battle.cpp 343 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. /**
  36. * Returns the current/list skill used by the bl
  37. * @param bl
  38. * @return skill_id
  39. */
  40. uint16 battle_getcurrentskill(struct block_list *bl)
  41. {
  42. struct unit_data *ud;
  43. if( bl->type == BL_SKILL ) {
  44. struct skill_unit *su = (struct skill_unit*)bl;
  45. return (su && su->group?su->group->skill_id:0);
  46. }
  47. ud = unit_bl2ud(bl);
  48. return (ud?ud->skill_id:0);
  49. }
  50. /**
  51. * Get random targeting enemy
  52. * @param bl
  53. * @param ap
  54. * @return Found target (1) or not found (0)
  55. */
  56. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  57. {
  58. struct block_list **bl_list;
  59. struct unit_data *ud;
  60. int target_id;
  61. int *c;
  62. bl_list = va_arg(ap, struct block_list **);
  63. c = va_arg(ap, int *);
  64. target_id = va_arg(ap, int);
  65. if (bl->id == target_id)
  66. return 0;
  67. if (*c >= 24)
  68. return 0;
  69. if ( !(ud = unit_bl2ud(bl)) )
  70. return 0;
  71. if (ud->target == target_id || ud->skilltarget == target_id) {
  72. bl_list[(*c)++] = bl;
  73. return 1;
  74. }
  75. return 0;
  76. }
  77. /**
  78. * Returns list of targets
  79. * @param target
  80. * @return Target list
  81. */
  82. struct block_list* battle_gettargeted(struct block_list *target)
  83. {
  84. struct block_list *bl_list[24];
  85. int c = 0;
  86. nullpo_retr(NULL, target);
  87. memset(bl_list, 0, sizeof(bl_list));
  88. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  89. if ( c == 0 )
  90. return NULL;
  91. if( c > 24 )
  92. c = 24;
  93. return bl_list[rnd()%c];
  94. }
  95. /**
  96. * Returns the ID of the current targeted character of the passed bl
  97. * @param bl
  98. * @return Target Unit ID
  99. * @author [Skotlex]
  100. */
  101. int battle_gettarget(struct block_list* bl)
  102. {
  103. switch (bl->type) {
  104. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  105. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  106. case BL_PET: return ((struct pet_data*)bl)->target_id;
  107. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  108. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  109. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  110. }
  111. return 0;
  112. }
  113. /**
  114. * Get random enemy
  115. * @param bl
  116. * @param ap
  117. * @return Found target (1) or not found (0)
  118. */
  119. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  120. {
  121. struct block_list **bl_list;
  122. struct block_list *target;
  123. int *c;
  124. bl_list = va_arg(ap, struct block_list **);
  125. c = va_arg(ap, int *);
  126. target = va_arg(ap, struct block_list *);
  127. if (bl->id == target->id)
  128. return 0;
  129. if (*c >= 24)
  130. return 0;
  131. if (status_isdead(bl))
  132. return 0;
  133. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  134. bl_list[(*c)++] = bl;
  135. return 1;
  136. }
  137. return 0;
  138. }
  139. /**
  140. * Returns list of enemies within given range
  141. * @param target
  142. * @param type
  143. * @param range
  144. * @return Target list
  145. * @author [Skotlex]
  146. */
  147. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  148. {
  149. struct block_list *bl_list[24];
  150. int c = 0;
  151. memset(bl_list, 0, sizeof(bl_list));
  152. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  153. if ( c == 0 )
  154. return NULL;
  155. if( c > 24 )
  156. c = 24;
  157. return bl_list[rnd()%c];
  158. }
  159. /**
  160. * Get random enemy within area
  161. * @param bl
  162. * @param ap
  163. * @return Found target (1) or not found (0)
  164. */
  165. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  166. {
  167. struct block_list **bl_list, *src;
  168. int *c, ignore_id;
  169. bl_list = va_arg(ap, struct block_list **);
  170. c = va_arg(ap, int *);
  171. src = va_arg(ap, struct block_list *);
  172. ignore_id = va_arg(ap, int);
  173. if( bl->id == src->id || bl->id == ignore_id )
  174. return 0; // Ignores Caster and a possible pre-target
  175. if( *c >= 23 )
  176. return 0;
  177. if( status_isdead(bl) )
  178. return 0;
  179. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  180. bl_list[(*c)++] = bl;
  181. return 1;
  182. }
  183. return 0;
  184. }
  185. /**
  186. * Returns list of enemies within an area
  187. * @param src
  188. * @param x
  189. * @param y
  190. * @param range
  191. * @param type
  192. * @param ignore_id
  193. * @return Target list
  194. */
  195. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  196. {
  197. struct block_list *bl_list[24];
  198. int c = 0;
  199. memset(bl_list, 0, sizeof(bl_list));
  200. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  201. if( c == 0 )
  202. return NULL;
  203. if( c >= 24 )
  204. c = 23;
  205. return bl_list[rnd()%c];
  206. }
  207. /*========================================== [Playtester]
  208. * Deals damage without delay, applies additional effects and triggers monster events
  209. * This function is called from battle_delay_damage or battle_delay_damage_sub
  210. * @param src: Source of damage
  211. * @param target: Target of damage
  212. * @param damage: Damage to be dealt
  213. * @param delay: Damage delay
  214. * @param skill_lv: Level of skill used
  215. * @param skill_id: ID o skill used
  216. * @param dmg_lv: State of the attack (miss, etc.)
  217. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  218. * @param additional_effects: Whether additional effect should be applied
  219. * @param isspdamage: If the damage is done to SP
  220. * @param tick: Current tick
  221. *------------------------------------------*/
  222. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  223. map_freeblock_lock();
  224. if (isspdamage)
  225. status_fix_spdamage(src, target, damage, delay);
  226. else
  227. status_fix_damage(src, target, damage, delay); // We have to separate here between reflect damage and others [icescope]
  228. if (attack_type && !status_isdead(target) && additional_effects)
  229. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  230. if (dmg_lv > ATK_BLOCK && attack_type)
  231. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  232. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  233. if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
  234. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  235. struct mob_data* md = BL_CAST(BL_MOB, target);
  236. md->norm_attacked_id = md->attacked_id;
  237. }
  238. map_freeblock_unlock();
  239. }
  240. /// Damage Delayed Structure
  241. struct delay_damage {
  242. int src_id;
  243. int target_id;
  244. int64 damage;
  245. t_tick delay;
  246. unsigned short distance;
  247. uint16 skill_lv;
  248. uint16 skill_id;
  249. enum damage_lv dmg_lv;
  250. unsigned short attack_type;
  251. bool additional_effects;
  252. enum bl_type src_type;
  253. bool isspdamage;
  254. };
  255. TIMER_FUNC(battle_delay_damage_sub){
  256. struct delay_damage *dat = (struct delay_damage *)data;
  257. if ( dat ) {
  258. struct block_list* src = NULL;
  259. struct block_list* target = map_id2bl(dat->target_id);
  260. if( !target || status_isdead(target) ) { /* Nothing we can do */
  261. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  262. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  263. ((TBL_PC*)src)->state.hold_recalc = 0;
  264. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  265. }
  266. ers_free(delay_damage_ers, dat);
  267. return 0;
  268. }
  269. src = map_id2bl(dat->src_id);
  270. if( src && target->m == src->m &&
  271. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  272. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  273. {
  274. //Deal damage
  275. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  276. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  277. map_freeblock_lock();
  278. status_fix_damage(target, target, dat->damage, dat->delay);
  279. map_freeblock_unlock();
  280. }
  281. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  282. ((TBL_PC*)src)->state.hold_recalc = 0;
  283. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  284. }
  285. }
  286. ers_free(delay_damage_ers, dat);
  287. return 0;
  288. }
  289. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  290. {
  291. struct delay_damage *dat;
  292. struct status_change *sc;
  293. struct block_list *d_tbl = NULL;
  294. struct block_list *e_tbl = NULL;
  295. nullpo_ret(src);
  296. nullpo_ret(target);
  297. sc = status_get_sc(target);
  298. if (sc) {
  299. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  300. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  301. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  302. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  303. }
  304. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  305. damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  306. damage = 0;
  307. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  308. //Deal damage
  309. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  310. return 0;
  311. }
  312. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  313. dat->src_id = src->id;
  314. dat->target_id = target->id;
  315. dat->skill_id = skill_id;
  316. dat->skill_lv = skill_lv;
  317. dat->attack_type = attack_type;
  318. dat->damage = damage;
  319. dat->dmg_lv = dmg_lv;
  320. dat->delay = ddelay;
  321. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  322. dat->additional_effects = additional_effects;
  323. dat->src_type = src->type;
  324. dat->isspdamage = isspdamage;
  325. if (src->type != BL_PC && amotion > 1000)
  326. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  327. if( src->type == BL_PC )
  328. ((TBL_PC*)src)->delayed_damage++;
  329. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  330. return 0;
  331. }
  332. /**
  333. * Get attribute ratio
  334. * @param atk_elem Attack element enum e_element
  335. * @param def_type Defense element enum e_element
  336. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  337. */
  338. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  339. {
  340. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  341. return 100;
  342. return attr_fix_table[def_lv-1][atk_elem][def_type];
  343. }
  344. /**
  345. * Does attribute fix modifiers.
  346. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  347. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  348. * @param src
  349. * @param target
  350. * @param damage
  351. * @param atk_elem
  352. * @param def_type
  353. * @param def_lv
  354. * @return damage
  355. */
  356. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  357. {
  358. struct status_change *sc = NULL, *tsc = NULL;
  359. int ratio;
  360. if (src) sc = status_get_sc(src);
  361. if (target) tsc = status_get_sc(target);
  362. if (!CHK_ELEMENT(atk_elem))
  363. atk_elem = rnd()%ELE_ALL;
  364. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  365. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  366. return damage;
  367. }
  368. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  369. if (sc && sc->count) { //increase dmg by src status
  370. switch(atk_elem){
  371. case ELE_FIRE:
  372. if (sc->data[SC_VOLCANO])
  373. #ifdef RENEWAL
  374. ratio += sc->data[SC_VOLCANO]->val3;
  375. #else
  376. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  377. #endif
  378. break;
  379. case ELE_WIND:
  380. if (sc->data[SC_VIOLENTGALE])
  381. #ifdef RENEWAL
  382. ratio += sc->data[SC_VIOLENTGALE]->val3;
  383. #else
  384. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  385. #endif
  386. break;
  387. case ELE_WATER:
  388. if (sc->data[SC_DELUGE])
  389. #ifdef RENEWAL
  390. ratio += sc->data[SC_DELUGE]->val3;
  391. #else
  392. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  393. #endif
  394. break;
  395. case ELE_GHOST:
  396. if (sc->data[SC_TELEKINESIS_INTENSE])
  397. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  398. break;
  399. }
  400. }
  401. if( target && target->type == BL_SKILL ) {
  402. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  403. struct skill_unit *su = (struct skill_unit*)target;
  404. struct skill_unit_group *sg;
  405. struct block_list *src2;
  406. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  407. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  408. return 0;
  409. if( sg->unit_id != UNT_FIREWALL ) {
  410. int x,y;
  411. x = sg->val3 >> 16;
  412. y = sg->val3 & 0xffff;
  413. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  414. sg->val3 = -1;
  415. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  416. }
  417. }
  418. }
  419. if (tsc && tsc->count) { //increase dmg by target status
  420. switch(atk_elem) {
  421. case ELE_FIRE:
  422. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  423. #ifdef RENEWAL
  424. ratio += 100;
  425. #else
  426. damage *= 2;
  427. #endif
  428. //Remove a unit group or end whole status change
  429. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  430. }
  431. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  432. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  433. if (tsc->data[SC_CRYSTALIZE])
  434. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  435. if (tsc->data[SC_EARTH_INSIGNIA])
  436. #ifdef RENEWAL
  437. ratio += 50;
  438. #else
  439. damage += (int64)(damage * 50 / 100);
  440. #endif
  441. break;
  442. case ELE_HOLY:
  443. if (tsc->data[SC_ORATIO])
  444. #ifdef RENEWAL
  445. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  446. #else
  447. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  448. #endif
  449. break;
  450. case ELE_POISON:
  451. if (tsc->data[SC_VENOMIMPRESS])
  452. #ifdef RENEWAL
  453. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  454. #else
  455. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  456. #endif
  457. break;
  458. case ELE_WIND:
  459. if (tsc->data[SC_WATER_INSIGNIA])
  460. #ifdef RENEWAL
  461. ratio += 50;
  462. #else
  463. damage += (int64)(damage * 50 / 100);
  464. #endif
  465. if (tsc->data[SC_CRYSTALIZE]) {
  466. uint16 skill_id = battle_getcurrentskill(src);
  467. if (skill_get_type(skill_id)&BF_MAGIC)
  468. #ifdef RENEWAL
  469. ratio += 50;
  470. #else
  471. damage += (int64)(damage * 50 / 100);
  472. #endif
  473. }
  474. break;
  475. case ELE_WATER:
  476. if (tsc->data[SC_FIRE_INSIGNIA])
  477. #ifdef RENEWAL
  478. ratio += 50;
  479. #else
  480. damage += (int64)(damage * 50 / 100);
  481. #endif
  482. break;
  483. case ELE_EARTH:
  484. if (tsc->data[SC_WIND_INSIGNIA])
  485. #ifdef RENEWAL
  486. ratio += 50;
  487. #else
  488. damage += (int64)(damage * 50 / 100);
  489. #endif
  490. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  491. break;
  492. case ELE_NEUTRAL:
  493. if (tsc->data[SC_ANTI_M_BLAST])
  494. #ifdef RENEWAL
  495. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  496. #else
  497. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  498. #endif
  499. break;
  500. }
  501. }
  502. if (battle_config.attr_recover == 0 && ratio < 0)
  503. ratio = 0;
  504. #ifdef RENEWAL
  505. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  506. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  507. #else
  508. damage = (int64)((damage*ratio)/100);
  509. #endif
  510. //Damage can be negative, see battle_config.attr_recover
  511. return damage;
  512. }
  513. /**
  514. * Calculates card bonuses damage adjustments.
  515. * @param attack_type @see enum e_battle_flag
  516. * @param src Attacker
  517. * @param target Target
  518. * @param nk Skill's nk @see enum e_skill_nk [NK_NO_CARDFIX_ATK|NK_NO_ELEFIX|NK_NO_CARDFIX_DEF]
  519. * @param rh_ele Right-hand weapon element
  520. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  521. * @param damage Original damage
  522. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  523. * 3: Calculates attacker bonuses in both hands.
  524. * 2: Calculates attacker bonuses in right-hand only.
  525. * 0 or 1: Only calculates target bonuses.
  526. * @param flag Misc value of skill & damage flags
  527. * @return damage Damage diff between original damage and after calculation
  528. */
  529. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  530. struct map_session_data *sd, ///< Attacker session data if BL_PC
  531. *tsd; ///< Target session data if BL_PC
  532. short cardfix = 1000;
  533. int s_class, ///< Attacker class
  534. t_class; ///< Target class
  535. enum e_race2 s_race2, /// Attacker Race2
  536. t_race2; ///< Target Race2
  537. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  538. struct status_data *sstatus, ///< Attacker status data
  539. *tstatus; ///< Target status data
  540. int64 original_damage;
  541. if( !damage )
  542. return 0;
  543. original_damage = damage;
  544. sd = BL_CAST(BL_PC, src);
  545. tsd = BL_CAST(BL_PC, target);
  546. t_class = status_get_class(target);
  547. s_class = status_get_class(src);
  548. sstatus = status_get_status_data(src);
  549. tstatus = status_get_status_data(target);
  550. s_race2 = status_get_race2(src);
  551. t_race2 = status_get_race2(target);
  552. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  553. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  554. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  555. switch( attack_type ) {
  556. case BF_MAGIC:
  557. // Affected by attacker ATK bonuses
  558. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  559. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
  560. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  561. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
  562. sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
  563. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  564. }
  565. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  566. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  567. for (const auto &it : sd->add_mdmg) {
  568. if (it.id == t_class) {
  569. cardfix = cardfix * (100 + it.val) / 100;
  570. break;
  571. }
  572. }
  573. APPLY_CARDFIX(damage, cardfix);
  574. }
  575. // Affected by target DEF bonuses
  576. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  577. cardfix = 1000; // reset var for target
  578. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  579. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  580. for (const auto &it : tsd->subele2) {
  581. if (it.ele != rh_ele)
  582. continue;
  583. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  584. ((it.flag)&flag)&BF_RANGEMASK &&
  585. ((it.flag)&flag)&BF_SKILLMASK))
  586. continue;
  587. ele_fix += it.rate;
  588. }
  589. if (s_defele != ELE_NONE)
  590. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  591. cardfix = cardfix * (100 - ele_fix) / 100;
  592. }
  593. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  594. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  595. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  596. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  597. for (const auto &it : tsd->add_mdef) {
  598. if (it.id == s_class) {
  599. cardfix = cardfix * (100 - it.val) / 100;
  600. break;
  601. }
  602. }
  603. #ifndef RENEWAL
  604. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  605. if( flag&BF_SHORT )
  606. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  607. else
  608. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  609. #endif
  610. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  611. if( tsd->sc.data[SC_MDEF_RATE] )
  612. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  613. APPLY_CARDFIX(damage, cardfix);
  614. }
  615. break;
  616. case BF_WEAPON:
  617. // Affected by attacker ATK bonuses
  618. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) {
  619. short cardfix_ = 1000;
  620. if( sd->state.arrow_atk ) { // Ranged attack
  621. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  622. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  623. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  624. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  625. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  626. for (const auto &it : sd->right_weapon.addele2) {
  627. if (it.ele != tstatus->def_ele)
  628. continue;
  629. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  630. ((it.flag)&flag)&BF_RANGEMASK &&
  631. ((it.flag)&flag)&BF_SKILLMASK))
  632. continue;
  633. ele_fix += it.rate;
  634. }
  635. cardfix = cardfix * (100 + ele_fix) / 100;
  636. }
  637. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  638. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  639. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  640. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  641. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  642. } else { // Melee attack
  643. int skill = 0;
  644. // Calculates each right & left hand weapon bonuses separatedly
  645. if( !battle_config.left_cardfix_to_right ) {
  646. // Right-handed weapon
  647. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  648. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  649. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  650. for (const auto &it : sd->right_weapon.addele2) {
  651. if (it.ele != tstatus->def_ele)
  652. continue;
  653. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  654. ((it.flag)&flag)&BF_RANGEMASK &&
  655. ((it.flag)&flag)&BF_SKILLMASK))
  656. continue;
  657. ele_fix += it.rate;
  658. }
  659. cardfix = cardfix * (100 + ele_fix) / 100;
  660. }
  661. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  662. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  663. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  664. if( left&1 ) { // Left-handed weapon
  665. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  666. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  667. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  668. for (const auto &it : sd->left_weapon.addele2) {
  669. if (it.ele != tstatus->def_ele)
  670. continue;
  671. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  672. ((it.flag)&flag)&BF_RANGEMASK &&
  673. ((it.flag)&flag)&BF_SKILLMASK))
  674. continue;
  675. ele_fix_lh += it.rate;
  676. }
  677. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  678. }
  679. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  680. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  681. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  682. }
  683. }
  684. // Calculates right & left hand weapon as unity
  685. else {
  686. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_NO_ELEFIX?
