894. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  5895. }
  5896. }
  5897. }
  5898. /*==========================================
  5899. * final ATK modifiers - after BG/GvG calc
  5900. *------------------------------------------
  5901. * Credits:
  5902. * Original coder Skotlex
  5903. * Initial refactoring by Baalberith
  5904. * Refined and optimized by helvetica
  5905. */
  5906. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5907. {
  5908. map_session_data *sd = BL_CAST(BL_PC, src);
  5909. map_session_data *tsd = BL_CAST(BL_PC, target);
  5910. status_change *sc = status_get_sc(src);
  5911. status_change *tsc = status_get_sc(target);
  5912. struct status_data *sstatus = status_get_status_data(src);
  5913. struct status_data *tstatus = status_get_status_data(target);
  5914. int skill_damage = 0;
  5915. //Reject Sword bugreport:4493 by Daegaladh
  5916. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  5917. (src->type!=BL_PC || (
  5918. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  5919. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  5920. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  5921. )) &&
  5922. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  5923. )
  5924. {
  5925. ATK_RATER(wd->damage, 50)
  5926. clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
  5927. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  5928. if (status_isdead(target))
  5929. return;
  5930. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  5931. status_change_end(target, SC_REJECTSWORD);
  5932. }
  5933. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  5934. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5935. int64 rdamage = 0;
  5936. int ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  5937. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5938. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  5939. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  5940. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  5941. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  5942. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE); // This is how official does
  5943. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  5944. status_damage(target, src, rdamage, 0, 0, 0, 0);
  5945. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  5946. status_change_end(target, SC_CRESCENTELBOW);
  5947. }
  5948. if( sc ) {
  5949. //SC_FUSION hp penalty [Komurka]
  5950. if (sc->getSCE(SC_FUSION)) {
  5951. unsigned int hp = sstatus->max_hp;
  5952. if (sd && tsd) {
  5953. hp = hp / 13;
  5954. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  5955. hp = sstatus->hp;
  5956. } else
  5957. hp = 2*hp/100; //2% hp loss per hit
  5958. status_zap(src, hp, 0);
  5959. }
  5960. if (sc->getSCE(SC_VIGOR))
  5961. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  5962. // Only affecting non-skills
  5963. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5964. if (sc->getSCE(SC_ENCHANTBLADE)) {
  5965. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5966. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  5967. if (sstatus->matk_max > sstatus->matk_min)
  5968. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5969. else
  5970. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5971. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5972. if (enchant_dmg > 0)
  5973. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5974. }
  5975. }
  5976. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5977. status_change_end(src, SC_CAMOUFLAGE);
  5978. }
  5979. #ifndef RENEWAL
  5980. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5981. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5982. wd->damage += md.damage;
  5983. }
  5984. #endif
  5985. // Skill damage adjustment
  5986. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5987. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5988. }
  5989. /*====================================================
  5990. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5991. *----------------------------------------------------
  5992. * Credits:
  5993. * Original coder Skotlex
  5994. * Initial refactoring by Baalberith
  5995. * Refined and optimized by helvetica
  5996. */
  5997. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5998. {
  5999. struct status_data *sstatus = status_get_status_data(src);
  6000. struct status_data *tstatus = status_get_status_data(target);
  6001. status_change *sc = status_get_sc(src);
  6002. map_session_data *sd = BL_CAST(BL_PC, src);
  6003. struct Damage wd;
  6004. wd.type = DMG_NORMAL; //Normal attack
  6005. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  6006. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  6007. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  6008. /*if(skill_id == KN_AUTOCOUNTER)
  6009. wd.amotion /= 2; */
  6010. wd.dmotion = tstatus->dmotion;
  6011. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  6012. wd.miscflag = wflag;
  6013. wd.flag = BF_WEAPON; //Initial Flag
  6014. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  6015. wd.isspdamage = false;
  6016. wd.damage = wd.damage2 =
  6017. #ifdef RENEWAL
  6018. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  6019. wd.percentAtk = wd.percentAtk2 =
  6020. #endif
  6021. 0;
  6022. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  6023. if(sd)
  6024. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  6025. if (skill_id) {
  6026. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6027. switch(skill_id)
  6028. {
  6029. #ifdef RENEWAL
  6030. case RG_BACKSTAP:
  6031. if (sd && sd->status.weapon == W_DAGGER)
  6032. wd.div_ = 2;
  6033. break;
  6034. case MO_CHAINCOMBO:
  6035. if (sd && sd->status.weapon == W_KNUCKLE)
  6036. wd.div_ = -6;
  6037. break;
  6038. #endif
  6039. case MH_SONIC_CRAW:{
  6040. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6041. wd.div_ = hd->homunculus.spiritball;
  6042. }
  6043. break;
  6044. case MO_FINGEROFFENSIVE:
  6045. if (sd) {
  6046. if (battle_config.finger_offensive_type)
  6047. wd.div_ = 1;
  6048. #ifndef RENEWAL
  6049. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  6050. wd.div_ = sd->spiritball + sd->spiritball_old;
  6051. #endif
  6052. }
  6053. break;
  6054. case KN_PIERCE:
  6055. case ML_PIERCE:
  6056. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  6057. break;
  6058. case TF_DOUBLE: //For NPC used skill.
  6059. case GS_CHAINACTION:
  6060. wd.type = DMG_MULTI_HIT;
  6061. break;
  6062. case GS_GROUNDDRIFT:
  6063. wd.amotion = sstatus->amotion;
  6064. [[fallthrough]];
  6065. case KN_SPEARSTAB:
  6066. #ifndef RENEWAL
  6067. case KN_BOWLINGBASH:
  6068. #endif
  6069. case MS_BOWLINGBASH:
  6070. case MO_BALKYOUNG:
  6071. case TK_TURNKICK:
  6072. wd.blewcount = 0;
  6073. break;
  6074. #ifdef RENEWAL
  6075. case KN_BOWLINGBASH:
  6076. if (sd && sd->status.weapon == W_2HSWORD) {
  6077. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  6078. wd.div_ = 3;
  6079. else if (wd.miscflag >= 4)
  6080. wd.div_ = 4;
  6081. }
  6082. break;
  6083. #endif
  6084. case KN_AUTOCOUNTER:
  6085. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  6086. break;
  6087. case LK_SPIRALPIERCE:
  6088. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  6089. break;
  6090. case RK_WINDCUTTER:
  6091. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  6092. wd.flag |= BF_LONG;
  6093. break;
  6094. case NC_BOOSTKNUCKLE:
  6095. case NC_VULCANARM:
  6096. case NC_ARMSCANNON:
  6097. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  6098. wd.div_ = 2;
  6099. break;
  6100. case NC_POWERSWING:
  6101. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  6102. wd.div_ = -2;
  6103. break;
  6104. case GN_CARTCANNON:
  6105. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  6106. wd.div_ = 2;
  6107. break;
  6108. case DK_SERVANT_W_PHANTOM:
  6109. case DK_SERVANT_W_DEMOL:
  6110. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  6111. wd.div_ = sd->servantball + sd->servantball_old;
  6112. break;
  6113. case IQ_THIRD_FLAME_BOMB:
  6114. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  6115. break;
  6116. case IG_OVERSLASH:
  6117. if( wd.miscflag >= 4 ){
  6118. wd.div_ = 7;
  6119. }else if( wd.miscflag >= 2 ){
  6120. wd.div_ = 5;
  6121. }
  6122. break;
  6123. case SHC_ETERNAL_SLASH:
  6124. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  6125. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  6126. break;
  6127. case SHC_SHADOW_STAB:
  6128. if (wd.miscflag == 2)
  6129. wd.div_ = 3;
  6130. break;
  6131. case SHC_IMPACT_CRATER:
  6132. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  6133. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  6134. break;
  6135. case MT_AXE_STOMP:
  6136. if (sd && sd->status.weapon == W_2HAXE)
  6137. wd.div_ = 3;
  6138. break;
  6139. case SHC_SAVAGE_IMPACT:
  6140. wd.div_ = wd.div_ + wd.miscflag;
  6141. break;
  6142. case MT_MIGHTY_SMASH:
  6143. if (sc && sc->getSCE(SC_AXE_STOMP))
  6144. wd.div_ = 7;
  6145. break;
  6146. case BO_EXPLOSIVE_POWDER:
  6147. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6148. wd.div_ = 5;
  6149. break;
  6150. case BO_MAYHEMIC_THORNS:
  6151. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6152. wd.div_ = 4;
  6153. break;
  6154. }
  6155. } else {
  6156. bool is_long = false;
  6157. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  6158. is_long = true;
  6159. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  6160. }
  6161. return wd;
  6162. }
  6163. /**
  6164. * Check if we should reflect the damage and calculate it if so
  6165. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  6166. * @param wd : weapon damage
  6167. * @param src : bl who did the attack
  6168. * @param target : target of the attack
  6169. * @param skill_id : id of casted skill, 0 = basic atk
  6170. * @param skill_lv : lvl of skill casted
  6171. */
  6172. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  6173. {
  6174. // Don't reflect your own damage (Grand Cross)
  6175. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  6176. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  6177. {
  6178. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6179. map_session_data *tsd = BL_CAST(BL_PC, target);
  6180. status_change *tsc = status_get_sc(target);
  6181. struct status_data *sstatus = status_get_status_data(src);
  6182. struct unit_data *ud = unit_bl2ud(target);
  6183. t_tick tick = gettick(), rdelay = 0;
  6184. if (!tsc)
  6185. return;
  6186. auto * sce = tsc->getSCE(SC_MAXPAIN);
  6187. if (sce) {
  6188. sce->val2 = (int)damage;
  6189. if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
  6190. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  6191. }
  6192. // Calculate skill reflect damage separately
  6193. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  6194. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  6195. if( rdamage > 0 ) {
  6196. struct block_list *d_bl = battle_check_devotion(src);
  6197. status_change *sc = status_get_sc(src);
  6198. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  6199. rdamage /= 2;
  6200. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  6201. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  6202. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  6203. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6204. if( tsd )
  6205. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6206. // It appears that official servers give skill reflect damage a longer delay
  6207. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  6208. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6209. }
  6210. }
  6211. }
  6212. }
  6213. /*============================================
  6214. * Calculate "weapon"-type attacks and skills
  6215. *--------------------------------------------
  6216. * Credits:
  6217. * Original coder Skotlex
  6218. * Initial refactoring by Baalberith
  6219. * Refined and optimized by helvetica
  6220. */
  6221. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6222. {
  6223. map_session_data *sd, *tsd;
  6224. struct Damage wd;
  6225. status_change *sc = status_get_sc(src);
  6226. status_change *tsc = status_get_sc(target);
  6227. struct status_data *sstatus = status_get_status_data(src);
  6228. struct status_data *tstatus = status_get_status_data(target);
  6229. int right_element, left_element;
  6230. bool infdef = false;
  6231. memset(&wd,0,sizeof(wd));
  6232. if (src == NULL || target == NULL) {
  6233. nullpo_info(NLP_MARK);
  6234. return wd;
  6235. }
  6236. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  6237. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6238. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6239. if (sc && !sc->count)
  6240. sc = NULL; //Skip checking as there are no status changes active.
  6241. if (tsc && !tsc->count)
  6242. tsc = NULL; //Skip checking as there are no status changes active.
  6243. sd = BL_CAST(BL_PC, src);
  6244. tsd = BL_CAST(BL_PC, target);
  6245. //Check for Lucky Dodge
  6246. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  6247. wd.type = DMG_LUCY_DODGE;
  6248. wd.dmg_lv = ATK_LUCKY;
  6249. if(wd.div_ < 0)
  6250. wd.div_ *= -1;
  6251. return wd;
  6252. }
  6253. // on official check for multi hit first so we can override crit on double attack [helvetica]
  6254. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  6255. // crit check is next since crits always hit on official [helvetica]
  6256. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  6257. #if PACKETVER >= 20161207
  6258. if (wd.type&DMG_MULTI_HIT)
  6259. wd.type = DMG_MULTI_HIT_CRITICAL;
  6260. else
  6261. wd.type = DMG_CRITICAL;
  6262. #else
  6263. wd.type = DMG_CRITICAL;
  6264. #endif
  6265. }
  6266. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  6267. // check if we're landing a hit
  6268. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  6269. wd.dmg_lv = ATK_FLEE;
  6270. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  6271. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  6272. int64 ratio = 0;
  6273. #ifndef RENEWAL
  6274. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6275. ATK_RATE(wd.damage, wd.damage2, ratio);
  6276. #endif
  6277. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  6278. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  6279. #ifdef RENEWAL
  6280. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  6281. struct status_data *sstatus = status_get_status_data(src);
  6282. if (sstatus->matk_max > sstatus->matk_min) {
  6283. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6284. } else
  6285. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  6286. }
  6287. #endif
  6288. int i = 0;
  6289. #ifndef RENEWAL
  6290. // add any miscellaneous player ATK bonuses
  6291. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  6292. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6293. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6294. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6295. #endif
  6296. #ifdef RENEWAL
  6297. // In Renewal we only cardfix to the weapon and equip ATK
  6298. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6299. if (sd) {
  6300. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  6301. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  6302. if (is_attack_left_handed(src, skill_id)) {
  6303. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  6304. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  6305. }
  6306. }
  6307. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6308. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  6309. std::bitset<NK_MAX> ignoreele_nk = nk;
  6310. ignoreele_nk.set(NK_IGNOREELEMENT);
  6311. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  6312. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  6313. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  6314. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  6315. if (is_attack_left_handed(src, skill_id)) {
  6316. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  6317. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  6318. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  6319. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  6320. }
  6321. }
  6322. // final attack bonuses that aren't affected by cards
  6323. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6324. if (sd) { //monsters, homuns and pets have their damage computed directly
  6325. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  6326. if( is_attack_left_handed( src, skill_id ) ){
  6327. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2;
  6328. }
  6329. // Apply PATK mod
  6330. // But for Dragonbreaths it only applies if Dragonic Aura is skilled
  6331. if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){
  6332. wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) );
  6333. if( is_attack_left_handed( src, skill_id ) ){
  6334. wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) );
  6335. }
  6336. }
  6337. // Apply MasteryATK
  6338. wd.damage += wd.masteryAtk;
  6339. if( is_attack_left_handed( src, skill_id ) ){
  6340. wd.damage2 += wd.masteryAtk2;
  6341. }
  6342. // Apply bonus damage
  6343. wd.damage += bonus_damage;
  6344. if( is_attack_left_handed( src, skill_id ) ){
  6345. wd.damage2 += bonus_damage;
  6346. }
  6347. // CritAtkRate modifier
  6348. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  6349. if (skill_id > 0) {
  6350. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  6351. if (is_attack_left_handed(src, skill_id))
  6352. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  6353. }
  6354. else {
  6355. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  6356. if (is_attack_left_handed(src, skill_id))
  6357. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  6358. }
  6359. }
  6360. if (wd.flag & BF_SHORT)
  6361. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  6362. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  6363. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  6364. }
  6365. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6366. ATK_RATE(wd.damage, wd.damage2, ratio);
  6367. // Advance Katar Mastery
  6368. if (sd) {
  6369. uint16 katar_skill;
  6370. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  6371. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  6372. }
  6373. // Res reduces physical damage by a percentage and
  6374. // is calculated before DEF and other reductions.
