battle.c 158 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <math.h>
  7. #include "battle.h"
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "map.h"
  13. #include "pc.h"
  14. #include "status.h"
  15. #include "skill.h"
  16. #include "mob.h"
  17. #include "itemdb.h"
  18. #include "clif.h"
  19. #include "pet.h"
  20. #include "guild.h"
  21. #include "party.h"
  22. #define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru]
  23. int attr_fix_table[4][10][10];
  24. struct Battle_Config battle_config;
  25. /*==========================================
  26. * 自分を�?ックしているMOBの?を?える(foreachclient)
  27. *------------------------------------------
  28. */
  29. static int battle_counttargeted_sub(struct block_list *bl, va_list ap)
  30. {
  31. int id, *c, target_lv;
  32. struct block_list *src;
  33. nullpo_retr(0, bl);
  34. nullpo_retr(0, ap);
  35. id = va_arg(ap,int);
  36. nullpo_retr(0, c = va_arg(ap, int *));
  37. src = va_arg(ap,struct block_list *);
  38. target_lv = va_arg(ap,int);
  39. if (id == bl->id || (src && id == src->id))
  40. return 0;
  41. if (bl->type == BL_PC) {
  42. struct map_session_data *sd = (struct map_session_data *)bl;
  43. if (sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
  44. (*c)++;
  45. }
  46. else if (bl->type == BL_MOB) {
  47. struct mob_data *md = (struct mob_data *)bl;
  48. if (md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
  49. (*c)++;
  50. //printf("md->target_lv:%d, target_lv:%d\n", md->target_lv, target_lv);
  51. }
  52. else if (bl->type == BL_PET) {
  53. struct pet_data *pd = (struct pet_data *)bl;
  54. if (pd && pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv)
  55. (*c)++;
  56. }
  57. return 0;
  58. }
  59. /*==========================================
  60. * 自分を�?ックしている対?ロの?狽�ヤす(汎用)
  61. * 戻りは?ョ?狽ナ0以?�
  62. *------------------------------------------
  63. */
  64. int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv)
  65. {
  66. int c = 0;
  67. nullpo_retr(0, bl);
  68. map_foreachinarea(battle_counttargeted_sub, bl->m,
  69. bl->x-AREA_SIZE, bl->y-AREA_SIZE,
  70. bl->x+AREA_SIZE, bl->y+AREA_SIZE, BL_CHAR,
  71. bl->id, &c, src, target_lv);
  72. return c;
  73. }
  74. /*==========================================
  75. * Get random targetting enemy
  76. *------------------------------------------
  77. */
  78. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  79. {
  80. struct block_list **bl_list;
  81. struct block_list *target;
  82. int *c;
  83. nullpo_retr(0, bl);
  84. nullpo_retr(0, ap);
  85. bl_list = va_arg(ap, struct block_list **);
  86. nullpo_retr(0, c = va_arg(ap, int *));
  87. nullpo_retr(0, target = va_arg(ap, struct block_list *));
  88. if (bl->id == target->id)
  89. return 0;
  90. if (*c >= 24)
  91. return 0;
  92. if (bl->type == BL_PC) {
  93. struct map_session_data *sd = (struct map_session_data *)bl;
  94. if (!sd || sd->attacktarget != target->id || sd->attacktimer == -1)
  95. return 0;
  96. } else if (bl->type == BL_MOB) {
  97. struct mob_data *md = (struct mob_data *)bl;
  98. if (!md || md->target_id != target->id || md->timer == -1 || md->state.state != MS_ATTACK)
  99. return 0;
  100. } else if (bl->type == BL_PET) {
  101. struct pet_data *pd = (struct pet_data *)bl;
  102. if (!pd || pd->target_id != target->id || pd->timer == -1 || pd->state.state != MS_ATTACK)
  103. return 0;
  104. }
  105. bl_list[(*c)++] = bl;
  106. return 0;
  107. }
  108. int battle_getcurrentskill(struct block_list *bl)
  109. { //Returns the current/last skill in use by this bl.
  110. switch (bl->type)
  111. {
  112. case BL_PC:
  113. return ((struct map_session_data*)bl)->skillid;
  114. case BL_MOB:
  115. return ((struct mob_data*)bl)->skillid;
  116. case BL_PET:
  117. return 0; //Skill data is not stored for pets...
  118. break;
  119. case BL_SKILL:
  120. {
  121. struct skill_unit * su = (struct skill_unit*)bl;
  122. if (su->group)
  123. return su->group->skill_id;
  124. }
  125. break;
  126. }
  127. return 0;
  128. }
  129. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  130. int battle_gettarget(struct block_list *bl)
  131. {
  132. switch (bl->type)
  133. {
  134. case BL_PC:
  135. return ((struct map_session_data*)bl)->attacktarget;
  136. case BL_MOB:
  137. return ((struct mob_data*)bl)->target_id;
  138. case BL_PET:
  139. return ((struct pet_data*)bl)->target_id;
  140. }
  141. return 0;
  142. }
  143. struct block_list* battle_gettargeted(struct block_list *target)
  144. {
  145. struct block_list *bl_list[24];
  146. int c = 0;
  147. nullpo_retr(NULL, target);
  148. memset(bl_list, 0, sizeof(bl_list));
  149. map_foreachinarea(battle_gettargeted_sub, target->m,
  150. target->x-AREA_SIZE, target->y-AREA_SIZE,
  151. target->x+AREA_SIZE, target->y+AREA_SIZE, BL_CHAR,
  152. bl_list, &c, target);
  153. if (c == 0 || c > 24)
  154. return NULL;
  155. return bl_list[rand()%c];
  156. }
  157. // ダ�??[ジの遅延
  158. struct delay_damage {
  159. struct block_list *src;
  160. int target;
  161. int damage;
  162. unsigned short distance;
  163. unsigned short skill_lv;
  164. unsigned short skill_id;
  165. unsigned short dmg_lv;
  166. unsigned short flag;
  167. unsigned char attack_type;
  168. };
  169. int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data)
  170. {
  171. struct delay_damage *dat = (struct delay_damage *)data;
  172. struct block_list *target = map_id2bl(dat->target);
  173. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  174. target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  175. {
  176. battle_damage(dat->src, target, dat->damage, dat->flag);
  177. if (!status_isdead(target) && (dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type)
  178. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick);
  179. }
  180. aFree(dat);
  181. return 0;
  182. }
  183. int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int flag)
  184. {
  185. struct delay_damage *dat;
  186. nullpo_retr(0, src);
  187. nullpo_retr(0, target);
  188. if (!battle_config.delay_battle_damage) {
  189. battle_damage(src, target, damage, flag);
  190. if (!status_isdead(target) && (damage > 0 || dmg_lv == ATK_DEF) && attack_type)
  191. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  192. return 0;
  193. }
  194. dat = (struct delay_damage *)aCalloc(1, sizeof(struct delay_damage));
  195. dat->src = src;
  196. dat->target = target->id;
  197. dat->skill_id = skill_id;
  198. dat->skill_lv = skill_lv;
  199. dat->attack_type = attack_type;
  200. dat->damage = damage;
  201. dat->dmg_lv = dmg_lv;
  202. dat->flag = flag;
  203. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  204. add_timer(tick, battle_delay_damage_sub, src->id, (int)dat);
  205. return 0;
  206. }
  207. // 実?ロにHPを操?�
  208. int battle_damage(struct block_list *bl,struct block_list *target,int damage, int flag)
  209. {
  210. struct map_session_data *sd = NULL;
  211. struct status_change *sc_data;
  212. short *sc_count;
  213. nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック
  214. sc_data = status_get_sc_data(target);
  215. sc_count = status_get_sc_count(target);
  216. if (damage == 0 ||
  217. target->prev == NULL ||
  218. target->type == BL_PET)
  219. return 0;
  220. if (bl) {
  221. if (bl->prev == NULL)
  222. return 0;
  223. if (bl->type == BL_PC) {
  224. nullpo_retr(0, sd = (struct map_session_data *)bl);
  225. }
  226. }
  227. if (damage < 0)
  228. return battle_heal(bl,target,-damage,0,flag);
  229. if (!flag && sc_count && *sc_count > 0) {
  230. // 凍結?A?ホ化?A?⊥ーを?チ去
  231. if (sc_data[SC_FREEZE].timer != -1)
  232. status_change_end(target,SC_FREEZE,-1);
  233. if (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
  234. status_change_end(target,SC_STONE,-1);
  235. if (sc_data[SC_SLEEP].timer != -1)
  236. status_change_end(target,SC_SLEEP,-1);
  237. if (sc_data[SC_WINKCHARM].timer != -1)
  238. status_change_end(target,SC_WINKCHARM,-1);
  239. }
  240. if (target->type == BL_MOB) { // MOB
  241. struct mob_data *md = (struct mob_data *)target;
  242. if (md && md->skilltimer != -1 && md->state.skillcastcancel) // 詠?・妨害
  243. skill_castcancel(target,0);
  244. return mob_damage(bl,md,damage,0);
  245. } else if (target->type == BL_PC) { // PC
  246. struct map_session_data *tsd = (struct map_session_data *)target;
  247. if (!tsd)
  248. return 0;
  249. if (sc_data[SC_DEVOTION].val1 && bl && battle_getcurrentskill(bl) != PA_PRESSURE)
  250. { //Devotion only works on attacks from a source (prevent it from absorbing coma) [Skotlex]
  251. struct map_session_data *sd2 = map_id2sd(tsd->sc_data[SC_DEVOTION].val1);
  252. if (sd2 && sd2->devotion[sc_data[SC_DEVOTION].val2] == target->id)
  253. {
  254. clif_damage(bl, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0);
  255. pc_damage(&sd2->bl, sd2, damage);
  256. return 0;
  257. } else
  258. status_change_end(target, SC_DEVOTION, -1);
  259. }
  260. if (tsd->skilltimer != -1) { // 詠?・妨害
  261. // フェンカ?[ドや妨害されないスキルかの検?ク
  262. if ((!tsd->special_state.no_castcancel || map_flag_gvg(target->m)) && tsd->state.skillcastcancel &&
  263. !tsd->special_state.no_castcancel2)
  264. skill_castcancel(target,0);
  265. }
  266. return pc_damage(bl,tsd,damage);
  267. } else if (target->type == BL_SKILL)
  268. return skill_unit_ondamaged((struct skill_unit *)target, bl, damage, gettick());
  269. return 0;
  270. }
  271. int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,int flag)
  272. {
  273. nullpo_retr(0, target); //blはNULLで呼ばれることがあるので他でチェック
  274. if (target->type == BL_PET)
  275. return 0;
  276. if (target->type == BL_PC && pc_isdead((struct map_session_data *)target) )
  277. return 0;
  278. if (hp == 0 && sp == 0)
  279. return 0;
  280. if (hp < 0)
  281. return battle_damage(bl,target,-hp,flag);
  282. if (target->type == BL_MOB)
  283. return mob_heal((struct mob_data *)target,hp);
  284. else if (target->type == BL_PC)
  285. return pc_heal((struct map_session_data *)target,hp,sp);
  286. return 0;
  287. }
  288. // ?U撃停止
  289. int battle_stopattack(struct block_list *bl)
  290. {
  291. nullpo_retr(0, bl);
  292. if (bl->type == BL_MOB)
  293. return mob_stopattack((struct mob_data*)bl);
  294. else if (bl->type == BL_PC)
  295. return pc_stopattack((struct map_session_data*)bl);
  296. else if (bl->type == BL_PET)
  297. return pet_stopattack((struct pet_data*)bl);
  298. return 0;
  299. }
  300. // Returns whether the given object is moving or not.
  301. int battle_iswalking(struct block_list *bl) {
  302. switch (bl->type)
  303. {
  304. case BL_PC:
  305. return (((struct map_session_data*)bl)->walktimer != -1);
  306. case BL_MOB:
  307. return (((struct mob_data*)bl)->state.state == MS_WALK);
  308. case BL_PET:
  309. return (((struct pet_data*)bl)->state.state == MS_WALK);
  310. default:
  311. return 0;
  312. }
  313. }
  314. // 移動停止
  315. int battle_stopwalking(struct block_list *bl,int type)
  316. {
  317. nullpo_retr(0, bl);
  318. if (bl->type == BL_MOB)
  319. return mob_stop_walking((struct mob_data*)bl,type);
  320. else if (bl->type == BL_PC)
  321. return pc_stop_walking((struct map_session_data*)bl,type);
  322. else if (bl->type == BL_PET)
  323. return pet_stop_walking((struct pet_data*)bl,type);
  324. return 0;
  325. }
  326. /*==========================================
  327. * Does attribute fix modifiers.
  328. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  329. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  330. *------------------------------------------
  331. */
  332. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_elem)
  333. {
  334. int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
  335. struct status_change *sc_data=NULL, *tsc_data=NULL;
  336. int ratio;
  337. if (src) sc_data = status_get_sc_data(src);
  338. if (target) tsc_data = status_get_sc_data(target);
  339. if (atk_elem < 0 || atk_elem > 9)
  340. atk_elem = rand()%9; //�?器属?ォランダムで付加
  341. if (def_type < 0 || def_type > 9 ||
  342. def_lv < 1 || def_lv > 4) { // 属 ?ォ値がおかしいのでとりあえずそのまま返す
  343. if (battle_config.error_log)
  344. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  345. //TODO: Remove this debug case once the cause is resolved. [Skotlex]
  346. if (src) switch (src->type) {
  347. case BL_MOB:
  348. ShowDebug("src: Mob %s-%d\n", ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_);
  349. break;
  350. case BL_PC:
  351. ShowDebug("src: Player %s-%d\n", ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id);
  352. break;
  353. case BL_PET:
  354. ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id);
  355. break;
  356. case BL_SKILL:
  357. ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id);
  358. break;
  359. default:
  360. ShowDebug("unknown source type %d.\n", src->type);
  361. }
  362. if (target) switch (target->type) {
  363. case BL_MOB:
  364. ShowDebug("target: Mob %s-%d\n", ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_);
  365. break;
  366. case BL_PC:
  367. ShowDebug("target: Player %s-%d\n", ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id);
  368. break;
  369. case BL_PET:
  370. ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id);
  371. break;
  372. case BL_SKILL:
  373. ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id);
  374. break;
  375. default:
  376. ShowDebug("unknown target type %d.\n", target->type);
  377. }
  378. return damage;
  379. }
  380. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  381. if (sc_data)
  382. {
  383. if(sc_data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
  384. ratio += enchant_eff[sc_data[SC_VOLCANO].val1-1];
  385. if(sc_data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
  386. ratio += enchant_eff[sc_data[SC_VIOLENTGALE].val1-1];
  387. if(sc_data[SC_DELUGE].timer!=-1 && atk_elem == 1)
  388. ratio += enchant_eff[sc_data[SC_DELUGE].val1-1];
  389. }
  390. if (tsc_data)
  391. {
  392. if(tsc_data[SC_ARMOR_ELEMENT].timer!=-1)
  393. {
  394. if (tsc_data[SC_ARMOR_ELEMENT].val1 == atk_elem)
  395. ratio -= tsc_data[SC_ARMOR_ELEMENT].val2;
  396. else
  397. if (tsc_data[SC_ARMOR_ELEMENT].val3 == atk_elem)
  398. ratio -= tsc_data[SC_ARMOR_ELEMENT].val4;
  399. }
  400. }
  401. return damage*ratio/100;
  402. }
  403. static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data)
  404. {
  405. struct block_list *bl = map_id2bl(id);
  406. if (!bl || status_isdead(bl))
  407. return 0;
  408. switch (bl->type) {
  409. case BL_PC:
  410. {
  411. struct map_session_data *sd = (struct map_session_data*)bl;
  412. if (sd->walktimer != -1)
  413. pc_stop_walking (sd,3);
  414. if (sd->canmove_tick < tick)
  415. sd->canmove_tick = tick + data;
  416. }
  417. break;
  418. case BL_MOB:
  419. {
  420. struct mob_data *md = (struct mob_data*)bl;
  421. if (md->state.state == MS_WALK)
  422. mob_stop_walking(md,3);
  423. if (md->canmove_tick < tick)
  424. md->canmove_tick = tick + data;
  425. }
  426. break;
  427. }
  428. return 0;
  429. }
  430. /*==========================================
  431. * Applies walk delay based on attack type. [Skotlex]
  432. *------------------------------------------
  433. */
  434. int battle_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) {
  435. if (status_isdead(bl))
  436. return 0;
  437. if (bl->type == BL_PC) {
  438. if (battle_config.pc_walk_delay_rate != 100)
  439. delay = delay*battle_config.pc_walk_delay_rate/100;
  440. } else
  441. if (battle_config.walk_delay_rate != 100)
  442. delay = delay*battle_config.walk_delay_rate/100;
  443. if (div_ > 1) //Multi-hit skills mean higher delays.
  444. delay += battle_config.multihit_delay*(div_-1);
  445. if (delay <= 0)
  446. return 0;
  447. //See if it makes sense to set this trigger.
  448. switch (bl->type) {
  449. case BL_PC:
  450. {
  451. struct map_session_data *sd = (struct map_session_data*)bl;
  452. if (DIFF_TICK(sd->canmove_tick, tick+adelay) > 0)
  453. return 0;
  454. if (!adelay) //No need of timer.
  455. sd->canmove_tick = tick + delay;
  456. break;
  457. }
  458. case BL_MOB:
  459. {
  460. struct mob_data *md = (struct mob_data*)bl;
  461. if (DIFF_TICK(md->canmove_tick, tick+adelay) > 0)
  462. return 0;
  463. if (!adelay) //No need of timer.
  464. md->canmove_tick = tick + delay;
  465. break;
  466. }
  467. default:
  468. return 0;
  469. }
  470. if (adelay > 0)
  471. add_timer(tick+adelay, battle_walkdelay_sub, bl->id, delay);
  472. return 1;
  473. }
  474. /*==========================================
  475. * ダ�??[ジ?ナ?I計算
  476. *------------------------------------------
  477. */
  478. int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  479. {
  480. struct map_session_data *sd = NULL;
  481. struct mob_data *md = NULL;
  482. struct status_change *sc_data, *sc;
  483. short *sc_count;
  484. int class_;
  485. nullpo_retr(0, bl);
  486. if (damage <= 0)
  487. return 0;
  488. class_ = status_get_class(bl);
  489. if (bl->type == BL_MOB) {
  490. md=(struct mob_data *)bl;
  491. } else if (bl->type == BL_PC) {
  492. sd=(struct map_session_data *)bl;
  493. }
  494. sc_data = status_get_sc_data(bl);
  495. sc_count = status_get_sc_count(bl);
  496. if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
  497. ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
  498. (flag&BF_MISC && skill_num != PA_PRESSURE) ||
  499. (flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex]
  500. return 0;
  501. }
  502. if (sc_count && *sc_count > 0) {
  503. //First, sc_*'s that reduce damage to 0.
  504. if (sc_data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
  505. ) {
  506. // セ?[フティウォ?[ル
  507. struct skill_unit_group *group = (struct skill_unit_group *)sc_data[SC_SAFETYWALL].val3;
  508. if (group) {
  509. if (--group->val2<=0)
  510. skill_delunitgroup(group);
  511. return 0;
  512. } else {
  513. status_change_end(bl,SC_SAFETYWALL,-1);
  514. }
  515. }
  516. if(sc_data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
  517. return 0;
  518. /* Moved to battle_calc_weapon_attack for now.
  519. if(sc_data[SC_KAUPE].timer != -1 && damage > 0 && !skill_num) {
  520. if(rand()%100 < sc_data[SC_KAUPE].val2) {
  521. clif_skill_nodamage(bl,bl,SL_KAUPE,sc_data[SC_KAUPE].val1,1);
  522. if (--sc_data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  523. status_change_end(bl, SC_KAUPE, -1);
  524. return 0;
  525. }
  526. }
  527. */
  528. if(sc_data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
  529. rand()%100 < sc_data[SC_AUTOGUARD].val2) {
  530. int delay;
  531. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc_data[SC_AUTOGUARD].val1,1);
  532. // different delay depending on skill level [celest]
  533. if (sc_data[SC_AUTOGUARD].val1 <= 5)
  534. delay = 300;
  535. else if (sc_data[SC_AUTOGUARD].val1 > 5 && sc_data[SC_AUTOGUARD].val1 <= 9)
  536. delay = 200;
  537. else
  538. delay = 100;
  539. if(sd)
  540. sd->canmove_tick = gettick() + delay;
  541. else if(md)
  542. md->canmove_tick = gettick() + delay;
  543. if(sc_data[SC_SHRINK].timer != -1 && rand()%100<5*sc_data[SC_AUTOGUARD].val1)
  544. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
  545. return 0;
  546. }
  547. // -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
  548. //
  549. if(sc_data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
  550. rand()%100 < sc_data[SC_PARRYING].val2) {
  551. clif_skill_nodamage(bl,bl,LK_PARRYING,sc_data[SC_PARRYING].val1,1);
  552. return 0;
  553. }
  554. if(sc_data[SC_DODGE].timer != -1 && (flag&BF_LONG || (sc_data[SC_SPURT].timer != -1 && flag&BF_WEAPON))
  555. && rand()%100 < 20) {
  556. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  557. if (sc_data[SC_COMBO].timer == -1)
  558. status_change_start(bl, SC_COMBO, TK_JUMPKICK, src->id, 0, 0, 2000, 0);
  559. return 0;
  560. }
  561. if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
  562. && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  563. return 0;
  564. //Now damage increasing effects
  565. if(sc_data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE){
  566. damage<<=1;
  567. if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
  568. status_change_end( bl,SC_AETERNA,-1 );
  569. }
  570. if(sc_data[SC_SPIDERWEB].timer!=-1) // [Celest]
  571. if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
  572. (!flag&BF_SKILL && status_get_attack_element(src)==3)) {
  573. damage<<=1;
  574. status_change_end(bl, SC_SPIDERWEB, -1);
  575. }
  576. //Finally damage reductions....