  687. //if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  688. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  689. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  690. for (const auto &it : sd->right_weapon.addele2) {
  691. if (it.ele != tstatus->def_ele)
  692. continue;
  693. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  694. ((it.flag)&flag)&BF_RANGEMASK &&
  695. ((it.flag)&flag)&BF_SKILLMASK))
  696. continue;
  697. ele_fix += it.rate;
  698. }
  699. for (const auto &it : sd->left_weapon.addele2) {
  700. if (it.ele != tstatus->def_ele)
  701. continue;
  702. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  703. ((it.flag)&flag)&BF_RANGEMASK &&
  704. ((it.flag)&flag)&BF_SKILLMASK))
  705. continue;
  706. ele_fix += it.rate;
  707. }
  708. cardfix = cardfix * (100 + ele_fix) / 100;
  709. //}
  710. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  711. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  712. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  713. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  714. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  715. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  716. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  717. }
  718. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  719. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  720. }
  721. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  722. for (const auto &it : sd->right_weapon.add_dmg) {
  723. if (it.id == t_class) {
  724. cardfix = cardfix * (100 + it.val) / 100;
  725. break;
  726. }
  727. }
  728. if( left&1 ) {
  729. for (const auto &it : sd->left_weapon.add_dmg) {
  730. if (it.id == t_class) {
  731. cardfix_ = cardfix_ * (100 + it.val) / 100;
  732. break;
  733. }
  734. }
  735. }
  736. #ifndef RENEWAL
  737. if( flag&BF_LONG )
  738. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  739. #endif
  740. if (left&1) {
  741. APPLY_CARDFIX(damage, cardfix_);
  742. } else {
  743. APPLY_CARDFIX(damage, cardfix);
  744. }
  745. }
  746. // Affected by target DEF bonuses
  747. else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
  748. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  749. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  750. for (const auto &it : tsd->subele2) {
  751. if (it.ele != rh_ele)
  752. continue;
  753. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  754. ((it.flag)&flag)&BF_RANGEMASK &&
  755. ((it.flag)&flag)&BF_SKILLMASK))
  756. continue;
  757. ele_fix += it.rate;
  758. }
  759. cardfix = cardfix * (100 - ele_fix) / 100;
  760. if( left&1 && lh_ele != rh_ele ) {
  761. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
  762. for (const auto &it : tsd->subele2) {
  763. if (it.ele != lh_ele)
  764. continue;
  765. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  766. ((it.flag)&flag)&BF_RANGEMASK &&
  767. ((it.flag)&flag)&BF_SKILLMASK))
  768. continue;
  769. ele_fix_lh += it.rate;
  770. }
  771. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  772. }
  773. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  774. }
  775. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  776. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  777. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  778. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  779. for (const auto &it : tsd->add_def) {
  780. if (it.id == s_class) {
  781. cardfix = cardfix * (100 - it.val) / 100;
  782. break;
  783. }
  784. }
  785. if( flag&BF_SHORT )
  786. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  787. else // BF_LONG (there's no other choice)
  788. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  789. if( tsd->sc.data[SC_DEF_RATE] )
  790. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  791. APPLY_CARDFIX(damage, cardfix);
  792. }
  793. break;
  794. case BF_MISC:
  795. // Affected by target DEF bonuses
  796. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  797. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  798. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  799. for (const auto &it : tsd->subele2) {
  800. if (it.ele != rh_ele)
  801. continue;
  802. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  803. ((it.flag)&flag)&BF_RANGEMASK &&
  804. ((it.flag)&flag)&BF_SKILLMASK))
  805. continue;
  806. ele_fix += it.rate;
  807. }
  808. if (s_defele != ELE_NONE)
  809. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  810. cardfix = cardfix * (100 - ele_fix) / 100;
  811. }
  812. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  813. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  814. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  815. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  816. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  817. if( flag&BF_SHORT )
  818. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  819. else // BF_LONG (there's no other choice)
  820. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  821. APPLY_CARDFIX(damage, cardfix);
  822. }
  823. break;
  824. }
  825. #undef APPLY_CARDFIX
  826. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  827. }
  828. /**
  829. * Absorb damage based on criteria
  830. * @param bl
  831. * @param d Damage
  832. **/
  833. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  834. int64 dmg_ori = 0, dmg_new = 0;
  835. nullpo_retv(bl);
  836. nullpo_retv(d);
  837. if (!d->damage && !d->damage2)
  838. return;
  839. switch (bl->type) {
  840. case BL_PC:
  841. {
  842. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  843. if (!sd)
  844. return;
  845. if (sd->bonus.absorb_dmg_maxhp) {
  846. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  847. dmg_ori = dmg_new = d->damage + d->damage2;
  848. if (dmg_ori > hp)
  849. dmg_new = dmg_ori - hp;
  850. }
  851. }
  852. break;
  853. }
  854. if (dmg_ori == dmg_new)
  855. return;
  856. if (!d->damage2)
  857. d->damage = dmg_new;
  858. else if (!d->damage)
  859. d->damage2 = dmg_new;
  860. else {
  861. d->damage = dmg_new;
  862. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  863. if (d->damage2 < 1)
  864. d->damage2 = 1;
  865. d->damage = d->damage - d->damage2;
  866. }
  867. }
  868. /**
  869. * Check Safety Wall and Pneuma effect.
  870. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  871. * @param src Attacker
  872. * @param target Target of attack
  873. * @param sc STatus Change
  874. * @param d Damage data
  875. * @param damage Damage received
  876. * @param skill_id
  877. * @param skill_lv
  878. * @return True:Damage inflicted, False:Missed
  879. **/
  880. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  881. if (!sc)
  882. return true;
  883. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  884. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  885. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  886. if (group) {
  887. if (skill_id_val == MH_STEINWAND) {
  888. if (--group->val2 <= 0)
  889. skill_delunitgroup(group);
  890. d->dmg_lv = ATK_BLOCK;
  891. if( (group->val3 - damage) > 0 )
  892. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  893. else
  894. skill_delunitgroup(group);
  895. return false;
  896. }
  897. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  898. d->dmg_lv = ATK_BLOCK;
  899. #ifdef RENEWAL
  900. if ( ( group->val2 - damage) > 0 ) {
  901. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  902. } else
  903. skill_delunitgroup(group);
  904. return false;
  905. #else
  906. if (--group->val2 <= 0)
  907. skill_delunitgroup(group);
  908. return false;
  909. #endif
  910. }
  911. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  912. }
  913. if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG || skill_id == CR_ACIDDEMONSTRATION)) {
  914. d->dmg_lv = ATK_MISS;
  915. return false;
  916. }
  917. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  918. d->dmg_lv = ATK_BLOCK;
  919. return false;
  920. }
  921. return true;
  922. }
  923. /**
  924. * Check damage through status.
  925. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  926. * After this we apply bg/gvg reduction
  927. * @param src
  928. * @param bl
  929. * @param d
  930. * @param damage
  931. * @param skill_id
  932. * @param skill_lv
  933. * @return damage
  934. */
  935. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  936. {
  937. struct map_session_data *sd = NULL;
  938. struct status_change *sc;
  939. struct status_change_entry *sce;
  940. int div_ = d->div_, flag = d->flag;
  941. nullpo_ret(bl);
  942. if( !damage )
  943. return 0;
  944. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  945. return 0;
  946. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  947. && skill_get_casttype(skill_id) == CAST_GROUND )
  948. return 0;
  949. if (bl->type == BL_PC) {
  950. sd=(struct map_session_data *)bl;
  951. //Special no damage states
  952. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  953. damage -= damage * sd->special_state.no_weapon_damage / 100;
  954. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  955. damage -= damage * sd->special_state.no_magic_damage / 100;
  956. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  957. damage -= damage * sd->special_state.no_misc_damage / 100;
  958. if(!damage)
  959. return 0;
  960. }
  961. sc = status_get_sc(bl); //check target status
  962. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  963. return 1;
  964. if (sc && sc->data[SC_MAXPAIN])
  965. return 0;
  966. if (skill_id == PA_PRESSURE || skill_id == HW_GRAVITATION)
  967. return damage; //These skills bypass everything else.
  968. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  969. if( sc->data[SC_BASILICA] && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ) {
  970. d->dmg_lv = ATK_BLOCK;
  971. return 0;
  972. }
  973. if( sc->data[SC_WHITEIMPRISON] ) { // Gravitation and Pressure do damage without removing the effect
  974. if( skill_id == MG_NAPALMBEAT ||
  975. skill_id == MG_SOULSTRIKE ||
  976. skill_id == WL_SOULEXPANSION ||
  977. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  978. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  979. {
  980. if( skill_id == WL_SOULEXPANSION )
  981. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  982. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  983. } else {
  984. d->dmg_lv = ATK_BLOCK;
  985. return 0;
  986. }
  987. }
  988. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  989. d->dmg_lv = ATK_BLOCK;
  990. return 0;
  991. }
  992. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  993. return 0;
  994. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE])) {
  995. d->dmg_lv = ATK_BLOCK;
  996. return 0;
  997. }
  998. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  999. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  1000. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,skill_get_time2(GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1));
  1001. d->dmg_lv = ATK_BLOCK;
  1002. return 0;
  1003. }
  1004. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_inf3(skill_id)&INF3_NO_EFF_AUTOGUARD) && rnd()%100 < sce->val2) {
  1005. int delay;
  1006. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1007. struct block_list *d_bl = NULL;
  1008. // different delay depending on skill level [celest]
  1009. if (sce->val1 <= 5)
  1010. delay = 300;
  1011. else if (sce->val1 > 5 && sce->val1 <= 9)
  1012. delay = 200;
  1013. else
  1014. delay = 100;
  1015. if (sd && pc_issit(sd))
  1016. pc_setstand(sd, true);
  1017. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1018. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1019. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1020. check_distance_bl(bl,d_bl,sce_d->val3) )
  1021. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1022. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  1023. unit_set_walkdelay(d_bl,gettick(),delay,1);
  1024. d->dmg_lv = ATK_MISS;
  1025. return 0;
  1026. } else {
  1027. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  1028. unit_set_walkdelay(bl,gettick(),delay,1);
  1029. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  1030. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,BLOWN_NONE);
  1031. d->dmg_lv = ATK_MISS;
  1032. return 0;
  1033. }
  1034. }
  1035. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  1036. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  1037. d->dmg_lv = ATK_BLOCK;
  1038. if( sce->val3 <= 0 ) { // Shield Down
  1039. sce->val2--;
  1040. if( sce->val2 >= 0 ) {
  1041. clif_millenniumshield(bl,sce->val2);
  1042. if( !sce->val2 )
  1043. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  1044. else
  1045. sce->val3 = 1000; // Next shield
  1046. }
  1047. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  1048. }
  1049. return 0;
  1050. }
  1051. // attack blocked by Parrying
  1052. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  1053. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  1054. return 0;
  1055. }
  1056. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) {
  1057. if (sd && pc_issit(sd))
  1058. pc_setstand(sd, true); //Stand it to dodge.
  1059. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1);
  1060. sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1061. return 0;
  1062. }
  1063. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  1064. return 0;
  1065. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  1066. return 0;
  1067. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1068. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  1069. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1070. //Shouldn't end until Breaker's non-weapon part connects.
  1071. #ifndef RENEWAL
  1072. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1073. #endif
  1074. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1075. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  1076. return 0;
  1077. }
  1078. #ifdef RENEWAL // Flat +400% damage from melee
  1079. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1080. damage <<= 2;
  1081. #endif
  1082. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1083. clif_specialeffect(bl, EF_STORMKICK4, AREA); // Still need confirm it.
  1084. return 0;
  1085. }
  1086. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !(skill_get_inf3(skill_id)&INF3_NO_EFF_CICADA)) {
  1087. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1088. if (!status_isdead(src))
  1089. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1090. if (sce) {
  1091. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1092. skill_blown(src,bl,sce->val3,-1,BLOWN_NONE);
  1093. }
  1094. //Both need to be consumed if they are active.
  1095. if (sce && --(sce->val2) <= 0)
  1096. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1097. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1098. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1099. return 0;
  1100. }
  1101. //Now damage increasing effects
  1102. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1103. if (src->type != BL_MER || !skill_id)
  1104. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1105. #ifndef RENEWAL
  1106. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1107. #endif
  1108. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1109. }
  1110. #ifdef RENEWAL
  1111. if( sc->data[SC_RAID] ) {
  1112. if (status_get_class_(bl) == CLASS_BOSS)
  1113. damage += damage * 10 / 100;
  1114. else
  1115. damage += damage * 20 / 100;
  1116. if (--sc->data[SC_RAID]->val1 == 0)
  1117. status_change_end(bl, SC_RAID, INVALID_TIMER);
  1118. }
  1119. #endif
  1120. if( damage ) {
  1121. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1122. if( sc->data[SC_DEEPSLEEP] ) {
  1123. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1124. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1125. }
  1126. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1127. switch(tsd->status.weapon) {
  1128. case W_MACE:
  1129. case W_2HMACE:
  1130. case W_1HAXE:
  1131. case W_2HAXE:
  1132. damage += damage / 2;
  1133. break;
  1134. case W_MUSICAL:
  1135. case W_WHIP:
  1136. if(!tsd->state.arrow_atk)
  1137. break;
  1138. case W_BOW:
  1139. case W_REVOLVER:
  1140. case W_RIFLE:
  1141. case W_GATLING:
  1142. case W_SHOTGUN:
  1143. case W_GRENADE:
  1144. case W_DAGGER:
  1145. case W_1HSWORD:
  1146. case W_2HSWORD:
  1147. damage -= damage / 2;
  1148. break;
  1149. }
  1150. }
  1151. if( sc->data[SC_VOICEOFSIREN] )
  1152. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1153. }
  1154. // Damage reductions
  1155. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1156. #ifndef RENEWAL
  1157. if( sc->data[SC_ASSUMPTIO] ) {
  1158. if( map_flag_vs(bl->m) )
  1159. damage = (int64)damage*2/3; //Receive 66% damage
  1160. else
  1161. damage >>= 1; //Receive 50% damage
  1162. }
  1163. #endif
  1164. if (sc->data[SC_DEFENDER] &&
  1165. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1166. #ifdef RENEWAL
  1167. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION || skill_id == GN_FIRE_EXPANSION_ACID))
  1168. #else
  1169. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1170. #endif
  1171. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1172. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1173. damage -= damage * 20 / 100;
  1174. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1175. if(flag&BF_SKILL) //25% reduction
  1176. damage -= damage * 25 / 100;
  1177. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1178. damage >>= 2; //75% reduction
  1179. }
  1180. if(sc->data[SC_ARMORCHANGE]) {
  1181. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1182. if(flag&BF_WEAPON)
  1183. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1184. else if(flag&BF_MAGIC)
  1185. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1186. }
  1187. if(sc->data[SC_SMOKEPOWDER]) {
  1188. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1189. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1190. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1191. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1192. }
  1193. if (sc->data[SC_WATER_BARRIER])
  1194. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1195. if (sc->data[SC_SU_STOOP])
  1196. damage -= damage * 90 / 100;
  1197. // Compressed code, fixed by map.hpp [Epoque]
  1198. if (src->type == BL_MOB) {
  1199. enum e_race2 race2 = status_get_race2(src);
  1200. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_DEF]))
  1201. damage -= damage * sce->val1 / 100;
  1202. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_DEF]))
  1203. damage -= damage * sce->val1 / 100;
  1204. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_DEF])
  1205. return 0;
  1206. if (race2 == RC2_OGH_HIDDEN && (sce = sc->data[SC_GLASTHEIM_HIDDEN]))
  1207. damage -= damage * sce->val1 / 100;
  1208. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N1]))
  1209. damage -= damage * sce->val2 / 100;
  1210. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N2]))
  1211. damage -= damage * sce->val2 / 100;
  1212. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N3]))
  1213. damage -= damage * sce->val2 / 100;
  1214. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1215. damage -= damage * sce->val2 / 100;
  1216. }
  1217. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1218. sce->val3&flag && sce->val4&flag)
  1219. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1220. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1221. #ifdef RENEWAL
  1222. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1223. #else
  1224. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1225. #endif
  1226. ) )
  1227. {
  1228. struct status_data *status = status_get_status_data(bl);
  1229. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1230. per /=20; //Uses 20% SP intervals.