  6375. // This should be the official formula. [Rytech]
  6376. if ((wd.damage + wd.damage2) && tstatus->res > 0) {
  6377. short res = tstatus->res;
  6378. short ignore_res = 0;// Value used as a percentage.
  6379. if (sd)
  6380. ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
  6381. // Attacker status's that pierce Res.
  6382. if (sc) {
  6383. if (sc->getSCE(SC_A_TELUM))
  6384. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  6385. if (sc->getSCE(SC_POTENT_VENOM))
  6386. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  6387. }
  6388. ignore_res = min(ignore_res, 100);
  6389. if (ignore_res > 0)
  6390. res -= res * ignore_res / 100;
  6391. // Max damage reduction from Res is officially 50%.
  6392. // That means 625 Res is needed to hit that cap.
  6393. if (res > battle_config.max_res_mres_reduction)
  6394. res = battle_config.max_res_mres_reduction;
  6395. // Apply damage reduction.
  6396. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  6397. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  6398. }
  6399. #else
  6400. // final attack bonuses that aren't affected by cards
  6401. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6402. #endif
  6403. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  6404. if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  6405. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  6406. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  6407. }
  6408. #ifdef RENEWAL
  6409. // add any miscellaneous player ATK bonuses
  6410. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  6411. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6412. RE_ALLATK_ADDRATE(&wd, i);
  6413. }
  6414. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  6415. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6416. RE_ALLATK_ADDRATE(&wd, -i);
  6417. }
  6418. #endif
  6419. }
  6420. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  6421. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  6422. return wd; //Enough, rest is not needed.
  6423. #ifdef RENEWAL
  6424. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  6425. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  6426. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  6427. if (is_attack_left_handed(src, skill_id))
  6428. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  6429. } else
  6430. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  6431. if (tsd && tsd->bonus.crit_def_rate != 0)
  6432. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  6433. }
  6434. #endif
  6435. switch (skill_id) {
  6436. #ifndef RENEWAL
  6437. case NJ_KUNAI:
  6438. ATK_ADD(wd.damage, wd.damage2, 90);
  6439. break;
  6440. #endif
  6441. case TK_DOWNKICK:
  6442. case TK_STORMKICK:
  6443. case TK_TURNKICK:
  6444. case TK_COUNTER:
  6445. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  6446. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  6447. break;
  6448. case SR_TIGERCANNON:
  6449. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  6450. if (wd.miscflag&8) {
  6451. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  6452. } else
  6453. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  6454. break;
  6455. case SR_GATEOFHELL: {
  6456. status_data *sstatus = status_get_status_data(src);
  6457. double bonus = 1 + skill_lv * 2 / 10;
  6458. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  6459. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  6460. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  6461. } else
  6462. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  6463. }
  6464. break;
  6465. case MH_TINDER_BREAKER:
  6466. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6467. break;
  6468. case MH_CBC:
  6469. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6470. break;
  6471. case MH_EQC:
  6472. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6473. break;
  6474. case NPC_MAXPAIN_ATK:
  6475. if (sc) {
  6476. auto * sce = sc->getSCE(SC_MAXPAIN);
  6477. if (sce) {
  6478. if (sce->val2)
  6479. wd.damage = sce->val2 * skill_lv / 10;
  6480. else if (sce->val3)
  6481. wd.damage = sce->val3 * skill_lv / 10;
  6482. }
  6483. }
  6484. else
  6485. wd.damage = 0;
  6486. break;
  6487. }
  6488. if(sd) {
  6489. #ifndef RENEWAL
  6490. uint16 skill;
  6491. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  6492. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  6493. if (skill_id == TF_POISON)
  6494. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  6495. if (skill_id == GS_GROUNDDRIFT)
  6496. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  6497. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  6498. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  6499. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  6500. ATK_ADD(wd.damage, wd.damage2, 4);
  6501. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  6502. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  6503. } else
  6504. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  6505. #endif
  6506. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  6507. short index = sd->equip_index[EQI_HAND_L];
  6508. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  6509. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  6510. }
  6511. #ifndef RENEWAL
  6512. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6513. switch(skill_id) {
  6514. case RK_DRAGONBREATH:
  6515. case RK_DRAGONBREATH_WATER:
  6516. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  6517. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6518. if(is_attack_left_handed(src, skill_id))
  6519. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6520. }
  6521. break;
  6522. default:
  6523. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  6524. if( is_attack_left_handed(src, skill_id ))
  6525. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  6526. break;
  6527. }
  6528. #endif
  6529. }
  6530. #ifdef RENEWAL
  6531. // In renewal only do it for non player attacks
  6532. if( tsd && !sd ){
  6533. #else
  6534. if( tsd ){
  6535. #endif
  6536. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6537. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  6538. if(is_attack_left_handed(src, skill_id))
  6539. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  6540. }
  6541. // only do 1 dmg to plant, no need to calculate rest
  6542. if(infdef){
  6543. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  6544. return wd;
  6545. }
  6546. //Apply DAMAGE_DIV_FIX and check for min damage
  6547. battle_apply_div_fix(&wd, skill_id);
  6548. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  6549. #ifdef RENEWAL
  6550. switch (skill_id) {
  6551. case NJ_ISSEN:
  6552. case GN_FIRE_EXPANSION_ACID:
  6553. return wd; //These skills will do a GVG fix later
  6554. default:
  6555. #endif
  6556. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  6557. #ifdef RENEWAL
  6558. break;
  6559. }
  6560. #endif
  6561. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  6562. battle_absorb_damage(target, &wd);
  6563. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  6564. return wd;
  6565. }
  6566. /*==========================================
  6567. * Calculate "magic"-type attacks and skills
  6568. *------------------------------------------
  6569. * Credits:
  6570. * Original coder DracoRPG
  6571. * Refined and optimized by helvetica
  6572. */
  6573. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6574. {
  6575. int i, skill_damage = 0;
  6576. short s_ele = 0;
  6577. TBL_PC *sd;
  6578. TBL_PC *tsd;
  6579. status_change *sc, *tsc;
  6580. struct Damage ad;
  6581. struct status_data *sstatus = status_get_status_data(src);
  6582. struct status_data *tstatus = status_get_status_data(target);
  6583. struct {
  6584. unsigned imdef : 1;
  6585. unsigned infdef : 1;
  6586. } flag;
  6587. memset(&ad,0,sizeof(ad));
  6588. memset(&flag,0,sizeof(flag));
  6589. if (src == NULL || target == NULL) {
  6590. nullpo_info(NLP_MARK);
  6591. return ad;
  6592. }
  6593. //Initial Values
  6594. ad.damage = 1;
  6595. ad.div_ = skill_get_num(skill_id,skill_lv);
  6596. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  6597. ad.dmotion = tstatus->dmotion;
  6598. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  6599. ad.flag = BF_MAGIC|BF_SKILL;
  6600. ad.miscflag = mflag;
  6601. ad.dmg_lv = ATK_DEF;
  6602. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6603. std::bitset<NK_MAX> nk;
  6604. if (skill)
  6605. nk = skill->nk;
  6606. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  6607. sd = BL_CAST(BL_PC, src);
  6608. tsd = BL_CAST(BL_PC, target);
  6609. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  6610. sc = status_get_sc(src);
  6611. tsc = status_get_sc(target);
  6612. //Initialize variables that will be used afterwards
  6613. s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
  6614. switch(skill_id) {
  6615. case WL_HELLINFERNO:
  6616. if (mflag & 2) { // ELE_DARK
  6617. ad.div_ = 3;
  6618. }
  6619. break;
  6620. case NPC_PSYCHIC_WAVE:
  6621. case SO_PSYCHIC_WAVE:
  6622. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  6623. ad.div_ = 2;
  6624. break;
  6625. case AG_DESTRUCTIVE_HURRICANE:
  6626. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  6627. ad.blewcount = 2;
  6628. break;
  6629. case AG_CRYSTAL_IMPACT:
  6630. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  6631. ad.div_ = 2;
  6632. break;
  6633. case ABC_ABYSS_SQUARE:
  6634. if (mflag == 2)
  6635. ad.div_ = 2;
  6636. break;
  6637. case AG_CRIMSON_ARROW_ATK:
  6638. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  6639. ad.div_ = 2;
  6640. }
  6641. break;
  6642. }
  6643. //Set miscellaneous data that needs be filled
  6644. if(sd) {
  6645. sd->state.arrow_atk = 0;
  6646. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  6647. }
  6648. //Skill Range Criteria
  6649. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6650. //Infinite defense (plant mode)
  6651. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  6652. switch(skill_id) {
  6653. case MG_FIREWALL:
  6654. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  6655. ad.blewcount = 0; //No knockback
  6656. [[fallthrough]];
  6657. case NJ_KAENSIN:
  6658. case PR_SANCTUARY:
  6659. ad.dmotion = 1; //No flinch animation.
  6660. break;
  6661. }
  6662. if (!flag.infdef) { //No need to do the math for plants
  6663. unsigned int skillratio = 100; //Skill dmg modifiers.
  6664. #ifdef RENEWAL
  6665. ad.damage = 0; //reinitialize..
  6666. #endif
  6667. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  6668. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  6669. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  6670. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  6671. //Adds an absolute value to damage. 100 = +100 damage
  6672. #define MATK_ADD(a) { ad.damage += a; }
  6673. //Calc base damage according to skill
  6674. switch (skill_id) {
  6675. case AL_HEAL:
  6676. case PR_BENEDICTIO:
  6677. case PR_SANCTUARY:
  6678. case AB_HIGHNESSHEAL:
  6679. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  6680. break;
  6681. case PR_ASPERSIO:
  6682. ad.damage = 40;
  6683. break;
  6684. case ALL_RESURRECTION:
  6685. case PR_TURNUNDEAD:
  6686. //Undead check is on skill_castend_damageid code.
  6687. #ifdef RENEWAL
  6688. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6689. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  6690. #else
  6691. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6692. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  6693. #endif
  6694. if(i > 700)
  6695. i = 700;
  6696. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  6697. ad.damage = tstatus->hp;
  6698. else {
  6699. #ifdef RENEWAL
  6700. if (sstatus->matk_max > sstatus->matk_min) {
  6701. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6702. } else {
  6703. MATK_ADD(sstatus->matk_min);
  6704. }
  6705. MATK_RATE(skill_lv);
  6706. #else
  6707. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  6708. #endif
  6709. }
  6710. break;
  6711. case NPC_DARKBREATH:
  6712. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
  6713. break;
  6714. case PF_SOULBURN:
  6715. ad.damage = tstatus->sp * 2;
  6716. break;
  6717. case AB_RENOVATIO:
  6718. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  6719. break;
  6720. case NPC_EARTHQUAKE:
  6721. if (mflag & NPC_EARTHQUAKE_FLAG) {
  6722. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  6723. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  6724. }
  6725. if (src->type == BL_PC)
  6726. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  6727. else
  6728. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  6729. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  6730. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  6731. ad.damage /= mflag;
  6732. break;
  6733. case NPC_ICEMINE:
  6734. case NPC_FLAMECROSS:
  6735. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  6736. break;
  6737. default: {
  6738. if (sstatus->matk_max > sstatus->matk_min) {
  6739. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6740. } else {
  6741. MATK_ADD(sstatus->matk_min);
  6742. }
  6743. if (sd) { // Soul energy spheres adds MATK.