  577. if(sc_data[SC_ASSUMPTIO].timer != -1){
  578. if(map_flag_vs(bl->m))
  579. damage=damage*2/3; //Receive 66% damage
  580. else
  581. damage>>=1; //Receive 50% damage
  582. }
  583. if(sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  584. damage=damage*(100-sc_data[SC_DEFENDER].val2)/100;
  585. if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
  586. damage >>=1;
  587. if(sc_data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
  588. if(sd){
  589. if(sd->status.sp>0){
  590. int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
  591. sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000;
  592. if( sd->status.sp < 0 ) sd->status.sp = 0;
  593. damage -= damage * ((per+1) * 6) / 100;
  594. clif_updatestatus(sd,SP_SP);
  595. }
  596. if(sd->status.sp<=0)
  597. status_change_end( bl,SC_ENERGYCOAT,-1 );
  598. }
  599. else
  600. damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
  601. }
  602. if(sc_data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
  603. // Fixed the condition check [Aalye]
  604. (src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == 1 ||
  605. ((struct map_session_data *)src)->status.weapon == 2 ||
  606. ((struct map_session_data *)src)->status.weapon == 3)))){
  607. if(rand()%100 < (15*sc_data[SC_REJECTSWORD].val1)){
  608. damage = damage*50/100;
  609. clif_damage(bl,src,gettick(),0,0,damage,0,0,0);
  610. battle_damage(bl,src,damage,0);
  611. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc_data[SC_REJECTSWORD].val1,1);
  612. if((--sc_data[SC_REJECTSWORD].val2)<=0)
  613. status_change_end(bl, SC_REJECTSWORD, -1);
  614. }
  615. }
  616. //Finally Kyrie because it may, or not, reduce damage to 0.
  617. if(sc_data[SC_KYRIE].timer!=-1){
  618. sc=&sc_data[SC_KYRIE];
  619. sc->val2-=damage;
  620. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  621. if(sc->val2>=0)
  622. damage=0;
  623. else
  624. damage=-sc->val2;
  625. }
  626. if((--sc->val3)<=0 || (sc->val2<=0) || skill_num == AL_HOLYLIGHT)
  627. status_change_end(bl, SC_KYRIE, -1);
  628. }
  629. if (damage <= 0) return 0;
  630. }
  631. //SC effects from caster side.
  632. sc_data = status_get_sc_data(src);
  633. sc_count = status_get_sc_count(src);
  634. if (sc_count && *sc_count > 0) {
  635. if(sc_data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
  636. if (flag&BF_MAGIC) {
  637. if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
  638. return 0;
  639. } else
  640. damage /=2;
  641. }
  642. }
  643. if(md && md->guardian_data) {
  644. if(class_ == MOBID_EMPERIUM && (flag&BF_SKILL && //Only a few skills can hit the Emperium.
  645. skill_num != PA_PRESSURE && skill_num != MO_TRIPLEATTACK && skill_num != HW_GRAVITATION))
  646. return 0;
  647. if(src->type == BL_PC) {
  648. struct guild *g=guild_search(((struct map_session_data *)src)->status.guild_id);
  649. if (g && class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  650. return 0;
  651. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  652. return 0; // [MouseJstr]
  653. }
  654. }
  655. if (skill_num != PA_PRESSURE) { // Gloria Domini ignores WoE damage reductions
  656. if (map_flag_gvg(bl->m)) { //GvG
  657. if (md && md->guardian_data)
  658. damage -= damage * (md->guardian_data->castle->defense/100) * (battle_config.castle_defense_rate/100);
  659. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  660. if (flag&BF_WEAPON)
  661. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  662. if (flag&BF_MAGIC)
  663. damage = damage * battle_config.gvg_magic_damage_rate/100;
  664. if (flag&BF_MISC)
  665. damage = damage * battle_config.gvg_misc_damage_rate/100;
  666. } else { //Normal attacks get reductions based on range.
  667. if (flag & BF_SHORT)
  668. damage = damage * battle_config.gvg_short_damage_rate/100;
  669. if (flag & BF_LONG)
  670. damage = damage * battle_config.gvg_long_damage_rate/100;
  671. }
  672. } else if (battle_config.pk_mode && bl->type == BL_PC) {
  673. if (flag & BF_WEAPON) {
  674. if (flag & BF_SHORT)
  675. damage = damage * 80/100;
  676. if (flag & BF_LONG)
  677. damage = damage * 70/100;
  678. }
  679. if (flag & BF_MAGIC)
  680. damage = damage * 60/100;
  681. if(flag & BF_MISC)
  682. damage = damage * 60/100;
  683. }
  684. if(damage < 1) damage = 1;
  685. }
  686. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  687. {
  688. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  689. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  690. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  691. )
  692. damage = div_;
  693. }
  694. if( md!=NULL && md->hp>0 && damage > 0 ) // 反撃などのMOBスキル判定
  695. mobskill_event(md,flag);
  696. return damage;
  697. }
  698. /*==========================================
  699. * HP/SP吸収の計算
  700. *------------------------------------------
  701. */
  702. int battle_calc_drain(int damage, int rate, int per, int val)
  703. {
  704. int diff = 0;
  705. if (damage <= 0)
  706. return 0;
  707. if (per && rand()%1000 < rate) {
  708. diff = (damage * per) / 100;
  709. if (diff == 0) {
  710. if (per > 0)
  711. diff = 1;
  712. else
  713. diff = -1;
  714. }
  715. }
  716. if (val /*&& rand()%1000 < rate*/) { //Absolute leech/penalties have 100% chance. [Skotlex]
  717. diff += val;
  718. }
  719. return diff;
  720. }
  721. /*==========================================
  722. * ?C練ダ�??[ジ
  723. *------------------------------------------
  724. */
  725. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  726. {
  727. int damage,skill;
  728. int race=status_get_race(target);
  729. int weapon;
  730. damage = dmg;
  731. nullpo_retr(0, sd);
  732. // デ?[モンベイン(+3 ?` +30) vs 不死 or 悪魔 (死?lは含めない?H)
  733. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==6) )
  734. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  735. //damage += (skill * 3);
  736. // ビ?[ストベイン(+4 ?` +40) vs 動物 or ?ゥ虫
  737. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) {
  738. damage += (skill * 4);
  739. if (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_HUNTER)
  740. damage += sd->status.str;
  741. }
  742. if(type == 0)
  743. weapon = sd->weapontype1;
  744. else
  745. weapon = sd->weapontype2;
  746. switch(weapon)
  747. {
  748. case 0x01: // Knife
  749. case 0x02: // 1HS
  750. {
  751. // 剣?C練(+4 ?` +40) 片手剣 短剣含む
  752. if((skill = pc_checkskill(sd,SM_SWORD)) > 0) {
  753. damage += (skill * 4);
  754. }
  755. break;
  756. }
  757. case 0x03: // 2HS
  758. {
  759. // 両手剣?C練(+4 ?` +40) 両手剣
  760. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) {
  761. damage += (skill * 4);
  762. }
  763. break;
  764. }
  765. case 0x04: // 1HL
  766. case 0x05: // 2HL
  767. {
  768. // 槍?C練(+4 ?` +40,+5 ?` +50) 槍
  769. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  770. if(!pc_isriding(sd))
  771. damage += (skill * 4); // ペコに?謔チてない
  772. else
  773. damage += (skill * 5); // ペコに?謔チてる
  774. }
  775. break;
  776. }
  777. case 0x06: // 1H Axe
  778. case 0x07: // 2H Axe by Tato
  779. {
  780. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) {
  781. damage += (skill * 3);
  782. }
  783. break;
  784. }
  785. case 0x08: // Maces
  786. {
  787. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) {
  788. damage += (skill * 3);
  789. }
  790. break;
  791. }
  792. case 0x09: // なし?
  793. break;
  794. case 0x0a: // Staffs
  795. break;
  796. case 0x0b: // Bows
  797. break;
  798. case 0x00: // Bare Hands
  799. case 0x0c: // Knuckles
  800. {
  801. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) {
  802. damage += (skill * 3);
  803. }
  804. break;
  805. }
  806. case 0x0d: // Musical Instrument
  807. {
  808. // 楽器の練?K(+3 ?` +30) 楽器
  809. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
  810. damage += (skill * 3);
  811. }
  812. break;
  813. }
  814. case 0x0e: // Whips
  815. {
  816. // Dance Lesson Skill Effect(+3 damage for every lvl = +30) 鞭
  817. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) {
  818. damage += (skill * 3);
  819. }
  820. break;
  821. }
  822. case 0x0f: // Book
  823. {
  824. // Advance Book Skill Effect(+3 damage for every lvl = +30) {
  825. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) {
  826. damage += (skill * 3);
  827. }
  828. break;
  829. }
  830. case 0x10: // Katars
  831. {
  832. if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) {
  833. //Advanced Katar Research by zanetheinsane
  834. damage += damage*(10 +skill * 2)/100;
  835. }
  836. // カタ?[ル?C練(+3 ?` +30) カタ?[ル
  837. if((skill = pc_checkskill(sd,AS_KATAR)) > 0) {
  838. //ソニックブ�??[時は別?�??i1撃に付き1/8適応)
  839. damage += (skill * 3);
  840. }
  841. break;
  842. }
  843. }
  844. return (damage);
  845. }
  846. /*==========================================
  847. * Calculates the standard damage of a normal attack assuming it hits,
  848. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  849. *------------------------------------------
  850. * Pass damage2 as NULL to not calc it.
  851. * Flag values:
  852. * &1: Critical hit
  853. * &2: Arrow attack
  854. * &4: Skill is Magic Crasher
  855. * &8: Skip target size adjustment (Extremity Fist?)
  856. */
  857. static void battle_calc_base_damage(struct block_list *src, struct block_list *target, int* damage1, int* damage2, int flag)
  858. {
  859. unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0;
  860. struct map_session_data *sd;
  861. struct status_change *sc_data = status_get_sc_data(src);
  862. int t_size = status_get_size(target);
  863. if (src->type == BL_PC)
  864. sd = (struct map_session_data*)src;
  865. else
  866. sd = NULL;
  867. if (!sd)
  868. { //Mobs/Pets
  869. if ((target->type==BL_MOB && battle_config.enemy_str) ||
  870. (target->type==BL_PET && battle_config.pet_str))
  871. baseatk = status_get_batk(src);
  872. if(flag&4)
  873. {
  874. if (!(flag&1))
  875. atkmin = status_get_matk2(src);
  876. atkmax = status_get_matk1(src);
  877. } else {
  878. if (!(flag&1))
  879. atkmin = status_get_atk(src);
  880. atkmax = status_get_atk2(src);
  881. }
  882. if (atkmin > atkmax)
  883. atkmin = atkmax;
  884. } else { //PCs
  885. if(flag&4)
  886. {
  887. baseatk = status_get_matk2(src);
  888. if (damage2) baseatk_ = baseatk;
  889. } else {
  890. baseatk = status_get_batk(src);
  891. if (damage2) baseatk_ = baseatk;
  892. }
  893. //rodatazone says that Overrefine bonuses are part of baseatk
  894. if(sd->right_weapon.overrefine>0)
  895. baseatk+= rand()%sd->right_weapon.overrefine+1;
  896. if (damage2 && sd->left_weapon.overrefine>0)
  897. baseatk_+= rand()%sd->left_weapon.overrefine+1;
  898. atkmax = status_get_atk(src);
  899. if (damage2)
  900. atkmax_ = status_get_atk(src);
  901. if (!(flag&1) || (flag&2))
  902. { //Normal attacks
  903. atkmin = atkmin_ = status_get_dex(src);
  904. if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
  905. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100;
  906. if (atkmin > atkmax)
  907. atkmin = atkmax;
  908. if(damage2)
  909. {
  910. if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]])
  911. atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100;
  912. if (atkmin_ > atkmax_)
  913. atkmin_ = atkmax_;
  914. }
  915. if(flag&2)
  916. { //Bows
  917. atkmin = atkmin*atkmax/100;
  918. if (atkmin > atkmax)
  919. atkmax = atkmin;
  920. }
  921. }
  922. }
  923. if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer!=-1)
  924. {
  925. atkmin = atkmax;
  926. atkmin_ = atkmax_;
  927. }
  928. //Weapon Damage calculation
  929. if (!(flag&1))
  930. {
  931. (*damage1) += (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  932. if (damage2)
  933. (*damage2) += (atkmax_>atkmin_? rand()%(atkmax_-atkmin_) :0) +atkmin_;
  934. } else {
  935. (*damage1) += atkmax;
  936. if (damage2)
  937. (*damage2) += atkmax_;
  938. }
  939. if (sd)
  940. {
  941. //rodatazone says the range is 0~arrow_atk-1 for non crit
  942. if (flag&2 && sd->arrow_atk)
  943. (*damage1) += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  944. //SizeFix only for players
  945. if (!(
  946. sd->special_state.no_sizefix ||
  947. (sc_data && sc_data[SC_WEAPONPERFECTION].timer!=-1) ||
  948. (pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) ||
  949. (flag&8)
  950. ))
  951. {
  952. (*damage1) = (*damage1)*(sd->right_weapon.atkmods[t_size])/100;
  953. if (damage2)
  954. (*damage2) = (*damage2)*(sd->left_weapon.atkmods[t_size])/100;
  955. }
  956. }
  957. //Finally, add baseatk
  958. (*damage1) += baseatk;
  959. if (damage2)
  960. (*damage2) += baseatk_;
  961. return;
  962. }
  963. /*==========================================
  964. * battle_calc_weapon_attack (by Skotlex)
  965. *------------------------------------------
  966. */
  967. static struct Damage battle_calc_weapon_attack(
  968. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  969. {
  970. struct map_session_data *sd=NULL, *tsd=NULL;
  971. struct mob_data *md=NULL, *tmd=NULL;
  972. struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
  973. struct Damage wd;
  974. short skill=0;
  975. unsigned short skillratio = 100; //Skill dmg modifiers.
  976. short i;
  977. short t_mode = status_get_mode(target), t_size = status_get_size(target);
  978. short t_race=0, t_ele=0, s_race=0; //Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized
  979. short s_ele, s_ele_;
  980. short def1, def2;
  981. struct status_change *sc_data = status_get_sc_data(src);
  982. struct status_change *t_sc_data = status_get_sc_data(target);
  983. struct {
  984. unsigned hit : 1; //the attack Hit? (not a miss)
  985. unsigned cri : 1; //Critical hit
  986. unsigned idef : 1; //Ignore defense
  987. unsigned idef2 : 1; //Ignore defense (left weapon)
  988. unsigned infdef : 1; //Infinite defense (plants)
  989. unsigned arrow : 1; //Attack is arrow-based
  990. unsigned rh : 1; //Attack considers right hand (wd.damage)
  991. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  992. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  993. unsigned cardfix : 1;
  994. } flag;
  995. memset(&wd,0,sizeof(wd));
  996. memset(&flag,0,sizeof(flag));
  997. if(src==NULL || target==NULL)
  998. {
  999. nullpo_info(NLP_MARK);
  1000. return wd;
  1001. }
  1002. //Initial flag
  1003. flag.rh=1;
  1004. flag.weapon=1;
  1005. flag.cardfix=1;
  1006. flag.infdef=(t_mode&MD_PLANT?1:0);
  1007. //Initial Values
  1008. wd.type=0; //Normal attack
  1009. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  1010. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
  1011. if(skill_num == KN_AUTOCOUNTER)
  1012. wd.amotion >>= 1;
  1013. wd.dmotion=status_get_dmotion(target);
  1014. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  1015. wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
  1016. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  1017. switch (src->type)
  1018. {
  1019. case BL_PC:
  1020. sd=(struct map_session_data *)src;
  1021. break;
  1022. case BL_MOB:
  1023. md=(struct mob_data *)src;
  1024. break;
  1025. case BL_PET:
  1026. pd=(struct pet_data *)src;
  1027. break;
  1028. }
  1029. switch (target->type)
  1030. {
  1031. case BL_PC:
  1032. tsd=(struct map_session_data *)target;
  1033. if (pd) { //Pets can't target players
  1034. memset(&wd,0,sizeof(wd));
  1035. return wd;
  1036. }
  1037. break;
  1038. case BL_MOB:
  1039. tmd=(struct mob_data *)target;
  1040. break;
  1041. case BL_PET://Cannot target pets
  1042. memset(&wd,0,sizeof(wd));
  1043. return wd;
  1044. }
  1045. if(sd) {
  1046. sd->state.attack_type = BF_WEAPON;
  1047. if (sd->skillblown[0].id != 0)
  1048. { //Apply the bonus blewcount. [Skotlex]
  1049. for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  1050. if (i < 5 && sd->skillblown[i].id == skill_num)
  1051. wd.blewcount += sd->skillblown[i].val;
  1052. }
  1053. }
  1054. //Set miscellaneous data that needs be filled regardless of hit/miss
  1055. if(sd && sd->status.weapon == 11) {
  1056. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1057. flag.arrow = 1;
  1058. } else if (status_get_range(src) > 3)
  1059. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1060. if(skill_num){
  1061. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
  1062. switch(skill_num)
  1063. {
  1064. case AC_DOUBLE:
  1065. case AC_SHOWER:
  1066. case AC_CHARGEARROW:
  1067. case BA_MUSICALSTRIKE:
  1068. case DC_THROWARROW:
  1069. case CG_ARROWVULCAN:
  1070. case AS_VENOMKNIFE:
  1071. case HT_POWER:
  1072. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1073. flag.arrow = 1;
  1074. break;
  1075. case HT_PHANTASMIC:
  1076. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1077. flag.arrow = 0;
  1078. break;
  1079. case MO_FINGEROFFENSIVE:
  1080. if(sd && battle_config.finger_offensive_type == 0)
  1081. wd.div_ = sd->spiritball_old;
  1082. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1083. break;
  1084. case CR_SHIELDBOOMERANG:
  1085. case PA_SHIELDCHAIN:
  1086. flag.weapon = 0;
  1087. case AS_GRIMTOOTH:
  1088. case KN_SPEARBOOMERANG:
  1089. case NPC_RANGEATTACK:
  1090. case LK_SPIRALPIERCE:
  1091. case ASC_BREAKER:
  1092. case AM_ACIDTERROR:
  1093. case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex]
  1094. case CR_GRANDCROSS:
  1095. case NPC_GRANDDARKNESS:
  1096. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1097. break;
  1098. case KN_PIERCE:
  1099. wd.div_= t_size+1;
  1100. break;
  1101. case TF_DOUBLE: //For NPC used skill.
  1102. wd.type = 0x08;
  1103. break;
  1104. case KN_SPEARSTAB:
  1105. case KN_BOWLINGBASH:
  1106. case MO_BALKYOUNG:
  1107. case TK_TURNKICK:
  1108. wd.blewcount=0;
  1109. break;
  1110. case CR_SHIELDCHARGE:
  1111. flag.weapon = 0;
  1112. case NPC_PIERCINGATT:
  1113. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  1114. break;
  1115. case KN_AUTOCOUNTER:
  1116. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1117. break;
  1118. }
  1119. }
  1120. if (skill_num && battle_config.skillrange_by_distance)
  1121. { //Skill range based on distance between src/target [Skotlex]
  1122. if ((sd && battle_config.skillrange_by_distance&1)
  1123. || (md && battle_config.skillrange_by_distance&2)
  1124. || (pd && battle_config.skillrange_by_distance&4)
  1125. ) {
  1126. if (check_distance_bl(src, target, 3))
  1127. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT;
  1128. else
  1129. wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
  1130. }
  1131. }
  1132. if(is_boss(target)) //Bosses can't be knocked-back
  1133. wd.blewcount = 0;
  1134. if (sd)
  1135. { //Arrow consumption
  1136. sd->state.arrow_atk = flag.arrow;
  1137. }
  1138. //Check for counter
  1139. if(!skill_num)
  1140. {
  1141. if(t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1)
  1142. //If it got here and you had autocounter active, then the direction/range does not matches: critical
  1143. flag.cri = 1;
  1144. } //End counter-check
  1145. if (!skill_num && (tsd || battle_config.enemy_perfect_flee))
  1146. { //Check for Lucky Dodge
  1147. short flee2 = status_get_flee2(target);
  1148. if (rand()%1000 < flee2)
  1149. {
  1150. wd.type=0x0b;
  1151. wd.dmg_lv=ATK_LUCKY;
  1152. return wd;
  1153. }
  1154. }
  1155. //Initialize variables that will be used afterwards
  1156. t_race = status_get_race(target);
  1157. t_ele = status_get_elem_type(target);
  1158. s_race = status_get_race(src);
  1159. s_ele = s_ele_ = skill_get_pl(skill_num);
  1160. if (!skill_num || s_ele == -1) { //Take weapon's element
  1161. s_ele = status_get_attack_element(src);
  1162. s_ele_ = status_get_attack_element2(src);
  1163. if (flag.arrow && sd && sd->arrow_ele)
  1164. s_ele = sd->arrow_ele;
  1165. } else if (s_ele == -2) { //Use enchantment's element
  1166. s_ele = s_ele_ = status_get_attack_sc_element(src);
  1167. }
  1168. if (sd)
  1169. { //Set whether damage1 or damage2 (or both) will be used
  1170. if(sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1171. {
  1172. flag.rh=0;
  1173. flag.lh=1;
  1174. }
  1175. if(sd->status.weapon > 16)
  1176. flag.rh = flag.lh = 1;
  1177. }
  1178. //Check for critical
  1179. if(!flag.cri &&
  1180. (sd || battle_config.enemy_critical_rate) &&
  1181. (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING))
  1182. {
  1183. short cri = status_get_critical(src);
  1184. if (sd)
  1185. {
  1186. cri+= sd->critaddrace[t_race];
  1187. if(flag.arrow)
  1188. cri += sd->arrow_cri;
  1189. if(sd->status.weapon == 16)
  1190. cri <<=1;
  1191. }
  1192. //The official equation is *2, but that only applies when sd's do critical.