  1231. //SP Cost: 1% + 0.5% per every 20% SP
  1232. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1233. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1234. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1235. }
  1236. if(sc->data[SC_GRANITIC_ARMOR])
  1237. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1238. if(sc->data[SC_PAIN_KILLER]) {
  1239. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1240. damage = i64max(damage, 1);
  1241. }
  1242. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1243. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1244. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1245. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1246. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1247. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1248. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1249. else if (flag&(BF_WEAPON|BF_SHORT))
  1250. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1251. }
  1252. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1253. if (flag&BF_WEAPON)
  1254. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1255. if (flag&BF_MAGIC)
  1256. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1257. }
  1258. #ifdef RENEWAL
  1259. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1260. if( sc->data[SC_STEELBODY] )
  1261. damage = damage > 10 ? damage / 10 : 1;
  1262. #endif
  1263. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1264. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1265. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1266. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1267. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1268. }
  1269. //Finally Kyrie because it may, or not, reduce damage to 0.
  1270. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1271. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1272. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1273. if(sce->val2>=0)
  1274. damage=0;
  1275. else
  1276. damage=-sce->val2;
  1277. }
  1278. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1279. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1280. }
  1281. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  1282. clif_specialeffect(bl, EF_GUARD, AREA);
  1283. sce->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1284. if (sce->val3 >= 0)
  1285. damage = 0;
  1286. else
  1287. damage = -sce->val3;
  1288. if (sce->val3 <= 0)
  1289. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  1290. }
  1291. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1292. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1293. if (sce->val2 >= 0)
  1294. damage = 0;
  1295. else
  1296. damage = -sce->val2;
  1297. if (sce->val2 <= 0)
  1298. status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER);
  1299. }
  1300. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1301. damage = 0;
  1302. if (!damage)
  1303. return 0;
  1304. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1305. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1306. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1307. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1308. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1309. clif_blown(bl);
  1310. unit_setdir(bl, dir);
  1311. }
  1312. d->dmg_lv = ATK_DEF;
  1313. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1314. return 0;
  1315. }
  1316. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1317. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1318. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1319. int spheres = 5;
  1320. if( sc->data[SC_RAISINGDRAGON] )
  1321. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1322. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1323. }
  1324. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1325. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1326. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1327. hom_addspiritball(hd, 10);
  1328. }
  1329. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1330. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1331. } //End of target SC_ check
  1332. //SC effects from caster side.
  1333. sc = status_get_sc(src);
  1334. if (sc && sc->count) {
  1335. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1336. damage += damage * 75 / 100;
  1337. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1338. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1339. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1340. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1341. // [Epoque]
  1342. if (bl->type == BL_MOB) {
  1343. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1344. enum e_race2 race2 = status_get_race2(bl);
  1345. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_ATK]))
  1346. damage += damage * sce->val1 / 100;
  1347. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_ATK]))
  1348. damage += damage * sce->val1 / 100;
  1349. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_ATK])
  1350. damage <<= 1;
  1351. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N1]))
  1352. damage += damage * sce->val1 / 100;
  1353. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N2]))
  1354. damage += damage * sce->val1 / 100;
  1355. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N3]))
  1356. damage += damage * sce->val1 / 100;
  1357. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1358. damage += damage * sce->val1 / 100;
  1359. }
  1360. }
  1361. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1362. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1363. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1364. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1365. }
  1366. if( sc->data[SC_POISONINGWEAPON]
  1367. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1368. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1369. sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1));
  1370. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1371. status_change_spread(src, bl, 0);
  1372. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1373. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1374. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1375. }
  1376. } //End of caster SC_ check
  1377. //PK damage rates
  1378. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1379. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1380. if (flag&BF_WEAPON)
  1381. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1382. if (flag&BF_MAGIC)
  1383. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1384. if (flag&BF_MISC)
  1385. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1386. } else { //Normal attacks get reductions based on range.
  1387. if (flag & BF_SHORT)
  1388. damage = damage * battle_config.pk_short_damage_rate / 100;
  1389. if (flag & BF_LONG)
  1390. damage = damage * battle_config.pk_long_damage_rate / 100;
  1391. }
  1392. damage = i64max(damage,1);
  1393. }
  1394. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1395. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1396. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1397. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1398. )
  1399. damage = div_;
  1400. }
  1401. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1402. if (damage > 0 )
  1403. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1404. if (skill_id)
  1405. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1406. }
  1407. if (sd && pc_ismadogear(sd)) {
  1408. short element = skill_get_ele(skill_id, skill_lv);
  1409. if( !skill_id || element == -1 ) { //Take weapon's element
  1410. struct status_data *sstatus = NULL;
  1411. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1412. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1413. else if( (sstatus = status_get_status_data(src)) ) {
  1414. element = sstatus->rhw.ele;
  1415. }
  1416. } else if( element == -2 ) //Use enchantment's element
  1417. element = status_get_attack_sc_element(src,status_get_sc(src));
  1418. else if( element == -3 ) //Use random element
  1419. element = rnd()%ELE_ALL;
  1420. pc_overheat(sd, (element == ELE_FIRE ? 3 : 1));
  1421. }
  1422. return damage;
  1423. }
  1424. /**
  1425. * Calculates BG related damage adjustments.
  1426. * @param src
  1427. * @param bl
  1428. * @param damage
  1429. * @param skill_id
  1430. * @param flag
  1431. * @return damage
  1432. * Credits:
  1433. * Original coder Skotlex
  1434. * Initial refactoring by Baalberith
  1435. * Refined and optimized by helvetica
  1436. */
  1437. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1438. {
  1439. if( !damage )
  1440. return 0;
  1441. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1442. return damage; //skill that ignore bg map reduction
  1443. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1444. if( flag&BF_WEAPON )
  1445. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1446. if( flag&BF_MAGIC )
  1447. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1448. if( flag&BF_MISC )
  1449. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1450. } else { //Normal attacks get reductions based on range.
  1451. if( flag&BF_SHORT )
  1452. damage = damage * battle_config.bg_short_damage_rate / 100;
  1453. if( flag&BF_LONG )
  1454. damage = damage * battle_config.bg_long_damage_rate / 100;
  1455. }
  1456. damage = i64max(damage,1); //min 1 damage
  1457. return damage;
  1458. }
  1459. /**
  1460. * Determines whether target can be hit
  1461. * @param src
  1462. * @param bl
  1463. * @param skill_id
  1464. * @param flag
  1465. * @return Can be hit (true) or can't be hit (false)
  1466. */
  1467. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1468. {
  1469. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1470. struct unit_data *ud = unit_bl2ud(bl);
  1471. int class_ = status_get_class(bl);
  1472. if (ud && ud->immune_attack)
  1473. return false;
  1474. if(md && md->guardian_data) {
  1475. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && flag&BF_SKILL) //Skill immunity.
  1476. return false;
  1477. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1478. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1479. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1480. return false;
  1481. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1482. return false; // [MouseJstr]
  1483. }
  1484. }
  1485. return true;
  1486. }
  1487. /**
  1488. * Calculates GVG related damage adjustments.
  1489. * @param src
  1490. * @param bl
  1491. * @param damage
  1492. * @param skill_id
  1493. * @param flag
  1494. * @return damage
  1495. */
  1496. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1497. {
  1498. if (!damage) //No reductions to make.
  1499. return 0;
  1500. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1501. return 0;
  1502. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1503. return damage;
  1504. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1505. if (flag&BF_WEAPON)
  1506. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1507. if (flag&BF_MAGIC)
  1508. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1509. if (flag&BF_MISC)
  1510. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1511. } else { //Normal attacks get reductions based on range.
  1512. if (flag & BF_SHORT)
  1513. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1514. if (flag & BF_LONG)
  1515. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1516. }
  1517. damage = i64max(damage,1);
  1518. return damage;
  1519. }
  1520. /**
  1521. * HP/SP drain calculation
  1522. * @param damage Damage inflicted to the enemy
  1523. * @param rate Success chance 1000 = 100%
  1524. * @param per HP/SP drained
  1525. * @return diff
  1526. */
  1527. static int battle_calc_drain(int64 damage, int rate, int per)
  1528. {
  1529. int64 diff = 0;
  1530. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1531. diff = (damage * per) / 100;
  1532. if (diff == 0) {
  1533. if (per > 0)
  1534. diff = 1;
  1535. else
  1536. diff = -1;
  1537. }
  1538. }
  1539. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1540. }
  1541. /**
  1542. * Passive skill damage increases
  1543. * @param sd
  1544. * @param target
  1545. * @param dmg
  1546. * @param type
  1547. * @return damage
  1548. */
  1549. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1550. {
  1551. int64 damage;
  1552. struct status_data *status = status_get_status_data(target);
  1553. int weapon, skill;
  1554. #ifdef RENEWAL
  1555. damage = 0;
  1556. #else
  1557. damage = dmg;
  1558. #endif
  1559. nullpo_ret(sd);
  1560. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1561. target->type == BL_MOB && //This bonus doesn't work against players.
  1562. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1563. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1564. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1565. damage += (skill * 5);
  1566. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1567. damage += (skill * 10);
  1568. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1569. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1570. damage += (skill * 4);
  1571. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1572. damage += sd->status.str;
  1573. }
  1574. #ifdef RENEWAL
  1575. //Weapon Research bonus applies to all weapons
  1576. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1577. damage += (skill * 2);
  1578. #endif
  1579. if(type == 0)
  1580. weapon = sd->weapontype1;
  1581. else
  1582. weapon = sd->weapontype2;
  1583. switch(weapon) {
  1584. case W_1HSWORD:
  1585. #ifdef RENEWAL
  1586. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1587. damage += (skill * 3);
  1588. #endif
  1589. case W_DAGGER:
  1590. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1591. damage += (skill * 4);
  1592. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1593. damage += skill * 10;
  1594. break;
  1595. case W_2HSWORD:
  1596. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1597. damage += (skill * 4);
  1598. break;
  1599. case W_1HSPEAR:
  1600. case W_2HSPEAR:
  1601. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1602. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1603. damage += (skill * 4);
  1604. else
  1605. damage += (skill * 5);
  1606. // Increase damage by level of KN_SPEARMASTERY * 10
  1607. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1608. damage += (skill * 10);
  1609. }
  1610. break;
  1611. case W_1HAXE:
  1612. case W_2HAXE:
  1613. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1614. damage += (skill * 3);
  1615. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1616. damage += (skill * 5);
  1617. break;
  1618. case W_MACE:
  1619. case W_2HMACE:
  1620. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1621. damage += (skill * 3);
  1622. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1623. damage += (skill * 4);
  1624. break;
  1625. case W_FIST:
  1626. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1627. damage += (skill * 10);
  1628. // No break, fallthrough to Knuckles
  1629. case W_KNUCKLE:
  1630. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1631. damage += (skill * 3);
  1632. break;
  1633. case W_MUSICAL:
  1634. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1635. damage += (skill * 3);
  1636. break;
  1637. case W_WHIP:
  1638. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1639. damage += (skill * 3);
  1640. break;
  1641. case W_BOOK:
  1642. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1643. damage += (skill * 3);
  1644. break;
  1645. case W_KATAR:
  1646. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1647. damage += (skill * 3);
  1648. break;
  1649. }
  1650. return damage;
  1651. }
  1652. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1653. * @param sd Player
  1654. * @param damage Current damage
  1655. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1656. */
  1657. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1658. if (!sd)
  1659. return;
  1660. //rodatazone says that Overrefine bonuses are part of baseatk
  1661. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1662. if (lr_type == EQI_HAND_L) {
  1663. if (sd->left_weapon.overrefine)
  1664. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1665. if (sd->weapon_damage_rate[sd->weapontype2])
  1666. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype2] / 100;
  1667. }
  1668. else if (lr_type == EQI_HAND_R) {
  1669. if (sd->right_weapon.overrefine)
  1670. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1671. if (sd->weapon_damage_rate[sd->weapontype1])
  1672. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype1] / 100;
  1673. }
  1674. }
  1675. #ifdef RENEWAL
  1676. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1677. {
  1678. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1679. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1680. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1681. }
  1682. static int battle_calc_status_attack(struct status_data *status, short hand)
  1683. {
  1684. //left-hand penalty on sATK is always 50% [Baalberith]
  1685. if (hand == EQI_HAND_L)
  1686. return status->batk;
  1687. else
  1688. return 2 * status->batk;
  1689. }
  1690. /**
  1691. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1692. * @param src Block list of attacker
  1693. * @param tstatus Target's status data
  1694. * @param wa Weapon attack data
  1695. * @param sd Player
  1696. * @return Base weapon damage
  1697. */
  1698. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1699. {
  1700. struct status_data *status = status_get_status_data(src);
  1701. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1702. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1703. uint16 atkmax = atkmin;
  1704. int64 damage = atkmin;
  1705. uint16 weapon_perfection = 0;
  1706. struct status_change *sc = status_get_sc(src);
  1707. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1708. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1709. atkmin = max(0, (int)(atkmin - variance));
  1710. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1711. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1712. damage = atkmax;
  1713. else
  1714. damage = rnd_value(atkmin, atkmax);
  1715. }
  1716. if (sc && sc->data[SC_WEAPONPERFECTION])
  1717. weapon_perfection = 1;
  1718. battle_add_weapon_damage(sd, &damage, type);
  1719. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1720. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1721. }
  1722. #endif
  1723. /*==========================================
  1724. * Calculates the standard damage of a normal attack assuming it hits,
  1725. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1726. * This applies to pre-renewal and non-sd in renewal
  1727. *------------------------------------------
  1728. * Pass damage2 as NULL to not calc it.
  1729. * Flag values:
  1730. * &1 : Critical hit
  1731. * &2 : Arrow attack
  1732. * &4 : Skill is Magic Crasher
  1733. * &8 : Skip target size adjustment (Extremity Fist?)
  1734. * &16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX)
  1735. *
  1736. * Credits:
  1737. * Original coder Skotlex
  1738. * Initial refactoring by Baalberith
  1739. * Refined and optimized by helvetica
  1740. */
  1741. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1742. {
  1743. unsigned int atkmin = 0, atkmax = 0;
  1744. short type = 0;
  1745. int64 damage = 0;
  1746. struct map_session_data *sd = NULL;
  1747. nullpo_retr(damage, src);
  1748. sd = BL_CAST(BL_PC, src);
  1749. if (!sd) { //Mobs/Pets
  1750. if(flag&4) {
  1751. atkmin = status->matk_min;
  1752. atkmax = status->matk_max;
  1753. } else {
  1754. atkmin = wa->atk;
  1755. atkmax = wa->atk2;
  1756. }
  1757. if (atkmin > atkmax)
  1758. atkmin = atkmax;
  1759. } else { //PCs
  1760. atkmax = wa->atk;
  1761. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1762. if (!(flag&1) || (flag&2)) { //Normal attacks
  1763. atkmin = status->dex;
  1764. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1765. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1766. if (atkmin > atkmax)
  1767. atkmin = atkmax;
  1768. if(flag&2 && !(flag&16)) { //Bows
  1769. atkmin = atkmin*atkmax/100;
  1770. if (atkmin > atkmax)
  1771. atkmax = atkmin;
  1772. }
  1773. }
  1774. }
  1775. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1776. atkmin = atkmax;
  1777. //Weapon Damage calculation
  1778. if (!(flag&1))
  1779. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1780. else
  1781. damage = atkmax;
  1782. if (sd) {
  1783. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1784. if (flag&2 && sd->bonus.arrow_atk)
  1785. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1786. // Size fix only for players
  1787. if (!(sd->special_state.no_sizefix || (flag&8)))
  1788. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1789. } else if (src->type == BL_ELEM) {
  1790. struct status_change *ele_sc = status_get_sc(src);
  1791. int ele_class = status_get_class(src);
  1792. if (ele_sc) {
  1793. switch (ele_class) {
  1794. case ELEMENTALID_AGNI_S:
  1795. case ELEMENTALID_AGNI_M:
  1796. case ELEMENTALID_AGNI_L:
  1797. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  1798. damage += damage * 20 / 100;
  1799. break;
  1800. case ELEMENTALID_AQUA_S:
  1801. case ELEMENTALID_AQUA_M:
  1802. case ELEMENTALID_AQUA_L:
  1803. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  1804. damage += damage * 20 / 100;
  1805. break;
  1806. case ELEMENTALID_VENTUS_S:
  1807. case ELEMENTALID_VENTUS_M:
  1808. case ELEMENTALID_VENTUS_L:
  1809. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  1810. damage += damage * 20 / 100;
  1811. break;
  1812. case ELEMENTALID_TERA_S:
  1813. case ELEMENTALID_TERA_M:
  1814. case ELEMENTALID_TERA_L:
  1815. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  1816. damage += damage * 20 / 100;
  1817. break;
  1818. }
  1819. }
  1820. }
  1821. //Finally, add baseatk
  1822. if(flag&4)
  1823. damage += status->matk_min;
  1824. else
  1825. damage += status->batk;
  1826. if (sd)
  1827. battle_add_weapon_damage(sd, &damage, type);
  1828. #ifdef RENEWAL
  1829. if (flag&1)
  1830. damage = (damage * 14) / 10;
  1831. #endif
  1832. return damage;
  1833. }
  1834. /*==========================================
  1835. * Consumes ammo for the given skill.