  6744. MATK_ADD(3*sd->soulball);
  6745. }
  6746. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  6747. if (mflag>0)
  6748. ad.damage /= mflag;
  6749. else
  6750. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6751. }
  6752. switch(skill_id) {
  6753. case MG_NAPALMBEAT:
  6754. skillratio += -30 + 10 * skill_lv;
  6755. break;
  6756. case MG_FIREBALL:
  6757. #ifdef RENEWAL
  6758. skillratio += 40 + 20 * skill_lv;
  6759. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  6760. skillratio = skillratio * 3 / 4;
  6761. #else
  6762. skillratio += -30 + 10 * skill_lv;
  6763. #endif
  6764. break;
  6765. case MG_SOULSTRIKE:
  6766. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  6767. skillratio += 5 * skill_lv;
  6768. break;
  6769. case MG_FIREWALL:
  6770. skillratio -= 50;
  6771. break;
  6772. case MG_FIREBOLT:
  6773. case MG_COLDBOLT:
  6774. case MG_LIGHTNINGBOLT:
  6775. if (sc) {
  6776. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  6777. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  6778. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  6779. skillratio *= 2;
  6780. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  6781. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  6782. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  6783. ad.flag = BF_WEAPON | BF_SHORT;
  6784. ad.type = DMG_NORMAL;
  6785. }
  6786. }
  6787. break;
  6788. case MG_THUNDERSTORM:
  6789. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  6790. #ifndef RENEWAL
  6791. skillratio -= 20;
  6792. #endif
  6793. break;
  6794. case MG_FROSTDIVER:
  6795. skillratio += 10 * skill_lv;
  6796. break;
  6797. case AL_HOLYLIGHT:
  6798. skillratio += 25;
  6799. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  6800. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  6801. break;
  6802. case AL_RUWACH:
  6803. skillratio += 45;
  6804. break;
  6805. case WZ_FROSTNOVA:
  6806. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  6807. break;
  6808. case WZ_FIREPILLAR:
  6809. if (sd && ad.div_ > 0)
  6810. ad.div_ *= -1; //For players, damage is divided by number of hits
  6811. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  6812. break;
  6813. case WZ_SIGHTRASHER:
  6814. skillratio += 20 * skill_lv;
  6815. break;
  6816. case WZ_WATERBALL:
  6817. skillratio += 30 * skill_lv;
  6818. break;
  6819. case WZ_STORMGUST:
  6820. #ifdef RENEWAL
  6821. skillratio -= 30; // Offset only once
  6822. skillratio += 50 * skill_lv;
  6823. #else
  6824. skillratio += 40 * skill_lv;
  6825. #endif
  6826. break;
  6827. #ifdef RENEWAL
  6828. case WZ_EARTHSPIKE:
  6829. skillratio += 100;
  6830. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  6831. skillratio += skillratio * 80 / 100;
  6832. break;
  6833. #endif
  6834. case HW_NAPALMVULCAN:
  6835. #ifdef RENEWAL
  6836. skillratio += -100 + 70 * skill_lv;
  6837. RE_LVL_DMOD(100);
  6838. #else
  6839. skillratio += 25;
  6840. #endif
  6841. break;
  6842. case SL_STIN: //Target size must be small (0) for full damage
  6843. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  6844. break;
  6845. case SL_STUN:
  6846. skillratio += 5 * skill_lv;
  6847. break;
  6848. case SL_SMA: //Base damage is 40% + lv%
  6849. skillratio += -60 + status_get_lv(src);
  6850. break;
  6851. case NJ_KOUENKA:
  6852. skillratio -= 10;
  6853. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6854. skillratio += 10 * sd->spiritcharm;
  6855. break;
  6856. case NJ_KAENSIN:
  6857. skillratio -= 50;
  6858. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6859. skillratio += 20 * sd->spiritcharm;
  6860. break;
  6861. case NJ_BAKUENRYU:
  6862. skillratio += 50 + 150 * skill_lv;
  6863. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  6864. skillratio += 100 * sd->spiritcharm;
  6865. break;
  6866. case NJ_HYOUSENSOU:
  6867. #ifdef RENEWAL
  6868. skillratio -= 30;
  6869. if (sc && sc->getSCE(SC_SUITON))
  6870. skillratio += 2 * skill_lv;
  6871. #endif
  6872. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  6873. skillratio += 20 * sd->spiritcharm;
  6874. break;
  6875. case NJ_HYOUSYOURAKU:
  6876. skillratio += 50 * skill_lv;
  6877. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  6878. skillratio += 100 * sd->spiritcharm;
  6879. break;
  6880. case NJ_RAIGEKISAI:
  6881. #ifdef RENEWAL
  6882. skillratio += 100 * skill_lv;
  6883. #else
  6884. skillratio += 60 + 40 * skill_lv;
  6885. #endif
  6886. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6887. skillratio += 20 * sd->spiritcharm;
  6888. break;
  6889. case NJ_KAMAITACHI:
  6890. skillratio += 100 * skill_lv;
  6891. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6892. skillratio += 100 * sd->spiritcharm;
  6893. break;
  6894. case NJ_HUUJIN:
  6895. #ifdef RENEWAL
  6896. skillratio += 50;
  6897. #endif
  6898. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  6899. skillratio += 10 * sd->spiritcharm;
  6900. break;
  6901. case NPC_ENERGYDRAIN:
  6902. skillratio += 100 * skill_lv;
  6903. break;
  6904. #ifdef RENEWAL
  6905. case WZ_HEAVENDRIVE:
  6906. case NPC_GROUNDDRIVE:
  6907. skillratio += 25;
  6908. break;
  6909. case WZ_METEOR:
  6910. skillratio += 25;
  6911. break;
  6912. case WZ_VERMILION:
  6913. if(sd)
  6914. skillratio += 300 + skill_lv * 100;
  6915. else
  6916. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  6917. break;
  6918. case PR_MAGNUS:
  6919. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  6920. skillratio += 30;
  6921. break;
  6922. case BA_DISSONANCE:
  6923. skillratio += skill_lv * 10;
  6924. if (sd)
  6925. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  6926. break;
  6927. case HW_GRAVITATION:
  6928. skillratio += -100 + 100 * skill_lv;
  6929. RE_LVL_DMOD(100);
  6930. break;
  6931. case PA_PRESSURE:
  6932. skillratio += -100 + 500 + 150 * skill_lv;
  6933. RE_LVL_DMOD(100);
  6934. break;
  6935. case WZ_SIGHTBLASTER:
  6936. skillratio += 500;
  6937. break;
  6938. #else
  6939. case WZ_VERMILION:
  6940. skillratio += 20 * skill_lv - 20;
  6941. break;
  6942. #endif
  6943. case AB_JUDEX:
  6944. skillratio += -100 + 300 + 70 * skill_lv;
  6945. RE_LVL_DMOD(100);
  6946. break;
  6947. case AB_ADORAMUS:
  6948. skillratio += - 100 + 300 + 250 * skill_lv;
  6949. RE_LVL_DMOD(100);
  6950. break;
  6951. case AB_DUPLELIGHT_MAGIC:
  6952. skillratio += 300 + 40 * skill_lv;
  6953. break;
  6954. case WL_SOULEXPANSION:
  6955. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6956. RE_LVL_DMOD(100);
  6957. break;
  6958. case WL_FROSTMISTY:
  6959. skillratio += -100 + 200 + 100 * skill_lv;
  6960. RE_LVL_DMOD(100);
  6961. break;
  6962. case NPC_JACKFROST:
  6963. if (tsc && tsc->getSCE(SC_FREEZING)) {
  6964. skillratio += 900 + 300 * skill_lv;
  6965. RE_LVL_DMOD(100);
  6966. } else {
  6967. skillratio += 400 + 100 * skill_lv;
  6968. RE_LVL_DMOD(150);
  6969. }
  6970. break;
  6971. case WL_JACKFROST:
  6972. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  6973. skillratio += -100 + 1200 + 600 * skill_lv;
  6974. else
  6975. skillratio += -100 + 1000 + 300 * skill_lv;
  6976. RE_LVL_DMOD(100);
  6977. break;
  6978. case WL_DRAINLIFE:
  6979. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  6980. RE_LVL_DMOD(100);
  6981. break;
  6982. case WL_CRIMSONROCK:
  6983. skillratio += -100 + 700 + 600 * skill_lv;
  6984. RE_LVL_DMOD(100);
  6985. break;
  6986. case WL_HELLINFERNO:
  6987. skillratio += -100 + 400 * skill_lv;
  6988. if (mflag & 2) // ELE_DARK
  6989. skillratio += 200;
  6990. RE_LVL_DMOD(100);
  6991. break;
  6992. case WL_COMET:
  6993. skillratio += -100 + 2500 + 700 * skill_lv;
  6994. RE_LVL_DMOD(100);
  6995. break;
  6996. case WL_CHAINLIGHTNING_ATK:
  6997. skillratio += 400 + 100 * skill_lv;
  6998. RE_LVL_DMOD(100);
  6999. if (mflag > 0)
  7000. skillratio += 100 * mflag;
  7001. break;
  7002. case WL_EARTHSTRAIN:
  7003. skillratio += -100 + 1000 + 600 * skill_lv;
  7004. RE_LVL_DMOD(100);
  7005. break;
  7006. case WL_TETRAVORTEX_FIRE:
  7007. case WL_TETRAVORTEX_WATER:
  7008. case WL_TETRAVORTEX_WIND:
  7009. case WL_TETRAVORTEX_GROUND:
  7010. skillratio += -100 + 800 + 400 * skill_lv;
  7011. break;
  7012. case WL_SUMMON_ATK_FIRE:
  7013. case WL_SUMMON_ATK_WATER:
  7014. case WL_SUMMON_ATK_WIND:
  7015. case WL_SUMMON_ATK_GROUND:
  7016. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  7017. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  7018. break;
  7019. case LG_RAYOFGENESIS:
  7020. skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
  7021. RE_LVL_DMOD(100);
  7022. break;
  7023. case NPC_RAYOFGENESIS:
  7024. skillratio += -100 + 200 * skill_lv;
  7025. break;
  7026. case WM_METALICSOUND:
  7027. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  7028. if (tsc && tsc->getSCE(SC_SLEEP))
  7029. skillratio += 100; // !TODO: Confirm target sleeping bonus
  7030. RE_LVL_DMOD(100);
  7031. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7032. skillratio += skillratio * 50 / 100;
  7033. break;
  7034. case WM_REVERBERATION:
  7035. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  7036. skillratio += -100 + 700 + 300 * skill_lv;
  7037. RE_LVL_DMOD(100);
  7038. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7039. skillratio += skillratio * 50 / 100;
  7040. break;
  7041. case SO_FIREWALK:
  7042. skillratio += -100 + 60 * skill_lv;
  7043. RE_LVL_DMOD(100);
  7044. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  7045. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7046. break;
  7047. case SO_ELECTRICWALK:
  7048. skillratio += -100 + 60 * skill_lv;
  7049. RE_LVL_DMOD(100);
  7050. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  7051. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7052. break;
  7053. case NPC_FIREWALK:
  7054. case NPC_ELECTRICWALK:
  7055. skillratio += -100 + 100 * skill_lv;
  7056. break;
  7057. case SO_EARTHGRAVE:
  7058. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  7059. RE_LVL_DMOD(100);
  7060. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7061. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7062. break;
  7063. case SO_DIAMONDDUST:
  7064. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  7065. RE_LVL_DMOD(100);
  7066. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  7067. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7068. break;
  7069. case SO_POISON_BUSTER:
  7070. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7071. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  7072. skillratio += 200 * skill_lv;
  7073. RE_LVL_DMOD(100);
  7074. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7075. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7076. break;
  7077. case NPC_POISON_BUSTER:
  7078. skillratio += -100 + 1500 * skill_lv;
  7079. break;
  7080. case SO_PSYCHIC_WAVE:
  7081. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  7082. RE_LVL_DMOD(100);
  7083. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  7084. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  7085. skillratio += 20;
  7086. break;
  7087. case NPC_PSYCHIC_WAVE:
  7088. skillratio += -100 + 500 * skill_lv;
  7089. break;
  7090. case SO_CLOUD_KILL:
  7091. skillratio += -100 + 40 * skill_lv;
  7092. RE_LVL_DMOD(100);
  7093. if (sc) {
  7094. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  7095. skillratio += (sd ? sd->status.job_level : 0);
  7096. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  7097. skillratio += skillratio * 50 / 100;
  7098. }
  7099. break;
  7100. case NPC_CLOUD_KILL:
  7101. skillratio += -100 + 50 * skill_lv;
  7102. break;
  7103. case SO_VARETYR_SPEAR:
  7104. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  7105. RE_LVL_DMOD(100);
  7106. if (sc && sc->getSCE(SC_BLAST_OPTION))
  7107. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7108. break;
  7109. case GN_DEMONIC_FIRE:
  7110. if (skill_lv > 20) // Fire expansion Lv.2
  7111. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  7112. else if (skill_lv > 10) { // Fire expansion Lv.1
  7113. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  7114. RE_LVL_DMOD(100);
  7115. } else
  7116. skillratio += 10 + 20 * skill_lv;
  7117. break;
  7118. case KO_KAIHOU:
  7119. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  7120. skillratio += -100 + 200 * sd->spiritcharm;
  7121. RE_LVL_DMOD(100);
  7122. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  7123. }
  7124. break;
  7125. // Magical Elemental Spirits Attack Skills
  7126. case EL_FIRE_MANTLE:
  7127. case EL_WATER_SCREW:
  7128. skillratio += 900;
  7129. break;
  7130. case EL_FIRE_ARROW:
  7131. case EL_ROCK_CRUSHER_ATK:
  7132. skillratio += 200;
  7133. break;
  7134. case EL_FIRE_BOMB:
  7135. case EL_ICE_NEEDLE:
  7136. case EL_HURRICANE_ATK:
  7137. skillratio += 400;
  7138. break;
  7139. case EL_FIRE_WAVE:
  7140. case EL_TYPOON_MIS_ATK:
  7141. skillratio += 1100;
  7142. break;
  7143. case MH_ERASER_CUTTER:
  7144. case MH_XENO_SLASHER:
  7145. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7146. break;
  7147. case MH_TWISTER_CUTTER:
  7148. skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7149. break;
  7150. case MH_ABSOLUTE_ZEPHYR:
  7151. skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7152. break;
  7153. case MH_HEILIGE_STANGE:
  7154. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  7155. break;
  7156. case MH_HEILIGE_PFERD:
  7157. skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  7158. break;
  7159. case MH_POISON_MIST:
  7160. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
  7161. break;
  7162. case SU_SV_STEMSPEAR:
  7163. skillratio += 600;
  7164. break;
  7165. case SU_CN_METEOR:
  7166. case SU_CN_METEOR2:
  7167. skillratio += 100 + 100 * skill_lv + sstatus->int_ * 5; // !TODO: Confirm INT bonus
  7168. RE_LVL_DMOD(100);
  7169. break;
  7170. case NPC_VENOMFOG:
  7171. skillratio += 600 + 100 * skill_lv;
  7172. break;
  7173. case NPC_COMET:
  7174. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  7175. i = cap_value(i, 1, 4);
  7176. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  7177. break;
  7178. case NPC_FIRESTORM:
  7179. skillratio += 200;
  7180. break;
  7181. case NPC_HELLBURNING:
  7182. skillratio += 900;
  7183. break;
  7184. case NPC_PULSESTRIKE2:
  7185. skillratio += 100;
  7186. break;
  7187. case SP_CURSEEXPLOSION:
  7188. if (tsc && tsc->getSCE(SC_SOULCURSE))
  7189. skillratio += 1400 + 200 * skill_lv;
  7190. else
  7191. skillratio += 300 + 100 * skill_lv;
  7192. break;
  7193. case SP_SPA:
  7194. skillratio += 400 + 250 * skill_lv;
  7195. RE_LVL_DMOD(100);
  7196. break;
  7197. case SP_SHA:
  7198. skillratio += -100 + 5 * skill_lv;
  7199. break;
  7200. case SP_SWHOO:
  7201. skillratio += 1000 + 200 * skill_lv;
  7202. RE_LVL_DMOD(100);
  7203. break;
  7204. case NPC_STORMGUST2:
  7205. skillratio += 200 * skill_lv;
  7206. break;
  7207. case AG_DEADLY_PROJECTION:
  7208. skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
  7209. RE_LVL_DMOD(100);
  7210. break;
  7211. case AG_DESTRUCTIVE_HURRICANE:
  7212. skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
  7213. RE_LVL_DMOD(100);
  7214. if (sc && sc->getSCE(SC_CLIMAX))
  7215. {
  7216. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7217. skillratio += skillratio * 150 / 100;
  7218. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  7219. skillratio -= skillratio * 20 / 100;
  7220. }
  7221. break;
  7222. case AG_RAIN_OF_CRYSTAL:
  7223. skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
  7224. RE_LVL_DMOD(100);
  7225. break;
  7226. case AG_MYSTERY_ILLUSION:
  7227. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7228. RE_LVL_DMOD(100);
  7229. break;
  7230. case AG_VIOLENT_QUAKE_ATK:
  7231. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7232. RE_LVL_DMOD(100);
  7233. if (sc && sc->getSCE(SC_CLIMAX)) {
  7234. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  7235. skillratio /= 2;
  7236. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7237. skillratio *= 3;
  7238. }
  7239. break;
  7240. case AG_SOUL_VC_STRIKE:
  7241. skillratio += -100 + 250 * skill_lv + 3 * sstatus->spl;
  7242. RE_LVL_DMOD(100);
  7243. break;
  7244. case AG_STRANTUM_TREMOR:
  7245. skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
  7246. RE_LVL_DMOD(100);
  7247. break;
  7248. case AG_ALL_BLOOM_ATK:
  7249. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7250. RE_LVL_DMOD(100);
  7251. if (sc && sc->getSCE(SC_CLIMAX)) {
  7252. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7253. skillratio *= 4;
  7254. }
  7255. break;
  7256. case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
  7257. skillratio += -100 + 85000 + 5 * sstatus->spl;
  7258. RE_LVL_DMOD(100);
  7259. break;
  7260. case AG_CRYSTAL_IMPACT:
  7261. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  7262. RE_LVL_DMOD(100);
  7263. if (sc && sc->getSCE(SC_CLIMAX)) {
  7264. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7265. skillratio += skillratio * 50 / 100;
  7266. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  7267. skillratio /= 2;
  7268. }
  7269. break;
  7270. case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
  7271. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  7272. RE_LVL_DMOD(100);
  7273. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  7274. skillratio += skillratio * 150 / 100;
  7275. break;
  7276. case AG_TORNADO_STORM:
  7277. skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
  7278. RE_LVL_DMOD(100);
  7279. break;
  7280. case AG_FLORAL_FLARE_ROAD:
  7281. skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
  7282. RE_LVL_DMOD(100);
  7283. break;
  7284. case AG_ASTRAL_STRIKE:
  7285. skillratio += -100 + 1800 * skill_lv + 10 * sstatus->spl;
  7286. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7287. skillratio += 340 * skill_lv;
  7288. RE_LVL_DMOD(100);
  7289. break;
  7290. case AG_ASTRAL_STRIKE_ATK:
  7291. skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
  7292. // Not confirmed, but if the main hit deal additional damage
  7293. // on certain races then the repeated damage should too right?