  1193. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1194. cri -= status_get_luk(target) * (md&&tsd?3:2);
  1195. if(t_sc_data)
  1196. {
  1197. if (t_sc_data[SC_SLEEP].timer!=-1 )
  1198. cri <<=1;
  1199. if(t_sc_data[SC_JOINTBEAT].timer != -1 &&
  1200. t_sc_data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
  1201. flag.cri=1;
  1202. }
  1203. switch (skill_num)
  1204. {
  1205. case KN_AUTOCOUNTER:
  1206. if(!(battle_config.pc_auto_counter_type&1))
  1207. flag.cri = 1;
  1208. else
  1209. cri <<= 1;
  1210. break;
  1211. case SN_SHARPSHOOTING:
  1212. cri += 200;
  1213. break;
  1214. }
  1215. if(tsd && tsd->critical_def)
  1216. cri = cri*(100-tsd->critical_def)/100;
  1217. if (rand()%1000 < cri)
  1218. flag.cri= 1;
  1219. }
  1220. if (flag.cri)
  1221. {
  1222. wd.type = 0x0a;
  1223. flag.idef = flag.idef2 = flag.hit = 1;
  1224. } else { //Check for Perfect Hit
  1225. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  1226. flag.hit = 1;
  1227. if (sc_data && sc_data[SC_FUSION].timer != -1) {
  1228. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1229. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1230. }
  1231. if (skill_num && !flag.hit)
  1232. switch(skill_num)
  1233. {
  1234. case NPC_GUIDEDATTACK:
  1235. case RG_BACKSTAP:
  1236. case AM_ACIDTERROR:
  1237. case MO_INVESTIGATE:
  1238. case MO_EXTREMITYFIST:
  1239. case CR_GRANDCROSS:
  1240. case NPC_GRANDDARKNESS:
  1241. case PA_SACRIFICE:
  1242. case TK_COUNTER:
  1243. case SG_SUN_WARM:
  1244. case SG_MOON_WARM:
  1245. case SG_STAR_WARM:
  1246. flag.hit = 1;
  1247. break;
  1248. case CR_SHIELDBOOMERANG:
  1249. if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_CRUSADER)
  1250. flag.hit = 1;
  1251. break;
  1252. }
  1253. if ((t_sc_data && !flag.hit) &&
  1254. (t_sc_data[SC_SLEEP].timer!=-1 ||
  1255. t_sc_data[SC_STAN].timer!=-1 ||
  1256. t_sc_data[SC_FREEZE].timer!=-1 ||
  1257. (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0))
  1258. )
  1259. flag.hit = 1;
  1260. }
  1261. if (!flag.hit)
  1262. { //Hit/Flee calculation
  1263. short
  1264. flee = status_get_flee(target),
  1265. hitrate=80; //Default hitrate
  1266. if(battle_config.agi_penalty_type)
  1267. {
  1268. unsigned char target_count; //256 max targets should be a sane max
  1269. target_count = 1+battle_counttargeted(target,src,battle_config.agi_penalty_count_lv);
  1270. if(target_count >= battle_config.agi_penalty_count)
  1271. {
  1272. if (battle_config.agi_penalty_type == 1)
  1273. flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1274. else //asume type 2: absolute reduction
  1275. flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1276. if(flee < 1) flee = 1;
  1277. }
  1278. }
  1279. hitrate+= status_get_hit(src) - flee;
  1280. if(sd && flag.arrow)
  1281. hitrate += sd->arrow_hit;
  1282. if(skill_num)
  1283. switch(skill_num)
  1284. { //Hit skill modifiers
  1285. case SM_BASH:
  1286. hitrate += 5*skill_lv;
  1287. break;
  1288. case SM_MAGNUM:
  1289. hitrate += 10*skill_lv;
  1290. break;
  1291. case KN_AUTOCOUNTER:
  1292. hitrate += 20;
  1293. break;
  1294. case KN_PIERCE:
  1295. hitrate += hitrate*(5*skill_lv)/100;
  1296. break;
  1297. case PA_SHIELDCHAIN:
  1298. hitrate += 20;
  1299. break;
  1300. case AS_SONICBLOW:
  1301. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1302. hitrate += 50;
  1303. break;
  1304. }
  1305. // Weaponry Research hidden bonus
  1306. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1307. hitrate += hitrate*(2*skill)/100;
  1308. if (hitrate > battle_config.max_hitrate)
  1309. hitrate = battle_config.max_hitrate;
  1310. else if (hitrate < battle_config.min_hitrate)
  1311. hitrate = battle_config.min_hitrate;
  1312. if(rand()%100 >= hitrate)
  1313. wd.dmg_lv = ATK_FLEE;
  1314. else if (t_sc_data && t_sc_data[SC_KAUPE].timer != -1 && rand()%100 < t_sc_data[SC_KAUPE].val2) {
  1315. if (--t_sc_data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1316. status_change_end(target, SC_KAUPE, -1);
  1317. wd.dmg_lv = ATK_FLEE;
  1318. } else
  1319. flag.hit =1;
  1320. } //End hit/miss calculation
  1321. if(tsd && tsd->special_state.no_weapon_damage)
  1322. return wd;
  1323. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1324. { //Hitting attack
  1325. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1326. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1327. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1328. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1329. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1330. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1331. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1332. //Adds an absolute value to damage. 100 = +100 damage
  1333. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1334. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1335. def1 = status_get_def(target);
  1336. def2 = status_get_def2(target);
  1337. switch (skill_num)
  1338. { //Calc base damage according to skill
  1339. case PA_SACRIFICE:
  1340. {
  1341. int hp_dmg = status_get_max_hp(src)* 9/100;
  1342. battle_damage(src, src, hp_dmg, 0); //Damage to self is always 9%
  1343. clif_damage(src,src, gettick(), 0, 0, hp_dmg, 0 , 0, 0);
  1344. wd.damage = hp_dmg;
  1345. wd.damage2 = 0;
  1346. if (sc_data && sc_data[SC_SACRIFICE].timer != -1)
  1347. {
  1348. if (--sc_data[SC_SACRIFICE].val2 <= 0)
  1349. status_change_end(src, SC_SACRIFICE,-1);
  1350. }
  1351. break;
  1352. }
  1353. case LK_SPIRALPIERCE:
  1354. if (sd) {
  1355. short index = sd->equip_index[9];
  1356. if (index >= 0 &&
  1357. sd->inventory_data[index] &&
  1358. sd->inventory_data[index]->type == 4)
  1359. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1360. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1361. index = status_get_str(src)/10;
  1362. index = index*index;
  1363. ATK_ADD(index); //Add str bonus.
  1364. switch (t_size) { //Size-fix. Is this modified by weapon perfection?
  1365. case 0: //Small: 125%
  1366. ATK_RATE(125);
  1367. break;
  1368. //case 1: //Medium: 100%
  1369. case 2: //Large: 75%
  1370. ATK_RATE(75);
  1371. break;
  1372. }
  1373. ATK_RATE(wd.div_*100); //Increase overall damage by number of this
  1374. //FIXME: (shouldn't something like this apply to ALL weapon skills?) [Skotlex]
  1375. break;
  1376. }
  1377. case CR_SHIELDBOOMERANG:
  1378. case PA_SHIELDCHAIN:
  1379. if (sd) {
  1380. short index = sd->equip_index[8];
  1381. wd.damage = status_get_batk(src);
  1382. if (flag.lh) wd.damage2 = status_get_batk(src);
  1383. if (index >= 0 &&
  1384. sd->inventory_data[index] &&
  1385. sd->inventory_data[index]->type == 5)
  1386. ATK_ADD(sd->inventory_data[index]->weight/10);
  1387. break;
  1388. }
  1389. default:
  1390. {
  1391. battle_calc_base_damage(src, target, &wd.damage, flag.lh?&wd.damage2:NULL,
  1392. (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0));
  1393. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1394. if(sd)
  1395. {
  1396. if (sd->status.weapon < 16 && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0))
  1397. ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]);
  1398. if(flag.cri && sd->crit_atk_rate)
  1399. ATK_ADDRATE(sd->crit_atk_rate);
  1400. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1401. i = 0;
  1402. party_foreachsamemap(party_sub_count, sd, 0, &i);
  1403. ATK_ADDRATE(2*skill*i);
  1404. }
  1405. }
  1406. break;
  1407. } //End default case
  1408. } //End switch(skill_num)
  1409. //Skill damage modifiers that stack linearly
  1410. if(sc_data && skill_num != PA_SACRIFICE)
  1411. {
  1412. if(sc_data[SC_OVERTHRUST].timer != -1)
  1413. skillratio += 5*sc_data[SC_OVERTHRUST].val1;
  1414. if(sc_data[SC_MAXOVERTHRUST].timer != -1)
  1415. skillratio += 20*sc_data[SC_MAXOVERTHRUST].val1;
  1416. if(sc_data[SC_BERSERK].timer != -1)
  1417. skillratio += 100;
  1418. }
  1419. if (!skill_num)
  1420. {
  1421. // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1422. if(sd &&
  1423. sd->random_attack_increase_add > 0 &&
  1424. sd->random_attack_increase_per &&
  1425. rand()%100 < sd->random_attack_increase_per
  1426. )
  1427. skillratio += sd->random_attack_increase_add;
  1428. ATK_RATE(skillratio);
  1429. } else { //Skills
  1430. switch( skill_num )
  1431. {
  1432. case SM_BASH:
  1433. skillratio += 30*skill_lv;
  1434. break;
  1435. case SM_MAGNUM:
  1436. skillratio += 20*skill_lv;
  1437. break;
  1438. case MC_MAMMONITE:
  1439. skillratio += 50*skill_lv;
  1440. break;
  1441. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1442. skillratio += 10*status_get_str(src);
  1443. break;
  1444. case TF_DOUBLE: //This is the mob-used Double Attack. [Skotlex]
  1445. skillratio += 100;
  1446. break;
  1447. case AC_DOUBLE:
  1448. skillratio += 80+20*skill_lv;
  1449. break;
  1450. case AC_SHOWER:
  1451. skillratio += 5*skill_lv-25;
  1452. break;
  1453. case AC_CHARGEARROW:
  1454. skillratio += 50;
  1455. break;
  1456. case KN_PIERCE:
  1457. skillratio += wd.div_*(100+10*skill_lv)-100;
  1458. break;
  1459. case KN_SPEARSTAB:
  1460. skillratio += 15*skill_lv;
  1461. break;
  1462. case KN_SPEARBOOMERANG:
  1463. skillratio += 50*skill_lv;
  1464. break;
  1465. case KN_BRANDISHSPEAR:
  1466. {
  1467. int ratio = 100+20*skill_lv;
  1468. skillratio += ratio-100;
  1469. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1470. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1471. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1472. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1473. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1474. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1475. break;
  1476. }
  1477. case KN_BOWLINGBASH:
  1478. skillratio+= 40*skill_lv;
  1479. break;
  1480. case KN_AUTOCOUNTER:
  1481. case LK_SPIRALPIERCE:
  1482. case NPC_CRITICALSLASH:
  1483. flag.idef= flag.idef2= 1;
  1484. break;
  1485. case AS_GRIMTOOTH:
  1486. skillratio += 20*skill_lv;
  1487. break;
  1488. case AS_POISONREACT:
  1489. skillratio += 30*skill_lv;
  1490. break;
  1491. case AS_SONICBLOW:
  1492. skillratio += 200+50*skill_lv;
  1493. break;
  1494. case TF_SPRINKLESAND:
  1495. skillratio += 30;
  1496. break;
  1497. case MC_CARTREVOLUTION:
  1498. skillratio += 50;
  1499. if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0)
  1500. skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight
  1501. else if (!sd)
  1502. skillratio += 150; //Max damage for non players.
  1503. break;
  1504. case NPC_COMBOATTACK:
  1505. skillratio += 100*wd.div_ -100;
  1506. break;
  1507. case NPC_RANDOMATTACK:
  1508. skillratio += rand()%150-50;
  1509. break;
  1510. case NPC_WATERATTACK:
  1511. case NPC_GROUNDATTACK:
  1512. case NPC_FIREATTACK:
  1513. case NPC_WINDATTACK:
  1514. case NPC_POISONATTACK:
  1515. case NPC_HOLYATTACK:
  1516. case NPC_DARKNESSATTACK:
  1517. case NPC_UNDEADATTACK:
  1518. case NPC_TELEKINESISATTACK:
  1519. skillratio += 25*skill_lv;
  1520. break;
  1521. case NPC_GUIDEDATTACK:
  1522. case NPC_RANGEATTACK:
  1523. case NPC_PIERCINGATT:
  1524. break;
  1525. case RG_BACKSTAP:
  1526. if(sd && sd->status.weapon == 11 && battle_config.backstab_bow_penalty)
  1527. skillratio += (200+40*skill_lv)/2;
  1528. else
  1529. skillratio += 200+40*skill_lv;
  1530. break;
  1531. case RG_RAID:
  1532. skillratio += 40*skill_lv;
  1533. break;
  1534. case RG_INTIMIDATE:
  1535. skillratio += 30*skill_lv;
  1536. break;
  1537. case CR_SHIELDCHARGE:
  1538. skillratio += 20*skill_lv;
  1539. break;
  1540. case CR_SHIELDBOOMERANG:
  1541. skillratio += 30*skill_lv;
  1542. if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_CRUSADER)
  1543. skillratio += 100;
  1544. break;
  1545. case NPC_DARKCROSS:
  1546. case CR_HOLYCROSS:
  1547. skillratio += 35*skill_lv;
  1548. break;
  1549. case CR_GRANDCROSS:
  1550. case NPC_GRANDDARKNESS:
  1551. flag.cardfix = 0;
  1552. break;
  1553. case AM_DEMONSTRATION:
  1554. skillratio += 20*skill_lv;
  1555. flag.cardfix = 0;
  1556. break;
  1557. case AM_ACIDTERROR:
  1558. skillratio += 40*skill_lv;
  1559. flag.cardfix = 0;
  1560. break;
  1561. case MO_FINGEROFFENSIVE:
  1562. if(battle_config.finger_offensive_type == 0)
  1563. skillratio+= wd.div_ * (100 + 50*skill_lv) -100;
  1564. else
  1565. skillratio+= 50 * skill_lv;
  1566. break;
  1567. case MO_INVESTIGATE:
  1568. skillratio += 75*skill_lv;
  1569. ATK_RATE(2*(def1 + def2));
  1570. flag.idef= flag.idef2= 1;
  1571. break;
  1572. case MO_EXTREMITYFIST:
  1573. if (sd)
  1574. { //Overflow check. [Skotlex]
  1575. unsigned int ratio = skillratio + 100*(8 + ((sd->status.sp)/10));
  1576. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1577. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1578. skillratio = (unsigned short)ratio;
  1579. sd->status.sp = 0;
  1580. clif_updatestatus(sd,SP_SP);
  1581. }
  1582. flag.idef= flag.idef2= 1;
  1583. break;
  1584. case MO_TRIPLEATTACK:
  1585. skillratio += 20*skill_lv;
  1586. break;
  1587. case MO_CHAINCOMBO:
  1588. skillratio += 50+50*skill_lv;
  1589. break;
  1590. case MO_COMBOFINISH:
  1591. skillratio += 140+60*skill_lv;
  1592. break;
  1593. case BA_MUSICALSTRIKE:
  1594. skillratio += 40*skill_lv-40;
  1595. break;
  1596. case DC_THROWARROW:
  1597. skillratio += 50*skill_lv;
  1598. break;
  1599. case CH_TIGERFIST:
  1600. skillratio += 100*skill_lv-60;
  1601. break;
  1602. case CH_CHAINCRUSH:
  1603. skillratio += 300+100*skill_lv;
  1604. break;
  1605. case CH_PALMSTRIKE:
  1606. skillratio += 100+100*skill_lv;
  1607. break;
  1608. case LK_HEADCRUSH:
  1609. skillratio += 40*skill_lv;
  1610. break;
  1611. case LK_JOINTBEAT:
  1612. skillratio += 10*skill_lv-50;
  1613. break;
  1614. case ASC_METEORASSAULT:
  1615. skillratio += 40*skill_lv-60;
  1616. flag.cardfix = 0;
  1617. break;
  1618. case SN_SHARPSHOOTING:
  1619. skillratio += 50*skill_lv;
  1620. break;
  1621. case CG_ARROWVULCAN:
  1622. skillratio += 100+100*skill_lv;
  1623. break;
  1624. case AS_SPLASHER:
  1625. skillratio += 100+20*skill_lv;
  1626. if (sd)
  1627. skillratio += 20*pc_checkskill(sd,AS_POISONREACT);
  1628. if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex]
  1629. skillratio /= wflag;
  1630. flag.cardfix = 0;
  1631. break;
  1632. case ASC_BREAKER:
  1633. skillratio += 100*skill_lv-100;
  1634. flag.cardfix = 0;
  1635. break;
  1636. case PA_SACRIFICE:
  1637. //40% less effective on siege maps. [Skotlex]
  1638. skillratio += 10*skill_lv-10;
  1639. flag.idef = flag.idef2 = 1;
  1640. break;
  1641. case PA_SHIELDCHAIN:
  1642. skillratio += wd.div_*(100+30*skill_lv)-100;
  1643. break;
  1644. case WS_CARTTERMINATION:
  1645. if(sd && sd->cart_weight > 0)
  1646. skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100;
  1647. else if (!sd)
  1648. skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv));
  1649. flag.cardfix = 0;
  1650. break;
  1651. case TK_DOWNKICK:
  1652. skillratio += 60 + 20*skill_lv;
  1653. break;
  1654. case TK_STORMKICK:
  1655. skillratio += 60 + 20*skill_lv;
  1656. break;
  1657. case TK_TURNKICK:
  1658. skillratio += 90 + 30*skill_lv;
  1659. break;
  1660. case TK_COUNTER:
  1661. skillratio += 90 + 30*skill_lv;
  1662. break;
  1663. case TK_JUMPKICK:
  1664. skillratio += -70 + 10*skill_lv;
  1665. if (sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == skill_num)
  1666. skillratio += 10*status_get_lv(src)/3;
  1667. break;
  1668. case KN_CHARGEATK:
  1669. skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex]
  1670. break;
  1671. case HT_PHANTASMIC:
  1672. skillratio += 50;
  1673. break;
  1674. case MO_BALKYOUNG:
  1675. skillratio += 200;
  1676. break;
  1677. }
  1678. ATK_RATE(skillratio);
  1679. //Constant/misc additions from skills
  1680. switch (skill_num) {
  1681. case MO_EXTREMITYFIST:
  1682. ATK_ADD(250 + 150*skill_lv);
  1683. break;
  1684. case TK_DOWNKICK:
  1685. case TK_STORMKICK:
  1686. case TK_TURNKICK:
  1687. case TK_COUNTER:
  1688. case TK_JUMPKICK:
  1689. //TK_RUN kick damage bonus.
  1690. if(sd && sd->weapontype1 == 0 && sd->weapontype2 == 0)
  1691. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1692. break;
  1693. }
  1694. }
  1695. //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
  1696. skillratio = 100;
  1697. //Skill damage modifiers that affect linearly stacked damage.
  1698. if (sc_data && skill_num != PA_SACRIFICE) {
  1699. if(sc_data[SC_TRUESIGHT].timer != -1)
  1700. skillratio += 2*sc_data[SC_TRUESIGHT].val1;
  1701. // It is still not quite decided whether it works on bosses or not...