  1836. *------------------------------------------
  1837. * Credits:
  1838. * Original coder Skotlex
  1839. * Initial refactoring by Baalberith
  1840. * Refined and optimized by helvetica
  1841. */
  1842. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  1843. {
  1844. int qty = 1;
  1845. if (!battle_config.arrow_decrement)
  1846. return;
  1847. if (skill) {
  1848. qty = skill_get_ammo_qty(skill, lv);
  1849. if (!qty) qty = 1;
  1850. }
  1851. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1852. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1853. sd->state.arrow_atk = 0;
  1854. }
  1855. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1856. {
  1857. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1858. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1859. return BF_SHORT;
  1860. // When monsters use Arrow Shower or Bomb, it is always short range
  1861. if (src->type == BL_MOB && (skill_id == AC_SHOWER || skill_id == AM_DEMONSTRATION))
  1862. return BF_SHORT;
  1863. //Skill Range Criteria
  1864. if (battle_config.skillrange_by_distance &&
  1865. (src->type&battle_config.skillrange_by_distance)
  1866. ) { //based on distance between src/target [Skotlex]
  1867. if (check_distance_bl(src, target, 3))
  1868. return BF_SHORT;
  1869. return BF_LONG;
  1870. }
  1871. //based on used skill's range
  1872. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  1873. return BF_SHORT;
  1874. return BF_LONG;
  1875. }
  1876. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1877. {
  1878. if (sd->skillblown.empty())
  1879. return 0;
  1880. //Apply the bonus blewcount. [Skotlex]
  1881. for (const auto &it : sd->skillblown) {
  1882. if (it.id == skill_id)
  1883. return it.val;
  1884. }
  1885. return 0;
  1886. }
  1887. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  1888. switch( bl->type ){
  1889. case BL_PC:
  1890. return SKILLDMG_PC;
  1891. case BL_MOB:
  1892. if( status_get_class_(bl) == CLASS_BOSS ){
  1893. return SKILLDMG_BOSS;
  1894. }else{
  1895. return SKILLDMG_MOB;
  1896. }
  1897. default:
  1898. return SKILLDMG_OTHER;
  1899. }
  1900. }
  1901. /**
  1902. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1903. * @param src
  1904. * @param target
  1905. * @param skill_id
  1906. * @return Skill damage rate
  1907. */
  1908. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1909. uint16 idx = skill_get_index(skill_id), m = src->m;
  1910. struct s_skill_damage *damage = NULL;
  1911. if (!idx || !skill_db[idx]->damage.map)
  1912. return 0;
  1913. damage = &skill_db[idx]->damage;
  1914. //check the adjustment works for specified type
  1915. if (!(damage->caster&src->type))
  1916. return 0;
  1917. struct map_data *mapdata = map_getmapdata(m);
  1918. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  1919. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  1920. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  1921. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  1922. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  1923. (damage->map&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]))
  1924. {
  1925. return damage->rate[battle_skill_damage_type(target)];
  1926. }
  1927. return 0;
  1928. }
  1929. /**
  1930. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1931. * @param src
  1932. * @param target
  1933. * @param skill_id
  1934. * @return Skill damage rate
  1935. */
  1936. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1937. int rate = 0;
  1938. struct map_data *mapdata = map_getmapdata(src->m);
  1939. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  1940. return 0;
  1941. // Damage rate for all skills at this map
  1942. if (mapdata->damage_adjust.caster&src->type)
  1943. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  1944. if (mapdata->skill_damage.empty())
  1945. return rate;
  1946. // Damage rate for specified skill at this map
  1947. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  1948. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  1949. }
  1950. return rate;
  1951. }
  1952. /**
  1953. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  1954. * @param src
  1955. * @param target
  1956. * @param skill_id
  1957. * @return Total damage rate
  1958. */
  1959. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1960. nullpo_ret(src);
  1961. if (!target || !skill_id)
  1962. return 0;
  1963. skill_id = skill_dummy2skill_id(skill_id);
  1964. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  1965. }
  1966. /**
  1967. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  1968. * @param sd: Player who has Chorus skill active
  1969. * @return Bonus value based on party count
  1970. */
  1971. int battle_calc_chorusbonus(struct map_session_data *sd) {
  1972. int members = 0;
  1973. if (!sd || !sd->status.party_id)
  1974. return 0;
  1975. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  1976. if (members < 3)
  1977. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  1978. if (members > 7)
  1979. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  1980. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  1981. }
  1982. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1983. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1984. /*=======================================================
  1985. * Should infinite defense be applied on target? (plant)
  1986. *-------------------------------------------------------
  1987. * Credits:
  1988. * Original coder Skotlex
  1989. * Initial refactoring by Baalberith
  1990. * Refined and optimized by helvetica
  1991. * flag - see e_battle_flag
  1992. */
  1993. bool is_infinite_defense(struct block_list *target, int flag)
  1994. {
  1995. struct status_data *tstatus = status_get_status_data(target);
  1996. if(target->type == BL_SKILL) {
  1997. TBL_SKILL *su = ((TBL_SKILL*)target);
  1998. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1999. return true;
  2000. }
  2001. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2002. return true;
  2003. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2004. return true;
  2005. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2006. return true;
  2007. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2008. return true;
  2009. return false;
  2010. }
  2011. /*========================
  2012. * Is attack arrow based?
  2013. *------------------------
  2014. * Credits:
  2015. * Original coder Skotlex
  2016. * Initial refactoring by Baalberith
  2017. * Refined and optimized by helvetica
  2018. */
  2019. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2020. {
  2021. if(src != NULL) {
  2022. struct status_data *sstatus = status_get_status_data(src);
  2023. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2024. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2025. } else
  2026. return false;
  2027. }
  2028. /*=========================================
  2029. * Is attack right handed? By default yes.
  2030. *-----------------------------------------
  2031. * Credits:
  2032. * Original coder Skotlex
  2033. * Initial refactoring by Baalberith
  2034. * Refined and optimized by helvetica
  2035. */
  2036. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2037. {
  2038. if(src != NULL) {
  2039. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2040. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2041. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2042. return false;
  2043. }
  2044. return true;
  2045. }
  2046. /*=======================================
  2047. * Is attack left handed? By default no.
  2048. *---------------------------------------
  2049. * Credits:
  2050. * Original coder Skotlex
  2051. * Initial refactoring by Baalberith
  2052. * Refined and optimized by helvetica
  2053. */
  2054. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2055. {
  2056. if(src != NULL) {
  2057. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2058. if(!skill_id) {
  2059. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2060. if (sd) {
  2061. if (sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2062. return true;
  2063. if (sd->status.weapon == W_KATAR)
  2064. return true;
  2065. }
  2066. struct status_data *sstatus = status_get_status_data(src);
  2067. if (sstatus->lhw.atk)
  2068. return true;
  2069. }
  2070. }
  2071. return false;
  2072. }
  2073. /*=============================
  2074. * Do we score a critical hit?
  2075. *-----------------------------
  2076. * Credits:
  2077. * Original coder Skotlex
  2078. * Initial refactoring by Baalberith
  2079. * Refined and optimized by helvetica
  2080. */
  2081. static bool is_attack_critical(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2082. {
  2083. struct status_data *sstatus = status_get_status_data(src);
  2084. struct status_data *tstatus = status_get_status_data(target);
  2085. struct status_change *sc = status_get_sc(src);
  2086. struct status_change *tsc = status_get_sc(target);
  2087. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2088. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2089. if (!first_call)
  2090. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2091. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2092. return true;
  2093. if( sstatus->cri && ( !skill_id || skill_get_nk(skill_id)&NK_CRITICAL ) )
  2094. {
  2095. short cri = sstatus->cri;
  2096. if (sd) {
  2097. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2098. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2099. cri += sd->bonus.arrow_cri;
  2100. cri += sd->bonus.critical_rangeatk;
  2101. }
  2102. }
  2103. if(sc && sc->data[SC_CAMOUFLAGE])
  2104. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2105. //The official equation is *2, but that only applies when sd's do critical.
  2106. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2107. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2108. if( tsc && tsc->data[SC_SLEEP] )
  2109. cri <<= 1;
  2110. switch(skill_id) {
  2111. case 0:
  2112. if(sc && !sc->data[SC_AUTOCOUNTER])
  2113. break;
  2114. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2115. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2116. case KN_AUTOCOUNTER:
  2117. if(battle_config.auto_counter_type &&
  2118. (battle_config.auto_counter_type&src->type))
  2119. return true;
  2120. else
  2121. cri <<= 1;
  2122. break;
  2123. case SN_SHARPSHOOTING:
  2124. case MA_SHARPSHOOTING:
  2125. cri += 200;
  2126. break;
  2127. case NJ_KIRIKAGE:
  2128. cri += 250 + 50*skill_lv;
  2129. break;
  2130. }
  2131. if(tsd && tsd->bonus.critical_def)
  2132. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2133. return (rnd()%1000 < cri);
  2134. }
  2135. return 0;
  2136. }
  2137. /*==========================================================
  2138. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2139. *----------------------------------------------------------
  2140. * Credits:
  2141. * Original coder Skotlex
  2142. * Initial refactoring by Baalberith
  2143. * Refined and optimized by helvetica
  2144. */
  2145. static int is_attack_piercing(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2146. {
  2147. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2148. return 2;
  2149. if(src != NULL) {
  2150. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2151. struct status_data *tstatus = status_get_status_data(target);
  2152. #ifdef RENEWAL
  2153. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2154. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2155. #else
  2156. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2157. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2158. #endif
  2159. { //Elemental/Racial adjustments
  2160. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2161. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2162. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2163. )
  2164. if (weapon_position == EQI_HAND_R)
  2165. return 1;
  2166. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2167. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2168. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2169. )
  2170. { //Pass effect onto right hand if configured so. [Skotlex]
  2171. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2172. if (weapon_position == EQI_HAND_R)
  2173. return 1;
  2174. }
  2175. else if (weapon_position == EQI_HAND_L)
  2176. return 1;
  2177. }
  2178. }
  2179. }
  2180. return 0;
  2181. }
  2182. static int battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2183. {
  2184. int nk = skill_get_nk(skill_id);
  2185. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  2186. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  2187. return nk;
  2188. }
  2189. /*=============================
  2190. * Checks if attack is hitting
  2191. *-----------------------------
  2192. * Credits:
  2193. * Original coder Skotlex
  2194. * Initial refactoring by Baalberith
  2195. * Refined and optimized by helvetica
  2196. */
  2197. static bool is_attack_hitting(struct Damage* wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2198. {
  2199. struct status_data *sstatus = status_get_status_data(src);
  2200. struct status_data *tstatus = status_get_status_data(target);
  2201. struct status_change *sc = status_get_sc(src);
  2202. struct status_change *tsc = status_get_sc(target);
  2203. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2204. int nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2205. short flee, hitrate;
  2206. if (!first_call)
  2207. return (wd->dmg_lv != ATK_FLEE);
  2208. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2209. return true;
  2210. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2211. return true;
  2212. else if (sc && sc->data[SC_FUSION])
  2213. return true;
  2214. else if (skill_id == AS_SPLASHER && !wd->miscflag)
  2215. return true;
  2216. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2217. return true;
  2218. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2219. return true;
  2220. else if (nk&NK_IGNORE_FLEE)
  2221. return true;
  2222. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2223. return false;
  2224. flee = tstatus->flee;
  2225. #ifdef RENEWAL
  2226. hitrate = 0; //Default hitrate
  2227. #else
  2228. hitrate = 80; //Default hitrate
  2229. #endif
  2230. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2231. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2232. if(attacker_count >= battle_config.agi_penalty_count) {
  2233. if (battle_config.agi_penalty_type == 1)
  2234. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2235. else //assume type 2: absolute reduction
  2236. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2237. if(flee < 1)
  2238. flee = 1;
  2239. }
  2240. }
  2241. hitrate += sstatus->hit - flee;
  2242. //Fogwall's hit penalty is only for normal ranged attacks.
  2243. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2244. hitrate -= 50;
  2245. if(sd && is_skill_using_arrow(src, skill_id))
  2246. hitrate += sd->bonus.arrow_hit;
  2247. #ifdef RENEWAL
  2248. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2249. hitrate += pc_checkskill(sd,AC_VULTURE);
  2250. #endif
  2251. if(skill_id) {
  2252. switch(skill_id) { //Hit skill modifiers
  2253. //It is proven that bonus is applied on final hitrate, not hit.
  2254. case SM_BASH:
  2255. case MS_BASH:
  2256. hitrate += hitrate * 5 * skill_lv / 100;
  2257. break;
  2258. case MS_MAGNUM:
  2259. case SM_MAGNUM:
  2260. hitrate += hitrate * 10 * skill_lv / 100;
  2261. break;
  2262. case KN_AUTOCOUNTER:
  2263. case PA_SHIELDCHAIN:
  2264. case NPC_WATERATTACK:
  2265. case NPC_GROUNDATTACK:
  2266. case NPC_FIREATTACK:
  2267. case NPC_WINDATTACK:
  2268. case NPC_POISONATTACK:
  2269. case NPC_HOLYATTACK:
  2270. case NPC_DARKNESSATTACK:
  2271. case NPC_UNDEADATTACK:
  2272. case NPC_TELEKINESISATTACK:
  2273. case NPC_BLEEDING:
  2274. hitrate += hitrate * 20 / 100;
  2275. break;
  2276. case NPC_FIREBREATH:
  2277. case NPC_ICEBREATH:
  2278. case NPC_THUNDERBREATH:
  2279. case NPC_ACIDBREATH:
  2280. case NPC_DARKNESSBREATH:
  2281. hitrate *= 2;
  2282. break;
  2283. case KN_PIERCE:
  2284. case ML_PIERCE:
  2285. hitrate += hitrate * 5 * skill_lv / 100;
  2286. break;
  2287. case AS_SONICBLOW:
  2288. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2289. hitrate += hitrate * 50 / 100;
  2290. break;
  2291. case MC_CARTREVOLUTION:
  2292. case GN_CART_TORNADO:
  2293. case GN_CARTCANNON:
  2294. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2295. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2296. break;
  2297. case LG_BANISHINGPOINT:
  2298. hitrate += 3 * skill_lv;
  2299. break;
  2300. case GC_VENOMPRESSURE:
  2301. hitrate += 10 + 4 * skill_lv;
  2302. break;
  2303. case SC_FATALMENACE:
  2304. hitrate -= 35 - 5 * skill_lv;
  2305. break;
  2306. case RL_SLUGSHOT:
  2307. {
  2308. int8 dist = distance_bl(src, target);
  2309. if (dist > 3) {
  2310. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2311. // -10:-9:-8:-7:-6
  2312. dist -= 3;
  2313. hitrate -= ((11 - skill_lv) * dist);
  2314. }
  2315. }
  2316. break;
  2317. }
  2318. } else if (sd && wd->type&DMG_MULTI_HIT && wd->div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2319. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2320. if (sd) {
  2321. int skill = 0;
  2322. // Weaponry Research hidden bonus
  2323. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2324. hitrate += hitrate * ( 2 * skill ) / 100;
  2325. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2326. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2327. hitrate += 3 * skill;
  2328. }
  2329. if (sc) {
  2330. if (sc->data[SC_MTF_ASPD])
  2331. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2332. if (sc->data[SC_MTF_ASPD2])
  2333. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2334. }
  2335. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2336. return (rnd()%100 < hitrate);
  2337. }
  2338. /*==========================================
  2339. * If attack ignores def.
  2340. *------------------------------------------
  2341. * Credits:
  2342. * Original coder Skotlex
  2343. * Initial refactoring by Baalberith
  2344. * Refined and optimized by helvetica
  2345. */
  2346. static bool attack_ignores_def(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2347. {
  2348. struct status_data *tstatus = status_get_status_data(target);
  2349. struct status_change *sc = status_get_sc(src);
  2350. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2351. int nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2352. #ifndef RENEWAL
  2353. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2354. return true;
  2355. else
  2356. #endif
  2357. if (sc && sc->data[SC_FUSION])
  2358. return true;
  2359. #ifdef RENEWAL
  2360. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2361. #else
  2362. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2363. #endif
  2364. { //Ignore Defense?
  2365. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2366. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2367. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2368. if (weapon_position == EQI_HAND_R)
  2369. return true;
  2370. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2371. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2372. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2373. {
  2374. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2375. if (weapon_position == EQI_HAND_R)
  2376. return true;
  2377. } else if (weapon_position == EQI_HAND_L)
  2378. return true;
  2379. }
  2380. }
  2381. return (nk&NK_IGNORE_DEF) != 0;
  2382. }
  2383. /*================================================
  2384. * Should skill attack consider VVS and masteries?