  7294. // Guessing a formula here for now. [Rytech]
  7295. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7296. skillratio += 200 * skill_lv;
  7297. RE_LVL_DMOD(100);
  7298. break;
  7299. case AG_ROCK_DOWN:
  7300. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->spl;
  7301. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7302. skillratio += 300 * skill_lv;
  7303. }
  7304. RE_LVL_DMOD(100);
  7305. break;
  7306. case AG_STORM_CANNON:
  7307. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->spl;
  7308. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7309. skillratio += 300 * skill_lv;
  7310. }
  7311. RE_LVL_DMOD(100);
  7312. break;
  7313. case AG_CRIMSON_ARROW:
  7314. skillratio += -100 + 350 * skill_lv + 5 * sstatus->spl;
  7315. RE_LVL_DMOD(100);
  7316. break;
  7317. case AG_CRIMSON_ARROW_ATK:
  7318. skillratio += -100 + 700 * skill_lv + 5 * sstatus->spl;
  7319. RE_LVL_DMOD(100);
  7320. break;
  7321. case AG_FROZEN_SLASH:
  7322. skillratio += -100 + 400 + 900 * skill_lv + 5 * sstatus->spl;
  7323. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7324. skillratio += 150 + 350 * skill_lv;
  7325. }
  7326. RE_LVL_DMOD(100);
  7327. break;
  7328. case IG_JUDGEMENT_CROSS:
  7329. skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
  7330. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  7331. skillratio += 150 * skill_lv;
  7332. RE_LVL_DMOD(100);
  7333. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  7334. skillratio += skillratio * i / 100;
  7335. break;
  7336. case IG_CROSS_RAIN:
  7337. if( sc && sc->getSCE( SC_HOLY_S ) ){
  7338. skillratio += -100 + ( 450 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7339. }else{
  7340. skillratio += -100 + ( 320 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7341. }
  7342. skillratio += 7 * sstatus->spl;
  7343. RE_LVL_DMOD(100);
  7344. break;
  7345. case CD_ARBITRIUM:
  7346. skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl;
  7347. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7348. RE_LVL_DMOD(100);
  7349. break;
  7350. case CD_ARBITRIUM_ATK:
  7351. skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl;
  7352. skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7353. RE_LVL_DMOD(100);
  7354. break;
  7355. case CD_PNEUMATICUS_PROCELLA:
  7356. skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
  7357. skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7358. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  7359. skillratio += 50 + 150 * skill_lv;
  7360. skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7361. }
  7362. RE_LVL_DMOD(100);
  7363. break;
  7364. case CD_FRAMEN:
  7365. skillratio += -100 + (950 + 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS)) * skill_lv + 5 * sstatus->spl;
  7366. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  7367. skillratio += 100 * skill_lv;
  7368. RE_LVL_DMOD(100);
  7369. break;
  7370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
  7371. skillratio += -100 + 500 + 5 * sstatus->spl;
  7372. RE_LVL_DMOD(100);
  7373. break;
  7374. case ABC_ABYSS_STRIKE:
  7375. skillratio += -100 + 2200 * skill_lv + 10 * sstatus->spl;
  7376. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  7377. skillratio += 150 * skill_lv;
  7378. RE_LVL_DMOD(100);
  7379. break;
  7380. case ABC_ABYSS_SQUARE:
  7381. skillratio += -100 + ( 570 + 20 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) ) * skill_lv + 5 * sstatus->spl;
  7382. RE_LVL_DMOD(100);
  7383. break;
  7384. case TR_METALIC_FURY:
  7385. skillratio += -100 + 2600 * skill_lv;
  7386. // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well?
  7387. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  7388. skillratio += 1000 * skill_lv;
  7389. skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl;
  7390. }
  7391. RE_LVL_DMOD(100);
  7392. break;
  7393. case TR_SOUNDBLEND:
  7394. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  7395. RE_LVL_DMOD(100);
  7396. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  7397. skillratio += skillratio * 100 / 100;
  7398. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  7399. skillratio += skillratio * 50 / 100;
  7400. }
  7401. break;
  7402. case EM_DIAMOND_STORM:
  7403. skillratio += -100 + 400 + 1550 * skill_lv + 5 * sstatus->spl;
  7404. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
  7405. skillratio += 5000 + 250 * skill_lv + 5 * sstatus->spl;
  7406. }
  7407. RE_LVL_DMOD(100);
  7408. break;
  7409. case EM_LIGHTNING_LAND:
  7410. skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
  7411. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
  7412. skillratio += 400 * skill_lv;
  7413. }
  7414. RE_LVL_DMOD(100);
  7415. break;
  7416. case EM_VENOM_SWAMP:
  7417. skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
  7418. if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
  7419. skillratio += 400 * skill_lv;
  7420. }
  7421. RE_LVL_DMOD(100);
  7422. break;
  7423. case EM_CONFLAGRATION:
  7424. skillratio += -100 + 500 + 650 * skill_lv + 5 * sstatus->spl;
  7425. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
  7426. skillratio += 400 * skill_lv;
  7427. }
  7428. RE_LVL_DMOD(100);
  7429. break;
  7430. case EM_TERRA_DRIVE:
  7431. skillratio += -100 + 400 + 1550 * skill_lv + 5 * sstatus->spl;
  7432. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
  7433. skillratio += 5000 + 250 * skill_lv + 5 * sstatus->spl;
  7434. }
  7435. RE_LVL_DMOD(100);
  7436. break;
  7437. case ABC_FROM_THE_ABYSS_ATK:
  7438. skillratio += -100 + 100 + 500 * skill_lv + 5 * sstatus->spl;
  7439. RE_LVL_DMOD(100);
  7440. break;
  7441. case EM_ELEMENTAL_BUSTER_FIRE:
  7442. case EM_ELEMENTAL_BUSTER_WATER:
  7443. case EM_ELEMENTAL_BUSTER_WIND:
  7444. case EM_ELEMENTAL_BUSTER_GROUND:
  7445. case EM_ELEMENTAL_BUSTER_POISON:
  7446. skillratio += -100 + 500 + 2200 * skill_lv + 10 * sstatus->spl;
  7447. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  7448. skillratio += 150 * skill_lv;
  7449. RE_LVL_DMOD(100);
  7450. break;
  7451. case EM_EL_FLAMEROCK:
  7452. skillratio += -100 + 2400;
  7453. if (ed)
  7454. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7455. break;
  7456. case EM_EL_AGE_OF_ICE:
  7457. skillratio += -100 + 3700;
  7458. if (ed)
  7459. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7460. break;
  7461. case EM_EL_STORM_WIND:
  7462. skillratio += -100 + 2600;
  7463. if (ed)
  7464. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7465. break;
  7466. case EM_EL_AVALANCHE:
  7467. skillratio += -100 + 450;
  7468. if (ed)
  7469. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7470. break;
  7471. case EM_EL_DEADLY_POISON:
  7472. skillratio += -100 + 700;
  7473. if (ed)
  7474. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7475. break;
  7476. case NPC_RAINOFMETEOR:
  7477. skillratio += 350; // unknown ratio
  7478. break;
  7479. }
  7480. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  7481. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  7482. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  7483. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  7484. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  7485. skillratio += 25;
  7486. }
  7487. MATK_RATE(skillratio);
  7488. //Constant/misc additions from skills
  7489. if (skill_id == WZ_FIREPILLAR)
  7490. MATK_ADD(100 + 50 * skill_lv);
  7491. break;
  7492. }
  7493. }
  7494. #ifdef RENEWAL
  7495. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7496. #endif
  7497. if(sd) {
  7498. //Damage bonuses
  7499. if ((i = pc_skillatk_bonus(sd, skill_id)))
  7500. ad.damage += (int64)ad.damage*i/100;
  7501. //Ignore Defense?
  7502. if (!flag.imdef && (
  7503. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  7504. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  7505. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  7506. ))
  7507. flag.imdef = 1;
  7508. }
  7509. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7510. ad.damage -= (int64)ad.damage*i/100;
  7511. #ifdef RENEWAL
  7512. if (sd && sstatus->smatk > 0)
  7513. ad.damage += ad.damage * sstatus->smatk / 100;
  7514. // MRes reduces magical damage by a percentage and
  7515. // is calculated before MDEF and other reductions.
  7516. // This should be the official formula. [Rytech]
  7517. if (ad.damage && tstatus->mres > 0) {
  7518. short mres = tstatus->mres;
  7519. short ignore_mres = 0;// Value used as percentage.
  7520. if (sd)
  7521. ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
  7522. // Attacker status's that pierce MRes.
  7523. if (sc && sc->getSCE(SC_A_VITA))
  7524. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  7525. ignore_mres = min(ignore_mres, 100);
  7526. if (ignore_mres > 0)
  7527. mres -= mres * ignore_mres / 100;
  7528. // Max damage reduction from MRes is officially 50%.
  7529. // That means 625 MRes is needed to hit that cap.
  7530. if (mres > battle_config.max_res_mres_reduction)
  7531. mres = battle_config.max_res_mres_reduction;
  7532. // Apply damage reduction.
  7533. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  7534. }
  7535. #endif
  7536. if(!flag.imdef){
  7537. defType mdef = tstatus->mdef;
  7538. int mdef2= tstatus->mdef2;
  7539. if (sc && sc->getSCE(SC_EXPIATIO)) {
  7540. i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  7541. i = min(i, 100); //cap it to 100 for 5 mdef min
  7542. mdef -= mdef * i / 100;
  7543. //mdef2 -= mdef2 * i / 100;
  7544. }
  7545. if(sd) {
  7546. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  7547. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  7548. std::vector<e_race2> race2 = status_get_race2(target);
  7549. for (const auto &raceit : race2)
  7550. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  7551. if (i)
  7552. {
  7553. if (i > 100) i = 100;
  7554. mdef -= mdef * i/100;
  7555. //mdef2-= mdef2* i/100;
  7556. }
  7557. }
  7558. #ifdef RENEWAL
  7559. /**
  7560. * RE MDEF Reduction
  7561. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  7562. */
  7563. if (mdef < 0)
  7564. mdef = 0; // Negative eMDEF is treated as 0 on official
  7565. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  7566. #else
  7567. if(battle_config.magic_defense_type)
  7568. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  7569. else
  7570. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  7571. #endif
  7572. }
  7573. if(ad.damage<1)
  7574. ad.damage=1;
  7575. else if(sc) { //only applies when hit
  7576. switch(skill_id) {
  7577. case MG_LIGHTNINGBOLT:
  7578. case MG_THUNDERSTORM:
  7579. if(sc->getSCE(SC_GUST_OPTION))
  7580. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7581. break;
  7582. case MG_FIREBOLT:
  7583. case MG_FIREWALL:
  7584. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  7585. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7586. break;
  7587. case MG_COLDBOLT:
  7588. case MG_FROSTDIVER:
  7589. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  7590. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7591. break;
  7592. case WZ_EARTHSPIKE:
  7593. case WZ_HEAVENDRIVE:
  7594. if(sc->getSCE(SC_PETROLOGY_OPTION))
  7595. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7596. break;
  7597. }
  7598. }
  7599. if (!nk[NK_IGNOREELEMENT])
  7600. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7601. //Apply the physical part of the skill's damage. [Skotlex]
  7602. switch(skill_id) {
  7603. case CR_GRANDCROSS:
  7604. case NPC_GRANDDARKNESS: {
  7605. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7606. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  7607. if(src == target) {
  7608. if(src->type == BL_PC)
  7609. ad.damage = ad.damage / 2;
  7610. else
  7611. ad.damage = 0;
  7612. }
  7613. }
  7614. break;
  7615. }
  7616. #ifndef RENEWAL
  7617. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7618. #endif
  7619. } //Hint: Against plants damage will still be 1 at this point
  7620. //Apply DAMAGE_DIV_FIX and check for min damage
  7621. battle_apply_div_fix(&ad, skill_id);
  7622. struct map_data *mapdata = map_getmapdata(target->m);
  7623. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  7624. if (mapdata_flag_gvg2(mapdata))
  7625. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  7626. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  7627. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  7628. // Skill damage adjustment
  7629. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7630. MATK_ADDRATE(skill_damage);
  7631. battle_absorb_damage(target, &ad);
  7632. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  7633. return ad;
  7634. }
  7635. /*==========================================
  7636. * Calculate "misc"-type attacks and skills
  7637. *------------------------------------------
  7638. * Credits:
  7639. * Original coder Skotlex
  7640. * Refined and optimized by helvetica
  7641. */
  7642. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  7643. {
  7644. int skill_damage = 0;
  7645. short i, s_ele;
  7646. map_session_data *sd, *tsd;
  7647. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  7648. struct status_data *sstatus = status_get_status_data(src);
  7649. struct status_data *tstatus = status_get_status_data(target);
  7650. status_change *ssc = status_get_sc(src);
  7651. memset(&md,0,sizeof(md));
  7652. if (src == NULL || target == NULL) {
  7653. nullpo_info(NLP_MARK);
  7654. return md;
  7655. }
  7656. //Some initial values
  7657. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  7658. md.dmotion = tstatus->dmotion;
  7659. md.div_ = skill_get_num(skill_id,skill_lv);
  7660. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  7661. md.dmg_lv = ATK_DEF;
  7662. md.flag = BF_MISC|BF_SKILL;
  7663. md.miscflag = mflag;
  7664. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7665. std::bitset<NK_MAX> nk;
  7666. if (skill)
  7667. nk = skill->nk;
  7668. sd = BL_CAST(BL_PC, src);
  7669. tsd = BL_CAST(BL_PC, target);
  7670. if(sd) {
  7671. sd->state.arrow_atk = 0;
  7672. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  7673. }
  7674. s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
  7675. //Skill Range Criteria
  7676. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7677. switch (skill_id) {
  7678. case TF_THROWSTONE:
  7679. md.damage = 50;
  7680. md.flag |= BF_WEAPON;
  7681. break;
  7682. case NPC_KILLING_AURA:
  7683. md.damage = 10000;
  7684. break;
  7685. #ifdef RENEWAL
  7686. case HT_LANDMINE:
  7687. case MA_LANDMINE:
  7688. case HT_BLASTMINE:
  7689. case HT_CLAYMORETRAP:
  7690. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  7691. md.damage += md.damage * (rnd()%20 - 10) / 100;
  7692. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  7693. break;
  7694. #else
  7695. case HT_LANDMINE:
  7696. case MA_LANDMINE:
  7697. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  7698. break;
  7699. case HT_BLASTMINE:
  7700. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  7701. break;
  7702. case HT_CLAYMORETRAP:
  7703. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  7704. break;
  7705. #endif
  7706. case HT_BLITZBEAT:
  7707. case SN_FALCONASSAULT:
  7708. {
  7709. uint16 skill;
  7710. //Blitz-beat Damage
  7711. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  7712. skill = 0;
  7713. #ifdef RENEWAL
  7714. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  7715. RE_LVL_MDMOD(100);
  7716. #else
  7717. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  7718. if(mflag > 1) //Autocasted Blitz
  7719. nk.set(NK_SPLASHSPLIT);
  7720. #endif
  7721. if (skill_id == SN_FALCONASSAULT) {
  7722. //Div fix of Blitzbeat
  7723. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  7724. //Falcon Assault Modifier
  7725. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  7726. }
  7727. }
  7728. break;
  7729. #ifndef RENEWAL
  7730. case BA_DISSONANCE:
  7731. md.damage = 30 + skill_lv * 10;
  7732. if (sd)
  7733. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  7734. break;
  7735. #endif
  7736. case NPC_SELFDESTRUCTION:
  7737. md.damage = sstatus->hp;
  7738. break;
  7739. case NPC_SMOKING:
  7740. md.damage = 3;
  7741. break;
  7742. case NPC_EVILLAND:
  7743. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  7744. break;
  7745. #ifndef RENEWAL
  7746. case ASC_BREAKER:
  7747. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  7748. nk.set(NK_IGNOREFLEE);
  7749. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  7750. break;
  7751. case HW_GRAVITATION:
  7752. md.damage = 200 + 200 * skill_lv;
  7753. md.dmotion = 0; //No flinch animation
  7754. break;
  7755. case PA_PRESSURE:
  7756. md.damage = 500 + 300 * skill_lv;
  7757. break;
  7758. #endif
  7759. case PA_GOSPEL:
  7760. if (mflag > 0)
  7761. md.damage = (rnd() % 4000) + 1500;
  7762. else {
  7763. md.damage = (rnd() % 5000) + 3000;
  7764. #ifdef RENEWAL
  7765. md.damage -= (int64)status_get_def(target);
  7766. #else
  7767. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  7768. #endif
  7769. md.damage -= tstatus->def2;
  7770. if (md.damage < 0)
  7771. md.damage = 0;
  7772. }
  7773. break;
  7774. case GN_FIRE_EXPANSION_ACID:
  7775. #ifdef RENEWAL
  7776. // Official Renewal formula [helvetica]