  1702. if(sc_data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
  1703. skillratio += 50 +50*sc_data[SC_EDP].val1;
  1704. }
  1705. switch (skill_num) {
  1706. case AS_SONICBLOW:
  1707. if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_ASSASIN)
  1708. skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
  1709. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1710. skillratio += 10;
  1711. break;
  1712. }
  1713. if (sd && sd->skillatk[0].id != 0)
  1714. {
  1715. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  1716. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  1717. //May seem wrong as it also applies on top of other modifiers, but adding, say, 10%
  1718. //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex]
  1719. skillratio += sd->skillatk[i].val;
  1720. }
  1721. if (skillratio != 100)
  1722. ATK_RATE(skillratio);
  1723. if(sd)
  1724. {
  1725. if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && !flag.cri)
  1726. { //Elemental/Racial adjustments
  1727. char raceele_flag=0, raceele_flag_=0;
  1728. if(sd->right_weapon.def_ratio_atk_ele & (1<<t_ele) ||
  1729. sd->right_weapon.def_ratio_atk_race & (1<<t_race) ||
  1730. sd->right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1731. )
  1732. raceele_flag = flag.idef = 1;
  1733. if(sd->left_weapon.def_ratio_atk_ele & (1<<t_ele) ||
  1734. sd->left_weapon.def_ratio_atk_race & (1<<t_race) ||
  1735. sd->left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11)
  1736. ) { //Pass effect onto right hand if configured so. [Skotlex]
  1737. if (battle_config.left_cardfix_to_right && flag.rh)
  1738. raceele_flag = flag.idef = 1;
  1739. else
  1740. raceele_flag_ = flag.idef2 = 1;
  1741. }
  1742. if (raceele_flag || raceele_flag_)
  1743. ATK_RATE2(raceele_flag?(def1 + def2):100, raceele_flag_?(def1 + def2):100);
  1744. }
  1745. //Ignore Defense?
  1746. if (!flag.idef && (
  1747. (tmd && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1748. sd->right_weapon.ignore_def_ele & (1<<t_ele) ||
  1749. sd->right_weapon.ignore_def_race & (1<<t_race) ||
  1750. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1751. ))
  1752. flag.idef = 1;
  1753. if (!flag.idef2 && (
  1754. (tmd && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) ||
  1755. sd->left_weapon.ignore_def_ele & (1<<t_ele) ||
  1756. sd->left_weapon.ignore_def_race & (1<<t_race) ||
  1757. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11)
  1758. )) {
  1759. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1760. flag.idef = 1;
  1761. else
  1762. flag.idef2 = 1;
  1763. }
  1764. }
  1765. if (!flag.idef || !flag.idef2)
  1766. { //Defense reduction
  1767. short vit_def;
  1768. if(battle_config.vit_penalty_type)
  1769. {
  1770. unsigned char target_count; //256 max targets should be a sane max
  1771. target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv);
  1772. if(target_count >= battle_config.vit_penalty_count) {
  1773. if(battle_config.vit_penalty_type == 1) {
  1774. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1775. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1776. } else { //Assume type 2
  1777. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1778. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1779. }
  1780. }
  1781. if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1782. if(def2 < 1) def2 = 1;
  1783. }
  1784. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1785. if (tsd) //Sd vit-eq
  1786. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1787. vit_def = def2*(def2-15)/150;
  1788. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1789. if((battle_check_undead(s_race,status_get_elem_type(src)) || s_race==6) &&
  1790. (skill=pc_checkskill(tsd,AL_DP)) >0)
  1791. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1792. } else { //Mob-Pet vit-eq
  1793. //VIT + rnd(0,[VIT/20]^2-1)
  1794. vit_def = (def2/20)*(def2/20);
  1795. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1796. }
  1797. if ((sd && battle_config.player_defense_type)
  1798. || (md && battle_config.monster_defense_type)
  1799. || (pd && battle_config.pet_defense_type)
  1800. )
  1801. vit_def += def1*battle_config.player_defense_type;
  1802. else
  1803. ATK_RATE2(flag.idef?100:100-def1, flag.idef2?100:100-def1);
  1804. ATK_ADD2(flag.idef?0:-vit_def, flag.idef2?0:-vit_def);
  1805. }
  1806. //Post skill/vit reduction damage increases
  1807. if (sc_data && skill_num != LK_SPIRALPIERCE)
  1808. { //SC skill damages
  1809. if(sc_data[SC_AURABLADE].timer!=-1)
  1810. ATK_ADD(20*sc_data[SC_AURABLADE].val1);
  1811. }
  1812. //Refine bonus
  1813. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) {
  1814. if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times
  1815. {
  1816. ATK_ADD2(wd.div_*status_get_atk2(src), wd.div_*status_get_atk_2(src));
  1817. } else {
  1818. ATK_ADD2(status_get_atk2(src), status_get_atk_2(src));
  1819. }
  1820. }
  1821. //Set to min of 1
  1822. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1823. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1824. if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
  1825. && skill_num != CR_GRANDCROSS)
  1826. { //Add mastery damage
  1827. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1828. if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1829. if (pc_checkskill(sd,SG_SUN_ANGER) || pc_checkskill(sd,SG_MOON_ANGER) || pc_checkskill(sd,SG_STAR_ANGER))
  1830. { //SG Anger bonus - ATK_ADDRATE [Komurka]
  1831. static int type[] = { SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER };
  1832. short t_class = status_get_class(target);
  1833. for (i = 0; i < 2; i++)
  1834. {
  1835. if (t_class == sd->hate_mob[i] && (skill = pc_checkskill(sd,type[i])))
  1836. {
  1837. skillratio = (sd->status.base_level + (i==2?status_get_str(src):0) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1);
  1838. ATK_ADDRATE(skillratio);
  1839. break;
  1840. }
  1841. }
  1842. }
  1843. }
  1844. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1845. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1846. return wd; //Enough, rest is not needed.
  1847. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1848. ATK_ADD(skill*2);
  1849. if(skill_num==TF_POISON)
  1850. ATK_ADD(15*skill_lv);
  1851. if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) ||
  1852. (md && (skill_num || !battle_config.mob_attack_attr_none)) ||
  1853. (pd && (skill_num || !battle_config.pet_attack_attr_none)))
  1854. { //Elemental attribute fix
  1855. short t_element = status_get_element(target);
  1856. if (!(!sd && tsd && battle_config.mob_ghostring_fix && t_ele==8))
  1857. {
  1858. if (wd.damage > 0)
  1859. {
  1860. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,t_element);
  1861. if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element
  1862. wd.damage = battle_attr_fix(src,target,wd.damage,0,t_element);
  1863. }
  1864. if (flag.lh && wd.damage2 > 0)
  1865. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element);
  1866. }
  1867. if(sc_data && sc_data[SC_WATK_ELEMENT].timer != -1)
  1868. { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1869. int damage=0;
  1870. battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0));
  1871. damage = damage*sc_data[SC_WATK_ELEMENT].val2/100;
  1872. damage = battle_attr_fix(src,target,damage,sc_data[SC_WATK_ELEMENT].val1,t_element);
  1873. ATK_ADD(damage);
  1874. }
  1875. }
  1876. if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0))
  1877. flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses
  1878. if (sd)
  1879. {
  1880. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1881. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1882. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1883. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1884. } else {
  1885. ATK_ADD(wd.div_*sd->spiritball*3);
  1886. }
  1887. //Card Fix, sd side
  1888. if (flag.cardfix)
  1889. {
  1890. short cardfix = 1000, cardfix_ = 1000;
  1891. short t_class = status_get_class(target);
  1892. short t_race2 = status_get_race2(target);
  1893. if(sd->state.arrow_atk)
  1894. {
  1895. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->arrow_addrace[t_race])/100;
  1896. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->arrow_addele[t_ele])/100;
  1897. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->arrow_addsize[t_size])/100;
  1898. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1899. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->arrow_addrace[is_boss(target)?10:11])/100;
  1900. } else { //Melee attack
  1901. if(!battle_config.left_cardfix_to_right)
  1902. {
  1903. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race])/100;
  1904. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele])/100;
  1905. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size])/100;
  1906. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1907. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11])/100;
  1908. if (flag.lh)
  1909. {
  1910. cardfix_=cardfix_*(100+sd->left_weapon.addrace[t_race])/100;
  1911. cardfix_=cardfix_*(100+sd->left_weapon.addele[t_ele])/100;
  1912. cardfix_=cardfix_*(100+sd->left_weapon.addsize[t_size])/100;
  1913. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1914. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
  1915. }
  1916. } else {
  1917. cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->left_weapon.addrace[t_race])/100;
  1918. cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->left_weapon.addele[t_ele])/100;
  1919. cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->left_weapon.addsize[t_size])/100;
  1920. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1921. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->left_weapon.addrace[is_boss(target)?10:11])/100;
  1922. }
  1923. }
  1924. for(i=0;i<sd->right_weapon.add_damage_class_count;i++) {
  1925. if(sd->right_weapon.add_damage_classid[i] == t_class) {
  1926. cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100;
  1927. break;
  1928. }
  1929. }
  1930. if (flag.lh)
  1931. {
  1932. for(i=0;i<sd->left_weapon.add_damage_class_count;i++) {
  1933. if(sd->left_weapon.add_damage_classid[i] == t_class) {
  1934. cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100;
  1935. break;
  1936. }
  1937. }
  1938. }
  1939. if(wd.flag&BF_LONG)
  1940. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1941. if (cardfix != 1000 || cardfix_ != 1000)
  1942. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1943. }
  1944. if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements.
  1945. short index= sd->equip_index[8];
  1946. if (index >= 0 &&
  1947. sd->inventory_data[index] &&
  1948. sd->inventory_data[index]->type == 5)
  1949. ATK_ADD(10*sd->status.inventory[index].refine);
  1950. }
  1951. } //if (sd)
  1952. //Card Fix, tsd side - Cards always apply on the target. [Skotlex]
  1953. if (tsd) {
  1954. short s_size,s_race2,s_class;
  1955. short cardfix=1000;
  1956. s_size = status_get_size(src);
  1957. s_race2 = status_get_race2(src);
  1958. s_class = status_get_class(src);
  1959. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  1960. cardfix=cardfix*(100-tsd->subsize[s_size])/100;
  1961. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1962. cardfix=cardfix*(100-tsd->subrace[s_race])/100;
  1963. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
  1964. for(i=0;i<tsd->add_dmg_count;i++) {
  1965. if(tsd->add_dmg[i].class_ == s_class) {
  1966. cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100;
  1967. break;
  1968. }
  1969. }
  1970. if(wd.flag&BF_SHORT)
  1971. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  1972. else // BF_LONG (there's no other choice)
  1973. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  1974. if (cardfix != 1000)
  1975. ATK_RATE(cardfix/10);
  1976. }
  1977. if(flag.infdef)
  1978. { //Plants receive 1 damage when hit
  1979. if (flag.rh && (flag.hit || wd.damage>0))
  1980. wd.damage = 1;
  1981. if (flag.lh && (flag.hit || wd.damage2>0))
  1982. wd.damage2 = 1;
  1983. if (!(battle_config.skill_min_damage&1)) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  1984. return wd;
  1985. }
  1986. if(sd && !skill_num && !flag.cri)
  1987. { //Check for double attack.
  1988. if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == 0x01) ||
  1989. sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex]
  1990. if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate))
  1991. {
  1992. wd.damage *=2;
  1993. wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1994. wd.type = 0x08;
  1995. }
  1996. }
  1997. if(!flag.rh || wd.damage<1)
  1998. wd.damage=0;
  1999. if(!flag.lh || wd.damage2<1)
  2000. wd.damage2=0;
  2001. if (sd)
  2002. {
  2003. if (!flag.rh && flag.lh)
  2004. { //Move lh damage to the rh
  2005. wd.damage = wd.damage2;
  2006. wd.damage2 = 0;
  2007. flag.rh=1;
  2008. flag.lh=0;
  2009. } else if(sd->status.weapon > 16)
  2010. { //Dual-wield
  2011. if (wd.damage > 0)
  2012. {
  2013. skill = pc_checkskill(sd,AS_RIGHT);
  2014. wd.damage = wd.damage * (50 + (skill * 10))/100;
  2015. if(wd.damage < 1) wd.damage = 1;
  2016. }
  2017. if (wd.damage2 > 0)
  2018. {
  2019. skill = pc_checkskill(sd,AS_LEFT);
  2020. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  2021. if(wd.damage2 < 1) wd.damage2 = 1;
  2022. }
  2023. } else if(sd->status.weapon == 16)
  2024. { //Katars
  2025. skill = pc_checkskill(sd,TF_DOUBLE);
  2026. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  2027. if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1;
  2028. flag.lh = 1;
  2029. }
  2030. }
  2031. if(wd.damage > 0 || wd.damage2 > 0)
  2032. {
  2033. if(wd.damage2<1)
  2034. wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2035. else if(wd.damage<1)
  2036. wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2037. else
  2038. {
  2039. int d1=wd.damage+wd.damage2,d2=wd.damage2;
  2040. wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag);
  2041. wd.damage2=(d2*100/d1)*wd.damage/100;
  2042. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1;
  2043. wd.damage-=wd.damage2;
  2044. }
  2045. }
  2046. if(sd && sd->classchange && tmd && !(t_mode&MD_BOSS) && !tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && (rand()%10000 < sd->classchange))
  2047. { //Classchange:
  2048. struct mob_db *mob;
  2049. int k, class_;
  2050. i = 0;
  2051. do {
  2052. do {
  2053. class_ = rand() % MAX_MOB_DB;
  2054. } while (!mobdb_checkid(class_));
  2055. k = rand() % 1000000;
  2056. mob = mob_db(class_);
  2057. } while ((mob->mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000);
  2058. if (i< 2000)
  2059. mob_class_change(((struct mob_data *)target),class_);
  2060. }
  2061. if (sd && (battle_config.equip_self_break_rate || battle_config.equip_skill_break_rate) &&
  2062. (wd.damage > 0 || wd.damage2 > 0)) {
  2063. if (battle_config.equip_self_break_rate) { // Self weapon breaking
  2064. int breakrate = battle_config.equip_natural_break_rate;
  2065. if (sd->sc_count) {
  2066. if(sd->sc_data[SC_OVERTHRUST].timer!=-1)
  2067. breakrate += 10;
  2068. if(sd->sc_data[SC_MAXOVERTHRUST].timer!=-1)
  2069. breakrate += 10;
  2070. }
  2071. if(rand() % 10000 < breakrate * battle_config.equip_self_break_rate / 100 || breakrate >= 10000)
  2072. pc_breakweapon(sd);
  2073. }
  2074. if (battle_config.equip_skill_break_rate) { // Target equipment breaking
  2075. int breakrate[2] = {0,0}; // weapon = 0, armor = 1
  2076. int breaktime = 5000;
  2077. breakrate[0] += sd->break_weapon_rate; // Break rate from equipment
  2078. breakrate[1] += sd->break_armor_rate;
  2079. if (sd->sc_count) {
  2080. if (sd->sc_data[SC_MELTDOWN].timer!=-1) {
  2081. breakrate[0] += 100*sd->sc_data[SC_MELTDOWN].val1;
  2082. breakrate[1] += 70*sd->sc_data[SC_MELTDOWN].val1;
  2083. breaktime = skill_get_time2(WS_MELTDOWN,1);
  2084. }
  2085. }
  2086. if(rand() % 10000 < breakrate[0] * battle_config.equip_skill_break_rate / 100 || breakrate[0] >= 10000) {
  2087. if (target->type == BL_PC)
  2088. pc_breakweapon((struct map_session_data *)target);
  2089. else
  2090. status_change_start(target,SC_STRIPWEAPON,1,75,0,0,breaktime,0);
  2091. }
  2092. if(rand() % 10000 < breakrate[1] * battle_config.equip_skill_break_rate/100 || breakrate[1] >= 10000) {
  2093. if (target->type == BL_PC) {
  2094. struct map_session_data *tsd = (struct map_session_data *)target;
  2095. pc_breakarmor(tsd);
  2096. } else
  2097. status_change_start(target,SC_STRIPSHIELD,1,75,0,0,breaktime,0);
  2098. }
  2099. }
  2100. }
  2101. return wd;
  2102. }
  2103. /*==========================================
  2104. * battle_calc_magic_attack [DracoRPG]
  2105. *------------------------------------------
  2106. */
  2107. struct Damage battle_calc_magic_attack(
  2108. struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2109. {
  2110. struct map_session_data *sd=NULL, *tsd=NULL;
  2111. struct mob_data *md=NULL, *tmd=NULL;
  2112. struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets)
  2113. struct Damage ad;
  2114. unsigned short skillratio = 100; //Skill dmg modifiers.
  2115. short i;
  2116. short t_mode = status_get_mode(target);
  2117. short t_race, t_size, t_ele, s_race, s_size, s_ele;
  2118. struct {
  2119. unsigned imdef : 1;
  2120. unsigned infdef : 1;
  2121. unsigned elefix : 1;
  2122. unsigned cardfix : 1;
  2123. } flag;
  2124. memset(&ad,0,sizeof(ad));
  2125. memset(&flag,0,sizeof(flag));
  2126. if(src==NULL || target==NULL)
  2127. {
  2128. nullpo_info(NLP_MARK);
  2129. return ad;
  2130. }
  2131. //Initial flag
  2132. flag.elefix=1;
  2133. flag.cardfix=1;
  2134. //Initial Values
  2135. ad.damage = 1;
  2136. ad.div_=skill_get_num(skill_num,skill_lv);
  2137. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills.
  2138. ad.dmotion=status_get_dmotion(target);
  2139. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2140. ad.flag=BF_MAGIC|BF_LONG|BF_SKILL;
  2141. ad.dmg_lv=ATK_DEF;
  2142. switch (src->type)
  2143. {
  2144. case BL_PC:
  2145. sd=(struct map_session_data *)src;
  2146. break;
  2147. case BL_MOB:
  2148. md=(struct mob_data *)src;
  2149. break;
  2150. case BL_PET:
  2151. pd=(struct pet_data *)src;
  2152. break;
  2153. }
  2154. switch (target->type)
  2155. {
  2156. case BL_PC:
  2157. tsd=(struct map_session_data *)target;
  2158. if (pd) { //Pets can't target players
  2159. memset(&ad,0,sizeof(ad));
  2160. return ad;
  2161. }
  2162. break;
  2163. case BL_MOB:
  2164. tmd=(struct mob_data *)target;
  2165. break;
  2166. case BL_PET://Cannot target pets
  2167. memset(&ad,0,sizeof(ad));
  2168. return ad;
  2169. }
  2170. //Initialize variables that will be used afterwards
  2171. t_race = status_get_race(target);
  2172. t_size = status_get_size(target);
  2173. t_ele = status_get_elem_type(target);
  2174. s_race = status_get_race(src);
  2175. s_size = status_get_size(src);
  2176. s_ele = skill_get_pl(skill_num);
  2177. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2178. s_ele = status_get_attack_element(src);
  2179. else if (s_ele == -2) //Use status element
  2180. s_ele = status_get_attack_sc_element(src);
  2181. if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element
  2182. s_ele = 0;
  2183. //Set miscellaneous data that needs be filled
  2184. if(sd) {
  2185. sd->state.attack_type = BF_MAGIC;
  2186. sd->state.arrow_atk = 0;
  2187. if (sd->skillblown[0].id != 0)
  2188. { //Apply the bonus blewcount. [Skotlex]
  2189. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2190. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2191. ad.blewcount += sd->skillblown[i].val;
  2192. }
  2193. }
  2194. if (battle_config.skillrange_by_distance)
  2195. { //Skill range based on distance between src/target [Skotlex]
  2196. if ((sd && battle_config.skillrange_by_distance&1)
  2197. || (md && battle_config.skillrange_by_distance&2)
  2198. || (pd && battle_config.skillrange_by_distance&4)
  2199. ) {
  2200. if (check_distance_bl(src, target, 3))
  2201. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT;
  2202. else
  2203. ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG;
  2204. }
  2205. }
  2206. flag.infdef=(t_mode&MD_PLANT?1:0);
  2207. switch(skill_num)
  2208. {
  2209. case MG_FIREWALL:
  2210. if(mflag) { //mflag has a value when it was checked it works against an undead in skill.c [Skotlex]
  2211. ad.div_ = mflag; //mflag contains the number of hits against undead.
  2212. ad.blewcount = 0; //No knockback
  2213. ad.dmotion = 0; //No flinch animation.