  2385. *------------------------------------------------
  2386. * Credits:
  2387. * Original coder Skotlex
  2388. * Initial refactoring by Baalberith
  2389. * Refined and optimized by helvetica
  2390. */
  2391. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2392. {
  2393. if (
  2394. #ifndef RENEWAL
  2395. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2396. #endif
  2397. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2398. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2399. return false;
  2400. return true;
  2401. }
  2402. #ifdef RENEWAL
  2403. /*========================================
  2404. * Calculate equipment ATK for renewal ATK
  2405. *----------------------------------------
  2406. * Credits:
  2407. * Original coder Skotlex
  2408. * Initial refactoring by Baalberith
  2409. * Refined and optimized by helvetica
  2410. */
  2411. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2412. {
  2413. if(src != NULL) {
  2414. int eatk = 0;
  2415. struct status_data *status = status_get_status_data(src);
  2416. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2417. if (sd) // add arrow atk if using an applicable skill
  2418. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2419. return eatk + status->eatk;
  2420. }
  2421. return 0; // shouldn't happen but just in case
  2422. }
  2423. #endif
  2424. /*========================================
  2425. * Returns the element type of attack
  2426. *----------------------------------------
  2427. * Credits:
  2428. * Original coder Skotlex
  2429. * Initial refactoring by Baalberith
  2430. * Refined and optimized by helvetica
  2431. */
  2432. static int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2433. {
  2434. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2435. struct status_change *sc = status_get_sc(src);
  2436. struct status_data *sstatus = status_get_status_data(src);
  2437. int element = skill_get_ele(skill_id, skill_lv);
  2438. //Take weapon's element
  2439. if( !skill_id || element == -1 ) {
  2440. if (weapon_position == EQI_HAND_R)
  2441. element = sstatus->rhw.ele;
  2442. else
  2443. element = sstatus->lhw.ele;
  2444. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2445. element = sd->bonus.arrow_ele;
  2446. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2447. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2448. // on official endows override all other elements [helvetica]
  2449. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2450. element = sc->data[SC_ENCHANTARMS]->val1;
  2451. } else if( element == -2 ) //Use enchantment's element
  2452. element = status_get_attack_sc_element(src,sc);
  2453. else if( element == -3 ) //Use random element
  2454. element = rnd()%ELE_ALL;
  2455. switch( skill_id ) {
  2456. case GS_GROUNDDRIFT:
  2457. element = wd->miscflag; //element comes in flag.
  2458. break;
  2459. case LK_SPIRALPIERCE:
  2460. if (!sd)
  2461. element = ELE_NEUTRAL; //forced neutral for monsters
  2462. break;
  2463. case LG_HESPERUSLIT:
  2464. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2465. element = ELE_HOLY;
  2466. break;
  2467. case RL_H_MINE:
  2468. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2469. element = ELE_FIRE;
  2470. break;
  2471. }
  2472. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2473. element = ELE_HOLY;
  2474. // calc_flag means the element should be calculated for damage only
  2475. if (calc_for_damage_only)
  2476. return element;
  2477. #ifdef RENEWAL
  2478. if (skill_id == CR_SHIELDBOOMERANG)
  2479. element = ELE_NEUTRAL;
  2480. #endif
  2481. return element;
  2482. }
  2483. /*========================================
  2484. * Do element damage modifier calculation
  2485. *----------------------------------------
  2486. * Credits:
  2487. * Original coder Skotlex
  2488. * Initial refactoring by Baalberith
  2489. * Refined and optimized by helvetica
  2490. */
  2491. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2492. {
  2493. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2494. struct status_change *sc = status_get_sc(src);
  2495. struct status_data *sstatus = status_get_status_data(src);
  2496. struct status_data *tstatus = status_get_status_data(target);
  2497. int element = skill_get_ele(skill_id, skill_lv);
  2498. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2499. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2500. int nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2501. //Elemental attribute fix
  2502. if(!(nk&NK_NO_ELEFIX)) {
  2503. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2504. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2505. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2506. if(battle_config.attack_attr_none&src->type)
  2507. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2508. (wd->flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2509. return;
  2510. if(wd->damage > 0) {
  2511. //Forced to its element
  2512. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2513. switch( skill_id ) {
  2514. case MC_CARTREVOLUTION:
  2515. case SR_GATEOFHELL:
  2516. case SR_TIGERCANNON:
  2517. case KO_BAKURETSU:
  2518. //case NC_MAGMA_ERUPTION:
  2519. //Forced to neutral element
  2520. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2521. break;
  2522. case GN_CARTCANNON:
  2523. case KO_HAPPOKUNAI:
  2524. //Forced to ammo's element
  2525. wd->damage = battle_attr_fix(src, target, wd->damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2526. break;
  2527. }
  2528. }
  2529. if (is_attack_left_handed(src, skill_id) && wd->damage2 > 0)
  2530. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2531. if (sc && sc->data[SC_WATK_ELEMENT] && (wd->damage || wd->damage2)) {
  2532. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2533. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2534. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2535. if (is_attack_left_handed(src, skill_id)) {
  2536. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2537. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2538. }
  2539. }
  2540. }
  2541. }
  2542. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2543. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2544. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2545. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2546. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2547. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2548. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2549. //Adds an absolute value to damage. 100 = +100 damage
  2550. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2551. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2552. #ifdef RENEWAL
  2553. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADD((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADD((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADD((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2554. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_RATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_RATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_RATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2555. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd)->statusAtk, (wd)->statusAtk2, a_); ATK_ADDRATE((wd)->weaponAtk, (wd)->weaponAtk2, a_); ATK_ADDRATE((wd)->equipAtk, (wd)->equipAtk2, a_); ATK_ADDRATE((wd)->masteryAtk, (wd)->masteryAtk2, a_); } while(0);
  2556. #else
  2557. #define RE_ALLATK_ADD(wd, a) {;}
  2558. #define RE_ALLATK_RATE(wd, a) {;}
  2559. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2560. #endif
  2561. /*==================================
  2562. * Calculate weapon mastery damages
  2563. *----------------------------------
  2564. * Credits:
  2565. * Original coder Skotlex
  2566. * Initial refactoring by Baalberith
  2567. * Refined and optimized by helvetica
  2568. */
  2569. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2570. {
  2571. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2572. struct status_change *sc = status_get_sc(src);
  2573. struct status_data *sstatus = status_get_status_data(src);
  2574. int t_class = status_get_class(target);
  2575. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2576. skill_id != MO_INVESTIGATE &&
  2577. skill_id != MO_EXTREMITYFIST &&
  2578. skill_id != CR_GRANDCROSS)
  2579. { //Add mastery damage
  2580. uint16 skill;
  2581. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  2582. #ifdef RENEWAL
  2583. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  2584. #endif
  2585. if (is_attack_left_handed(src, skill_id)) {
  2586. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  2587. #ifdef RENEWAL
  2588. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  2589. #endif
  2590. }
  2591. #ifdef RENEWAL
  2592. //General skill masteries
  2593. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2594. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  2595. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2596. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  2597. if (skill_id != CR_SHIELDBOOMERANG)
  2598. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  2599. if (skill_id == MO_FINGEROFFENSIVE) {
  2600. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  2601. } else
  2602. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  2603. #endif
  2604. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  2605. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  2606. #ifdef RENEWAL
  2607. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  2608. #endif
  2609. }
  2610. switch(skill_id) {
  2611. case RA_WUGDASH:
  2612. case RA_WUGSTRIKE:
  2613. case RA_WUGBITE:
  2614. if (sd) {
  2615. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2616. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  2617. #ifdef RENEWAL
  2618. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  2619. #endif
  2620. }
  2621. break;
  2622. }
  2623. if (sc) { // Status change considered as masteries
  2624. #ifdef RENEWAL
  2625. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2626. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2627. #endif
  2628. if(sc->data[SC_CAMOUFLAGE]) {
  2629. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2630. #ifdef RENEWAL
  2631. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2632. #endif
  2633. }
  2634. if(sc->data[SC_GN_CARTBOOST]) {
  2635. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2636. #ifdef RENEWAL
  2637. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2638. #endif
  2639. }
  2640. if (sc->data[SC_P_ALTER]) {
  2641. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  2642. #ifdef RENEWAL
  2643. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2644. #endif
  2645. }
  2646. }
  2647. }
  2648. }
  2649. #ifdef RENEWAL
  2650. /*=========================================
  2651. * Calculate the various Renewal ATK parts
  2652. *-----------------------------------------
  2653. * Credits:
  2654. * Original coder Skotlex
  2655. * Initial refactoring by Baalberith
  2656. * Refined and optimized by helvetica
  2657. */
  2658. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2659. {
  2660. struct status_data *sstatus = status_get_status_data(src);
  2661. struct status_data *tstatus = status_get_status_data(target);
  2662. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2663. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2664. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2665. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2666. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2667. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2668. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2669. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2670. } else { // status atk is considered neutral on normal attacks [helvetica]
  2671. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2672. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2673. }
  2674. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2675. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2676. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2677. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2678. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  2679. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2680. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2681. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2682. //Mastery ATK is a special kind of ATK that has no elemental properties
  2683. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2684. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2685. wd->damage = 0;
  2686. wd->damage2 = 0;
  2687. }
  2688. #endif
  2689. /*==========================================================
  2690. * Calculate basic ATK that goes into the skill ATK formula
  2691. *----------------------------------------------------------
  2692. * Credits:
  2693. * Original coder Skotlex
  2694. * Initial refactoring by Baalberith
  2695. * Refined and optimized by helvetica
  2696. */
  2697. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2698. {
  2699. struct status_change *sc = status_get_sc(src);
  2700. struct status_data *sstatus = status_get_status_data(src);
  2701. struct status_data *tstatus = status_get_status_data(target);
  2702. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2703. uint16 i;
  2704. int nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2705. switch (skill_id) { //Calc base damage according to skill
  2706. case PA_SACRIFICE:
  2707. wd->damage = sstatus->max_hp* 9/100;
  2708. wd->damage2 = 0;
  2709. #ifdef RENEWAL
  2710. wd->weaponAtk = wd->damage;
  2711. wd->weaponAtk2 = wd->damage2;
  2712. #endif
  2713. break;
  2714. #ifdef RENEWAL
  2715. case LK_SPIRALPIERCE:
  2716. case ML_SPIRALPIERCE:
  2717. if (sd) {
  2718. short index = sd->equip_index[EQI_HAND_R];
  2719. if (index >= 0 &&
  2720. sd->inventory_data[index] &&
  2721. sd->inventory_data[index]->type == IT_WEAPON)
  2722. wd->equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2723. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2724. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  2725. } else {
  2726. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2727. }
  2728. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2729. case SZ_SMALL: //Small: 125%
  2730. ATK_RATE(wd->damage, wd->damage2, 125);
  2731. RE_ALLATK_RATE(wd, 125);
  2732. break;
  2733. //case SZ_MEDIUM: //Medium: 100%
  2734. case SZ_BIG: //Large: 75%
  2735. ATK_RATE(wd->damage, wd->damage2, 75);
  2736. RE_ALLATK_RATE(wd, 75);
  2737. break;
  2738. }
  2739. #else
  2740. case NJ_ISSEN:
  2741. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2742. wd->damage2 = 0;
  2743. break;
  2744. case LK_SPIRALPIERCE:
  2745. case ML_SPIRALPIERCE:
  2746. if (sd) {
  2747. short index = sd->equip_index[EQI_HAND_R];
  2748. if (index >= 0 &&
  2749. sd->inventory_data[index] &&
  2750. sd->inventory_data[index]->type == IT_WEAPON)
  2751. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2752. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2753. } else {
  2754. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2755. }
  2756. i = sstatus->str/10;
  2757. i*=i;
  2758. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  2759. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2760. case SZ_SMALL: //Small: 125%
  2761. ATK_RATE(wd->damage, wd->damage2, 125);
  2762. break;
  2763. //case SZ_MEDIUM: //Medium: 100%
  2764. case SZ_BIG: //Large: 75%
  2765. ATK_RATE(wd->damage, wd->damage2, 75);
  2766. break;
  2767. }
  2768. #endif
  2769. break;
  2770. case CR_SHIELDBOOMERANG:
  2771. case PA_SHIELDCHAIN:
  2772. wd->damage = sstatus->batk;
  2773. if (sd) {
  2774. short index = sd->equip_index[EQI_HAND_L];
  2775. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2776. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  2777. #ifdef RENEWAL
  2778. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  2779. #endif
  2780. }
  2781. } else
  2782. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  2783. break;
  2784. case RK_DRAGONBREATH:
  2785. case RK_DRAGONBREATH_WATER:
  2786. {
  2787. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2788. if(status_get_lv(src) > 100)
  2789. damagevalue = damagevalue * status_get_lv(src) / 150;
  2790. if(sd)
  2791. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2792. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2793. #ifdef RENEWAL
  2794. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2795. #endif
  2796. wd->flag |= BF_LONG;
  2797. }
  2798. break;
  2799. case NC_SELFDESTRUCTION: {
  2800. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2801. if(status_get_lv(src) > 100)
  2802. damagevalue = damagevalue * status_get_lv(src) / 100;
  2803. damagevalue = damagevalue + sstatus->hp;
  2804. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2805. #ifdef RENEWAL
  2806. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2807. #endif
  2808. }
  2809. break;
  2810. case KO_HAPPOKUNAI:
  2811. if(sd) {
  2812. short index = sd->equip_index[EQI_AMMO];
  2813. int damagevalue = 3 * (
  2814. #ifdef RENEWAL
  2815. 2 *
  2816. #endif
  2817. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2818. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2819. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2820. #ifdef RENEWAL
  2821. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2822. #endif
  2823. } else
  2824. ATK_ADD(wd->damage, wd->damage2, 5000);
  2825. break;
  2826. case HFLI_SBR44: //[orn]
  2827. if(src->type == BL_HOM)
  2828. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2829. break;
  2830. default:
  2831. #ifdef RENEWAL
  2832. if (sd)
  2833. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2834. else {
  2835. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2836. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2837. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2838. if (is_attack_left_handed(src, skill_id))
  2839. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2840. }
  2841. #else
  2842. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2843. (is_skill_using_arrow(src, skill_id)?2:0)|
  2844. (skill_id == HW_MAGICCRASHER?4:0)|
  2845. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2846. (skill_id == MO_EXTREMITYFIST?8:0)|
  2847. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2848. if (is_skill_using_arrow(src, skill_id) && sd) {
  2849. switch(sd->status.weapon) {
  2850. case W_BOW:
  2851. case W_REVOLVER:
  2852. case W_GATLING:
  2853. case W_SHOTGUN:
  2854. case W_GRENADE:
  2855. break;
  2856. default:
  2857. i |= 16; // for ex. shuriken must not be influenced by DEX
  2858. break;
  2859. }
  2860. }
  2861. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2862. if (is_attack_left_handed(src, skill_id))
  2863. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2864. #endif
  2865. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2866. if(wd->miscflag > 0) {
  2867. wd->damage /= wd->miscflag;
  2868. #ifdef RENEWAL
  2869. wd->statusAtk /= wd->miscflag;
  2870. wd->weaponAtk /= wd->miscflag;
  2871. wd->equipAtk /= wd->miscflag;
  2872. wd->masteryAtk /= wd->miscflag;
  2873. #endif
  2874. } else
  2875. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2876. }
  2877. //Add any bonuses that modify the base atk (pre-skills)
  2878. if(sd) {
  2879. int skill;
  2880. if (sd->bonus.atk_rate) {
  2881. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  2882. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2883. }
  2884. #ifndef RENEWAL
  2885. if(sd->bonus.crit_atk_rate && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2886. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  2887. }
  2888. #endif
  2889. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2890. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2891. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  2892. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2893. }
  2894. }
  2895. }
  2896. break;
  2897. } //End switch(skill_id)
  2898. }
  2899. //For quick div adjustment.