  7777. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  7778. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  7779. // is considered "neutral" for purposes of resistances
  7780. {
  7781. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  7782. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  7783. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  7784. // AD benefits from endow/element but damage is forced back to neutral
  7785. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  7786. }
  7787. // Fall through
  7788. #else
  7789. case CR_ACIDDEMONSTRATION:
  7790. if(tstatus->vit+sstatus->int_) //crash fix
  7791. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  7792. else
  7793. md.damage = 0;
  7794. if (tsd)
  7795. md.damage /= 2;
  7796. #endif
  7797. break;
  7798. case NJ_ZENYNAGE:
  7799. case KO_MUCHANAGE:
  7800. md.damage = skill_get_zeny(skill_id, skill_lv);
  7801. if (!md.damage)
  7802. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  7803. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  7804. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  7805. md.damage = md.damage / 2;
  7806. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  7807. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  7808. else if (tsd && skill_id == NJ_ZENYNAGE)
  7809. md.damage = md.damage / 2;
  7810. break;
  7811. #ifdef RENEWAL
  7812. case NJ_ISSEN:
  7813. // Official Renewal formula [helvetica]
  7814. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  7815. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  7816. // modified def formula
  7817. {
  7818. short totaldef;
  7819. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  7820. status_change *sc = status_get_sc(src);
  7821. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  7822. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  7823. md.div_ = -(i + 2); // mirror image count + 2
  7824. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  7825. }
  7826. // modified def reduction, final damage = base damage - (edef + sdef)
  7827. totaldef = tstatus->def2 + (short)status_get_def(target);
  7828. md.damage -= totaldef;
  7829. md.flag |= BF_WEAPON;
  7830. }
  7831. break;
  7832. #endif
  7833. case GS_FLING:
  7834. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  7835. break;
  7836. case HVAN_EXPLOSION: //[orn]
  7837. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  7838. break;
  7839. case RA_CLUSTERBOMB:
  7840. case RA_FIRINGTRAP:
  7841. case RA_ICEBOUNDTRAP:
  7842. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  7843. RE_LVL_TMDMOD();
  7844. if(sd) {
  7845. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  7846. if(researchskill_lv)
  7847. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  7848. else
  7849. md.damage = 0;
  7850. } else
  7851. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  7852. nk.set(NK_IGNOREELEMENT);
  7853. nk.set(NK_IGNOREFLEE);
  7854. nk.set(NK_IGNOREDEFCARD);
  7855. break;
  7856. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  7857. md.damage = 800 + 200 * skill_lv;
  7858. break;
  7859. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  7860. md.damage = 1000 * skill_lv;
  7861. break;
  7862. case GN_THORNS_TRAP:
  7863. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  7864. break;
  7865. case RL_B_TRAP:
  7866. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  7867. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  7868. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  7869. md.damage /= 10;
  7870. break;
  7871. case NPC_WIDESUCK:
  7872. md.damage = tstatus->max_hp * 15 / 100;
  7873. break;
  7874. case SU_SV_ROOTTWIST_ATK:
  7875. md.damage = 100;
  7876. break;
  7877. case SP_SOULEXPLOSION:
  7878. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  7879. break;
  7880. case SJ_NOVAEXPLOSING:
  7881. // (Base ATK + Weapon ATK) * Ratio
  7882. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  7883. // Additional Damage
  7884. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  7885. break;
  7886. }
  7887. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  7888. if(mflag > 0)
  7889. md.damage /= mflag;
  7890. else
  7891. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7892. }
  7893. if (!nk[NK_IGNOREFLEE]) {
  7894. status_change *sc = status_get_sc(target);
  7895. i = 0; //Temp for "hit or no hit"
  7896. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  7897. i = 1;
  7898. else {
  7899. short
  7900. flee = tstatus->flee,
  7901. #ifdef RENEWAL
  7902. hitrate = 0; //Default hitrate
  7903. #else
  7904. hitrate = 80; //Default hitrate
  7905. #endif
  7906. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  7907. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  7908. if(attacker_count >= battle_config.agi_penalty_count) {
  7909. if (battle_config.agi_penalty_type == 1)
  7910. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  7911. else //assume type 2: absolute reduction
  7912. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  7913. if(flee < 1)
  7914. flee = 1;
  7915. }
  7916. }
  7917. hitrate += sstatus->hit - flee;
  7918. #ifdef RENEWAL
  7919. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  7920. hitrate += pc_checkskill(sd,AC_VULTURE);
  7921. #endif
  7922. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  7923. if(rnd()%100 < hitrate)
  7924. i = 1;
  7925. }
  7926. if (!i) {
  7927. md.damage = 0;
  7928. md.dmg_lv = ATK_FLEE;
  7929. }
  7930. }
  7931. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  7932. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  7933. md.damage += (int64)md.damage*i/100;
  7934. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7935. md.damage -= (int64)md.damage*i/100;
  7936. if(!nk[NK_IGNOREELEMENT])
  7937. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7938. //Plant damage
  7939. if(md.damage < 0)
  7940. md.damage = 0;
  7941. else if(md.damage && is_infinite_defense(target, md.flag)) {
  7942. md.damage = 1;
  7943. }
  7944. //Apply DAMAGE_DIV_FIX and check for min damage
  7945. battle_apply_div_fix(&md, skill_id);
  7946. switch(skill_id) {
  7947. case RA_FIRINGTRAP:
  7948. case RA_ICEBOUNDTRAP:
  7949. if (md.damage == 1)
  7950. break;
  7951. [[fallthrough]];
  7952. case RA_CLUSTERBOMB:
  7953. {
  7954. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7955. md.damage += wd.damage;
  7956. }
  7957. break;
  7958. case NJ_ZENYNAGE:
  7959. if (sd) {
  7960. if (md.damage > sd->status.zeny)
  7961. md.damage = sd->status.zeny;
  7962. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL);
  7963. }
  7964. break;
  7965. }
  7966. struct map_data *mapdata = map_getmapdata(target->m);
  7967. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  7968. if(mapdata_flag_gvg2(mapdata))
  7969. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  7970. else if(mapdata->getMapFlag(MF_BATTLEGROUND))
  7971. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  7972. // Skill damage adjustment
  7973. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7974. md.damage += (int64)md.damage * skill_damage / 100;
  7975. battle_absorb_damage(target, &md);
  7976. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  7977. return md;
  7978. }
  7979. /**
  7980. * Calculate vanish damage on a target
  7981. * @param sd: Player with vanish item
  7982. * @param target: Target to vanish HP/SP
  7983. * @param flag: Damage struct battle flag
  7984. */
  7985. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int flag)
  7986. {
  7987. nullpo_retv(sd);
  7988. nullpo_retv(target);
  7989. // bHPVanishRate
  7990. int16 vanish_hp = 0;
  7991. if (!sd->hp_vanish.empty()) {
  7992. for (auto &it : sd->hp_vanish) {
  7993. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  7994. ((it.flag)&flag)&BF_RANGEMASK &&
  7995. ((it.flag)&flag)&BF_SKILLMASK))
  7996. continue;
  7997. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  7998. vanish_hp += it.per;
  7999. }
  8000. }
  8001. // bSPVanishRate
  8002. int16 vanish_sp = 0;
  8003. if (!sd->sp_vanish.empty()) {
  8004. for (auto &it : sd->sp_vanish) {
  8005. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8006. ((it.flag)&flag)&BF_RANGEMASK &&
  8007. ((it.flag)&flag)&BF_SKILLMASK))
  8008. continue;
  8009. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8010. vanish_sp += it.per;
  8011. }
  8012. }
  8013. if (vanish_hp > 0 || vanish_sp > 0)
  8014. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  8015. }
  8016. /*==========================================
  8017. * Battle main entry, from skill_attack
  8018. *------------------------------------------
  8019. * Credits:
  8020. * Original coder unknown
  8021. * Initial refactoring by Baalberith
  8022. * Refined and optimized by helvetica
  8023. */
  8024. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  8025. {
  8026. struct Damage d;
  8027. switch(attack_type) {
  8028. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  8029. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  8030. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  8031. default:
  8032. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  8033. memset(&d,0,sizeof(d));
  8034. break;
  8035. }
  8036. if( d.damage + d.damage2 < 1 )
  8037. { //Miss/Absorbed
  8038. //Weapon attacks should go through to cause additional effects.
  8039. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  8040. d.dmg_lv = ATK_MISS;
  8041. d.dmotion = 0;
  8042. if(bl->type == BL_PC)
  8043. d.div_ = 1;
  8044. status_change *tsc = status_get_sc(target);
  8045. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  8046. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  8047. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  8048. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  8049. clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
  8050. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  8051. }
  8052. }
  8053. }
  8054. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  8055. d.dmg_lv = ATK_DEF;
  8056. map_session_data *sd = BL_CAST(BL_PC, bl);
  8057. if (sd && d.damage + d.damage2 > 1)
  8058. battle_vanish_damage(sd, target, d.flag);
  8059. return d;
  8060. }
  8061. /*==========================================
  8062. * Final damage return function
  8063. *------------------------------------------
  8064. * Credits:
  8065. * Original coder unknown
  8066. * Initial refactoring by Baalberith
  8067. * Refined and optimized by helvetica
  8068. */
  8069. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  8070. status_change *tsc = status_get_sc(tbl);
  8071. if (tsc) { // These statuses do not reflect any damage (off the target)
  8072. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  8073. return 0;
  8074. }
  8075. status_change *sc = status_get_sc(src);
  8076. if (sc) {
  8077. if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
  8078. return 0;
  8079. }
  8080. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  8081. int64 rdamage = 0, damage = *dmg;
  8082. if (flag & BF_SHORT) {//Bounces back part of the damage.
  8083. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  8084. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  8085. } else if( status_reflect && tsc && tsc->count ) {
  8086. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  8087. status_change_entry *sce_d;
  8088. block_list *d_bl;
  8089. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  8090. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  8091. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  8092. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8093. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  8094. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  8095. return 0;
  8096. }
  8097. }
  8098. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  8099. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8100. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  8101. rdamage = 0;
  8102. else {
  8103. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  8104. }
  8105. }
  8106. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  8107. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  8108. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  8109. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  8110. clif_skill_damage(src, tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE);
  8111. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  8112. status_change_end(tbl, SC_DEATHBOUND);
  8113. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  8114. }
  8115. }
  8116. }
  8117. } else {
  8118. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  8119. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  8120. }
  8121. }
  8122. // Config damage adjustment
  8123. map_data *mapdata = map_getmapdata(src->m);
  8124. if (mapdata_flag_gvg2(mapdata))
  8125. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  8126. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8127. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  8128. else if (mapdata->getMapFlag(MF_PVP))
  8129. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  8130. // Skill damage adjustment
  8131. int skill_damage = battle_skill_damage(src, tbl, skill_id);
  8132. if (skill_damage != 0) {
  8133. rdamage += rdamage * skill_damage / 100;
  8134. }
  8135. int64 reduce = 0;
  8136. map_session_data* sd = BL_CAST(BL_PC, src);
  8137. if (sd && sd->bonus.reduce_damage_return != 0) {
  8138. reduce += (sd->bonus.reduce_damage_return);
  8139. }
  8140. if (sc) {
  8141. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  8142. reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
  8143. }
  8144. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  8145. reduce += sc->getSCE(SC_VENOMBLEED)->val2;
  8146. }
  8147. if (sc->getSCE(SC_REF_T_POTION))
  8148. reduce += 100;
  8149. }
  8150. if (rdamage > 0) {
  8151. rdamage -= rdamage * i64min(100, reduce) / 100;
  8152. rdamage = i64max(rdamage, 1);
  8153. }
  8154. if (rdamage == 0)
  8155. return 0; // No reflecting damage calculated.
  8156. else
  8157. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  8158. }
  8159. /**
  8160. * Calculate Vellum damage on a target
  8161. * @param sd: Player with vanish item
  8162. * @param target: Target to vanish HP/SP
  8163. * @param wd: Damage struct reference
  8164. * @return True on damage done or false if not
  8165. */
  8166. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  8167. {
  8168. nullpo_retr(false, sd);
  8169. nullpo_retr(false, target);
  8170. nullpo_retr(false, wd);
  8171. struct status_data *tstatus = status_get_status_data(target);
  8172. // bHPVanishRaceRate
  8173. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8174. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8175. // bSPVanishRaceRate
  8176. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8177. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8178. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  8179. // Vellum damage overrides any other damage done as well.
  8180. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  8181. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  8182. wd->damage2 = 0;
  8183. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  8184. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  8185. wd->damage2 = 0;
  8186. wd->isspdamage = true;
  8187. } else
  8188. return false;
  8189. return true;
  8190. }
  8191. /*===========================================
  8192. * Perform battle drain effects (HP/SP loss)
  8193. *-------------------------------------------*/
  8194. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  8195. {
  8196. struct weapon_data *wd;
  8197. int64 *damage;
  8198. int thp = 0, // HP gained
  8199. tsp = 0, // SP gained
  8200. //rhp = 0, // HP reduced from target
  8201. //rsp = 0, // SP reduced from target
  8202. hp = 0, sp = 0;
  8203. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  8204. return;
  8205. for (int i = 0; i < 4; i++) {
  8206. //First two iterations: Right hand
  8207. if (i < 2) {
  8208. wd = &sd->right_weapon;
  8209. damage = &rdamage;
  8210. } else {
  8211. wd = &sd->left_weapon;
  8212. damage = &ldamage;
  8213. }
  8214. if (*damage <= 0)
  8215. continue;
  8216. if (i == 1 || i == 3) {
  8217. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  8218. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  8219. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  8220. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  8221. if( hp ) {
  8222. //rhp += hp;
  8223. thp += hp;
  8224. }
  8225. if( sp ) {
  8226. //rsp += sp;
  8227. tsp += sp;
  8228. }
  8229. } else {
  8230. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  8231. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  8232. if( hp ) {
  8233. //rhp += hp;
  8234. thp += hp;
  8235. }
  8236. if( sp ) {
  8237. //rsp += sp;
  8238. tsp += sp;
  8239. }
  8240. }
  8241. }
  8242. if (!thp && !tsp)
  8243. return;
  8244. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  8245. //if (rhp || rsp)
  8246. // status_zap(tbl, rhp, rsp);
  8247. }
  8248. /*===========================================
  8249. * Deals the same damage to targets in area.