  2214. } else
  2215. ad.blewcount |= 0x10000;
  2216. break;
  2217. case PR_SANCTUARY:
  2218. ad.blewcount|=0x10000;
  2219. case AL_HEAL:
  2220. case WZ_FIREPILLAR:
  2221. flag.imdef = 1;
  2222. break;
  2223. case PR_ASPERSIO:
  2224. case PF_SOULBURN:
  2225. case HW_GRAVITATION:
  2226. case ASC_BREAKER:
  2227. flag.imdef = 1;
  2228. flag.elefix = 0;
  2229. flag.cardfix = 0;
  2230. break;
  2231. case PR_TURNUNDEAD:
  2232. flag.imdef = 1;
  2233. flag.cardfix = 0;
  2234. break;
  2235. case NPC_GRANDDARKNESS:
  2236. case CR_GRANDCROSS:
  2237. flag.cardfix = 0;
  2238. break;
  2239. }
  2240. if(is_boss(target)) //Bosses can't be knocked-back
  2241. ad.blewcount = 0;
  2242. if (!flag.infdef) //No need to do the math for plants
  2243. {
  2244. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2245. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2246. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2247. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2248. //Adds an absolute value to damage. 100 = +100 damage
  2249. #define MATK_ADD( a ) { ad.damage+= a; }
  2250. switch (skill_num)
  2251. { //Calc base damage according to skill
  2252. case AL_HEAL:
  2253. case PR_BENEDICTIO:
  2254. ad.damage = skill_calc_heal(src,skill_lv)/2;
  2255. if (sd)
  2256. ad.damage += ad.damage * pc_checkskill(sd, HP_MEDITATIO) * 2 / 100;
  2257. break;
  2258. case PR_ASPERSIO:
  2259. ad.damage = 40;
  2260. break;
  2261. case PR_SANCTUARY:
  2262. ad.damage = (skill_lv>6)?388:skill_lv*50;
  2263. break;
  2264. case ALL_RESURRECTION:
  2265. case PR_TURNUNDEAD:
  2266. if(!tsd && battle_check_undead(t_race,t_ele)){
  2267. int hp, mhp, thres;
  2268. hp = status_get_hp(target);
  2269. mhp = status_get_max_hp(target);
  2270. thres = (skill_lv * 20) + status_get_luk(src) + status_get_int(src) + status_get_lv(src) + ((200 - hp * 200 / mhp));
  2271. if(thres > 700) thres = 700;
  2272. if(rand()%1000 < thres && !(t_mode&MD_BOSS))
  2273. ad.damage = hp;
  2274. else
  2275. ad.damage = status_get_lv(src) + status_get_int(src) + skill_lv * 10;
  2276. }
  2277. break;
  2278. case PF_SOULBURN:
  2279. if (!tsd) {
  2280. memset(&ad,0,sizeof(ad));
  2281. return ad;
  2282. } else
  2283. ad.damage = tsd->status.sp * 2;
  2284. break;
  2285. case ASC_BREAKER:
  2286. ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5;
  2287. break;
  2288. case HW_GRAVITATION:
  2289. ad.damage = 200+200*skill_lv;
  2290. break;
  2291. default:
  2292. {
  2293. unsigned short matkmin,matkmax;
  2294. matkmin = status_get_matk2(src);
  2295. matkmax = status_get_matk1(src);
  2296. MATK_ADD(matkmin+(matkmax>matkmin?rand()%(matkmax-matkmin+1):0));
  2297. if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill
  2298. if(mflag>0)
  2299. ad.damage/= mflag;
  2300. else if(battle_config.error_log)
  2301. ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n");
  2302. }
  2303. switch(skill_num){
  2304. case MG_NAPALMBEAT:
  2305. skillratio += skill_lv*10-30;
  2306. break;
  2307. case MG_SOULSTRIKE:
  2308. if (battle_check_undead(t_race,t_ele))
  2309. skillratio += 5*skill_lv;
  2310. break;
  2311. case MG_FIREBALL:
  2312. if(mflag>2)
  2313. ad.damage = 0;
  2314. else {
  2315. int drate[]={100,90,70};
  2316. MATK_RATE(drate[mflag]);
  2317. skillratio += 70+10*skill_lv;
  2318. }
  2319. break;
  2320. case MG_FIREWALL:
  2321. skillratio -= 50;
  2322. break;
  2323. case MG_THUNDERSTORM:
  2324. skillratio -= 20;
  2325. break;
  2326. case MG_FROSTDIVER:
  2327. skillratio += 10*skill_lv;
  2328. break;
  2329. case AL_HOLYLIGHT:
  2330. skillratio += 25;
  2331. if (sd && sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_PRIEST)
  2332. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2333. break;
  2334. case AL_RUWACH:
  2335. skillratio += 45;
  2336. break;
  2337. case WZ_FROSTNOVA:
  2338. skillratio += (100+skill_lv*10)*2/3-100;
  2339. break;
  2340. case WZ_FIREPILLAR:
  2341. skillratio -= 80;
  2342. break;
  2343. case WZ_SIGHTRASHER:
  2344. skillratio += 20*skill_lv;
  2345. break;
  2346. case WZ_VERMILION:
  2347. skillratio += 20*skill_lv-20;
  2348. break;
  2349. case WZ_WATERBALL:
  2350. skillratio += 30*skill_lv;
  2351. break;
  2352. case WZ_STORMGUST:
  2353. skillratio += 40*skill_lv;
  2354. break;
  2355. case HW_NAPALMVULCAN:
  2356. skillratio += 10*skill_lv-30;
  2357. break;
  2358. case SL_STIN:
  2359. skillratio += (t_size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2360. break;
  2361. case SL_STUN:
  2362. skillratio += (t_size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2363. break;
  2364. case SL_SMA:
  2365. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2366. break;
  2367. }
  2368. if (sd && sd->skillatk[0].id != 0)
  2369. {
  2370. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++)
  2371. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2372. //If we apply skillatk[] as ATK_RATE, it will also affect other skills,
  2373. //unfortunately this way ignores a skill's constant modifiers...
  2374. skillratio += sd->skillatk[i].val;
  2375. }
  2376. MATK_RATE(skillratio);
  2377. //Constant/misc additions from skills
  2378. if (skill_num == WZ_FIREPILLAR)
  2379. MATK_ADD(50);
  2380. }
  2381. }
  2382. if(sd) {
  2383. //Ignore Defense?
  2384. if (!flag.imdef && (
  2385. sd->ignore_mdef_ele & (1<<t_ele) ||
  2386. sd->ignore_mdef_race & (1<<t_race) ||
  2387. sd->ignore_mdef_race & (is_boss(target)?1<<10:1<<11)
  2388. ))
  2389. flag.imdef = 1;
  2390. }
  2391. if(!flag.imdef){
  2392. if(battle_config.magic_defense_type)
  2393. ad.damage = ad.damage - (status_get_mdef(target)*battle_config.magic_defense_type) - status_get_mdef2(target);
  2394. else
  2395. ad.damage = ad.damage * (100-status_get_mdef(target))/100 - status_get_mdef2(target);
  2396. }
  2397. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2398. { //Apply the physical part of the skill's damage. [Skotlex]
  2399. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2400. ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100;
  2401. if(src==target)
  2402. {
  2403. if (src->type == BL_PC)
  2404. ad.damage = ad.damage/2;
  2405. else
  2406. ad.damage = 0;
  2407. }
  2408. }
  2409. if(ad.damage<1)
  2410. ad.damage=1;
  2411. if (flag.elefix)
  2412. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, status_get_element(target));
  2413. if (sd && flag.cardfix) {
  2414. short t_class = status_get_class(target);
  2415. short cardfix=100;
  2416. cardfix=cardfix*(100+sd->magic_addrace[t_race])/100;
  2417. cardfix=cardfix*(100+sd->magic_addele[t_ele])/100;
  2418. cardfix=cardfix*(100+sd->magic_addsize[t_size])/100;
  2419. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?10:11])/100;
  2420. for(i=0;i<sd->add_mdmg_count;i++) {
  2421. if(sd->add_mdmg[i].class_ == t_class) {
  2422. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2423. continue;
  2424. }
  2425. }
  2426. MATK_RATE(cardfix);
  2427. }
  2428. if (tsd && skill_num != HW_GRAVITATION) { //Card fixes always apply on the target side. [Skotlex]
  2429. short s_race2=status_get_race2(src);
  2430. short s_class= status_get_class(src);
  2431. short cardfix=100;
  2432. cardfix=cardfix*(100-tsd->subele[s_ele])/100;
  2433. cardfix=cardfix*(100-tsd->subsize[s_size])/100;
  2434. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2435. cardfix=cardfix*(100-tsd->subrace[s_race])/100;
  2436. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100;
  2437. for(i=0;i<tsd->add_mdef_count;i++) {
  2438. if(tsd->add_mdef[i].class_ == s_class) {
  2439. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2440. continue;
  2441. }
  2442. }
  2443. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2444. MATK_RATE(cardfix);
  2445. }
  2446. }
  2447. if(!flag.infdef && ad.div_>1 && skill_num != WZ_VERMILION)
  2448. ad.damage *= ad.div_;
  2449. if (tsd && status_isimmune(target)) {
  2450. if (sd && battle_config.gtb_pvp_only) { // [MouseJstr]
  2451. MATK_RATE(100 - battle_config.gtb_pvp_only);
  2452. } else ad.damage = 0;
  2453. }
  2454. ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2455. if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex]
  2456. ad.dmg_lv = ATK_FLEE;
  2457. return ad;
  2458. }
  2459. /*==========================================
  2460. * その他ダ�??[ジ計算
  2461. *------------------------------------------
  2462. */
  2463. struct Damage battle_calc_misc_attack(
  2464. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2465. {
  2466. int int_=status_get_int(bl);
  2467. int dex=status_get_dex(bl);
  2468. int skill,ele,race,size,cardfix,race2,t_mode;
  2469. struct map_session_data *sd=NULL,*tsd=NULL;
  2470. int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv);
  2471. struct Damage md;
  2472. int damagefix=1;
  2473. int aflag=BF_MISC|BF_SHORT|BF_SKILL;
  2474. if( bl == NULL || target == NULL ){
  2475. nullpo_info(NLP_MARK);
  2476. memset(&md,0,sizeof(md));
  2477. return md;
  2478. }
  2479. if(target->type == BL_PET) {
  2480. memset(&md,0,sizeof(md));
  2481. return md;
  2482. }
  2483. //Some initial values
  2484. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(bl);
  2485. md.dmotion=status_get_dmotion(target);
  2486. md.damage2=0;
  2487. md.type=0;
  2488. md.dmg_lv=ATK_DEF;
  2489. if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) {
  2490. sd->state.attack_type = BF_MISC;
  2491. sd->state.arrow_atk = 0;
  2492. if (sd->skillblown[0].id != 0)
  2493. { //Apply the bonus blewcount. [Skotlex]
  2494. int i;
  2495. for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++);
  2496. if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num)
  2497. blewcount += sd->skillblown[i].val;
  2498. }
  2499. }
  2500. if( target->type==BL_PC )
  2501. tsd=(struct map_session_data *)target;
  2502. t_mode = status_get_mode(target);
  2503. ele = skill_get_pl(skill_num);
  2504. if (ele == -1) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2505. ele = 0;
  2506. race = status_get_race(bl);
  2507. size = status_get_size(bl);
  2508. race2 = status_get_race(bl);
  2509. switch(skill_num){
  2510. case HT_LANDMINE: // ランドマイン
  2511. damage=skill_lv*(dex+75)*(100+int_)/100;
  2512. break;
  2513. case HT_BLASTMINE: // ブラストマイン
  2514. damage=skill_lv*(dex/2+50)*(100+int_)/100;
  2515. break;
  2516. case HT_CLAYMORETRAP: // クレイモア?[トラップ
  2517. damage=skill_lv*(dex/2+75)*(100+int_)/100;
  2518. break;
  2519. case HT_BLITZBEAT: // ブリッツビ?[ト
  2520. if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2521. skill=0;
  2522. damage=(dex/10+int_/2+skill*3+40)*2;
  2523. if(flag > 1)
  2524. damage /= flag;
  2525. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2526. break;
  2527. case TF_THROWSTONE: // ?ホ投げ
  2528. damage=50;
  2529. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2530. break;
  2531. case BA_DISSONANCE: // 不協和音
  2532. damage=30+skill_lv*10+pc_checkskill(sd,BA_MUSICALLESSON)*3;
  2533. break;
  2534. case NPC_SELFDESTRUCTION: // 自爆
  2535. damage = status_get_hp(bl);
  2536. damagefix = 0;
  2537. break;
  2538. case NPC_SMOKING: // タバコを吸う
  2539. damage=3;
  2540. damagefix=0;
  2541. break;
  2542. case NPC_DARKBREATH:
  2543. {
  2544. struct status_change *sc_data = status_get_sc_data(target);
  2545. int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
  2546. hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
  2547. if(sc_data && (sc_data[SC_SLEEP].timer!=-1 || sc_data[SC_STAN].timer!=-1 ||
  2548. sc_data[SC_FREEZE].timer!=-1 || (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ) )
  2549. hitrate = 1000000;
  2550. if(rand()%100 < hitrate) {
  2551. damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2552. if(damage > 9999) damage = 9999;
  2553. } else
  2554. md.dmg_lv=ATK_FLEE;
  2555. }
  2556. break;
  2557. case SN_FALCONASSAULT: /* ファルコンアサルト */
  2558. if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2559. skill=0;
  2560. damage=(dex/10+int_/2+skill*3+40)*2; //Blitz Beat Damage
  2561. damage=damage*(150+70*skill_lv)/100; //Falcon Assault Modifier
  2562. if(flag > 1)
  2563. damage /= flag;
  2564. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2565. break;
  2566. case PA_PRESSURE:
  2567. damage=500+300*skill_lv;
  2568. damagefix=0;
  2569. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2570. break;
  2571. case CR_ACIDDEMONSTRATION:
  2572. //This equation is not official, but it's the closest to the official one
  2573. //that Viccious Pucca and the other folks at the forums could come up with. [Skotlex]
  2574. damage = int_ * (int)(sqrt(100*status_get_vit(target))) / 3;
  2575. if (tsd) damage/=2;
  2576. aflag = (aflag&~BF_RANGEMASK)|BF_LONG;
  2577. break;
  2578. }
  2579. if(damagefix){
  2580. if(damage<1 && skill_num != NPC_DARKBREATH)
  2581. damage=1;
  2582. if( tsd ){
  2583. cardfix=100;
  2584. cardfix=cardfix*(100-tsd->subele[ele])/100;
  2585. cardfix=cardfix*(100-tsd->subsize[size])/100;
  2586. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2587. cardfix=cardfix*(100-tsd->subrace[race])/100;
  2588. cardfix=cardfix*(100-tsd->subrace[is_boss(bl)?10:11])/100;
  2589. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2590. if(aflag&BF_SHORT)
  2591. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2592. else // BF_LONG (there's no other choice)
  2593. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2594. damage=damage*cardfix/100;
  2595. }
  2596. if (sd && skill_num > 0 && sd->skillatk[0].id != 0)
  2597. {
  2598. int i;
  2599. for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++);
  2600. if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num)
  2601. damage += damage*sd->skillatk[i].val/100;
  2602. }
  2603. if(damage < 0) damage = 0;
  2604. damage=battle_attr_fix(bl, target, damage, ele, status_get_element(target) ); // 属?ォ?C?ウ
  2605. }
  2606. div_=skill_get_num( skill_num,skill_lv );
  2607. if(div_>1)
  2608. damage*=div_;
  2609. if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants.
  2610. damage = 1;
  2611. if(is_boss(target))
  2612. blewcount = 0;
  2613. if (battle_config.skillrange_by_distance)
  2614. { //Skill range based on distance between src/target [Skotlex]
  2615. if ((bl->type == BL_PC && battle_config.skillrange_by_distance&1)
  2616. || (bl->type == BL_MOB && battle_config.skillrange_by_distance&2)
  2617. || (bl->type == BL_PET && battle_config.skillrange_by_distance&4)
  2618. ) {
  2619. if (check_distance_bl(bl, target, 3))
  2620. aflag=(aflag&~BF_RANGEMASK)|BF_SHORT;
  2621. else
  2622. aflag=(aflag&~BF_RANGEMASK)|BF_LONG;
  2623. }
  2624. }
  2625. if (skill_num != PA_PRESSURE) //Pressure ignores all these things...