  2900. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  2901. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  2902. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0);
  2903. /*================================================= [Playtester]
  2904. * Applies DAMAGE_DIV_FIX and checks for min damage
  2905. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  2906. * @param skill_id: ID of the skill that deals damage
  2907. * @return Modified damage struct
  2908. *------------------------------------------------*/
  2909. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  2910. {
  2911. if(d->damage) {
  2912. DAMAGE_DIV_FIX(d->damage, d->div_);
  2913. //Min damage
  2914. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  2915. d->damage = d->div_;
  2916. } else if (d->div_ < 0) {
  2917. d->div_ *= -1;
  2918. }
  2919. }
  2920. /*=======================================
  2921. * Check for and calculate multi attacks
  2922. *---------------------------------------
  2923. * Credits:
  2924. * Original coder Skotlex
  2925. * Initial refactoring by Baalberith
  2926. * Refined and optimized by helvetica
  2927. */
  2928. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2929. {
  2930. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2931. struct status_change *sc = status_get_sc(src);
  2932. struct status_change *tsc = status_get_sc(target);
  2933. struct status_data *tstatus = status_get_status_data(target);
  2934. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2935. short i;
  2936. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2937. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  2938. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  2939. { //Success chance is not added, the higher one is used [Skotlex]
  2940. int max_rate = 0;
  2941. if (sc && sc->data[SC_KAGEMUSYA])
  2942. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  2943. else
  2944. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  2945. if( rnd()%100 < max_rate ) {
  2946. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2947. wd->type = DMG_MULTI_HIT;
  2948. }
  2949. }
  2950. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2951. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  2952. && rnd()%100 < 5*skill_lv ) //Success rate
  2953. {
  2954. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2955. wd->type = DMG_MULTI_HIT;
  2956. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2957. }
  2958. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2959. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  2960. {
  2961. int chance = rnd()%100;
  2962. switch(sc->data[SC_FEARBREEZE]->val1) {
  2963. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  2964. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  2965. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  2966. case 2:
  2967. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  2968. }
  2969. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  2970. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  2971. if (wd->div_ > 1)
  2972. wd->type = DMG_MULTI_HIT;
  2973. }
  2974. }
  2975. switch (skill_id) {
  2976. case RA_AIMEDBOLT:
  2977. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2978. wd->div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2979. break;
  2980. case SR_RIDEINLIGHTNING:
  2981. wd->div_ = (sd ? max(1, sd->spiritball_old) : 1);
  2982. break;
  2983. case RL_QD_SHOT:
  2984. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  2985. break;
  2986. case KO_JYUMONJIKIRI:
  2987. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2988. wd->div_ = wd->div_ * -1;// needs more info
  2989. break;
  2990. }
  2991. }
  2992. /*======================================================
  2993. * Calculate skill level ratios for weapon-based skills
  2994. *------------------------------------------------------
  2995. * Credits:
  2996. * Original coder Skotlex
  2997. * Initial refactoring by Baalberith
  2998. * Refined and optimized by helvetica
  2999. */
  3000. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3001. {
  3002. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3003. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3004. struct status_change *sc = status_get_sc(src);
  3005. struct status_change *tsc = status_get_sc(target);
  3006. struct status_data *sstatus = status_get_status_data(src);
  3007. struct status_data *tstatus = status_get_status_data(target);
  3008. int skillratio = 100;
  3009. int i;
  3010. //Skill damage modifiers that stack linearly
  3011. if(sc && skill_id != PA_SACRIFICE) {
  3012. if(sc->data[SC_OVERTHRUST])
  3013. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3014. if(sc->data[SC_MAXOVERTHRUST])
  3015. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3016. if(sc->data[SC_BERSERK])
  3017. #ifndef RENEWAL
  3018. skillratio += 100;
  3019. #else
  3020. skillratio += 200;
  3021. if (sc && sc->data[SC_TRUESIGHT])
  3022. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3023. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3024. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3025. #endif
  3026. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3027. if (sc->data[SC_CRUSHSTRIKE]) {
  3028. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3029. short index = sd->equip_index[EQI_HAND_R];
  3030. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3031. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3032. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3033. }
  3034. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3035. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3036. } else {
  3037. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3038. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3039. skillratio += 125;
  3040. else
  3041. skillratio += 250;
  3042. }
  3043. }
  3044. }
  3045. }
  3046. switch(skill_id) {
  3047. case SM_BASH:
  3048. case MS_BASH:
  3049. skillratio += 30 * skill_lv;
  3050. break;
  3051. case SM_MAGNUM:
  3052. case MS_MAGNUM:
  3053. if(wd->miscflag == 1)
  3054. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3055. else
  3056. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3057. break;
  3058. case MC_MAMMONITE:
  3059. skillratio += 50 * skill_lv;
  3060. break;
  3061. case HT_POWER:
  3062. skillratio += -50 + 8 * sstatus->str;
  3063. break;
  3064. case AC_DOUBLE:
  3065. case MA_DOUBLE:
  3066. skillratio += 10 * (skill_lv - 1);
  3067. break;
  3068. case AC_SHOWER:
  3069. case MA_SHOWER:
  3070. #ifdef RENEWAL
  3071. skillratio += 50 + 10 * skill_lv;
  3072. #else
  3073. skillratio += -25 + 5 * skill_lv;
  3074. #endif
  3075. break;
  3076. case AC_CHARGEARROW:
  3077. case MA_CHARGEARROW:
  3078. skillratio += 50;
  3079. break;
  3080. #ifndef RENEWAL
  3081. case HT_FREEZINGTRAP:
  3082. case MA_FREEZINGTRAP:
  3083. skillratio += -50 + 10 * skill_lv;
  3084. break;
  3085. #endif
  3086. case KN_PIERCE:
  3087. case ML_PIERCE:
  3088. skillratio += 10 * skill_lv;
  3089. break;
  3090. case MER_CRASH:
  3091. skillratio += 10 * skill_lv;
  3092. break;
  3093. case KN_SPEARSTAB:
  3094. skillratio += 20 * skill_lv;
  3095. break;
  3096. case KN_SPEARBOOMERANG:
  3097. skillratio += 50 * skill_lv;
  3098. break;
  3099. case KN_BRANDISHSPEAR:
  3100. case ML_BRANDISH: {
  3101. int ratio = 100 + 20 * skill_lv;
  3102. skillratio += -100 + ratio;
  3103. if(skill_lv > 3 && wd->miscflag == 0)
  3104. skillratio += ratio / 2;
  3105. if(skill_lv > 6 && wd->miscflag == 0)
  3106. skillratio += ratio / 4;
  3107. if(skill_lv > 9 && wd->miscflag == 0)
  3108. skillratio += ratio / 8;
  3109. if(skill_lv > 6 && wd->miscflag == 1)
  3110. skillratio += ratio / 2;
  3111. if(skill_lv > 9 && wd->miscflag == 1)
  3112. skillratio += ratio / 4;
  3113. if(skill_lv > 9 && wd->miscflag == 2)
  3114. skillratio += ratio / 2;
  3115. break;
  3116. }
  3117. case KN_BOWLINGBASH:
  3118. case MS_BOWLINGBASH:
  3119. skillratio += 40 * skill_lv;
  3120. break;
  3121. case AS_GRIMTOOTH:
  3122. skillratio += 20 * skill_lv;
  3123. break;
  3124. case AS_POISONREACT:
  3125. skillratio += 30 * skill_lv;
  3126. break;
  3127. case AS_SONICBLOW:
  3128. skillratio += 300 + 40 * skill_lv;
  3129. break;
  3130. case TF_SPRINKLESAND:
  3131. skillratio += 30;
  3132. break;
  3133. case MC_CARTREVOLUTION:
  3134. skillratio += 50;
  3135. if(sd && sd->cart_weight)
  3136. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3137. else if (!sd)
  3138. skillratio += 100; //Max damage for non players.
  3139. break;
  3140. case NPC_PIERCINGATT:
  3141. skillratio += -25; //75% base damage
  3142. break;
  3143. case NPC_COMBOATTACK:
  3144. skillratio += 25 * skill_lv;
  3145. break;
  3146. case NPC_RANDOMATTACK:
  3147. case NPC_WATERATTACK:
  3148. case NPC_GROUNDATTACK:
  3149. case NPC_FIREATTACK:
  3150. case NPC_WINDATTACK:
  3151. case NPC_POISONATTACK:
  3152. case NPC_HOLYATTACK:
  3153. case NPC_DARKNESSATTACK:
  3154. case NPC_UNDEADATTACK:
  3155. case NPC_TELEKINESISATTACK:
  3156. case NPC_BLOODDRAIN:
  3157. case NPC_ACIDBREATH:
  3158. case NPC_DARKNESSBREATH:
  3159. case NPC_FIREBREATH:
  3160. case NPC_ICEBREATH:
  3161. case NPC_THUNDERBREATH:
  3162. case NPC_HELLJUDGEMENT:
  3163. case NPC_PULSESTRIKE:
  3164. skillratio += 100 * (skill_lv - 1);
  3165. break;
  3166. case NPC_REVERBERATION_ATK:
  3167. skillratio += 400 + 200 * skill_lv;
  3168. break;
  3169. case RG_BACKSTAP:
  3170. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3171. skillratio += (200 + 40 * skill_lv) / 2;
  3172. else
  3173. skillratio += 200 + 40 * skill_lv;
  3174. break;
  3175. case RG_RAID:
  3176. #ifdef RENEWAL
  3177. if (status_get_class_(target) == CLASS_BOSS)
  3178. skillratio += 10 * skill_lv;
  3179. else
  3180. skillratio += 20 * skill_lv;
  3181. #else
  3182. skillratio += 40 * skill_lv;
  3183. #endif
  3184. break;
  3185. case RG_INTIMIDATE:
  3186. skillratio += 30 * skill_lv;
  3187. break;
  3188. case CR_SHIELDCHARGE:
  3189. skillratio += 20 * skill_lv;
  3190. break;
  3191. case CR_SHIELDBOOMERANG:
  3192. skillratio += 30 * skill_lv;
  3193. break;
  3194. case NPC_DARKCROSS:
  3195. case CR_HOLYCROSS:
  3196. #ifdef RENEWAL
  3197. if(sd && sd->status.weapon == W_2HSPEAR)
  3198. skillratio += 70 * skill_lv;
  3199. else
  3200. #endif
  3201. skillratio += 35 * skill_lv;
  3202. break;
  3203. case AM_DEMONSTRATION:
  3204. skillratio += 20 * skill_lv;
  3205. break;
  3206. case AM_ACIDTERROR:
  3207. #ifdef RENEWAL
  3208. skillratio += 200 + 80 * skill_lv;
  3209. #else
  3210. skillratio += 40 * skill_lv;
  3211. #endif
  3212. break;
  3213. case MO_FINGEROFFENSIVE:
  3214. skillratio += 50 * skill_lv;
  3215. break;
  3216. case MO_INVESTIGATE:
  3217. skillratio += 75 * skill_lv;
  3218. break;
  3219. case MO_EXTREMITYFIST:
  3220. skillratio += 100 * (7 + sstatus->sp / 10);
  3221. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3222. break;
  3223. case MO_TRIPLEATTACK:
  3224. skillratio += 20 * skill_lv;
  3225. break;
  3226. case MO_CHAINCOMBO:
  3227. skillratio += 50 + 50 * skill_lv;
  3228. break;
  3229. case MO_COMBOFINISH:
  3230. skillratio += 140 + 60 * skill_lv;
  3231. if (sc->data[SC_GT_ENERGYGAIN])
  3232. skillratio += skillratio * 50 / 100;
  3233. break;
  3234. case BA_MUSICALSTRIKE:
  3235. case DC_THROWARROW:
  3236. skillratio += 25 + 25 * skill_lv;
  3237. break;
  3238. case CH_TIGERFIST:
  3239. skillratio += -60 + 100 * skill_lv;
  3240. if (sc->data[SC_GT_ENERGYGAIN])
  3241. skillratio += skillratio * 50 / 100;
  3242. break;
  3243. case CH_CHAINCRUSH:
  3244. skillratio += 300 + 100 * skill_lv;
  3245. if (sc->data[SC_GT_ENERGYGAIN])
  3246. skillratio += skillratio * 50 / 100;
  3247. break;
  3248. case CH_PALMSTRIKE:
  3249. skillratio += 100 + 100 * skill_lv;
  3250. break;
  3251. case LK_HEADCRUSH:
  3252. skillratio += 40 * skill_lv;
  3253. break;
  3254. case LK_JOINTBEAT:
  3255. skillratio += 10 * skill_lv - 50;
  3256. if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3257. skillratio <<= 1;
  3258. break;
  3259. #ifdef RENEWAL
  3260. // Renewal: skill ratio applies to entire damage [helvetica]
  3261. case LK_SPIRALPIERCE:
  3262. case ML_SPIRALPIERCE:
  3263. skillratio += 50 * skill_lv;
  3264. break;
  3265. #endif
  3266. case ASC_METEORASSAULT:
  3267. skillratio += -60 + 40 * skill_lv;
  3268. break;
  3269. case SN_SHARPSHOOTING:
  3270. case MA_SHARPSHOOTING:
  3271. skillratio += 100 + 50 * skill_lv;
  3272. break;
  3273. case CG_ARROWVULCAN:
  3274. skillratio += 100 + 100 * skill_lv;
  3275. break;
  3276. case AS_SPLASHER:
  3277. skillratio += 400 + 50 * skill_lv;
  3278. if(sd)
  3279. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3280. break;
  3281. #ifndef RENEWAL
  3282. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3283. case ASC_BREAKER:
  3284. skillratio += -100 + 100 * skill_lv;
  3285. break;
  3286. #endif
  3287. case PA_SACRIFICE:
  3288. skillratio += -10 + 10 * skill_lv;
  3289. break;
  3290. case PA_SHIELDCHAIN:
  3291. skillratio += 30 * skill_lv;
  3292. break;
  3293. case WS_CARTTERMINATION:
  3294. i = 10 * (16 - skill_lv);
  3295. if (i < 1) i = 1;
  3296. //Preserve damage ratio when max cart weight is changed.
  3297. if (sd && sd->cart_weight)
  3298. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3299. else if (!sd)
  3300. skillratio += 80000 / i - 100;
  3301. break;
  3302. case TK_DOWNKICK:
  3303. case TK_STORMKICK:
  3304. skillratio += 60 + 20 * skill_lv;
  3305. break;
  3306. case TK_TURNKICK:
  3307. case TK_COUNTER:
  3308. skillratio += 90 + 30 * skill_lv;
  3309. break;
  3310. case TK_JUMPKICK:
  3311. //Different damage formulas depending on damage trigger
  3312. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3313. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3314. else if (wd->miscflag) {
  3315. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3316. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3317. skillratio *= 2;
  3318. }
  3319. else
  3320. skillratio += -70 + 10 * skill_lv;
  3321. break;
  3322. case GS_TRIPLEACTION:
  3323. skillratio += 50 * skill_lv;
  3324. break;
  3325. case GS_BULLSEYE:
  3326. //Only works well against brute/demihumans non bosses.
  3327. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3328. skillratio += 400;
  3329. break;
  3330. case GS_TRACKING:
  3331. skillratio += 100 * (skill_lv + 1);
  3332. break;
  3333. case GS_PIERCINGSHOT:
  3334. #ifdef RENEWAL
  3335. if (sd && sd->weapontype1 == W_RIFLE)
  3336. skillratio += 150 + 30 * skill_lv;
  3337. else
  3338. skillratio += 100 + 20 * skill_lv;
  3339. #else
  3340. skillratio += 20 * skill_lv;
  3341. #endif
  3342. break;
  3343. case GS_RAPIDSHOWER:
  3344. skillratio += 400 + 50 * skill_lv;
  3345. break;
  3346. case GS_DESPERADO:
  3347. skillratio += 50 * (skill_lv - 1);
  3348. if (sc && sc->data[SC_FALLEN_ANGEL])
  3349. skillratio *= 2;
  3350. break;
  3351. case GS_DUST:
  3352. skillratio += 50 * skill_lv;
  3353. break;
  3354. case GS_FULLBUSTER:
  3355. skillratio += 100 * (skill_lv + 2);
  3356. break;
  3357. case GS_SPREADATTACK:
  3358. #ifdef RENEWAL
  3359. skillratio += 30 * skill_lv;
  3360. #else
  3361. skillratio += 20 * (skill_lv - 1);
  3362. #endif
  3363. break;
  3364. #ifdef RENEWAL
  3365. case GS_GROUNDDRIFT:
  3366. skillratio += 100 + 20 * skill_lv;
  3367. break;
  3368. #endif
  3369. case NJ_HUUMA:
  3370. #ifdef RENEWAL
  3371. skillratio += -150 + 250 * skill_lv;
  3372. #else
  3373. skillratio += 50 + 150 * skill_lv;
  3374. #endif
  3375. break;
  3376. case NJ_TATAMIGAESHI:
  3377. skillratio += 10 * skill_lv;
  3378. #ifdef RENEWAL
  3379. skillratio *= 2;
  3380. #endif
  3381. break;
  3382. case NJ_KASUMIKIRI:
  3383. #ifdef RENEWAL
  3384. skillratio += 20 * skill_lv;
  3385. #else
  3386. skillratio += 10 * skill_lv;
  3387. #endif
  3388. break;
  3389. case NJ_KIRIKAGE:
  3390. #ifdef RENEWAL
  3391. skillratio += -50 + 150 * skill_lv;
  3392. #else
  3393. skillratio += 100 * (skill_lv - 1);
  3394. #endif
  3395. break;
  3396. #ifdef RENEWAL
  3397. case NJ_KUNAI:
  3398. skillratio += -100 + 100 * skill_lv;
  3399. break;
  3400. #endif
  3401. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3402. int k = (wd->miscflag-1)/3;
  3403. if (k < 0)
  3404. k = 0;
  3405. else if (k > 4)
  3406. k = 4;
  3407. skillratio += 100 * k;
  3408. }
  3409. break;
  3410. case HT_PHANTASMIC:
  3411. skillratio += 50;
  3412. break;
  3413. case MO_BALKYOUNG:
  3414. skillratio += 200;
  3415. break;
  3416. case HFLI_MOON: //[orn]
  3417. skillratio += 10 + 110 * skill_lv;
  3418. break;
  3419. case HFLI_SBR44: //[orn]
  3420. skillratio += 100 * (skill_lv - 1);
  3421. break;
  3422. case NPC_VAMPIRE_GIFT:
  3423. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3424. break;
  3425. case RK_SONICWAVE:
  3426. skillratio += -100 + (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3427. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3428. break;
  3429. case RK_HUNDREDSPEAR:
  3430. skillratio += 500 + (80 * skill_lv);
  3431. if (sd) {
  3432. short index = sd->equip_index[EQI_HAND_R];
  3433. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3434. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3435. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3436. } // (1 + [(Casters Base Level - 100) / 200])
  3437. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3438. break;
  3439. case RK_WINDCUTTER:
  3440. skillratio += -100 + (skill_lv + 2) * 50;
  3441. RE_LVL_DMOD(100);
  3442. break;
  3443. case RK_IGNITIONBREAK:
  3444. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3445. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3446. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3447. i = distance_bl(src,target);
  3448. if (i < 2)
  3449. skillratio += -100 + 300 * skill_lv;
  3450. else if (i < 4)
  3451. skillratio += -100 + 250 * skill_lv;
  3452. else
  3453. skillratio += -100 + 200 * skill_lv;
  3454. skillratio = skillratio * status_get_lv(src) / 100;
  3455. // Elemental check, 1.5x damage if your weapon element is fire.