  8250. *-------------------------------------------
  8251. * Credits:
  8252. * Original coder pakpil
  8253. */
  8254. int battle_damage_area(struct block_list *bl, va_list ap) {
  8255. t_tick tick;
  8256. int64 damage;
  8257. int amotion, dmotion;
  8258. struct block_list *src;
  8259. nullpo_ret(bl);
  8260. tick = va_arg(ap, t_tick);
  8261. src = va_arg(ap,struct block_list *);
  8262. amotion = va_arg(ap,int);
  8263. dmotion = va_arg(ap,int);
  8264. damage = va_arg(ap,int);
  8265. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  8266. return 0;
  8267. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8268. map_freeblock_lock();
  8269. if( src->type == BL_PC )
  8270. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  8271. if( amotion )
  8272. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  8273. else
  8274. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  8275. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  8276. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  8277. map_freeblock_unlock();
  8278. }
  8279. return 0;
  8280. }
  8281. /**
  8282. * Triggers aftercast delay for autocasted skills.
  8283. * @param src: Source data
  8284. * @param skill_id: Skill used
  8285. * @param skill_lv: Skill level used
  8286. * @param tick: Server tick
  8287. */
  8288. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  8289. {
  8290. unit_data *ud = unit_bl2ud(src);
  8291. if (ud) {
  8292. int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  8293. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  8294. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  8295. if (battle_config.display_status_timers && src->type == BL_PC)
  8296. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  8297. }
  8298. }
  8299. }
  8300. /**
  8301. * Triggers autocasted skills from super elemental supportive buffs.
  8302. * @param sd: Player data
  8303. * @param target: Target data
  8304. * @param skill_id: Skill used
  8305. * @param tick: Server tick
  8306. * @param flag: Special skill flags
  8307. */
  8308. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
  8309. {
  8310. uint16 skill_lv = pc_checkskill(sd, skill_id);
  8311. skill_lv = max(1, skill_lv);
  8312. sd->state.autocast = 1;
  8313. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  8314. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  8315. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  8316. }
  8317. sd->state.autocast = 0;
  8318. }
  8319. /*==========================================
  8320. * Do a basic physical attack (call through unit_attack_timer)
  8321. *------------------------------------------*/
  8322. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  8323. map_session_data *sd = NULL, *tsd = NULL;
  8324. struct status_data *sstatus, *tstatus;
  8325. status_change *sc, *tsc;
  8326. int64 damage;
  8327. int skillv;
  8328. struct Damage wd;
  8329. bool vellum_damage = false;
  8330. nullpo_retr(ATK_NONE, src);
  8331. nullpo_retr(ATK_NONE, target);
  8332. if (src->prev == NULL || target->prev == NULL)
  8333. return ATK_NONE;
  8334. sd = BL_CAST(BL_PC, src);
  8335. tsd = BL_CAST(BL_PC, target);
  8336. sstatus = status_get_status_data(src);
  8337. tstatus = status_get_status_data(target);
  8338. sc = status_get_sc(src);
  8339. tsc = status_get_sc(target);
  8340. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  8341. sc = NULL;
  8342. if (tsc && !tsc->count)
  8343. tsc = NULL;
  8344. if (sd)
  8345. {
  8346. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  8347. if (sd->state.arrow_atk)
  8348. {
  8349. short index = sd->equip_index[EQI_AMMO];
  8350. if (index < 0) {
  8351. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  8352. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8353. else
  8354. clif_arrow_fail(sd,0);
  8355. return ATK_NONE;
  8356. }
  8357. //Ammo check by Ishizu-chan
  8358. if (sd->inventory_data[index]) {
  8359. switch (sd->status.weapon) {
  8360. case W_BOW:
  8361. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  8362. clif_arrow_fail(sd,0);
  8363. return ATK_NONE;
  8364. }
  8365. break;
  8366. case W_REVOLVER:
  8367. case W_RIFLE:
  8368. case W_GATLING:
  8369. case W_SHOTGUN:
  8370. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  8371. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8372. return ATK_NONE;
  8373. }
  8374. break;
  8375. case W_GRENADE:
  8376. if (sd->inventory_data[index]->subtype !=
  8377. #ifdef RENEWAL
  8378. AMMO_BULLET) {
  8379. #else
  8380. AMMO_GRENADE) {
  8381. #endif
  8382. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8383. return ATK_NONE;
  8384. }
  8385. break;
  8386. }
  8387. }
  8388. }
  8389. }
  8390. if (sc && sc->count) {
  8391. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  8392. status_change_end(src, SC_CLOAKING);
  8393. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  8394. status_change_end(src, SC_CLOAKINGEXCEED);
  8395. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  8396. status_change_end(src, SC_NEWMOON);
  8397. }
  8398. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  8399. uint8 dir = map_calc_dir(target,src->x,src->y);
  8400. int t_dir = unit_getdir(target);
  8401. int dist = distance_bl(src, target);
  8402. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  8403. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  8404. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  8405. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8406. status_change_end(target, SC_AUTOCOUNTER);
  8407. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  8408. return ATK_BLOCK;
  8409. }
  8410. }
  8411. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  8412. #ifndef RENEWAL
  8413. status_get_class_(src) != CLASS_BOSS &&
  8414. #endif
  8415. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  8416. {
  8417. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  8418. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  8419. #ifdef RENEWAL
  8420. if (status_get_class_(src) == CLASS_BOSS)
  8421. duration = 2000; // Only lasts 2 seconds for Boss monsters
  8422. #endif
  8423. status_change_end(target, SC_BLADESTOP_WAIT);
  8424. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  8425. { //Target locked.
  8426. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8427. clif_bladestop(target, src->id, 1);
  8428. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  8429. return ATK_BLOCK;
  8430. }
  8431. }
  8432. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  8433. #ifdef RENEWAL
  8434. int triple_rate = 30; //Base Rate
  8435. #else
  8436. int triple_rate = 30 - skillv; //Base Rate
  8437. #endif
  8438. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  8439. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  8440. status_change_end(src, SC_SKILLRATE_UP);
  8441. }
  8442. if (rnd()%100 < triple_rate) {
  8443. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  8444. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  8445. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  8446. return ATK_DEF;
  8447. return ATK_MISS;
  8448. }
  8449. }
  8450. if (sc) {
  8451. if (sc->getSCE(SC_SACRIFICE)) {
  8452. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  8453. damage_lv ret_val;
  8454. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  8455. status_change_end(src, SC_SACRIFICE);
  8456. /**
  8457. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  8458. * For further information: bugreport:4950
  8459. */
  8460. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  8461. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  8462. if( ret_val == ATK_NONE )
  8463. return ATK_MISS;
  8464. return ret_val;
  8465. }
  8466. if (sc->getSCE(SC_MAGICALATTACK)) {
  8467. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  8468. return ATK_DEF;
  8469. return ATK_MISS;
  8470. }
  8471. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  8472. int spheres = 5;
  8473. if( sc->getSCE(SC_RAISINGDRAGON) )
  8474. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  8475. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8476. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8477. }
  8478. }
  8479. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  8480. int spheres = 5;
  8481. if( tsc->getSCE(SC_RAISINGDRAGON) )
  8482. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  8483. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8484. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8485. }
  8486. if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
  8487. clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
  8488. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  8489. int hp_heal = tstatus->max_hp - tstatus->hp;
  8490. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  8491. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  8492. if (hp_heal)
  8493. status_heal(target, hp_heal, 0, 2);
  8494. }
  8495. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  8496. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  8497. vellum_damage = true;
  8498. if( sc && sc->count ) {
  8499. if (sc->getSCE(SC_EXEEDBREAK))
  8500. status_change_end(src, SC_EXEEDBREAK);
  8501. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  8502. if (status_charge(src, 0, 20)) {
  8503. if (!is_infinite_defense(target, wd.flag)) {
  8504. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  8505. wd.damage = ad.damage;
  8506. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  8507. } else {
  8508. wd.damage = 1;
  8509. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  8510. }
  8511. } else
  8512. status_change_end(src,SC_SPELLFIST);
  8513. }
  8514. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  8515. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  8516. if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
  8517. int mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
  8518. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  8519. mod += sc->getSCE(SC_VIGOR)->val1 * 10;
  8520. wd.damage += wd.damage * mod / 100;
  8521. }
  8522. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  8523. short idx = sd->equip_index[EQI_AMMO];
  8524. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  8525. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  8526. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  8527. }
  8528. }
  8529. }
  8530. if (sd && sd->state.arrow_atk) //Consume arrow.
  8531. battle_consume_ammo(sd, 0, 0);
  8532. damage = wd.damage + wd.damage2;
  8533. if( damage > 0 && src != target )
  8534. {
  8535. if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
  8536. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  8537. if (rand() % 100 < duple_rate)
  8538. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  8539. if (rand() % 100 < duple_rate)
  8540. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  8541. }
  8542. }
  8543. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  8544. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  8545. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  8546. if ( target->type == BL_SKILL && damage > 0 ) {
  8547. TBL_SKILL *su = (TBL_SKILL*)target;
  8548. if (su && su->group) {
  8549. if (su->group->skill_id == HT_BLASTMINE)
  8550. skill_blown(src, target, 3, -1, BLOWN_NONE);
  8551. if (su->group->skill_id == GN_WALLOFTHORN) {
  8552. if (--su->val2 <= 0)
  8553. skill_delunit(su);
  8554. }
  8555. }
  8556. }
  8557. map_freeblock_lock();
  8558. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  8559. if( !status_isdead(target) )
  8560. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  8561. if( wd.dmg_lv > ATK_BLOCK )
  8562. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  8563. } else
  8564. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  8565. if( tsc ) {
  8566. if( tsc->getSCE(SC_DEVOTION) ) {
  8567. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  8568. struct block_list *d_bl = map_id2bl(sce->val1);
  8569. if( d_bl && (
  8570. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  8571. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  8572. ) && check_distance_bl(target, d_bl, sce->val3) )
  8573. {
  8574. // Only trigger if the devoted player was hit
  8575. if( damage > 0 ){
  8576. int64 devotion_damage = damage;
  8577. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  8578. // Needed to check the devotion master for Rebound Shield status.
  8579. status_change *d_sc = status_get_sc(d_bl);
  8580. // The devoting player needs to stand up
  8581. if( dsd && pc_issit( dsd ) ){
  8582. pc_setstand( dsd, true );
  8583. skill_sit( dsd, 0 );
  8584. }
  8585. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  8586. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  8587. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  8588. status_fix_damage(NULL, d_bl, devotion_damage, 0, CR_DEVOTION);
  8589. }
  8590. }
  8591. else
  8592. status_change_end(target, SC_DEVOTION);
  8593. }
  8594. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  8595. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  8596. if (ed) {
  8597. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE);
  8598. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  8599. }
  8600. }
  8601. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  8602. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  8603. if (e_bl && !status_isdead(e_bl)) {
  8604. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  8605. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  8606. }
  8607. }
  8608. }
  8609. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  8610. int sp = 0;
  8611. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  8612. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  8613. int i = rnd()%100;
  8614. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  8615. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  8616. //reduction only for skill_lv > 1
  8617. if (skill_lv > 1) {
  8618. if (i >= 50) skill_lv /= 2;
  8619. else if (i >= 15) skill_lv--;
  8620. }
  8621. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  8622. if (status_charge(src, 0, sp)) {
  8623. struct unit_data *ud = unit_bl2ud(src);
  8624. switch (skill_get_casttype(skill_id)) {
  8625. case CAST_GROUND:
  8626. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  8627. break;
  8628. case CAST_NODAMAGE:
  8629. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  8630. break;
  8631. case CAST_DAMAGE:
  8632. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  8633. break;
  8634. }
  8635. if (ud) {
  8636. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  8637. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  8638. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  8639. if (battle_config.display_status_timers && sd)
  8640. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  8641. }
  8642. }
  8643. }
  8644. }
  8645. if (sd) {
  8646. uint16 r_skill = 0, sk_idx = 0;
  8647. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  8648. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  8649. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  8650. {
  8651. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  8652. int r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  8653. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  8654. int maxcount = 0;
  8655. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  8656. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  8657. type = -1;
  8658. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  8659. type = -1;
  8660. if( BL_PC&battle_config.land_skill_limit &&
  8661. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  8662. ) {
  8663. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  8664. if( maxcount == 0 )
  8665. type = -1;
  8666. }
  8667. if( type != CAST_GROUND ){
  8668. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  8669. map_freeblock_unlock();
  8670. return wd.dmg_lv;
  8671. }
  8672. }
  8673. if (sd->state.autocast == 0) {
  8674. sd->state.autocast = 1;
  8675. skill_consume_requirement(sd, r_skill, r_lv, 3);
  8676. switch (type) {
  8677. case CAST_GROUND:
  8678. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  8679. break;
  8680. case CAST_NODAMAGE:
  8681. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  8682. break;
  8683. case CAST_DAMAGE:
  8684. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  8685. break;
  8686. }
  8687. }
  8688. sd->state.autocast = 0;
  8689. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  8690. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  8691. }
  8692. }
  8693. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  8694. if (sd)
  8695. sd->state.autocast = 1;
  8696. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  8697. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  8698. if (sd)
  8699. sd->state.autocast = 0;
  8700. }
  8701. if( sc ){
  8702. if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd() % 100 < ( 3 * sc->getSCE( SC_SERVANTWEAPON )->val1 ) ){
  8703. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  8704. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  8705. sd->state.autocast = 1;
  8706. pc_delservantball( *sd );
  8707. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8708. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8709. sd->state.autocast = 0;
  8710. }
  8711. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  8712. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  8713. uint16 skill_id = CD_PETITIO;
  8714. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  8715. sd->state.autocast = 1;
  8716. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8717. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8718. sd->state.autocast = 0;
  8719. }
  8720. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd() % 100 < 15 ){
  8721. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  8722. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  8723. sd->state.autocast = 1;
  8724. pc_delabyssball( *sd );
  8725. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  8726. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8727. sd->state.autocast = 0;
  8728. }
  8729. // It has a success chance of triggering even tho the description says nothing about it.
  8730. // TODO: Need to find out what the official success chance is. [Rytech]
  8731. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  8732. uint16 skill_id = ABC_ABYSS_SQUARE;
  8733. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  8734. sd->state.autocast = 1;
  8735. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  8736. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  8737. sd->state.autocast = 0;
  8738. }
  8739. // Autocasted skills from super elemental supportive buffs.