  2626. damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // 最終修正
  2627. md.damage=damage;
  2628. md.div_=div_;
  2629. md.blewcount=blewcount;
  2630. md.flag=aflag;
  2631. return md;
  2632. }
  2633. /*==========================================
  2634. * ダ�??[ジ計算一括?�?用
  2635. *------------------------------------------
  2636. */
  2637. struct Damage battle_calc_attack( int attack_type,
  2638. struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
  2639. {
  2640. struct Damage d;
  2641. switch(attack_type){
  2642. case BF_WEAPON:
  2643. d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag);
  2644. break;
  2645. case BF_MAGIC:
  2646. d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);
  2647. break;
  2648. case BF_MISC:
  2649. d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);
  2650. break;
  2651. default:
  2652. if (battle_config.error_log)
  2653. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2654. memset(&d,0,sizeof(d));
  2655. break;
  2656. }
  2657. return d;
  2658. }
  2659. /*==========================================
  2660. * 通?�?U撃?�?まとめ
  2661. *------------------------------------------
  2662. */
  2663. int battle_weapon_attack( struct block_list *src,struct block_list *target,
  2664. unsigned int tick,int flag)
  2665. {
  2666. struct map_session_data *sd = NULL, *tsd = NULL;
  2667. struct status_change *sc_data, *tsc_data;
  2668. int race, ele, damage, rdamage = 0;
  2669. struct Damage wd;
  2670. nullpo_retr(0, src);
  2671. nullpo_retr(0, target);
  2672. if (src->prev == NULL || target->prev == NULL)
  2673. return 0;
  2674. if(src->type == BL_PC)
  2675. sd = (struct map_session_data *)src;
  2676. if (target->type == BL_PC)
  2677. tsd = (struct map_session_data *)target;
  2678. sc_data = status_get_sc_data(src);
  2679. tsc_data = status_get_sc_data(target);
  2680. race = status_get_race(target);
  2681. ele = status_get_elem_type(target);
  2682. if(sd && sd->status.weapon == 11) {
  2683. if(sd->equip_index[10] >= 0) {
  2684. if(battle_config.arrow_decrement)
  2685. pc_delitem(sd,sd->equip_index[10],1,0);
  2686. }
  2687. else {
  2688. clif_arrow_fail(sd,0);
  2689. return 0;
  2690. }
  2691. }
  2692. //Check for counter attacks that block your attack. [Skotlex]
  2693. if(tsc_data)
  2694. {
  2695. if(tsc_data[SC_AUTOCOUNTER].timer != -1 &&
  2696. (!sc_data || sc_data[SC_AUTOCOUNTER].timer == -1) &&
  2697. status_check_skilluse(target, src, KN_AUTOCOUNTER, 0)
  2698. ) {
  2699. int dir = map_calc_dir(target,src->x,src->y);
  2700. int t_dir = status_get_dir(target);
  2701. int dist = distance_bl(src, target);
  2702. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= status_get_range(target)+1))
  2703. {
  2704. int skilllv = tsc_data[SC_AUTOCOUNTER].val1;
  2705. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2706. clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
  2707. status_change_end(target,SC_AUTOCOUNTER,-1);
  2708. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2709. return 0;
  2710. }
  2711. }
  2712. if (tsc_data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
  2713. int skilllv = tsc_data[SC_BLADESTOP_WAIT].val1;
  2714. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2715. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2716. clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
  2717. status_change_start(target, SC_BLADESTOP, skilllv, 2, (int)target, (int)src, duration, 0);
  2718. skilllv = sd?pc_checkskill(sd, MO_BLADESTOP):1;
  2719. status_change_start(src, SC_BLADESTOP, skilllv, 1, (int)src, (int)target, duration, 0);
  2720. return 0;
  2721. }
  2722. }
  2723. //Recycled the rdamage variable rather than use a new one... [Skotlex]
  2724. if(sd && (rdamage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) // triple blow works with bows ^^ [celest]
  2725. {
  2726. int triple_rate= 30 - rdamage; //Base Rate
  2727. if (sc_data && sc_data[SC_SKILLRATE_UP].timer!=-1 && sc_data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
  2728. {
  2729. triple_rate+= triple_rate*(sc_data[SC_SKILLRATE_UP].val2)/100;
  2730. status_change_end(src,SC_SKILLRATE_UP,-1);
  2731. }
  2732. if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,rdamage,tick,0);
  2733. }
  2734. else if (sc_data && sc_data[SC_SACRIFICE].timer != -1)
  2735. return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc_data[SC_SACRIFICE].val1,tick,0);
  2736. wd = battle_calc_weapon_attack(src,target, 0, 0,0);
  2737. if ((damage = wd.damage + wd.damage2) > 0 && src != target) {
  2738. rdamage = 0;
  2739. if (wd.flag & BF_SHORT) {
  2740. if (tsd && tsd->short_weapon_damage_return)
  2741. rdamage += damage * tsd->short_weapon_damage_return / 100;
  2742. if (tsc_data && tsc_data[SC_REFLECTSHIELD].timer != -1) {
  2743. rdamage += damage * tsc_data[SC_REFLECTSHIELD].val2 / 100;
  2744. if (rdamage < 1) rdamage = 1;
  2745. }
  2746. } else if (wd.flag & BF_LONG) {
  2747. if (tsd && tsd->long_weapon_damage_return)
  2748. rdamage += damage * tsd->long_weapon_damage_return / 100;
  2749. }
  2750. if (rdamage > 0)
  2751. clif_damage(src, src, tick, wd.amotion, wd.dmotion, rdamage, 1, 4, 0);
  2752. }
  2753. clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2754. //二�?流?カ手とカタ?[ル追撃のミス表示(無�?やり?`)
  2755. if(sd && sd->status.weapon >= 16 && wd.damage2 == 0)
  2756. clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0);
  2757. if (sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0))
  2758. skill_castend_damage_id(src, target, 0, -1, tick, 0);
  2759. map_freeblock_lock();
  2760. battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, (wd.damage+wd.damage2), wd.dmg_lv, 0);
  2761. if (wd.dmg_lv == ATK_DEF || wd.damage > 0 || wd.damage2 > 0) //Added counter effect [Skotlex]
  2762. skill_counter_additional_effect(src, target, 0, 0, BF_WEAPON, tick);
  2763. if (!status_isdead(target) && (wd.damage > 0 || wd.damage2 > 0)) {
  2764. if (sd) {
  2765. int boss = status_get_mode(target)&MD_BOSS;
  2766. if (
  2767. (sd->weapon_coma_ele[ele] > 0 && rand()%10000 < sd->weapon_coma_ele[ele]) ||
  2768. (sd->weapon_coma_race[race] > 0 && rand()%10000 < sd->weapon_coma_race[race]) ||
  2769. (sd->weapon_coma_race[boss?10:11] > 0 && rand()%10000 < sd->weapon_coma_race[boss?10:11])
  2770. )
  2771. status_change_start(target, SC_COMA, 0, 0, 0, 0, 0, 0);
  2772. }
  2773. }
  2774. if (sc_data && sc_data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc_data[SC_AUTOSPELL].val4) {
  2775. int sp = 0, f = 0;
  2776. int skillid = sc_data[SC_AUTOSPELL].val2;
  2777. int skilllv = sc_data[SC_AUTOSPELL].val3;
  2778. int i = rand()%100;
  2779. if (sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_SAGE)
  2780. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2781. if (i >= 50) skilllv -= 2;
  2782. else if (i >= 15) skilllv--;
  2783. if (skilllv < 1) skilllv = 1;
  2784. if (sd) sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2785. if ((sd && sd->status.sp >= sp) || !sd) {
  2786. if (skill_get_inf(skillid) & INF_GROUND_SKILL)
  2787. f = skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2788. else {
  2789. switch(skill_get_nk(skillid)) {
  2790. case NK_NO_DAMAGE:/* 支援系 */
  2791. if((skillid == AL_HEAL || (skillid == ALL_RESURRECTION && !tsd)) && battle_check_undead(race,ele))
  2792. f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2793. else
  2794. f = skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2795. break;
  2796. case NK_SPLASH_DAMAGE:
  2797. default:
  2798. f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2799. break;
  2800. }
  2801. }
  2802. if (sd && !f) { pc_heal(sd, 0, -sp); }
  2803. }
  2804. }
  2805. if (sd) {
  2806. if (wd.flag & BF_WEAPON && src != target && (wd.damage > 0 || wd.damage2 > 0)) {
  2807. int hp = 0, sp = 0;
  2808. if (!battle_config.left_cardfix_to_right) { // 二�?流?カ手カ?[ドの吸収系効果を右手に追加しない?�?�
  2809. hp += battle_calc_drain(wd.damage, sd->right_weapon.hp_drain_rate, sd->right_weapon.hp_drain_per, sd->right_weapon.hp_drain_value);
  2810. hp += battle_calc_drain(wd.damage2, sd->left_weapon.hp_drain_rate, sd->left_weapon.hp_drain_per, sd->left_weapon.hp_drain_value);
  2811. sp += battle_calc_drain(wd.damage, sd->right_weapon.sp_drain_rate, sd->right_weapon.sp_drain_per, sd->right_weapon.sp_drain_value);
  2812. sp += battle_calc_drain(wd.damage2, sd->left_weapon.sp_drain_rate, sd->left_weapon.sp_drain_per, sd->left_weapon.sp_drain_value);
  2813. } else { // 二�?流?カ手カ?[ドの吸収系効果を右手に追加する?�?�
  2814. int hp_drain_rate = sd->right_weapon.hp_drain_rate + sd->left_weapon.hp_drain_rate;
  2815. int hp_drain_per = sd->right_weapon.hp_drain_per + sd->left_weapon.hp_drain_per;
  2816. int hp_drain_value = sd->right_weapon.hp_drain_value + sd->left_weapon.hp_drain_value;
  2817. int sp_drain_rate = sd->right_weapon.sp_drain_rate + sd->left_weapon.sp_drain_rate;
  2818. int sp_drain_per = sd->right_weapon.sp_drain_per + sd->left_weapon.sp_drain_per;
  2819. int sp_drain_value = sd->right_weapon.sp_drain_value + sd->left_weapon.sp_drain_value;
  2820. hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value);
  2821. sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value);
  2822. }
  2823. if (hp && hp + sd->status.hp > sd->status.max_hp)
  2824. hp = sd->status.max_hp - sd->status.hp;
  2825. if (sp && sp + sd->status.sp > sd->status.max_sp)
  2826. sp = sd->status.max_sp - sd->status.sp;
  2827. if (hp || sp)
  2828. pc_heal(sd, hp, sp);
  2829. if (battle_config.show_hp_sp_drain)
  2830. { //Display gained values only when they are positive [Skotlex]
  2831. if (hp > 0)
  2832. clif_heal(sd->fd, SP_HP, hp);
  2833. if (sp > 0)
  2834. clif_heal(sd->fd, SP_SP, sp);
  2835. }
  2836. if (tsd && sd->sp_drain_type)
  2837. pc_heal(tsd, 0, -sp);
  2838. if (target && target->type == BL_PC && rand()%1000 < sd->sp_vanish_rate)
  2839. {
  2840. sp = tsd->status.hp * sd->sp_vanish_per/100;
  2841. if (sp > 0)
  2842. pc_heal(tsd, 0, -sp);
  2843. }
  2844. }
  2845. }
  2846. if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2847. battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, 0);
  2848. if (tsc_data) {
  2849. if (tsc_data[SC_POISONREACT].timer != -1 &&
  2850. check_distance_bl(src, target, status_get_range(target)+1) &&
  2851. status_check_skilluse(target, src, TF_POISON, 0)
  2852. ) { //Poison React
  2853. if (status_get_elem_type(src) == 5) {
  2854. tsc_data[SC_POISONREACT].val2 = 0;
  2855. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sc_data[SC_POISONREACT].val1,tick,0);
  2856. } else {
  2857. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
  2858. --tsc_data[SC_POISONREACT].val2;
  2859. }
  2860. if (tsc_data[SC_POISONREACT].val2 <= 0)
  2861. status_change_end(target, SC_POISONREACT, -1);
  2862. }
  2863. if (tsc_data[SC_SPLASHER].timer != -1) //殴ったので対?ロのベナムスプラッシャ?[?�ヤを解?�
  2864. status_change_end(target, SC_SPLASHER, -1);
  2865. }
  2866. //SG_FUSION hp penalty [Komurka]
  2867. if (sd && sc_data && sc_data[SC_FUSION].timer!=-1)
  2868. {
  2869. int hp=0;
  2870. if(target->type == BL_PC)
  2871. {
  2872. hp = sd->status.max_hp * 8 / 100;
  2873. if((sd->status.hp * 100/sd->status.max_hp) <= 20)
  2874. hp = sd->status.hp;
  2875. }else
  2876. hp = sd->status.max_hp * 5 / 1000;
  2877. pc_heal(sd,-hp,0);
  2878. }
  2879. map_freeblock_unlock();
  2880. return wd.dmg_lv;
  2881. }
  2882. int battle_check_undead(int race,int element)
  2883. {
  2884. if(battle_config.undead_detect_type == 0) {
  2885. if(element == 9)
  2886. return 1;
  2887. }
  2888. else if(battle_config.undead_detect_type == 1) {
  2889. if(race == 1)
  2890. return 1;
  2891. }
  2892. else {
  2893. if(element == 9 || race == 1)
  2894. return 1;
  2895. }
  2896. return 0;
  2897. }
  2898. /*==========================================
  2899. * Checks the state between two targets (rewritten by Skotlex)
  2900. * (enemy, friend, party, guild, etc)
  2901. * See battle.h for possible values/combinations
  2902. * to be used here (BCT_* constants)
  2903. * Return value is:
  2904. * 1: flag holds true (is enemy, party, etc)
  2905. * -1: flag fails
  2906. * 0: Invalid target (non-targetable ever)
  2907. *------------------------------------------
  2908. */
  2909. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  2910. {
  2911. int m,state = 0; //Initial state none
  2912. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  2913. struct block_list *s_bl= src, *t_bl= target;
  2914. nullpo_retr(0, src);
  2915. nullpo_retr(0, target);
  2916. m = target->m;
  2917. if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS))
  2918. { //No offensive stuff while in Basilica.
  2919. if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) ||
  2920. map_getcell(m,target->x,target->y,CELL_CHKBASILICA))
  2921. return -1;
  2922. }
  2923. if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master
  2924. {
  2925. struct skill_unit *su = (struct skill_unit *)target;
  2926. if (!su->group)
  2927. return 0;
  2928. if (skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2929. { //Only a few skills can target traps...
  2930. switch (battle_getcurrentskill(src))
  2931. {
  2932. case HT_REMOVETRAP:
  2933. case AC_SHOWER:
  2934. case WZ_HEAVENDRIVE:
  2935. state |= BCT_ENEMY;
  2936. strip_enemy = 0;
  2937. break;
  2938. default:
  2939. return 0;
  2940. }
  2941. } else if (su->group->skill_id==WZ_ICEWALL)
  2942. { //Icewall can be hit by anything except skills.
  2943. if (src->type == BL_SKILL)
  2944. return 0;
  2945. state |= BCT_ENEMY;
  2946. strip_enemy = 0;
  2947. } else //Excepting traps and icewall, you should not be able to target skills.
  2948. return 0;
  2949. if ((t_bl = map_id2bl(su->group->src_id)) == NULL)
  2950. t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario.
  2951. }
  2952. switch (t_bl->type)
  2953. {
  2954. case BL_PC:
  2955. {
  2956. struct map_session_data *sd = (struct map_session_data *)t_bl;
  2957. if (sd->invincible_timer != -1 || pc_isinvisible(sd))
  2958. return -1; //Cannot be targeted yet.
  2959. if (sd->state.monster_ignore && src->type == BL_MOB)
  2960. return 0; //option to have monsters ignore GMs [Valaris]
  2961. if (sd->special_state.killable)
  2962. {
  2963. state |= BCT_ENEMY; //Universal Victim
  2964. strip_enemy = 0;
  2965. }
  2966. break;
  2967. }
  2968. case BL_MOB:
  2969. {
  2970. struct mob_data *md = (struct mob_data *)t_bl;
  2971. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  2972. return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
  2973. if (md->special_state.ai == 2)
  2974. { //Mines are sort of universal enemies.
  2975. state |= BCT_ENEMY;
  2976. strip_enemy = 0;
  2977. }
  2978. if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL)
  2979. t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario.
  2980. break;
  2981. }
  2982. case BL_PET:
  2983. {
  2984. return 0; //Pets cannot be targetted.
  2985. }
  2986. case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through.
  2987. break;
  2988. default: //Invalid target
  2989. return 0;
  2990. }
  2991. if (src->type == BL_SKILL)
  2992. {
  2993. struct skill_unit *su = (struct skill_unit *)src;
  2994. if (!su->group)
  2995. return 0;
  2996. if (su->group->src_id == target->id)
  2997. {
  2998. int inf2;
  2999. inf2 = skill_get_inf2(su->group->skill_id);
  3000. if (inf2&INF2_NO_TARGET_SELF)
  3001. return -1;
  3002. if (inf2&INF2_TARGET_SELF)
  3003. return 1;
  3004. }
  3005. if ((s_bl = map_id2bl(su->group->src_id)) == NULL)
  3006. s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario.
  3007. }
  3008. switch (s_bl->type)
  3009. {
  3010. case BL_PC:
  3011. {
  3012. struct map_session_data *sd = (struct map_session_data *) s_bl;
  3013. if (sd->special_state.killer)
  3014. {
  3015. state |= BCT_ENEMY; //Is on a killing rampage :O
  3016. strip_enemy = 0;
  3017. } else
  3018. if (sd->duel_group && // Duel [LuzZza]
  3019. !((!battle_config.duel_allow_pvp && map[m].flag.pvp) ||
  3020. (!battle_config.duel_allow_gvg && map_flag_gvg(m)))) {
  3021. if (t_bl->type == BL_PC && t_bl != s_bl &&
  3022. (sd->duel_group == ((struct map_session_data *)t_bl)->duel_group))
  3023. {
  3024. state |= BCT_ENEMY;
  3025. strip_enemy = 0;
  3026. } else if (t_bl != s_bl) {
  3027. // You can't target anything out of your duel
  3028. return 0;
  3029. }
  3030. }
  3031. if (map_flag_gvg(m) && !sd->status.guild_id &&
  3032. t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data)
  3033. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  3034. if (t_bl->type != BL_PC)
  3035. state |= BCT_ENEMY; //Natural enemy.
  3036. break;
  3037. }
  3038. case BL_MOB:
  3039. {
  3040. struct mob_data *md = (struct mob_data *)s_bl;
  3041. if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
  3042. return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
  3043. if (!md->special_state.ai) { //Normal mobs.
  3044. if (t_bl->type == BL_MOB && !((struct mob_data*)t_bl)->special_state.ai)
  3045. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  3046. else
  3047. state |= BCT_ENEMY; //However, all else are enemies.
  3048. } else if (t_bl->type != BL_PC)
  3049. state |= BCT_ENEMY; //Natural enemy for AI mobs are nonplayers.
  3050. if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL)
  3051. s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario.
  3052. break;
  3053. }
  3054. case BL_PET:
  3055. {
  3056. struct pet_data *pd = (struct pet_data *)s_bl;
  3057. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  3058. return 0; //Pet may not attack non-mobs/items.
  3059. if (t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data && flag&BCT_ENEMY)
  3060. return 0; //pet may not attack Guardians/Emperium
  3061. if (t_bl->type != BL_PC)
  3062. state |= BCT_ENEMY; //Stock enemy type.
  3063. if (pd->msd)
  3064. s_bl = &pd->msd->bl; //"My master's enemies are my enemies..."
  3065. break;
  3066. }
  3067. case BL_SKILL: //Skill with no owner? Fishy, but let it through.
  3068. break;
  3069. default: //Invalid source of attack?
  3070. return 0;
  3071. }
  3072. if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs
  3073. if (target->type == BL_MOB || target->type == BL_PC)
  3074. return 1;
  3075. else
  3076. return -1;
  3077. } else if (flag == BCT_NOONE) //Why would someone use this? no clue.
  3078. return -1;
  3079. if (t_bl == s_bl)
  3080. { //No need for further testing.
  3081. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3082. if (state&BCT_ENEMY && strip_enemy)
  3083. state&=~BCT_ENEMY;
  3084. return (flag&state)?1:-1;
  3085. }
  3086. if (map_flag_vs(m)) { //Check rivalry settings.
  3087. if (flag&(BCT_PARTY|BCT_ENEMY)) {
  3088. int s_party = status_get_party_id(s_bl);
  3089. if (
  3090. !(map[m].flag.pvp && map[m].flag.pvp_noparty) &&
  3091. !(map_flag_gvg(m) && map[m].flag.gvg_noparty) &&
  3092. s_party && s_party == status_get_party_id(t_bl)
  3093. )
  3094. state |= BCT_PARTY;
  3095. else
  3096. state |= BCT_ENEMY;
  3097. }
  3098. if (flag&(BCT_GUILD|BCT_ENEMY)) {
  3099. int s_guild = status_get_guild_id(s_bl);
  3100. int t_guild = status_get_guild_id(t_bl);
  3101. if (
  3102. !(map[m].flag.pvp && map[m].flag.pvp_noguild) &&
  3103. s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))
  3104. )
  3105. state |= BCT_GUILD;
  3106. else
  3107. state |= BCT_ENEMY;
  3108. }
  3109. if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC)
  3110. { //Prevent novice engagement on pk_mode (feature by Valaris)
  3111. struct map_session_data* sd;
  3112. if ((sd = (struct map_session_data*)s_bl) &&
  3113. ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || sd->status.base_level < battle_config.pk_min_level))
  3114. state&=~BCT_ENEMY;
  3115. else
  3116. if ((sd = (struct map_session_data*)t_bl) &&
  3117. ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || sd->status.base_level < battle_config.pk_min_level))
  3118. state&=~BCT_ENEMY;
  3119. }
  3120. } else { //Non pvp/gvg, check party/guild settings.
  3121. if (flag&BCT_PARTY || state&BCT_ENEMY) {
  3122. int s_party = status_get_party_id(s_bl);
  3123. if (s_party && s_party ==status_get_party_id(t_bl))
  3124. state |= BCT_PARTY;
  3125. }
  3126. if (flag&BCT_GUILD || state&BCT_ENEMY) {
  3127. int s_guild = status_get_guild_id(s_bl);
  3128. int t_guild = status_get_guild_id(t_bl);
  3129. if (s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)))
  3130. state |= BCT_GUILD;
  3131. }
  3132. }
  3133. if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3134. state = BCT_NEUTRAL;
  3135. //Alliance state takes precedence over enemy one.
  3136. else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD))
  3137. state&=~BCT_ENEMY;
  3138. return (flag&state)?1:-1;
  3139. }
  3140. /*==========================================
  3141. * 射程判定
  3142. *------------------------------------------
  3143. */
  3144. int battle_check_range(struct block_list *src,struct block_list *bl,int range)
  3145. {
  3146. int arange;
  3147. nullpo_retr(0, src);
  3148. nullpo_retr(0, bl);
  3149. if(src->m != bl->m) // 違うマップ
  3150. return 0;
  3151. arange = distance_bl(src, bl);
  3152. if( range>0 && range < arange)
  3153. return 0;
  3154. if( arange<2 ) //No need for path checking.
  3155. return 1;
  3156. // ?瘧Q物判定
  3157. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y);
  3158. }
  3159. /*==========================================
  3160. * Return numerical value of a switch configuration (modified by [Yor])
  3161. * on/off, english, fran軋is, deutsch, espa�l
  3162. *------------------------------------------
  3163. */
  3164. int battle_config_switch(const char *str) {
  3165. if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0)
  3166. return 1;
  3167. if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0)
  3168. return 0;
  3169. return atoi(str);
  3170. }
  3171. static const struct battle_data_short {
  3172. const char *str;
  3173. unsigned short *val;
  3174. } battle_data_short[] = { //List here battle_athena options which are type unsigned short!