  3456. if (sstatus->rhw.ele == ELE_FIRE)
  3457. skillratio += 100 * skill_lv;
  3458. break;
  3459. case RK_STORMBLAST:
  3460. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + status_get_str(src) / 8) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 8)} x 100] %
  3461. break;
  3462. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3463. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3464. RE_LVL_DMOD(150); // Base level bonus.
  3465. break;
  3466. case GC_CROSSIMPACT:
  3467. skillratio += 900 + 100 * skill_lv;
  3468. RE_LVL_DMOD(120);
  3469. break;
  3470. case GC_COUNTERSLASH:
  3471. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3472. skillratio += 200 + (100 * skill_lv);
  3473. RE_LVL_DMOD(120);
  3474. break;
  3475. case GC_VENOMPRESSURE:
  3476. skillratio += 900;
  3477. break;
  3478. case GC_PHANTOMMENACE:
  3479. skillratio += 200;
  3480. break;
  3481. case GC_ROLLINGCUTTER:
  3482. skillratio += -50 + 50 * skill_lv;
  3483. RE_LVL_DMOD(100);
  3484. break;
  3485. case GC_CROSSRIPPERSLASHER:
  3486. skillratio += 300 + 80 * skill_lv;
  3487. RE_LVL_DMOD(100);
  3488. if (sc && sc->data[SC_ROLLINGCUTTER])
  3489. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3490. break;
  3491. case GC_DARKCROW:
  3492. skillratio += 100 * (skill_lv - 1);
  3493. break;
  3494. case AB_DUPLELIGHT_MELEE:
  3495. skillratio += 50 + 15 * skill_lv;
  3496. break;
  3497. case RA_ARROWSTORM:
  3498. case NPC_ARROWSTORM:
  3499. skillratio += 900 + 80 * skill_lv;
  3500. RE_LVL_DMOD(100);
  3501. break;
  3502. case RA_AIMEDBOLT:
  3503. skillratio += 400 + 50 * skill_lv;
  3504. RE_LVL_DMOD(100);
  3505. break;
  3506. case RA_CLUSTERBOMB:
  3507. skillratio += 100 + 100 * skill_lv;
  3508. break;
  3509. case RA_WUGDASH:// ATK 300%
  3510. skillratio += 200;
  3511. break;
  3512. case RA_WUGSTRIKE:
  3513. skillratio += -100 + 200 * skill_lv;
  3514. break;
  3515. case RA_WUGBITE:
  3516. skillratio += 300 + 200 * skill_lv;
  3517. if (skill_lv == 5)
  3518. skillratio += 100;
  3519. break;
  3520. case RA_SENSITIVEKEEN:
  3521. skillratio += 50 * skill_lv;
  3522. break;
  3523. case NC_BOOSTKNUCKLE:
  3524. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3525. RE_LVL_DMOD(120);
  3526. break;
  3527. case NC_PILEBUNKER:
  3528. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3529. RE_LVL_DMOD(100);
  3530. break;
  3531. case NC_VULCANARM:
  3532. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3533. RE_LVL_DMOD(120);
  3534. break;
  3535. case NC_FLAMELAUNCHER:
  3536. case NC_COLDSLOWER:
  3537. skillratio += 200 + 300 * skill_lv;
  3538. RE_LVL_DMOD(150);
  3539. break;
  3540. case NC_ARMSCANNON:
  3541. switch( tstatus->size ) {
  3542. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3543. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3544. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3545. }
  3546. RE_LVL_DMOD(120);
  3547. break;
  3548. case NC_AXEBOOMERANG:
  3549. skillratio += 150 + 50 * skill_lv;
  3550. if (sd) {
  3551. short index = sd->equip_index[EQI_HAND_R];
  3552. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3553. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3554. }
  3555. RE_LVL_DMOD(100);
  3556. break;
  3557. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3558. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3559. RE_LVL_DMOD(100);
  3560. skillratio += 300 + 100 * skill_lv;
  3561. break;
  3562. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3563. skillratio += 350 + 50 * skill_lv;
  3564. break;
  3565. case NC_AXETORNADO:
  3566. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3567. RE_LVL_DMOD(100);
  3568. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3569. skillratio = skillratio * 75 / 100;
  3570. break;
  3571. case SC_FATALMENACE:
  3572. skillratio += 100 * skill_lv;
  3573. RE_LVL_DMOD(100);
  3574. break;
  3575. case SC_TRIANGLESHOT:
  3576. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3577. RE_LVL_DMOD(120);
  3578. break;
  3579. case SC_FEINTBOMB:
  3580. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3581. RE_LVL_DMOD(120);
  3582. break;
  3583. case LG_CANNONSPEAR:
  3584. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3585. RE_LVL_DMOD(100);
  3586. break;
  3587. case LG_BANISHINGPOINT:
  3588. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3589. RE_LVL_DMOD(100);
  3590. break;
  3591. case LG_SHIELDPRESS:
  3592. skillratio += -100 + 150 * skill_lv + status_get_str(src);
  3593. if (sd) {
  3594. short index = sd->equip_index[EQI_HAND_L];
  3595. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3596. skillratio += sd->inventory_data[index]->weight / 10;
  3597. }
  3598. RE_LVL_DMOD(100);
  3599. break;
  3600. case LG_PINPOINTATTACK:
  3601. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3602. RE_LVL_DMOD(120);
  3603. break;
  3604. case LG_RAGEBURST:
  3605. if (sd && sd->spiritball_old)
  3606. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3607. else
  3608. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3609. RE_LVL_DMOD(100);
  3610. break;
  3611. case LG_SHIELDSPELL:
  3612. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3613. short index = sd->equip_index[EQI_HAND_L];
  3614. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3615. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3616. skillratio += sd->inventory_data[index]->def * 10;
  3617. } else
  3618. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3619. break;
  3620. case LG_MOONSLASHER:
  3621. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3622. RE_LVL_DMOD(100);
  3623. break;
  3624. case LG_OVERBRAND:
  3625. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3626. RE_LVL_DMOD(100);
  3627. break;
  3628. case LG_OVERBRAND_BRANDISH:
  3629. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3630. RE_LVL_DMOD(100);
  3631. break;
  3632. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3633. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3634. break;
  3635. case LG_RAYOFGENESIS:
  3636. skillratio += 200 + 300 * skill_lv;
  3637. RE_LVL_DMOD(100);
  3638. break;
  3639. case LG_EARTHDRIVE:
  3640. if (sd) {
  3641. short index = sd->equip_index[EQI_HAND_L];
  3642. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3643. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3644. }
  3645. RE_LVL_DMOD(100);
  3646. break;
  3647. case LG_HESPERUSLIT:
  3648. if (sc) {
  3649. if (sc->data[SC_INSPIRATION])
  3650. skillratio += 1100;
  3651. if (sc->data[SC_BANDING]) {
  3652. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3653. if (sc->data[SC_BANDING]->val2 > 5)
  3654. skillratio = skillratio * 150 / 100;
  3655. }
  3656. RE_LVL_DMOD(100);
  3657. }
  3658. break;
  3659. case SR_EARTHSHAKER:
  3660. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3661. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  3662. skillratio += -100 + 300 * skill_lv;
  3663. RE_LVL_DMOD(100);
  3664. skillratio += status_get_str(src) * 3;
  3665. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  3666. skillratio += -100 + 400 * skill_lv;
  3667. RE_LVL_DMOD(100);
  3668. skillratio += status_get_str(src) * 2;
  3669. }
  3670. break;
  3671. case SR_DRAGONCOMBO:
  3672. skillratio += 40 * skill_lv;
  3673. RE_LVL_DMOD(100);
  3674. break;
  3675. case SR_FALLENEMPIRE:
  3676. // ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3677. skillratio += 150 * skill_lv;
  3678. RE_LVL_DMOD(150);
  3679. break;
  3680. case SR_TIGERCANNON:
  3681. {
  3682. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  3683. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  3684. if (wd->miscflag&8)
  3685. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3686. skillratio += -100 + (hp + sp) / 2;
  3687. else
  3688. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3689. skillratio += -100 + (hp + sp) / 4;
  3690. RE_LVL_DMOD(100);
  3691. }
  3692. if (sc->data[SC_GT_REVITALIZE])
  3693. skillratio += skillratio * 30 / 100;
  3694. break;
  3695. case SR_SKYNETBLOW:
  3696. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3697. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  3698. RE_LVL_DMOD(100);
  3699. break;
  3700. case SR_RAMPAGEBLASTER:
  3701. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  3702. skillratio += 1400 + 550 * skill_lv;
  3703. RE_LVL_DMOD(120);
  3704. } else {
  3705. skillratio += 900 + 350 * skill_lv;
  3706. RE_LVL_DMOD(150);
  3707. }
  3708. if (sc->data[SC_GT_CHANGE])
  3709. skillratio += skillratio * 30 / 100;
  3710. break;
  3711. case SR_KNUCKLEARROW:
  3712. if (wd->miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  3713. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  3714. if (tsd && tsd->weight)
  3715. skillratio += 100 * tsd->weight / tsd->max_weight;
  3716. RE_LVL_DMOD(150);
  3717. } else {
  3718. if (status_get_class_(target) == CLASS_BOSS)
  3719. skillratio += 400 + 200 * skill_lv;
  3720. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3721. skillratio += 400 + 100 * skill_lv;
  3722. RE_LVL_DMOD(100);
  3723. }
  3724. if (sc->data[SC_GT_CHANGE])
  3725. skillratio += skillratio * 30 / 100;
  3726. break;
  3727. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3728. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  3729. RE_LVL_DMOD(100);
  3730. break;
  3731. case SR_GATEOFHELL:
  3732. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3733. skillratio += -100 + 800 * skill_lv;
  3734. else
  3735. skillratio += -100 + 500 * skill_lv;
  3736. RE_LVL_DMOD(100);
  3737. if (sc->data[SC_GT_REVITALIZE])
  3738. skillratio += skillratio * 30 / 100;
  3739. break;
  3740. case SR_GENTLETOUCH_QUIET:
  3741. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  3742. RE_LVL_DMOD(100);
  3743. break;
  3744. case SR_HOWLINGOFLION:
  3745. skillratio += -100 + 300 * skill_lv;
  3746. RE_LVL_DMOD(150);
  3747. break;
  3748. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 40) + Additional Damage} x Caster Base Level / 100] %
  3749. skillratio += -100 + 40 * skill_lv;
  3750. if (sd && sd->status.weapon == W_KNUCKLE)
  3751. skillratio += skillratio * 25 / 100;
  3752. RE_LVL_DMOD(100);
  3753. break;
  3754. case WM_REVERBERATION_MELEE:
  3755. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3756. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3757. RE_LVL_DMOD(100);
  3758. break;
  3759. case WM_SEVERE_RAINSTORM_MELEE:
  3760. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3761. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3762. RE_LVL_DMOD(100);
  3763. break;
  3764. case WM_GREAT_ECHO:
  3765. skillratio += 300 + 200 * skill_lv;
  3766. if (sd) {
  3767. int chorusbonus = battle_calc_chorusbonus(sd);
  3768. // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech]
  3769. if (chorusbonus >= 1 && chorusbonus <= 5)
  3770. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  3771. }
  3772. RE_LVL_DMOD(100);
  3773. break;
  3774. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3775. skillratio += -100 + 50 * skill_lv;
  3776. if(sd && sd->cart_weight)
  3777. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3778. }
  3779. break;
  3780. case GN_CARTCANNON:
  3781. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3782. skillratio += -100 + 60 * skill_lv + ((sd) ? pc_checkskill(sd, GN_REMODELING_CART) : 1) * 50 * status_get_int(src) / 40;
  3783. break;
  3784. case GN_SPORE_EXPLOSION:
  3785. skillratio += 100 + status_get_int(src) + 100 * skill_lv;
  3786. RE_LVL_DMOD(100);
  3787. break;
  3788. case GN_WALLOFTHORN:
  3789. skillratio += 10 * skill_lv;
  3790. break;
  3791. case GN_CRAZYWEED_ATK:
  3792. skillratio += 400 + 100 * skill_lv;
  3793. break;
  3794. case GN_SLINGITEM_RANGEMELEEATK:
  3795. if( sd ) {
  3796. switch( sd->itemid ) {
  3797. case ITEMID_APPLE_BOMB:
  3798. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  3799. break;
  3800. case ITEMID_COCONUT_BOMB:
  3801. case ITEMID_PINEAPPLE_BOMB:
  3802. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  3803. break;
  3804. case ITEMID_MELON_BOMB:
  3805. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  3806. break;
  3807. case ITEMID_BANANA_BOMB:
  3808. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  3809. break;
  3810. case ITEMID_BLACK_LUMP:
  3811. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3812. break;
  3813. case ITEMID_BLACK_HARD_LUMP:
  3814. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3815. break;
  3816. case ITEMID_VERY_HARD_LUMP:
  3817. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3818. break;
  3819. }
  3820. RE_LVL_DMOD(100);
  3821. }
  3822. break;
  3823. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3824. skillratio += -100 + 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : 0);
  3825. RE_LVL_DMOD(100);
  3826. if (sc && sc->data[SC_BLAST_OPTION])
  3827. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3828. break;
  3829. // Physical Elemantal Spirits Attack Skills
  3830. case EL_CIRCLE_OF_FIRE:
  3831. case EL_FIRE_BOMB_ATK:
  3832. case EL_STONE_RAIN:
  3833. skillratio += 200;
  3834. break;
  3835. case EL_FIRE_WAVE_ATK:
  3836. skillratio += 500;
  3837. break;
  3838. case EL_TIDAL_WEAPON:
  3839. skillratio += 1400;
  3840. break;
  3841. case EL_WIND_SLASH:
  3842. skillratio += 100;
  3843. break;
  3844. case EL_HURRICANE:
  3845. skillratio += 600;
  3846. break;
  3847. case EL_TYPOON_MIS:
  3848. case EL_WATER_SCREW_ATK:
  3849. skillratio += 900;
  3850. break;
  3851. case EL_STONE_HAMMER:
  3852. skillratio += 400;
  3853. break;
  3854. case EL_ROCK_CRUSHER:
  3855. skillratio += 700;
  3856. break;
  3857. case KO_JYUMONJIKIRI:
  3858. skillratio += -100 + 150 * skill_lv;
  3859. RE_LVL_DMOD(120);
  3860. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3861. skillratio += skill_lv * status_get_lv(src);
  3862. break;
  3863. case KO_HUUMARANKA:
  3864. skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3865. break;
  3866. case KO_SETSUDAN:
  3867. skillratio += 100 * (skill_lv - 1);
  3868. RE_LVL_DMOD(100);
  3869. if(tsc && tsc->data[SC_SPIRIT])
  3870. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3871. break;
  3872. case KO_BAKURETSU:
  3873. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3874. RE_LVL_DMOD(120);
  3875. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3876. break;
  3877. case KO_MAKIBISHI:
  3878. skillratio += -100 + 20 * skill_lv;
  3879. break;
  3880. case MH_NEEDLE_OF_PARALYZE:
  3881. skillratio += 600 + 100 * skill_lv;
  3882. break;
  3883. case MH_STAHL_HORN:
  3884. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3885. break;
  3886. case MH_LAVA_SLIDE:
  3887. skillratio += -100 + 70 * skill_lv;
  3888. break;
  3889. case MH_SONIC_CRAW:
  3890. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 150;
  3891. break;
  3892. case MH_SILVERVEIN_RUSH:
  3893. skillratio += -100 + 150 * skill_lv * status_get_lv(src) / 100;
  3894. break;
  3895. case MH_MIDNIGHT_FRENZY:
  3896. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 150;
  3897. break;
  3898. case MH_TINDER_BREAKER:
  3899. skillratio += -100 + (100 * skill_lv + 3 * status_get_str(src)) * status_get_lv(src) / 120;
  3900. break;
  3901. case MH_CBC:
  3902. skillratio += 300 * skill_lv + 4 * status_get_lv(src);
  3903. break;
  3904. case MH_MAGMA_FLOW:
  3905. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  3906. break;
  3907. case RL_MASS_SPIRAL:
  3908. skillratio += -100 + 200 * skill_lv;
  3909. break;
  3910. case RL_FIREDANCE:
  3911. skillratio += -100 + 200 * skill_lv;
  3912. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 50 : 0);
  3913. break;
  3914. case RL_BANISHING_BUSTER:
  3915. skillratio += -100 + 2000 + 300 * skill_lv;
  3916. break;
  3917. case RL_S_STORM:
  3918. skillratio += -100 + 1700 + 200 * skill_lv;
  3919. break;
  3920. case RL_SLUGSHOT:
  3921. if (target->type == BL_PC)
  3922. skillratio += -100 + 1200 * skill_lv;
  3923. else
  3924. skillratio += -100 + 2000 * skill_lv;
  3925. skillratio *= 2 + tstatus->size;
  3926. break;
  3927. case RL_D_TAIL:
  3928. skillratio += -100 + 4000 + 1000 * skill_lv;
  3929. break;
  3930. case RL_R_TRIP:
  3931. skillratio += -100 + 1000 + 300 * skill_lv;
  3932. break;
  3933. case RL_R_TRIP_PLUSATK:
  3934. skillratio += -100 + 300 + 300 * skill_lv;
  3935. break;
  3936. case RL_H_MINE:
  3937. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  3938. skillratio += -100 + 500 + 300 * skill_lv;
  3939. else // 200 + 200 * SkillLv
  3940. skillratio += -100 + 200 + 200 * skill_lv;
  3941. break;
  3942. case RL_HAMMER_OF_GOD:
  3943. skillratio += -100 + 2800 + 1400 * skill_lv;
  3944. if (sd) {
  3945. if (tsc && tsc->data[SC_C_MARKER])
  3946. skillratio += 100 * sd->spiritball_old;
  3947. else if (sd->spiritball_old)
  3948. skillratio += 10 * sd->spiritball_old;
  3949. }
  3950. break;
  3951. case RL_FIRE_RAIN:
  3952. case RL_AM_BLAST:
  3953. skillratio += -100 + 3500 + 300 * skill_lv;
  3954. break;
  3955. case SU_BITE:
  3956. skillratio += 100;
  3957. break;
  3958. case SU_SCRATCH:
  3959. skillratio += -50 + 50 * skill_lv;
  3960. break;
  3961. case SU_SCAROFTAROU:
  3962. skillratio += -100 + 100 * skill_lv;
  3963. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  3964. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  3965. break;
  3966. case SU_PICKYPECK:
  3967. case SU_PICKYPECK_DOUBLE_ATK:
  3968. skillratio += 100 + 100 * skill_lv;
  3969. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  3970. skillratio *= 2;
  3971. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  3972. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  3973. break;
  3974. case SU_LUNATICCARROTBEAT:
  3975. case SU_LUNATICCARROTBEAT2:
  3976. skillratio += 100 + 100 * skill_lv;
  3977. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  3978. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  3979. break;
  3980. case SU_SVG_SPIRIT:
  3981. skillratio += 150 + 150 * skill_lv;
  3982. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  3983. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  3984. break;
  3985. }
  3986. return skillratio;
  3987. }
  3988. /*==================================================================================================
  3989. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3990. *--------------------------------------------------------------------------------------------------*
  3991. * Credits:
  3992. * Original coder Skotlex
  3993. * Initial refactoring by Baalberith
  3994. * Refined and optimized by helvetica
  3995. */
  3996. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3997. {
  3998. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3999. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4000. struct status_data *sstatus = status_get_status_data(src);
  4001. struct status_data *tstatus = status_get_status_data(target);
  4002. int64 atk = 0;
  4003. //Constant/misc additions from skills
  4004. switch (skill_id) {
  4005. case MO_EXTREMITYFIST:
  4006. atk = 250 + 150 * skill_lv;
  4007. break;
  4008. #ifndef RENEWAL
  4009. case GS_MAGICALBULLET:
  4010. if (sstatus->matk_max > sstatus->matk_min)
  4011. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4012. else
  4013. atk = sstatus->matk_min;
  4014. break;
  4015. #endif
  4016. case NJ_SYURIKEN:
  4017. atk = 4 * skill_lv;
  4018. break;
  4019. #ifdef RENEWAL
  4020. case HT_FREEZINGTRAP:
  4021. if(sd)
  4022. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4023. break;
  4024. #endif
  4025. case GC_COUNTERSLASH:
  4026. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4027. break;
  4028. case LG_SHIELDPRESS:
  4029. if (sd) {
  4030. int damagevalue = 0;
  4031. short index = sd->equip_index[EQI_HAND_L];
  4032. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4033. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4034. atk = damagevalue;
  4035. }
  4036. break;
  4037. case SR_FALLENEMPIRE:
  4038. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  4039. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  4040. if( tsd && tsd->weight )
  4041. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  4042. else
  4043. atk += ( status_get_lv(target) * 50 ); //mobs
  4044. break;
  4045. }
  4046. return atk;
  4047. }
  4048. /*==============================================================
  4049. * Stackable SC bonuses added on top of calculated skill damage
  4050. *--------------------------------------------------------------
  4051. * Credits:
  4052. * Original coder Skotlex
  4053. * Initial refactoring by Baalberith
  4054. * Refined and optimized by helvetica
  4055. */
  4056. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4057. {
  4058. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4059. struct status_change *sc = status_get_sc(src);
  4060. struct status_data *sstatus = status_get_status_data(src);
  4061. struct status_data *tstatus = status_get_status_data(target);
  4062. int inf3 = skill_get_inf3(skill_id);
  4063. uint8 anger_id = 0; // SLS Anger
  4064. // Kagerou/Oboro Earth Charm effect +15% wATK
  4065. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4066. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4067. #ifdef RENEWAL
  4068. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4069. #endif
  4070. }
  4071. //The following are applied on top of current damage and are stackable.