  8740. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  8741. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  8742. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  8743. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  8744. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  8745. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  8746. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  8747. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  8748. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  8749. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  8750. }
  8751. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  8752. if (battle_config.left_cardfix_to_right)
  8753. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  8754. else
  8755. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  8756. }
  8757. }
  8758. if (tsc) {
  8759. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  8760. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  8761. || sstatus->def_ele == ELE_POISON) &&
  8762. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  8763. status_check_skilluse(target, src, TF_POISON, 0)
  8764. ) { //Poison React
  8765. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  8766. if (sstatus->def_ele == ELE_POISON) {
  8767. sce->val2 = 0;
  8768. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  8769. } else {
  8770. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  8771. --sce->val2;
  8772. }
  8773. if (sce->val2 <= 0)
  8774. status_change_end(target, SC_POISONREACT);
  8775. }
  8776. }
  8777. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  8778. status_heal(src, 0, 0, 1, 0);
  8779. map_freeblock_unlock();
  8780. return wd.dmg_lv;
  8781. }
  8782. /*=========================
  8783. * Check for undead status
  8784. *-------------------------
  8785. * Credits:
  8786. * Original coder Skotlex
  8787. * Refactored by Baalberith
  8788. */
  8789. int battle_check_undead(int race,int element)
  8790. {
  8791. if(battle_config.undead_detect_type == 0) {
  8792. if(element == ELE_UNDEAD)
  8793. return 1;
  8794. }
  8795. else if(battle_config.undead_detect_type == 1) {
  8796. if(race == RC_UNDEAD)
  8797. return 1;
  8798. }
  8799. else {
  8800. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  8801. return 1;
  8802. }
  8803. return 0;
  8804. }
  8805. /*================================================================
  8806. * Returns the upmost level master starting with the given object
  8807. *----------------------------------------------------------------*/
  8808. struct block_list* battle_get_master(struct block_list *src)
  8809. {
  8810. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  8811. do {
  8812. prev = src;
  8813. switch (src->type) {
  8814. case BL_PET:
  8815. if (((TBL_PET*)src)->master)
  8816. src = (struct block_list*)((TBL_PET*)src)->master;
  8817. break;
  8818. case BL_MOB:
  8819. if (((TBL_MOB*)src)->master_id)
  8820. src = map_id2bl(((TBL_MOB*)src)->master_id);
  8821. break;
  8822. case BL_HOM:
  8823. if (((TBL_HOM*)src)->master)
  8824. src = (struct block_list*)((TBL_HOM*)src)->master;
  8825. break;
  8826. case BL_MER:
  8827. if (((TBL_MER*)src)->master)
  8828. src = (struct block_list*)((TBL_MER*)src)->master;
  8829. break;
  8830. case BL_ELEM:
  8831. if (((TBL_ELEM*)src)->master)
  8832. src = (struct block_list*)((TBL_ELEM*)src)->master;
  8833. break;
  8834. case BL_SKILL:
  8835. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  8836. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  8837. break;
  8838. }
  8839. } while (src && src != prev);
  8840. return prev;
  8841. }
  8842. /*==========================================
  8843. * Checks the state between two targets
  8844. * (enemy, friend, party, guild, etc)
  8845. *------------------------------------------
  8846. * Usage:
  8847. * See battle.hpp for possible values/combinations
  8848. * to be used here (BCT_* constants)
  8849. * Return value is:
  8850. * 1: flag holds true (is enemy, party, etc)
  8851. * -1: flag fails
  8852. * 0: Invalid target (non-targetable ever)
  8853. *
  8854. * Credits:
  8855. * Original coder unknown
  8856. * Rewritten by Skotlex
  8857. */
  8858. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  8859. {
  8860. int16 m; //map
  8861. int state = 0; //Initial state none
  8862. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  8863. struct block_list *s_bl = src, *t_bl = target;
  8864. struct unit_data *ud = NULL;
  8865. nullpo_ret(src);
  8866. nullpo_ret(target);
  8867. ud = unit_bl2ud(target);
  8868. m = target->m;
  8869. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  8870. //objects involved.
  8871. if( (t_bl = battle_get_master(target)) == NULL )
  8872. t_bl = target;
  8873. if( (s_bl = battle_get_master(src)) == NULL )
  8874. s_bl = src;
  8875. if ( s_bl->type == BL_PC ) {
  8876. switch( t_bl->type ) {
  8877. case BL_MOB: // Source => PC, Target => MOB
  8878. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  8879. return 0;
  8880. break;
  8881. case BL_PC:
  8882. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  8883. return 0;
  8884. break;
  8885. default:/* anything else goes */
  8886. break;
  8887. }
  8888. }
  8889. struct map_data *mapdata = map_getmapdata(m);
  8890. switch( target->type ) { // Checks on actual target
  8891. case BL_PC: {
  8892. status_change* sc = status_get_sc(src);
  8893. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  8894. return -1; //Cannot be targeted yet.
  8895. if( sc && sc->count ) {
  8896. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  8897. return -1;
  8898. }
  8899. }
  8900. break;
  8901. case BL_MOB:
  8902. {
  8903. struct mob_data *md = ((TBL_MOB*)target);
  8904. if (ud && ud->immune_attack)
  8905. return 0;
  8906. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  8907. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  8908. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  8909. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  8910. ){ //Targettable by players
  8911. state |= BCT_ENEMY;
  8912. strip_enemy = 0;
  8913. }
  8914. break;
  8915. }
  8916. case BL_SKILL:
  8917. {
  8918. TBL_SKILL *su = (TBL_SKILL*)target;
  8919. uint16 skill_id = battle_getcurrentskill(src);
  8920. if( !su || !su->group)
  8921. return 0;
  8922. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  8923. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  8924. ;
  8925. }
  8926. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  8927. switch (skill_id) {
  8928. case RK_DRAGONBREATH:
  8929. case RK_DRAGONBREATH_WATER:
  8930. case NC_SELFDESTRUCTION:
  8931. case NC_AXETORNADO:
  8932. case SR_SKYNETBLOW:
  8933. // Can only hit traps in PVP/GVG maps
  8934. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  8935. return 0;
  8936. break;
  8937. }
  8938. }
  8939. else
  8940. return 0;
  8941. state |= BCT_ENEMY;
  8942. strip_enemy = 0;
  8943. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  8944. switch (skill_id) {
  8945. case RK_DRAGONBREATH:
  8946. case RK_DRAGONBREATH_WATER:
  8947. case NC_SELFDESTRUCTION:
  8948. case NC_AXETORNADO:
  8949. case SR_SKYNETBLOW:
  8950. // Can only hit icewall in PVP/GVG maps
  8951. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  8952. return 0;
  8953. break;
  8954. case HT_CLAYMORETRAP:
  8955. // Can't hit icewall
  8956. return 0;
  8957. default:
  8958. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  8959. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  8960. return -1;
  8961. }
  8962. state |= BCT_ENEMY;
  8963. strip_enemy = 0;
  8964. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  8965. return 0;
  8966. }
  8967. break;
  8968. case BL_MER:
  8969. case BL_HOM:
  8970. case BL_ELEM:
  8971. if (ud && ud->immune_attack)
  8972. return 0;
  8973. break;
  8974. //All else not specified is an invalid target.
  8975. default:
  8976. return 0;
  8977. } //end switch actual target
  8978. switch( t_bl->type ) { //Checks on target master
  8979. case BL_PC: {
  8980. map_session_data *sd;
  8981. status_change *sc = NULL;
  8982. if( t_bl == s_bl )
  8983. break;
  8984. sd = BL_CAST(BL_PC, t_bl);
  8985. sc = status_get_sc(t_bl);
  8986. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  8987. return 0; // Global immunity only to Attacks
  8988. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  8989. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  8990. if( sd->state.killable ) {
  8991. state |= BCT_ENEMY; // Everything can kill it
  8992. strip_enemy = 0;
  8993. }
  8994. break;
  8995. }
  8996. case BL_MOB:
  8997. {
  8998. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  8999. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9000. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  9001. break;
  9002. }
  9003. default: break; //other type doesn't have slave yet
  9004. } //end switch master target
  9005. switch( src->type ) { //Checks on actual src type
  9006. case BL_PET:
  9007. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  9008. return 0; //Pet may not attack non-mobs.
  9009. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  9010. mob_data *md = BL_CAST(BL_MOB, t_bl);
  9011. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  9012. return 0; //pet may not attack Guardians/Emperium
  9013. }
  9014. break;
  9015. case BL_SKILL: {
  9016. struct skill_unit *su = (struct skill_unit *)src;
  9017. status_change* sc = status_get_sc(target);
  9018. if (!su || !su->group)
  9019. return 0;
  9020. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  9021. if (su->group->src_id == target->id) {
  9022. if (inf2[INF2_NOTARGETSELF])
  9023. return -1;
  9024. if (inf2[INF2_TARGETSELF])
  9025. return 1;
  9026. }
  9027. //Status changes that prevent traps from triggering
  9028. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  9029. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  9030. return -1;
  9031. }
  9032. }
  9033. break;
  9034. case BL_MER:
  9035. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  9036. return 0; //mercenary may not attack Emperium
  9037. break;
  9038. } //end switch actual src
  9039. switch( s_bl->type )
  9040. { //Checks on source master
  9041. case BL_PC:
  9042. {
  9043. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  9044. if( s_bl != t_bl )
  9045. {
  9046. if( sd->state.killer )
  9047. {
  9048. state |= BCT_ENEMY; // Can kill anything
  9049. strip_enemy = 0;
  9050. }
  9051. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  9052. {
  9053. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  9054. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  9055. else
  9056. return 0; // You can't target anything out of your duel
  9057. }
  9058. }
  9059. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  9060. return 0; //If you don't belong to a guild, can't target emperium.
  9061. if( t_bl->type != BL_PC )
  9062. state |= BCT_ENEMY; //Natural enemy.
  9063. break;
  9064. }
  9065. case BL_MOB:
  9066. {
  9067. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  9068. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9069. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  9070. if( !md->special_state.ai )
  9071. { //Normal mobs
  9072. if(
  9073. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  9074. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  9075. )
  9076. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  9077. else
  9078. state |= BCT_ENEMY; //However, all else are enemies.
  9079. }
  9080. else
  9081. {
  9082. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  9083. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  9084. }
  9085. break;
  9086. }
  9087. default:
  9088. //Need some sort of default behaviour for unhandled types.
  9089. if (t_bl->type != s_bl->type)
  9090. state |= BCT_ENEMY;
  9091. break;
  9092. } //end switch on src master
  9093. if( (flag&BCT_ALL) == BCT_ALL )
  9094. { //All actually stands for all attackable chars, icewall and traps
  9095. if(target->type&(BL_CHAR|BL_SKILL))
  9096. return 1;
  9097. else
  9098. return -1;
  9099. }
  9100. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  9101. return -1;
  9102. if( t_bl == s_bl )
  9103. { //No need for further testing.
  9104. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  9105. if( state&BCT_ENEMY && strip_enemy )
  9106. state&=~BCT_ENEMY;
  9107. return (flag&state)?1:-1;
  9108. }
  9109. if( mapdata_flag_vs(mapdata) )
  9110. { //Check rivalry settings.
  9111. int sbg_id = 0, tbg_id = 0;
  9112. if(mapdata->getMapFlag(MF_BATTLEGROUND) )
  9113. {
  9114. sbg_id = bg_team_get_id(s_bl);
  9115. tbg_id = bg_team_get_id(t_bl);
  9116. }
  9117. if( flag&(BCT_PARTY|BCT_ENEMY) )
  9118. {
  9119. int s_party = status_get_party_id(s_bl);
  9120. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOPARTY)) && !(mapdata_flag_gvg(mapdata) && mapdata->getMapFlag(MF_GVG_NOPARTY)) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9121. state |= BCT_PARTY;
  9122. else
  9123. state |= BCT_ENEMY;
  9124. }
  9125. if( flag&(BCT_GUILD|BCT_ENEMY) )
  9126. {
  9127. int s_guild = status_get_guild_id(s_bl);
  9128. int t_guild = status_get_guild_id(t_bl);
  9129. if( !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOGUILD)) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9130. state |= BCT_GUILD;
  9131. else
  9132. state |= BCT_ENEMY;
  9133. }
  9134. if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
  9135. state &= ~BCT_ENEMY;
  9136. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  9137. { // Prevent novice engagement on pk_mode (feature by Valaris)
  9138. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  9139. if (
  9140. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9141. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9142. (int)sd->status.base_level < battle_config.pk_min_level ||
  9143. (int)sd2->status.base_level < battle_config.pk_min_level ||
  9144. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  9145. )
  9146. state &= ~BCT_ENEMY;
  9147. }
  9148. }//end map_flag_vs chk rivality
  9149. else
  9150. { //Non pvp/gvg, check party/guild settings.
  9151. if( flag&BCT_PARTY || state&BCT_ENEMY )
  9152. {
  9153. int s_party = status_get_party_id(s_bl);
  9154. if(s_party && s_party == status_get_party_id(t_bl))
  9155. state |= BCT_PARTY;
  9156. }
  9157. if( flag&BCT_GUILD || state&BCT_ENEMY )
  9158. {
  9159. int s_guild = status_get_guild_id(s_bl);
  9160. int t_guild = status_get_guild_id(t_bl);
  9161. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  9162. state |= BCT_GUILD;
  9163. }
  9164. } //end non pvp/gvg chk rivality
  9165. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  9166. state = BCT_NEUTRAL;
  9167. //Alliance state takes precedence over enemy one.
  9168. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  9169. state&=~BCT_ENEMY;
  9170. return (flag&state)?1:-1;
  9171. }
  9172. /*==========================================
  9173. * Check if can attack from this range
  9174. * Basic check then calling path_search for obstacle etc..
  9175. *------------------------------------------
  9176. */
  9177. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  9178. {
  9179. int d;
  9180. nullpo_retr(false, src);
  9181. nullpo_retr(false, bl);
  9182. if( src->m != bl->m )
  9183. return false;
  9184. #ifndef CIRCULAR_AREA
  9185. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  9186. if ( !check_distance_client_bl(src, bl, range) )
  9187. return false;
  9188. } else
  9189. #endif
  9190. if( !check_distance_bl(src, bl, range) )
  9191. return false;
  9192. if( (d = distance_bl(src, bl)) < 2 )
  9193. return true; // No need for path checking.
  9194. if( d > AREA_SIZE )
  9195. return false; // Avoid targetting objects beyond your range of sight.