  3175. { "warp_point_debug", &battle_config.warp_point_debug },
  3176. { "enemy_critical_rate", &battle_config.enemy_critical_rate },
  3177. { "enemy_str", &battle_config.enemy_str },
  3178. { "enemy_perfect_flee", &battle_config.enemy_perfect_flee },
  3179. { "casting_rate", &battle_config.cast_rate },
  3180. { "delay_rate", &battle_config.delay_rate },
  3181. { "delay_dependon_dex", &battle_config.delay_dependon_dex },
  3182. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable },
  3183. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right },
  3184. { "player_skill_add_range", &battle_config.pc_skill_add_range },
  3185. { "skill_out_range_consume", &battle_config.skill_out_range_consume },
  3186. { "monster_skill_add_range", &battle_config.mob_skill_add_range },
  3187. { "skillrange_by_distance", &battle_config.skillrange_by_distance },
  3188. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range },
  3189. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate },
  3190. { "defunit_not_enemy", &battle_config.defnotenemy },
  3191. { "gvg_traps_target_all", &battle_config.vs_traps_bctall },
  3192. { "random_monster_checklv", &battle_config.random_monster_checklv },
  3193. { "attribute_recover", &battle_config.attr_recover },
  3194. { "flooritem_lifetime", &battle_config.flooritem_lifetime },
  3195. { "item_auto_get", &battle_config.item_auto_get },
  3196. { "drop_rate0item", &battle_config.drop_rate0item },
  3197. { "pvp_exp", &battle_config.pvp_exp },
  3198. { "gtb_pvp_only", &battle_config.gtb_pvp_only },
  3199. { "guild_max_castles", &battle_config.guild_max_castles },
  3200. { "death_penalty_type", &battle_config.death_penalty_type },
  3201. { "death_penalty_base", &battle_config.death_penalty_base },
  3202. { "death_penalty_job", &battle_config.death_penalty_job },
  3203. { "restart_hp_rate", &battle_config.restart_hp_rate },
  3204. { "restart_sp_rate", &battle_config.restart_sp_rate },
  3205. { "mvp_hp_rate", &battle_config.mvp_hp_rate },
  3206. { "monster_hp_rate", &battle_config.monster_hp_rate },
  3207. { "monster_max_aspd", &battle_config.monster_max_aspd },
  3208. { "atcommand_gm_only", &battle_config.atc_gmonly },
  3209. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit },
  3210. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit},
  3211. { "gm_all_skill", &battle_config.gm_allskill },
  3212. { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra },
  3213. { "gm_all_equipment", &battle_config.gm_allequip },
  3214. { "gm_skill_unconditional", &battle_config.gm_skilluncond },
  3215. { "gm_join_chat", &battle_config.gm_join_chat },
  3216. { "gm_kick_chat", &battle_config.gm_kick_chat },
  3217. { "player_skillfree", &battle_config.skillfree },
  3218. { "player_skillup_limit", &battle_config.skillup_limit },
  3219. { "weapon_produce_rate", &battle_config.wp_rate },
  3220. { "potion_produce_rate", &battle_config.pp_rate },
  3221. { "monster_active_enable", &battle_config.monster_active_enable },
  3222. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate},
  3223. { "monster_loot_type", &battle_config.monster_loot_type },
  3224. // { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated
  3225. { "mob_skill_rate", &battle_config.mob_skill_rate },
  3226. { "mob_skill_delay", &battle_config.mob_skill_delay },
  3227. { "mob_count_rate", &battle_config.mob_count_rate },
  3228. { "mob_spawn_delay", &battle_config.mob_spawn_delay },
  3229. { "no_spawn_on_player", &battle_config.no_spawn_on_player },
  3230. { "plant_spawn_delay", &battle_config.plant_spawn_delay },
  3231. { "boss_spawn_delay", &battle_config.boss_spawn_delay },
  3232. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed },
  3233. { "summons_inherit_effects", &battle_config.summons_inherit_effects },
  3234. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate },
  3235. { "damage_walk_delay_rate", &battle_config.walk_delay_rate },
  3236. { "multihit_delay", &battle_config.multihit_delay },
  3237. { "quest_skill_learn", &battle_config.quest_skill_learn },
  3238. { "quest_skill_reset", &battle_config.quest_skill_reset },
  3239. { "basic_skill_check", &battle_config.basic_skill_check },
  3240. { "guild_emperium_check", &battle_config.guild_emperium_check },
  3241. { "guild_exp_rate", &battle_config.guild_exp_rate },
  3242. { "guild_exp_limit", &battle_config.guild_exp_limit },
  3243. { "player_invincible_time", &battle_config.pc_invincible_time },
  3244. { "pet_catch_rate", &battle_config.pet_catch_rate },
  3245. { "pet_rename", &battle_config.pet_rename },
  3246. { "pet_friendly_rate", &battle_config.pet_friendly_rate },
  3247. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate },
  3248. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease},
  3249. { "pet_str", &battle_config.pet_str },
  3250. { "pet_status_support", &battle_config.pet_status_support },
  3251. { "pet_attack_support", &battle_config.pet_attack_support },
  3252. { "pet_damage_support", &battle_config.pet_damage_support },
  3253. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly },
  3254. { "pet_support_rate", &battle_config.pet_support_rate },
  3255. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master },
  3256. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate },
  3257. { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex
  3258. { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex
  3259. { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex
  3260. { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex
  3261. { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex
  3262. { "skill_min_damage", &battle_config.skill_min_damage },
  3263. { "finger_offensive_type", &battle_config.finger_offensive_type },
  3264. { "heal_exp", &battle_config.heal_exp },
  3265. { "resurrection_exp", &battle_config.resurrection_exp },
  3266. { "shop_exp", &battle_config.shop_exp },
  3267. { "combo_delay_rate", &battle_config.combo_delay_rate },
  3268. { "item_check", &battle_config.item_check },
  3269. { "item_use_interval", &battle_config.item_use_interval },
  3270. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay },
  3271. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex]
  3272. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris]
  3273. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate },
  3274. { "item_name_override_grffile", &battle_config.item_name_override_grffile},
  3275. { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest]
  3276. { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest]
  3277. { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest]
  3278. { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest]
  3279. { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest]
  3280. { "arrow_decrement", &battle_config.arrow_decrement },
  3281. { "max_aspd", &battle_config.max_aspd },
  3282. { "max_walk_speed", &battle_config.max_walk_speed },
  3283. { "max_lv", &battle_config.max_lv },
  3284. { "aura_lv", &battle_config.aura_lv },
  3285. { "max_parameter", &battle_config.max_parameter },
  3286. { "max_baby_parameter", &battle_config.max_baby_parameter },
  3287. { "max_def", &battle_config.max_def },
  3288. { "over_def_bonus", &battle_config.over_def_bonus },
  3289. { "player_skill_log", &battle_config.pc_skill_log },
  3290. { "monster_skill_log", &battle_config.mob_skill_log },
  3291. { "battle_log", &battle_config.battle_log },
  3292. { "save_log", &battle_config.save_log },
  3293. { "error_log", &battle_config.error_log },
  3294. { "etc_log", &battle_config.etc_log },
  3295. { "save_clothcolor", &battle_config.save_clothcolor },
  3296. { "undead_detect_type", &battle_config.undead_detect_type },
  3297. { "player_auto_counter_type", &battle_config.pc_auto_counter_type },
  3298. { "monster_auto_counter_type", &battle_config.monster_auto_counter_type},
  3299. { "min_hitrate", &battle_config.min_hitrate },
  3300. { "max_hitrate", &battle_config.max_hitrate },
  3301. { "agi_penalty_type", &battle_config.agi_penalty_type },
  3302. { "agi_penalty_count", &battle_config.agi_penalty_count },
  3303. { "agi_penalty_num", &battle_config.agi_penalty_num },
  3304. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv },
  3305. { "vit_penalty_type", &battle_config.vit_penalty_type },
  3306. { "vit_penalty_count", &battle_config.vit_penalty_count },
  3307. { "vit_penalty_num", &battle_config.vit_penalty_num },
  3308. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv },
  3309. { "player_defense_type", &battle_config.player_defense_type },
  3310. { "monster_defense_type", &battle_config.monster_defense_type },
  3311. { "pet_defense_type", &battle_config.pet_defense_type },
  3312. { "magic_defense_type", &battle_config.magic_defense_type },
  3313. { "player_skill_reiteration", &battle_config.pc_skill_reiteration },
  3314. { "monster_skill_reiteration", &battle_config.monster_skill_reiteration},
  3315. { "player_skill_nofootset", &battle_config.pc_skill_nofootset },
  3316. { "monster_skill_nofootset", &battle_config.monster_skill_nofootset },
  3317. { "player_cloak_check_type", &battle_config.pc_cloak_check_type },
  3318. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type },
  3319. { "sense_type", &battle_config.estimation_type },
  3320. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate },
  3321. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate },
  3322. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate },
  3323. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate },
  3324. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate },
  3325. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty },
  3326. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill},
  3327. { "player_attack_direction_change", &battle_config.pc_attack_direction_change },
  3328. { "monster_attack_direction_change", &battle_config.monster_attack_direction_change },
  3329. { "player_land_skill_limit", &battle_config.pc_land_skill_limit },
  3330. { "monster_land_skill_limit", &battle_config.monster_land_skill_limit},
  3331. { "party_skill_penalty", &battle_config.party_skill_penalty },
  3332. { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover },
  3333. { "produce_item_name_input", &battle_config.produce_item_name_input },
  3334. { "produce_potion_name_input", &battle_config.produce_potion_name_input},
  3335. { "making_arrow_name_input", &battle_config.making_arrow_name_input },
  3336. { "holywater_name_input", &battle_config.holywater_name_input },
  3337. { "cdp_name_input", &battle_config.cdp_name_input },
  3338. { "display_delay_skill_fail", &battle_config.display_delay_skill_fail },
  3339. { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail },
  3340. { "chat_warpportal", &battle_config.chat_warpportal },
  3341. { "mob_warpportal", &battle_config.mob_warpportal },
  3342. { "dead_branch_active", &battle_config.dead_branch_active },
  3343. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party },
  3344. { "show_party_share_picker", &battle_config.party_show_share_picker },
  3345. { "party_item_share_type", &battle_config.party_share_type },
  3346. { "pet_attack_attr_none", &battle_config.pet_attack_attr_none },
  3347. { "mob_attack_attr_none", &battle_config.mob_attack_attr_none },
  3348. { "mob_ghostring_fix", &battle_config.mob_ghostring_fix },
  3349. { "pc_attack_attr_none", &battle_config.pc_attack_attr_none },
  3350. { "gx_allhit", &battle_config.gx_allhit },
  3351. { "gx_disptype", &battle_config.gx_disptype },
  3352. { "devotion_level_difference", &battle_config.devotion_level_difference },
  3353. { "player_skill_partner_check", &battle_config.player_skill_partner_check},
  3354. { "hide_GM_session", &battle_config.hide_GM_session },
  3355. { "invite_request_check", &battle_config.invite_request_check },
  3356. { "skill_removetrap_type", &battle_config.skill_removetrap_type },
  3357. { "disp_experience", &battle_config.disp_experience },
  3358. { "disp_zeny", &battle_config.disp_zeny },
  3359. { "castle_defense_rate", &battle_config.castle_defense_rate },
  3360. { "hp_rate", &battle_config.hp_rate },
  3361. { "sp_rate", &battle_config.sp_rate },
  3362. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv },
  3363. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv },
  3364. { "disp_hpmeter", &battle_config.disp_hpmeter },
  3365. { "bone_drop", &battle_config.bone_drop },
  3366. { "buyer_name", &battle_config.buyer_name },
  3367. { "skill_wall_check", &battle_config.skill_wall_check },
  3368. { "cell_stack_limit", &battle_config.cell_stack_limit },
  3369. // eAthena additions
  3370. { "item_logarithmic_drops", &battle_config.logarithmic_drops },
  3371. { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^
  3372. { "item_drop_common_max", &battle_config.item_drop_common_max },
  3373. { "item_drop_equip_min", &battle_config.item_drop_equip_min },
  3374. { "item_drop_equip_max", &battle_config.item_drop_equip_max },
  3375. { "item_drop_card_min", &battle_config.item_drop_card_min },
  3376. { "item_drop_card_max", &battle_config.item_drop_card_max },
  3377. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min },
  3378. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition
  3379. { "item_drop_heal_min", &battle_config.item_drop_heal_min },
  3380. { "item_drop_heal_max", &battle_config.item_drop_heal_max },
  3381. { "item_drop_use_min", &battle_config.item_drop_use_min },
  3382. { "item_drop_use_max", &battle_config.item_drop_use_max },
  3383. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min },
  3384. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max },
  3385. { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT
  3386. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris]
  3387. { "max_base_level", &battle_config.max_base_level }, // [Valaris]
  3388. { "max_job_level", &battle_config.max_job_level },
  3389. { "max_advanced_job_level", &battle_config.max_adv_level },
  3390. { "max_super_novice_level", &battle_config.max_sn_level },
  3391. { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris]
  3392. { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex]
  3393. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate },
  3394. { "equip_self_break_rate", &battle_config.equip_self_break_rate },
  3395. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate },
  3396. { "pk_mode", &battle_config.pk_mode }, // [Valaris]
  3397. { "manner_system", &battle_config.manner_system }, // [Komurka]
  3398. { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris]
  3399. { "multi_level_up", &battle_config.multi_level_up }, // [Valaris]
  3400. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty },
  3401. { "night_at_start", &battle_config.night_at_start }, // added by [Yor]
  3402. { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris]
  3403. { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor]
  3404. { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor]
  3405. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor]
  3406. { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor]
  3407. { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr]
  3408. { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr]
  3409. { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr]
  3410. { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr]
  3411. { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr]
  3412. { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr]
  3413. { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex]
  3414. { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr]
  3415. { "area_size", &battle_config.area_size }, // added by [MouseJstr]
  3416. { "muting_players", &battle_config.muting_players}, // added by [Apple]
  3417. { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris]
  3418. { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris]
  3419. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris]
  3420. { "pk_min_level", &battle_config.pk_min_level}, // [celest]
  3421. { "skill_steal_type", &battle_config.skill_steal_type}, // [celest]
  3422. { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest]
  3423. // { "night_darkness_level", &battle_config.night_darkness_level}, // [celest]
  3424. { "motd_type", &battle_config.motd_type}, // [celest]
  3425. { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest]
  3426. { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest]
  3427. { "exp_calc_type", &battle_config.exp_calc_type}, // [celest]
  3428. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest]
  3429. { "require_glory_guild", &battle_config.require_glory_guild}, // [celest]
  3430. { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr]
  3431. { "party_even_share_bonus", &battle_config.party_even_share_bonus},
  3432. { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest]
  3433. { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...?
  3434. { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...?
  3435. { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex]
  3436. { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex]
  3437. { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus]
  3438. { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru]
  3439. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru]
  3440. { "monster_ai", &battle_config.mob_ai},
  3441. { "dynamic_mobs", &battle_config.dynamic_mobs},
  3442. { "mob_remove_damaged", &battle_config.mob_remove_damaged},
  3443. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex]
  3444. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex]
  3445. { "mob_npc_event_type", &battle_config.mob_npc_event_type},
  3446. { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris]
  3447. { "character_size", &battle_config.character_size}, // [Lupus]
  3448. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus]
  3449. { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex]
  3450. { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus]
  3451. { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex]
  3452. { "title_lvl1", &battle_config.title_lvl1}, // [Lupus]
  3453. { "title_lvl2", &battle_config.title_lvl2}, // [Lupus]
  3454. { "title_lvl3", &battle_config.title_lvl3}, // [Lupus]
  3455. { "title_lvl4", &battle_config.title_lvl4}, // [Lupus]
  3456. { "title_lvl5", &battle_config.title_lvl5}, // [Lupus]
  3457. { "title_lvl6", &battle_config.title_lvl6}, // [Lupus]
  3458. { "title_lvl7", &battle_config.title_lvl7}, // [Lupus]
  3459. { "title_lvl8", &battle_config.title_lvl8}, // [Lupus]
  3460. { "duel_enable", &battle_config.duel_enable}, // [LuzZza]
  3461. { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza]
  3462. { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza]
  3463. { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza]
  3464. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza]
  3465. { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza]
  3466. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza]
  3467. { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka]
  3468. };
  3469. static const struct battle_data_int {
  3470. const char *str;
  3471. int *val;
  3472. } battle_data_int[] = { //List here battle_athena options which are type int!
  3473. { "item_first_get_time", &battle_config.item_first_get_time },
  3474. { "item_second_get_time", &battle_config.item_second_get_time },
  3475. { "item_third_get_time", &battle_config.item_third_get_time },
  3476. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time },
  3477. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time },
  3478. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time },
  3479. { "base_exp_rate", &battle_config.base_exp_rate },
  3480. { "job_exp_rate", &battle_config.job_exp_rate },
  3481. { "zeny_penalty", &battle_config.zeny_penalty },
  3482. { "mvp_exp_rate", &battle_config.mvp_exp_rate },
  3483. { "natural_healhp_interval", &battle_config.natural_healhp_interval },
  3484. { "natural_healsp_interval", &battle_config.natural_healsp_interval },
  3485. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval},
  3486. { "max_hp", &battle_config.max_hp },
  3487. { "max_sp", &battle_config.max_sp },
  3488. { "max_cart_weight", &battle_config.max_cart_weight },
  3489. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time },
  3490. { "vending_max_value", &battle_config.vending_max_value },
  3491. // eAthena additions
  3492. { "item_rate_mvp", &battle_config.item_rate_mvp },
  3493. { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT
  3494. { "item_rate_equip", &battle_config.item_rate_equip },
  3495. { "item_rate_card", &battle_config.item_rate_card }, // End Addition
  3496. { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris
  3497. { "item_rate_use", &battle_config.item_rate_use }, // End
  3498. { "item_rate_treasure", &battle_config.item_rate_treasure }, // End
  3499. { "day_duration", &battle_config.day_duration }, // added by [Yor]
  3500. { "night_duration", &battle_config.night_duration }, // added by [Yor]
  3501. { "mob_remove_delay", &battle_config.mob_remove_delay },
  3502. };
  3503. int battle_set_value(char *w1, char *w2) {
  3504. int i;
  3505. for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++)
  3506. if (strcmpi(w1, battle_data_short[i].str) == 0) {
  3507. * battle_data_short[i].val = battle_config_switch(w2);
  3508. return 1;
  3509. }
  3510. for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++)
  3511. if (strcmpi(w1, battle_data_int[i].str) == 0) {
  3512. *battle_data_int[i].val = battle_config_switch(w2);
  3513. return 1;
  3514. }
  3515. /*
  3516. int val = battle_config_switch(w2);
  3517. switch(battle_data[i].size) {
  3518. case 1:
  3519. *((unsigned char *) battle_data[i].val) = val;
  3520. break;
  3521. case 2:
  3522. *((unsigned short *) battle_data[i].val) = val;
  3523. break;
  3524. case 4:
  3525. *((unsigned int *) battle_data[i].val) = val;
  3526. break;
  3527. }
  3528. return 1;
  3529. }
  3530. */
  3531. return 0;
  3532. }
  3533. void battle_set_defaults() {
  3534. battle_config.warp_point_debug=0;
  3535. battle_config.enemy_critical_rate=0;
  3536. battle_config.enemy_str=1;
  3537. battle_config.enemy_perfect_flee=0;
  3538. battle_config.cast_rate=100;
  3539. battle_config.delay_rate=100;
  3540. battle_config.delay_dependon_dex=0;
  3541. battle_config.sdelay_attack_enable=0;
  3542. battle_config.left_cardfix_to_right=0;
  3543. battle_config.pc_skill_add_range=0;
  3544. battle_config.skill_out_range_consume=1;
  3545. battle_config.mob_skill_add_range=0;
  3546. battle_config.skillrange_by_distance=6;
  3547. battle_config.use_weapon_skill_range=0;
  3548. battle_config.pc_damage_delay_rate=100;
  3549. battle_config.defnotenemy=0;
  3550. battle_config.vs_traps_bctall=1;
  3551. battle_config.random_monster_checklv=1;
  3552. battle_config.attr_recover=1;
  3553. battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000;
  3554. battle_config.item_auto_get=0;
  3555. battle_config.item_first_get_time=3000;
  3556. battle_config.item_second_get_time=1000;
  3557. battle_config.item_third_get_time=1000;
  3558. battle_config.mvp_item_first_get_time=10000;
  3559. battle_config.mvp_item_second_get_time=10000;
  3560. battle_config.mvp_item_third_get_time=2000;
  3561. battle_config.drop_rate0item=0;
  3562. battle_config.base_exp_rate=100;
  3563. battle_config.job_exp_rate=100;
  3564. battle_config.pvp_exp=1;
  3565. battle_config.gtb_pvp_only=0;
  3566. battle_config.death_penalty_type=0;
  3567. battle_config.death_penalty_base=0;
  3568. battle_config.death_penalty_job=0;
  3569. battle_config.zeny_penalty=0;
  3570. battle_config.restart_hp_rate=0;
  3571. battle_config.restart_sp_rate=0;
  3572. battle_config.mvp_exp_rate=100;
  3573. battle_config.mvp_hp_rate=100;
  3574. battle_config.monster_hp_rate=100;
  3575. battle_config.monster_max_aspd=199;
  3576. battle_config.atc_gmonly=0;
  3577. battle_config.atc_spawn_quantity_limit=0;
  3578. battle_config.atc_slave_clone_limit=0;
  3579. battle_config.gm_allskill=0;
  3580. battle_config.gm_allequip=0;
  3581. battle_config.gm_skilluncond=0;
  3582. battle_config.gm_join_chat=0;
  3583. battle_config.gm_kick_chat=0;
  3584. battle_config.guild_max_castles=0;
  3585. battle_config.skillfree = 0;
  3586. battle_config.skillup_limit = 0;
  3587. battle_config.wp_rate=100;
  3588. battle_config.pp_rate=100;
  3589. battle_config.monster_active_enable=1;
  3590. battle_config.monster_damage_delay_rate=100;
  3591. battle_config.monster_loot_type=0;
  3592. // battle_config.mob_skill_use=1;
  3593. battle_config.mob_skill_rate=100;
  3594. battle_config.mob_skill_delay=100;
  3595. battle_config.mob_count_rate=100;
  3596. battle_config.mob_spawn_delay=100;
  3597. battle_config.no_spawn_on_player=0;
  3598. battle_config.plant_spawn_delay=100;
  3599. battle_config.boss_spawn_delay=100;
  3600. battle_config.slaves_inherit_speed=1;
  3601. battle_config.summons_inherit_effects=1;
  3602. battle_config.pc_walk_delay_rate=20;
  3603. battle_config.walk_delay_rate=100;
  3604. battle_config.multihit_delay=230;
  3605. battle_config.quest_skill_learn=0;
  3606. battle_config.quest_skill_reset=1;
  3607. battle_config.basic_skill_check=1;
  3608. battle_config.guild_emperium_check=1;
  3609. battle_config.guild_exp_limit=50;
  3610. battle_config.guild_exp_rate=100;
  3611. battle_config.pc_invincible_time = 5000;
  3612. battle_config.pet_catch_rate=100;
  3613. battle_config.pet_rename=0;
  3614. battle_config.pet_friendly_rate=100;
  3615. battle_config.pet_hungry_delay_rate=100;
  3616. battle_config.pet_hungry_friendly_decrease=5;
  3617. battle_config.pet_str=1;
  3618. battle_config.pet_status_support=0;
  3619. battle_config.pet_attack_support=0;
  3620. battle_config.pet_damage_support=0;
  3621. battle_config.pet_support_min_friendly=900;
  3622. battle_config.pet_support_rate=100;
  3623. battle_config.pet_attack_exp_to_master=0;
  3624. battle_config.pet_attack_exp_rate=100;
  3625. battle_config.pet_lv_rate=0; //Skotlex
  3626. battle_config.pet_max_stats=99; //Skotlex
  3627. battle_config.pet_max_atk1=750; //Skotlex
  3628. battle_config.pet_max_atk2=1000; //Skotlex
  3629. battle_config.pet_no_gvg=0; //Skotlex
  3630. battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex]
  3631. battle_config.finger_offensive_type=0;
  3632. battle_config.heal_exp=0;
  3633. battle_config.resurrection_exp=0;
  3634. battle_config.shop_exp=0;
  3635. battle_config.combo_delay_rate=100;
  3636. battle_config.item_check=1;
  3637. battle_config.item_use_interval=500;
  3638. battle_config.wedding_modifydisplay=0;
  3639. battle_config.wedding_ignorepalette=0;
  3640. battle_config.xmas_ignorepalette=0; // [Valaris]
  3641. battle_config.natural_healhp_interval=6000;
  3642. battle_config.natural_healsp_interval=8000;
  3643. battle_config.natural_heal_skill_interval=10000;
  3644. battle_config.natural_heal_weight_rate=50;
  3645. battle_config.item_name_override_grffile=1;
  3646. battle_config.item_equip_override_grffile=0; // [Celest]
  3647. battle_config.item_slots_override_grffile=0; // [Celest]
  3648. battle_config.indoors_override_grffile=0; // [Celest]
  3649. battle_config.skill_sp_override_grffile=0; // [Celest]
  3650. battle_config.cardillust_read_grffile=0; // [Celest]
  3651. battle_config.arrow_decrement=1;
  3652. battle_config.max_aspd = 199;
  3653. battle_config.max_walk_speed = 300;
  3654. battle_config.max_hp = 32500;
  3655. battle_config.max_sp = 32500;
  3656. battle_config.max_lv = 99; // [MouseJstr]
  3657. battle_config.aura_lv = 99; // [Skotlex]
  3658. battle_config.max_parameter = 99;
  3659. battle_config.max_baby_parameter = 80;
  3660. battle_config.max_cart_weight = 8000;
  3661. battle_config.max_def = 99; // [Skotlex]
  3662. battle_config.over_def_bonus = 0; // [Skotlex]
  3663. battle_config.pc_skill_log = 0;
  3664. battle_config.mob_skill_log = 0;
  3665. battle_config.battle_log = 0;
  3666. battle_config.save_log = 0;
  3667. battle_config.error_log = 1;
  3668. battle_config.etc_log = 1;
  3669. battle_config.save_clothcolor = 0;
  3670. battle_config.undead_detect_type = 0;
  3671. battle_config.pc_auto_counter_type = 1;
  3672. battle_config.monster_auto_counter_type = 1;
  3673. battle_config.min_hitrate = 5;
  3674. battle_config.max_hitrate = 95;
  3675. battle_config.agi_penalty_type = 1;
  3676. battle_config.agi_penalty_count = 3;
  3677. battle_config.agi_penalty_num = 10;
  3678. battle_config.agi_penalty_count_lv = ATK_FLEE;
  3679. battle_config.vit_penalty_type = 1;
  3680. battle_config.vit_penalty_count = 3;
  3681. battle_config.vit_penalty_num = 5;
  3682. battle_config.vit_penalty_count_lv = ATK_DEF;
  3683. battle_config.player_defense_type = 0;
  3684. battle_config.monster_defense_type = 0;
  3685. battle_config.pet_defense_type = 0;
  3686. battle_config.magic_defense_type = 0;
  3687. battle_config.pc_skill_reiteration = 0;
  3688. battle_config.monster_skill_reiteration = 0;
  3689. battle_config.pc_skill_nofootset = 0;
  3690. battle_config.monster_skill_nofootset = 0;
  3691. battle_config.pc_cloak_check_type = 1;
  3692. battle_config.monster_cloak_check_type = 0;
  3693. battle_config.estimation_type = 3;
  3694. battle_config.gvg_short_damage_rate = 100;
  3695. battle_config.gvg_long_damage_rate = 75;
  3696. battle_config.gvg_weapon_damage_rate = 60;
  3697. battle_config.gvg_magic_damage_rate = 50;
  3698. battle_config.gvg_misc_damage_rate = 60;
  3699. battle_config.gvg_flee_penalty = 20;
  3700. battle_config.gvg_eliminate_time = 7000;
  3701. battle_config.mob_changetarget_byskill = 0;
  3702. battle_config.pc_attack_direction_change = 1;
  3703. battle_config.monster_attack_direction_change = 1;
  3704. battle_config.pc_land_skill_limit = 1;
  3705. battle_config.monster_land_skill_limit = 1;
  3706. battle_config.party_skill_penalty = 1;
  3707. battle_config.monster_class_change_full_recover = 0;
  3708. battle_config.produce_item_name_input = 1;
  3709. battle_config.produce_potion_name_input = 1;
  3710. battle_config.making_arrow_name_input = 1;
  3711. battle_config.holywater_name_input = 1;
  3712. battle_config.cdp_name_input = 1;
  3713. battle_config.display_delay_skill_fail = 1;
  3714. battle_config.display_snatcher_skill_fail = 1;
  3715. battle_config.chat_warpportal = 0;
  3716. battle_config.mob_warpportal = 0;
  3717. battle_config.dead_branch_active = 0;
  3718. battle_config.vending_max_value = 10000000;
  3719. battle_config.show_steal_in_same_party = 0;
  3720. battle_config.party_share_type = 0;
  3721. battle_config.party_show_share_picker = 0;
  3722. battle_config.pet_attack_attr_none = 0;
  3723. battle_config.pc_attack_attr_none = 0;
  3724. battle_config.mob_attack_attr_none = 0;
  3725. battle_config.mob_ghostring_fix = 1;
  3726. battle_config.gx_allhit = 1;
  3727. battle_config.gx_disptype = 1;
  3728. battle_config.devotion_level_difference = 10;
  3729. battle_config.player_skill_partner_check = 1;
  3730. battle_config.hide_GM_session = 0;
  3731. battle_config.invite_request_check = 1;
  3732. battle_config.skill_removetrap_type = 0;
  3733. battle_config.disp_experience = 0;
  3734. battle_config.disp_zeny = 0;
  3735. battle_config.castle_defense_rate = 100;
  3736. battle_config.hp_rate = 100;
  3737. battle_config.sp_rate = 100;
  3738. battle_config.gm_cant_drop_min_lv = 1;
  3739. battle_config.gm_cant_drop_max_lv = 0;
  3740. battle_config.disp_hpmeter = 60;
  3741. battle_config.skill_wall_check = 0;
  3742. battle_config.cell_stack_limit = 1;
  3743. battle_config.bone_drop = 0;
  3744. battle_config.buyer_name = 1;
  3745. // eAthena additions
  3746. battle_config.item_rate_mvp=100;
  3747. battle_config.item_rate_common = 100;
  3748. battle_config.item_rate_equip = 100;
  3749. battle_config.item_rate_card = 100;
  3750. battle_config.item_rate_heal = 100; // Added by Valaris
  3751. battle_config.item_rate_use = 100; // End
  3752. battle_config.item_rate_treasure = 100;
  3753. battle_config.logarithmic_drops = 0;
  3754. battle_config.item_drop_common_min=1; // Added by TyrNemesis^
  3755. battle_config.item_drop_common_max=10000;
  3756. battle_config.item_drop_equip_min=1;
  3757. battle_config.item_drop_equip_max=10000;
  3758. battle_config.item_drop_card_min=1;
  3759. battle_config.item_drop_card_max=10000;
  3760. battle_config.item_drop_mvp_min=1;
  3761. battle_config.item_drop_mvp_max=10000; // End Addition
  3762. battle_config.item_drop_heal_min=1; // Added by Valaris
  3763. battle_config.item_drop_heal_max=10000;
  3764. battle_config.item_drop_use_min=1;
  3765. battle_config.item_drop_use_max=10000; // End
  3766. battle_config.item_drop_treasure_min=1;
  3767. battle_config.item_drop_treasure_max=10000;
  3768. battle_config.prevent_logout = 10000; // Added by RoVeRT
  3769. battle_config.max_base_level = 255; // Added by Valaris
  3770. battle_config.max_job_level = 50;
  3771. battle_config.max_adv_level = 70;
  3772. battle_config.max_sn_level = 99;
  3773. battle_config.drops_by_luk = 0; // [Valaris]
  3774. battle_config.drops_by_luk2 = 0;
  3775. battle_config.equip_natural_break_rate = 1;
  3776. battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3777. battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex]
  3778. battle_config.pk_mode = 0; // [Valaris]
  3779. battle_config.manner_system = 1; // [Valaris]
  3780. battle_config.pet_equip_required = 0; // [Valaris]
  3781. battle_config.multi_level_up = 0; // [Valaris]
  3782. battle_config.backstab_bow_penalty = 0; // Akaru
  3783. battle_config.night_at_start = 0; // added by [Yor]
  3784. battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours)
  3785. battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes)
  3786. battle_config.show_mob_hp = 0; // [Valaris]
  3787. battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes)
  3788. battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level)
  3789. battle_config.any_warp_GM_min_level = 20; // added by [Yor]
  3790. battle_config.packet_ver_flag = 1023; // added by [Yor]
  3791. battle_config.min_hair_style = 0;
  3792. battle_config.max_hair_style = 23;
  3793. battle_config.min_hair_color = 0;
  3794. battle_config.max_hair_color = 9;
  3795. battle_config.min_cloth_color = 0;
  3796. battle_config.max_cloth_color = 4;
  3797. battle_config.pet_hair_style = 100;
  3798. battle_config.zeny_from_mobs = 0;
  3799. battle_config.mobs_level_up = 0; // [Valaris]
  3800. battle_config.mobs_level_up_exp_rate = 1; // [Valaris]
  3801. battle_config.pk_min_level = 55;
  3802. battle_config.skill_steal_type = 1;
  3803. battle_config.skill_steal_rate = 100;
  3804. // battle_config.night_darkness_level = 9;
  3805. battle_config.motd_type = 0;
  3806. battle_config.allow_atcommand_when_mute = 0;
  3807. battle_config.finding_ore_rate = 100;
  3808. battle_config.castrate_dex_scale = 150;
  3809. battle_config.area_size = 14;
  3810. battle_config.exp_calc_type = 1;
  3811. battle_config.min_skill_delay_limit = 100;
  3812. battle_config.require_glory_guild = 0;
  3813. battle_config.idle_no_share = 0;
  3814. battle_config.party_even_share_bonus = 0;
  3815. battle_config.delay_battle_damage = 1;
  3816. battle_config.display_version = 1;
  3817. battle_config.who_display_aid = 0;
  3818. battle_config.display_hallucination = 1;
  3819. battle_config.ignore_items_gender = 1;
  3820. battle_config.use_statpoint_table = 1;
  3821. battle_config.mob_ai = 0;
  3822. battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer]
  3823. battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer]
  3824. battle_config.mob_remove_delay = 60000;
  3825. battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks
  3826. battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills
  3827. battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow.
  3828. battle_config.mob_clear_delay = 0;
  3829. battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus]
  3830. battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus]
  3831. battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex]
  3832. battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus]
  3833. battle_config.firewall_hits_on_undead = 1;
  3834. battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus]
  3835. battle_config.title_lvl2 = 10;
  3836. battle_config.title_lvl3 = 20;
  3837. battle_config.title_lvl4 = 40;
  3838. battle_config.title_lvl5 = 50;
  3839. battle_config.title_lvl6 = 60;
  3840. battle_config.title_lvl7 = 80;
  3841. battle_config.title_lvl8 = 99;
  3842. battle_config.duel_enable = 1;
  3843. battle_config.duel_allow_pvp = 0;
  3844. battle_config.duel_allow_pvp = 0;
  3845. battle_config.duel_allow_teleport = 0;
  3846. battle_config.duel_autoleave_when_die = 1;
  3847. battle_config.duel_time_interval = 60;
  3848. battle_config.skip_teleport_lv1_menu = 0;
  3849. battle_config.allow_skill_without_day = 0;
  3850. }
  3851. void battle_validate_conf() {
  3852. if(battle_config.flooritem_lifetime < 1000)
  3853. battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000;
  3854. /* if(battle_config.restart_hp_rate < 0)
  3855. battle_config.restart_hp_rate = 0;
  3856. else*/ if(battle_config.restart_hp_rate > 100)
  3857. battle_config.restart_hp_rate = 100;
  3858. /* if(battle_config.restart_sp_rate < 0)
  3859. battle_config.restart_sp_rate = 0;
  3860. else*/ if(battle_config.restart_sp_rate > 100)
  3861. battle_config.restart_sp_rate = 100;
  3862. if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL)
  3863. battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL;
  3864. if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL)
  3865. battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL;
  3866. if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL)
  3867. battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL;
  3868. if(battle_config.natural_heal_weight_rate < 50)
  3869. battle_config.natural_heal_weight_rate = 50;
  3870. if(battle_config.natural_heal_weight_rate > 101)
  3871. battle_config.natural_heal_weight_rate = 101;
  3872. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3873. if(battle_config.monster_max_aspd < 10)
  3874. battle_config.monster_max_aspd = 10;
  3875. if(battle_config.monster_max_aspd > 1000)
  3876. battle_config.monster_max_aspd = 1000;
  3877. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3878. if(battle_config.max_aspd < 10)
  3879. battle_config.max_aspd = 10;
  3880. if(battle_config.max_aspd > 1000)
  3881. battle_config.max_aspd = 1000;
  3882. if (battle_config.max_walk_speed < 100)
  3883. battle_config.max_walk_speed = 100;
  3884. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3885. if (battle_config.max_walk_speed < 1)
  3886. battle_config.max_walk_speed = 1;
  3887. if(battle_config.hp_rate < 1)
  3888. battle_config.hp_rate = 1;
  3889. if(battle_config.sp_rate < 1)
  3890. battle_config.sp_rate = 1;
  3891. if(battle_config.max_hp > 1000000000)
  3892. battle_config.max_hp = 1000000000;
  3893. if(battle_config.max_hp < 100)
  3894. battle_config.max_hp = 100;
  3895. if(battle_config.max_sp > 1000000000)
  3896. battle_config.max_sp = 1000000000;
  3897. if(battle_config.max_sp < 100)
  3898. battle_config.max_sp = 100;
  3899. if(battle_config.max_parameter < 10)
  3900. battle_config.max_parameter = 10;
  3901. if(battle_config.max_parameter > 10000)
  3902. battle_config.max_parameter = 10000;
  3903. if(battle_config.max_baby_parameter < 10)
  3904. battle_config.max_baby_parameter = 10;
  3905. if(battle_config.max_baby_parameter > 10000)
  3906. battle_config.max_baby_parameter = 10000;
  3907. if(battle_config.max_cart_weight > 1000000)
  3908. battle_config.max_cart_weight = 1000000;
  3909. if(battle_config.max_cart_weight < 100)
  3910. battle_config.max_cart_weight = 100;
  3911. battle_config.max_cart_weight *= 10;
  3912. if(battle_config.max_def > 100 && !battle_config.player_defense_type) // added by [Skotlex]
  3913. battle_config.max_def = 100;
  3914. if(battle_config.over_def_bonus > 1000)
  3915. battle_config.over_def_bonus = 1000;
  3916. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3917. battle_config.min_hitrate = battle_config.max_hitrate;
  3918. if(battle_config.agi_penalty_count < 2)
  3919. battle_config.agi_penalty_count = 2;
  3920. if(battle_config.vit_penalty_count < 2)
  3921. battle_config.vit_penalty_count = 2;
  3922. if(battle_config.guild_exp_limit > 99)
  3923. battle_config.guild_exp_limit = 99;
  3924. /* if(battle_config.guild_exp_limit < 0)
  3925. battle_config.guild_exp_limit = 0;*/
  3926. if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex]
  3927. battle_config.pet_support_min_friendly = 950;
  3928. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3929. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3930. // if(battle_config.castle_defense_rate < 0)
  3931. // battle_config.castle_defense_rate = 0;
  3932. if(battle_config.castle_defense_rate > 100)
  3933. battle_config.castle_defense_rate = 100;
  3934. if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^
  3935. battle_config.item_drop_common_min = 1;
  3936. if(battle_config.item_drop_common_max > 10000)
  3937. battle_config.item_drop_common_max = 10000;
  3938. if(battle_config.item_drop_equip_min < 1)
  3939. battle_config.item_drop_equip_min = 1;
  3940. if(battle_config.item_drop_equip_max > 10000)
  3941. battle_config.item_drop_equip_max = 10000;
  3942. if(battle_config.item_drop_card_min < 1)
  3943. battle_config.item_drop_card_min = 1;
  3944. if(battle_config.item_drop_card_max > 10000)
  3945. battle_config.item_drop_card_max = 10000;
  3946. if(battle_config.item_drop_mvp_min < 1)
  3947. battle_config.item_drop_mvp_min = 1;
  3948. if(battle_config.item_drop_mvp_max > 10000)
  3949. battle_config.item_drop_mvp_max = 10000; // End Addition
  3950. /* if (battle_config.night_at_start < 0) // added by [Yor]
  3951. battle_config.night_at_start = 0;
  3952. else if (battle_config.night_at_start > 1) // added by [Yor]
  3953. battle_config.night_at_start = 1; */
  3954. if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor]
  3955. battle_config.day_duration = 60000;
  3956. if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor]
  3957. battle_config.night_duration = 60000;
  3958. /* if (battle_config.ban_spoof_namer < 0) // added by [Yor]
  3959. battle_config.ban_spoof_namer = 0;
  3960. else*/ if (battle_config.ban_spoof_namer > 32767)
  3961. battle_config.ban_spoof_namer = 32767;
  3962. /* if (battle_config.hack_info_GM_level < 0) // added by [Yor]
  3963. battle_config.hack_info_GM_level = 0;
  3964. else*/ if (battle_config.hack_info_GM_level > 100)
  3965. battle_config.hack_info_GM_level = 100;
  3966. /* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor]
  3967. battle_config.any_warp_GM_min_level = 0;
  3968. else*/ if (battle_config.any_warp_GM_min_level > 100)
  3969. battle_config.any_warp_GM_min_level = 100;
  3970. /* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex]
  3971. // at least 1 client must be accepted
  3972. if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor]
  3973. battle_config.packet_ver_flag = 255; // accept all clients
  3974. */
  3975. /* Deprecated by dynamix's new night system (using SI_NIGHT)
  3976. if (battle_config.night_darkness_level <= 0)
  3977. battle_config.night_darkness_level = 9;
  3978. else if (battle_config.night_darkness_level > 10) // Celest
  3979. battle_config.night_darkness_level = 10;
  3980. */
  3981. /* if (battle_config.motd_type < 0)
  3982. battle_config.motd_type = 0;
  3983. else if (battle_config.motd_type > 1)
  3984. battle_config.motd_type = 1;
  3985. */
  3986. // if (battle_config.finding_ore_rate < 0)
  3987. // battle_config.finding_ore_rate = 0;
  3988. if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0)
  3989. battle_config.vending_max_value = MAX_ZENY;
  3990. if (battle_config.min_skill_delay_limit < 10)
  3991. battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms
  3992. //Spawn delays [Skotlex]
  3993. /* if (battle_config.mob_spawn_delay < 0)
  3994. battle_config.mob_spawn_delay = 0;
  3995. if (battle_config.boss_spawn_delay < 0)
  3996. battle_config.boss_spawn_delay = 0;
  3997. if (battle_config.plant_spawn_delay < 0)
  3998. battle_config.plant_spawn_delay = 0;
  3999. */
  4000. if (battle_config.no_spawn_on_player > 50)
  4001. battle_config.no_spawn_on_player = 50;
  4002. if (battle_config.mob_remove_delay < 15000) //Min 15 sec
  4003. battle_config.mob_remove_delay = 15000;
  4004. if (battle_config.dynamic_mobs > 1)
  4005. battle_config.dynamic_mobs = 1; //The flag will be used in assignations
  4006. if (battle_config.mob_max_skilllvl> 11 || battle_config.mob_max_skilllvl<1 )
  4007. battle_config.mob_max_skilllvl = 11;
  4008. if (battle_config.firewall_hits_on_undead < 1)
  4009. battle_config.firewall_hits_on_undead = 1;
  4010. else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff
  4011. battle_config.firewall_hits_on_undead = 255;
  4012. if (battle_config.prevent_logout > 60000)
  4013. battle_config.prevent_logout = 60000;
  4014. if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris]
  4015. battle_config.mobs_level_up_exp_rate = 1;
  4016. #ifdef CELL_NOSTACK
  4017. if (battle_config.cell_stack_limit < 1)
  4018. battle_config.cell_stack_limit = 1;
  4019. else
  4020. if (battle_config.cell_stack_limit > 255)
  4021. battle_config.cell_stack_limit = 255;
  4022. #else
  4023. if (battle_config.cell_stack_limit != 1)
  4024. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  4025. #endif
  4026. }
  4027. /*==========================================
  4028. * ?ン定ファイルを読み?桙゙
  4029. *------------------------------------------
  4030. */
  4031. int battle_config_read(const char *cfgName)
  4032. {
  4033. char line[1024], w1[1024], w2[1024];
  4034. FILE *fp;
  4035. static int count = 0;
  4036. if ((count++) == 0)
  4037. battle_set_defaults();
  4038. fp = fopen(cfgName,"r");
  4039. if (fp == NULL) {
  4040. ShowError("File not found: %s\n", cfgName);
  4041. return 1;
  4042. }
  4043. while(fgets(line,1020,fp)){
  4044. if (line[0] == '/' && line[1] == '/')
  4045. continue;
  4046. if (sscanf(line, "%[^:]:%s", w1, w2) != 2)
  4047. continue;
  4048. if (strcmpi(w1, "import") == 0)
  4049. battle_config_read(w2);
  4050. else
  4051. battle_set_value(w1, w2);
  4052. }
  4053. fclose(fp);
  4054. if (--count == 0) {
  4055. battle_validate_conf();
  4056. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  4057. add_timer_func_list(battle_walkdelay_sub, "battle_walkdelay_sub");
  4058. }
  4059. return 0;
  4060. }