  9196. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  9197. }
  9198. /*=============================================
  9199. * Battle.conf settings and default/max values
  9200. *---------------------------------------------
  9201. */
  9202. static const struct _battle_data {
  9203. const char* str;
  9204. int* val;
  9205. int defval;
  9206. int min;
  9207. int max;
  9208. } battle_data[] = {
  9209. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  9210. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  9211. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  9212. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  9213. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  9214. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  9215. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  9216. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  9217. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  9218. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  9219. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  9220. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  9221. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  9222. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  9223. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  9224. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  9225. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  9226. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  9227. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  9228. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  9229. #ifdef RENEWAL
  9230. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  9231. #else
  9232. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  9233. #endif
  9234. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  9235. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  9236. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  9237. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  9238. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  9239. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  9240. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  9241. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  9242. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  9243. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  9244. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  9245. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  9246. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  9247. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  9248. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  9249. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  9250. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  9251. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  9252. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  9253. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  9254. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  9255. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  9256. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  9257. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  9258. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  9259. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  9260. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  9261. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  9262. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  9263. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  9264. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  9265. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  9266. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  9267. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  9268. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  9269. #ifdef RENEWAL
  9270. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  9271. #else
  9272. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  9273. #endif
  9274. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  9275. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  9276. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  9277. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  9278. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  9279. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  9280. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  9281. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  9282. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  9283. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  9284. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  9285. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  9286. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  9287. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  9288. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  9289. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  9290. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  9291. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  9292. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  9293. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  9294. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  9295. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  9296. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  9297. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  9298. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  9299. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  9300. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  9301. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  9302. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  9303. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  9304. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  9305. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  9306. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  9307. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  9308. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  9309. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  9310. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  9311. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  9312. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  9313. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  9314. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  9315. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  9316. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  9317. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  9318. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  9319. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  9320. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  9321. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  9322. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  9323. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  9324. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  9325. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  9326. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  9327. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  9328. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  9329. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  9330. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  9331. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  9332. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  9333. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  9334. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  9335. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  9336. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  9337. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  9338. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  9339. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  9340. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  9341. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9342. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9343. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9344. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  9345. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  9346. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  9347. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  9348. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  9349. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  9350. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  9351. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  9352. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  9353. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  9354. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  9355. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  9356. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  9357. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  9358. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  9359. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  9360. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  9361. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  9362. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  9363. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  9364. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  9365. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  9366. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  9367. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  9368. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  9369. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  9370. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  9371. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  9372. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  9373. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  9374. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  9375. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  9376. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  9377. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  9378. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  9379. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  9380. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  9381. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  9382. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  9383. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  9384. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  9385. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  9386. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  9387. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  9388. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  9389. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  9390. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  9391. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  9392. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  9393. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  9394. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  9395. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  9396. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  9397. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  9398. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  9399. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  9400. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  9401. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  9402. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  9403. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  9404. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  9405. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  9406. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  9407. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  9408. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  9409. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  9410. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  9411. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  9412. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  9413. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  9414. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  9415. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  9416. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  9417. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  9418. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  9419. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  9420. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  9421. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  9422. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  9423. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  9424. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  9425. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  9426. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  9427. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  9428. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  9429. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  9430. // eAthena additions
  9431. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  9432. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  9433. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  9434. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  9435. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  9436. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  9437. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  9438. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  9439. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  9440. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  9441. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  9442. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  9443. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  9444. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  9445. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  9446. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  9447. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  9448. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  9449. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  9450. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  9451. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  9452. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  9453. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  9454. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  9455. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  9456. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  9457. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  9458. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  9459. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  9460. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  9461. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  9462. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  9463. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  9464. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  9465. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  9466. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  9467. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  9468. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  9469. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  9470. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  9471. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  9472. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  9473. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  9474. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  9475. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  9476. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  9477. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  9478. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  9479. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  9480. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  9481. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  9482. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  9483. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  9484. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  9485. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  9486. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  9487. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  9488. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  9489. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  9490. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  9491. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  9492. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  9493. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  9494. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  9495. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  9496. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  9497. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  9498. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  9499. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  9500. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  9501. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  9502. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  9503. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  9504. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  9505. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  9506. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  9507. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  9508. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  9509. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  9510. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  9511. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  9512. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  9513. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  9514. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  9515. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  9516. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  9517. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  9518. { "display_version", &battle_config.display_version, 1, 0, 1, },
  9519. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  9520. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  9521. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  9522. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  9523. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  9524. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  9525. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  9526. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  9527. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  9528. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  9529. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  9530. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  9531. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  9532. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  9533. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  9534. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  9535. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  9536. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  9537. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  9538. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  9539. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  9540. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  9541. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  9542. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  9543. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  9544. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  9545. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  9546. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  9547. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  9548. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  9549. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  9550. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  9551. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  9552. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  9553. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  9554. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  9555. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  9556. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  9557. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  9558. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  9559. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  9560. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  9561. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  9562. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  9563. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  9564. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  9565. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  9566. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  9567. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  9568. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  9569. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  9570. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  9571. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  9572. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  9573. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  9574. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  9575. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  9576. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  9577. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  9578. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  9579. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  9580. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  9581. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  9582. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  9583. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  9584. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  9585. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  9586. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  9587. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  9588. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  9589. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  9590. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  9591. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  9592. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  9593. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  9594. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  9595. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  9596. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  9597. // BattleGround Settings
  9598. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  9599. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  9600. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  9601. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  9602. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  9603. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  9604. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  9605. // rAthena
  9606. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  9607. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  9608. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  9609. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  9610. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  9611. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  9612. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  9613. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  9614. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  9615. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  9616. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  9617. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  9618. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  9619. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  9620. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  9621. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  9622. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  9623. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  9624. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  9625. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  9626. #ifdef RENEWAL
  9627. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  9628. #else
  9629. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  9630. #endif
  9631. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  9632. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  9633. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  9634. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  9635. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  9636. #ifdef VIP_ENABLE
  9637. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  9638. #else
  9639. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  9640. #endif
  9641. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  9642. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  9643. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  9644. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  9645. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  9646. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  9647. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  9648. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  9649. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  9650. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  9651. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  9652. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  9653. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  9654. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  9655. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  9656. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  9657. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  9658. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  9659. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  9660. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  9661. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  9662. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  9663. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  9664. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  9665. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  9666. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  9667. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  9668. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  9669. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  9670. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  9671. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  9672. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  9673. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  9674. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  9675. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  9676. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  9677. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  9678. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  9679. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  9680. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  9681. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  9682. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  9683. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  9684. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  9685. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  9686. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  9687. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  9688. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  9689. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 30, 0, MAX_MINCHASE, },
  9690. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  9691. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  9692. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  9693. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  9694. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  9695. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  9696. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  9697. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  9698. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  9699. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  9700. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  9701. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  9702. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  9703. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  9704. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  9705. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  9706. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  9707. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  9708. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  9709. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  9710. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  9711. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  9712. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  9713. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  9714. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  9715. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  9716. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  9717. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  9718. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  9719. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  9720. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  9721. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  9722. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  9723. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  9724. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  9725. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  9726. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  9727. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  9728. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  9729. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  9730. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  9731. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  9732. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  9733. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  9734. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  9735. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  9736. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  9737. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  9738. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  9739. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  9740. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  9741. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  9742. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  9743. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  9744. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  9745. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  9746. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  9747. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  9748. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  9749. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  9750. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  9751. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  9752. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  9753. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  9754. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  9755. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  9756. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  9757. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  9758. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  9759. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  9760. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  9761. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  9762. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  9763. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  9764. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  9765. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  9766. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  9767. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  9768. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  9769. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  9770. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  9771. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  9772. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  9773. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  9774. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  9775. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  9776. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  9777. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  9778. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  9779. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  9780. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  9781. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  9782. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  9783. // 4th Job Stuff
  9784. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  9785. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  9786. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  9787. { "max_res_mres_reduction", &battle_config.max_res_mres_reduction, 625, 1, SHRT_MAX, },
  9788. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  9789. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  9790. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  9791. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  9792. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  9793. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  9794. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  9795. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  9796. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  9797. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  9798. { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
  9799. { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
  9800. { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
  9801. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  9802. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  9803. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  9804. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  9805. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  9806. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  9807. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  9808. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  9809. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  9810. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  9811. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  9812. { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
  9813. #ifdef RENEWAL
  9814. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
  9815. #else
  9816. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
  9817. #endif
  9818. #include <custom/battle_config_init.inc>
  9819. };
  9820. /*==========================
  9821. * Set battle settings
  9822. *--------------------------*/
  9823. int battle_set_value(const char* w1, const char* w2)
  9824. {
  9825. int val = config_switch(w2);
  9826. int i;
  9827. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  9828. if (i == ARRAYLENGTH(battle_data))
  9829. return 0; // not found
  9830. if (val < battle_data[i].min || val > battle_data[i].max) {
  9831. ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
  9832. val = battle_data[i].defval;
  9833. }
  9834. *battle_data[i].val = val;
  9835. return 1;
  9836. }
  9837. /*===========================
  9838. * Get battle settings
  9839. *---------------------------*/
  9840. int battle_get_value(const char* w1)
  9841. {
  9842. int i;
  9843. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  9844. if (i == ARRAYLENGTH(battle_data))
  9845. return 0; // not found
  9846. else
  9847. return *battle_data[i].val;
  9848. }
  9849. /*======================
  9850. * Set default settings
  9851. *----------------------*/
  9852. void battle_set_defaults()
  9853. {
  9854. int i;
  9855. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  9856. *battle_data[i].val = battle_data[i].defval;
  9857. }
  9858. /*==================================
  9859. * Cap certain battle.conf settings
  9860. *----------------------------------*/
  9861. void battle_adjust_conf()
  9862. {
  9863. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  9864. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  9865. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  9866. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  9867. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  9868. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  9869. battle_config.max_cart_weight *= 10;
  9870. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  9871. battle_config.max_def = 100;
  9872. if (battle_config.min_hitrate > battle_config.max_hitrate)
  9873. battle_config.min_hitrate = battle_config.max_hitrate;
  9874. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  9875. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  9876. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  9877. battle_config.day_duration = 60000;
  9878. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  9879. battle_config.night_duration = 60000;
  9880. #if PACKETVER < 20100000
  9881. if( battle_config.feature_mesitemlink ){
  9882. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
  9883. battle_config.feature_mesitemlink = 0;
  9884. }
  9885. #elif PACKETVER == 20151029 || PACKETVER == 20151104
  9886. // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
  9887. if( battle_config.feature_mesitemlink ){
  9888. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
  9889. battle_config.feature_mesitemlink = 0;
  9890. }
  9891. #endif
  9892. #if PACKETVER < 20100427
  9893. if (battle_config.feature_buying_store) {
  9894. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  9895. battle_config.feature_buying_store = 0;
  9896. }
  9897. #endif
  9898. #if PACKETVER < 20100803
  9899. if (battle_config.feature_search_stores) {
  9900. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  9901. battle_config.feature_search_stores = 0;
  9902. }
  9903. #endif
  9904. #if PACKETVER < 20120101
  9905. if (battle_config.feature_bgqueue) {
  9906. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  9907. battle_config.feature_bgqueue = 0;
  9908. }
  9909. #endif
  9910. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  9911. if (battle_config.feature_auction) {
  9912. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  9913. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  9914. battle_config.feature_auction = 0;
  9915. }
  9916. #elif PACKETVER >= 20141112
  9917. if (battle_config.feature_auction) {
  9918. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  9919. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  9920. battle_config.feature_auction = 0;
  9921. }
  9922. #endif
  9923. #if PACKETVER < 20130724
  9924. if (battle_config.feature_banking) {
  9925. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  9926. battle_config.feature_banking = 0;
  9927. }
  9928. #endif
  9929. #if PACKETVER < 20131223
  9930. if (battle_config.mvp_exp_reward_message) {
  9931. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  9932. battle_config.mvp_exp_reward_message = 0;
  9933. }
  9934. #endif
  9935. #if PACKETVER < 20141022
  9936. if (battle_config.feature_roulette) {
  9937. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  9938. battle_config.feature_roulette = 0;
  9939. }
  9940. #endif
  9941. #if PACKETVER < 20150513
  9942. if (battle_config.feature_achievement) {
  9943. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  9944. battle_config.feature_achievement = 0;
  9945. }
  9946. #endif
  9947. #if PACKETVER < 20151104
  9948. if( battle_config.feature_itemlink ){
  9949. ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
  9950. battle_config.feature_itemlink = 0;
  9951. }
  9952. #endif
  9953. #if PACKETVER < 20151104
  9954. if( battle_config.feature_stylist ){
  9955. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  9956. battle_config.feature_stylist = 0;
  9957. }
  9958. #endif
  9959. #if PACKETVER < 20141008
  9960. if (battle_config.feature_petevolution) {
  9961. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  9962. battle_config.feature_petevolution = 0;
  9963. }
  9964. if (battle_config.feature_pet_autofeed) {
  9965. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  9966. battle_config.feature_pet_autofeed = 0;
  9967. }
  9968. #endif
  9969. #if PACKETVER < 20161012
  9970. if (battle_config.feature_refineui) {
  9971. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  9972. battle_config.feature_refineui = 0;
  9973. }
  9974. #endif
  9975. #if PACKETVER < 20170208
  9976. if (battle_config.feature_equipswitch) {
  9977. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  9978. battle_config.feature_equipswitch = 0;
  9979. }
  9980. #endif
  9981. #if PACKETVER < 20170920
  9982. if( battle_config.feature_homunculus_autofeed ){
  9983. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  9984. battle_config.feature_homunculus_autofeed = 0;
  9985. }
  9986. #endif
  9987. #if PACKETVER < 20180307
  9988. if( battle_config.feature_attendance ){
  9989. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  9990. battle_config.feature_attendance = 0;
  9991. }
  9992. #endif
  9993. #if PACKETVER < 20180321
  9994. if( battle_config.feature_privateairship ){
  9995. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  9996. battle_config.feature_privateairship = 0;
  9997. }
  9998. #endif
  9999. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  10000. if( battle_config.feature_barter ){
  10001. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  10002. battle_config.feature_barter = 0;
  10003. }
  10004. #endif
  10005. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  10006. if( battle_config.feature_barter_extended ){
  10007. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  10008. battle_config.feature_barter_extended = 0;
  10009. }
  10010. #endif
  10011. #ifndef CELL_NOSTACK
  10012. if (battle_config.custom_cell_stack_limit != 1)
  10013. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  10014. #endif
  10015. #ifdef MAP_GENERATOR
  10016. battle_config.dynamic_mobs = 1;
  10017. #endif
  10018. }
  10019. /*=====================================
  10020. * Read battle.conf settings from file
  10021. *-------------------------------------*/
  10022. int battle_config_read(const char* cfgName)
  10023. {
  10024. FILE* fp;
  10025. static int count = 0;
  10026. if (count == 0)
  10027. battle_set_defaults();
  10028. count++;
  10029. fp = fopen(cfgName,"r");
  10030. if (fp == NULL)
  10031. ShowError("File not found: %s\n", cfgName);
  10032. else {
  10033. char line[1024], w1[1024], w2[1024];
  10034. while(fgets(line, sizeof(line), fp)) {
  10035. if (line[0] == '/' && line[1] == '/')
  10036. continue;
  10037. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  10038. continue;
  10039. if (strcmpi(w1, "import") == 0)
  10040. battle_config_read(w2);
  10041. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  10042. const char* symbol = &w2[0];
  10043. if (ISPRINT(*symbol) && // no control characters
  10044. *symbol != '/' && // symbol of client commands
  10045. *symbol != '%' && // symbol of party chat
  10046. *symbol != '$' && // symbol of guild chat
  10047. *symbol != charcommand_symbol)
  10048. atcommand_symbol = *symbol;
  10049. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  10050. const char* symbol = &w2[0];
  10051. if (ISPRINT(*symbol) && // no control characters
  10052. *symbol != '/' && // symbol of client commands
  10053. *symbol != '%' && // symbol of party chat
  10054. *symbol != '$' && // symbol of guild chat
  10055. *symbol != atcommand_symbol)
  10056. charcommand_symbol = *symbol;
  10057. }else if( battle_set_value(w1, w2) == 0 )
  10058. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  10059. }
  10060. fclose(fp);
  10061. }
  10062. count--;
  10063. if (count == 0)
  10064. battle_adjust_conf();
  10065. return 0;
  10066. }
  10067. /*==========================
  10068. * initialize battle timer
  10069. *--------------------------*/
  10070. void do_init_battle(void)
  10071. {
  10072. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  10073. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  10074. }
  10075. /*==================
  10076. * end battle timer
  10077. *------------------*/
  10078. void do_final_battle(void)
  10079. {
  10080. ers_destroy(delay_damage_ers);
  10081. }