  4072. if (sc) {
  4073. #ifdef RENEWAL
  4074. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4075. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4076. if (sc->data[SC_IMPOSITIO])
  4077. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_IMPOSITIO]->val2);
  4078. if (sc->data[SC_VOLCANO])
  4079. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_VOLCANO]->val2);
  4080. if (sc->data[SC_DRUMBATTLE])
  4081. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4082. if (sc->data[SC_MADNESSCANCEL])
  4083. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4084. if (sc->data[SC_MAGICALBULLET]) {
  4085. short tmdef = tstatus->mdef + tstatus->mdef2;
  4086. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4087. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4088. } else {
  4089. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4090. }
  4091. }
  4092. if (sc->data[SC_GATLINGFEVER])
  4093. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  4094. #else
  4095. if (sc->data[SC_TRUESIGHT])
  4096. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4097. #endif
  4098. if (sc->data[SC_SPIRIT]) {
  4099. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4100. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4101. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4102. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4103. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  4104. RE_ALLATK_ADDRATE(wd, 100);
  4105. }
  4106. }
  4107. if (sc->data[SC_GT_CHANGE])
  4108. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  4109. if (sc->data[SC_EDP]) {
  4110. switch(skill_id) {
  4111. case AS_SPLASHER:
  4112. case ASC_METEORASSAULT:
  4113. // Pre-Renewal only: Soul Breaker ignores EDP
  4114. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4115. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4116. #ifndef RENEWAL
  4117. case ASC_BREAKER:
  4118. #else
  4119. case AS_GRIMTOOTH:
  4120. case AS_VENOMKNIFE:
  4121. #endif
  4122. break; // skills above have no effect with EDP
  4123. #ifdef RENEWAL
  4124. // renewal EDP mode requires renewal enabled as well
  4125. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  4126. // * Sonic Blow
  4127. // * Soul Breaker
  4128. // * Counter Slash
  4129. // * Cross Impact
  4130. case AS_SONICBLOW:
  4131. case ASC_BREAKER:
  4132. case GC_COUNTERSLASH:
  4133. case GC_CROSSIMPACT:
  4134. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 50);
  4135. ATK_RATE(wd->equipAtk, wd->equipAtk2, 50);
  4136. default: // fall through to apply EDP bonuses
  4137. // Renewal EDP formula [helvetica]
  4138. // weapon atk * (1 + (edp level * .8))
  4139. // equip atk * (1 + (edp level * .6))
  4140. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4141. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4142. break;
  4143. #else
  4144. default:
  4145. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  4146. #endif
  4147. }
  4148. }
  4149. if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
  4150. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  4151. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  4152. }
  4153. if (sc->data[SC_DANCEWITHWUG]) {
  4154. if (inf3&INF3_SC_DANCEWITHWUG) {
  4155. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4156. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4157. }
  4158. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4159. #ifdef RENEWAL
  4160. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4161. #endif
  4162. }
  4163. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4164. ATK_ADD(wd->damage, wd->damage2, 200);
  4165. #ifdef RENEWAL
  4166. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  4167. #endif
  4168. }
  4169. if (sc->data[SC_EQC]) {
  4170. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  4171. #ifdef RENEWAL
  4172. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  4173. #endif
  4174. }
  4175. if(sc->data[SC_STYLE_CHANGE]) {
  4176. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4177. if(hd) {
  4178. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  4179. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4180. }
  4181. }
  4182. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4183. switch(skill_id) {
  4184. case RA_WUGDASH:
  4185. case RA_WUGSTRIKE:
  4186. case RA_WUGBITE:
  4187. break;
  4188. default:
  4189. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  4190. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4191. break;
  4192. }
  4193. }
  4194. if (sc->data[SC_HEAT_BARREL]) {
  4195. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  4196. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4197. }
  4198. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4199. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4200. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4201. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4202. }
  4203. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4204. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4205. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4206. }
  4207. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4208. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4209. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4210. }
  4211. }
  4212. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4213. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  4214. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4215. }
  4216. if (sc->data[SC_MIRACLE])
  4217. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4218. }
  4219. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4220. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0) {
  4221. if ((pc_checkskill(sd, SU_SCAROFTAROU) + pc_checkskill(sd, SU_PICKYPECK) + pc_checkskill(sd, SU_ARCLOUSEDASH) + pc_checkskill(sd, SU_LUNATICCARROTBEAT) +
  4222. pc_checkskill(sd, SU_HISS) + pc_checkskill(sd, SU_POWEROFFLOCK) + pc_checkskill(sd, SU_SVG_SPIRIT)) > 19) {
  4223. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  4224. RE_ALLATK_ADDRATE(wd, 20);
  4225. }
  4226. }
  4227. }
  4228. if (sd != nullptr && !anger_id)
  4229. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4230. uint16 anger_level;
  4231. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4232. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4233. if (anger_id == 2)
  4234. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4235. if (anger_level < 4)
  4236. skillratio /= 12 - 3 * anger_level;
  4237. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  4238. #ifdef RENEWAL
  4239. RE_ALLATK_ADDRATE(wd, skillratio);
  4240. #endif
  4241. }
  4242. }
  4243. /*====================================
  4244. * Calc defense damage reduction
  4245. *------------------------------------
  4246. * Credits:
  4247. * Original coder Skotlex
  4248. * Initial refactoring by Baalberith
  4249. * Refined and optimized by helvetica
  4250. */
  4251. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4252. {
  4253. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4254. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4255. struct status_change *sc = status_get_sc(src);
  4256. struct status_change *tsc = status_get_sc(target);
  4257. struct status_data *sstatus = status_get_status_data(src);
  4258. struct status_data *tstatus = status_get_status_data(target);
  4259. //Defense reduction
  4260. short vit_def;
  4261. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4262. short def2 = tstatus->def2;
  4263. #ifdef RENEWAL
  4264. if( tsc && tsc->data[SC_ASSUMPTIO] )
  4265. def1 <<= 1; // only eDEF is doubled
  4266. #endif
  4267. if (sd) {
  4268. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4269. i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL];
  4270. if (i) {
  4271. i = min(i,100); //cap it to 100 for 0 def min
  4272. def1 -= def1 * i / 100;
  4273. def2 -= def2 * i / 100;
  4274. }
  4275. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4276. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4277. short si = 10 * sd->spiritcharm;
  4278. def1 = (def1 * (100 + si)) / 100;
  4279. }
  4280. }
  4281. if (sc && sc->data[SC_EXPIATIO]) {
  4282. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4283. i = min(i,100); //cap it to 100 for 0 def min
  4284. def1 = (def1*(100-i))/100;
  4285. def2 = (def2*(100-i))/100;
  4286. }
  4287. if (tsc) {
  4288. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4289. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4290. def1 = (def1 * (100 + i)) / 100;
  4291. }
  4292. if( tsc->data[SC_CAMOUFLAGE] ){
  4293. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4294. i = min(i,100); //cap it to 100 for 0 def min
  4295. def1 = (def1*(100-i))/100;
  4296. def2 = (def2*(100-i))/100;
  4297. }
  4298. if (tsc->data[SC_GT_REVITALIZE])
  4299. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  4300. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4301. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4302. }
  4303. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4304. unsigned char target_count; //256 max targets should be a sane max
  4305. //Official servers limit the count to 22 targets
  4306. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4307. if(target_count >= battle_config.vit_penalty_count) {
  4308. if(battle_config.vit_penalty_type == 1) {
  4309. if( !tsc || !tsc->data[SC_STEELBODY] )
  4310. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4311. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4312. } else { //Assume type 2
  4313. if( !tsc || !tsc->data[SC_STEELBODY] )
  4314. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4315. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4316. }
  4317. }
  4318. if (skill_id == AM_ACIDTERROR)
  4319. #ifdef RENEWAL
  4320. def2 = 0; //Ignore only status defense. [FatalEror]
  4321. #else
  4322. def1 = 0; //Ignores only armor defense. [Skotlex]
  4323. #endif
  4324. if(def2 < 1)
  4325. def2 = 1;
  4326. }
  4327. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4328. if (tsd) { //Sd vit-eq
  4329. int skill;
  4330. #ifndef RENEWAL
  4331. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4332. vit_def = def2*(def2-15)/150;
  4333. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4334. #else
  4335. vit_def = def2;
  4336. #endif
  4337. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4338. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4339. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4340. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4341. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4342. vit_def += skill*5;
  4343. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4344. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4345. vit_def += skill * 10;
  4346. } else { //Mob-Pet vit-eq
  4347. #ifndef RENEWAL
  4348. //VIT + rnd(0,[VIT/20]^2-1)
  4349. vit_def = (def2/20)*(def2/20);
  4350. if (tsc && tsc->data[SC_SKA])
  4351. vit_def += 100; //Eska increases the random part of the formula by 100
  4352. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4353. #else
  4354. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4355. vit_def = def2;
  4356. #endif
  4357. }
  4358. if (battle_config.weapon_defense_type) {
  4359. vit_def += def1*battle_config.weapon_defense_type;
  4360. def1 = 0;
  4361. }
  4362. #ifdef RENEWAL
  4363. /**
  4364. * RE DEF Reduction
  4365. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4366. * Pierce defence gains 1 atk per def/2
  4367. */
  4368. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4369. def1 = -399;
  4370. ATK_ADD2(wd->damage, wd->damage2,
  4371. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  4372. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  4373. );
  4374. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4375. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  4376. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4377. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4378. #else
  4379. if (def1 > 100) def1 = 100;
  4380. ATK_RATE2(wd->damage, wd->damage2,
  4381. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4382. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4383. );
  4384. ATK_ADD2(wd->damage, wd->damage2,
  4385. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4386. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4387. );
  4388. #endif
  4389. }
  4390. /*====================================
  4391. * Modifiers ignoring DEF
  4392. *------------------------------------
  4393. * Credits:
  4394. * Original coder Skotlex
  4395. * Initial refactoring by Baalberith
  4396. * Refined and optimized by helvetica
  4397. */
  4398. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4399. {
  4400. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4401. struct status_change *sc = status_get_sc(src);
  4402. struct status_data *sstatus = status_get_status_data(src);
  4403. // Post skill/vit reduction damage increases
  4404. if( sc ) { // SC skill damages
  4405. if(sc->data[SC_AURABLADE]
  4406. #ifndef RENEWAL
  4407. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4408. #endif
  4409. ) {
  4410. int lv = sc->data[SC_AURABLADE]->val1;
  4411. #ifdef RENEWAL
  4412. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd->div_:1); // +100 per hit in lv 5
  4413. #endif
  4414. ATK_ADD(wd->damage, wd->damage2, 20*lv);
  4415. }
  4416. }
  4417. #ifndef RENEWAL
  4418. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4419. //Refine bonus
  4420. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4421. if (skill_id == MO_FINGEROFFENSIVE) {
  4422. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  4423. } else {
  4424. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4425. }
  4426. }
  4427. #endif
  4428. //Set to min of 1
  4429. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  4430. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  4431. switch (skill_id) {
  4432. case AS_SONICBLOW:
  4433. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4434. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  4435. break;
  4436. case NC_AXETORNADO:
  4437. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4438. ATK_ADDRATE(wd->damage, wd->damage2, 25);
  4439. break;
  4440. }
  4441. }
  4442. /*=================================================================================
  4443. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4444. *---------------------------------------------------------------------------------
  4445. * Credits:
  4446. * Original coder Skotlex
  4447. * Initial refactoring by Baalberith
  4448. * Refined and optimized by helvetica
  4449. */
  4450. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4451. {
  4452. struct status_data *tstatus = status_get_status_data(target);
  4453. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4454. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4455. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4456. short class_ = status_get_class(target);
  4457. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4458. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4459. //Plants receive 1 damage when hit
  4460. if( attack_hits || wd->damage > 0 )
  4461. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4462. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  4463. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4464. if (sd && sd->status.weapon == W_KATAR)
  4465. wd->damage2 = 0; //No backhand damage against plants
  4466. else
  4467. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4468. }
  4469. if (attack_hits && target->type == BL_MOB) {
  4470. struct status_change *sc = status_get_sc(target);
  4471. if (sc && !battle_check_sc(src, target, sc, wd, 1, skill_id, skill_lv)) {
  4472. wd->damage = wd->damage2 = 0;
  4473. return;
  4474. }
  4475. }
  4476. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4477. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  4478. wd->damage = wd->damage2 = 0;
  4479. return;
  4480. }
  4481. if (wd->damage > 0) {
  4482. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4483. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  4484. } else if (wd->damage2 > 0) {
  4485. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4486. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  4487. }
  4488. return;
  4489. }
  4490. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4491. battle_apply_div_fix(wd, skill_id);
  4492. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4493. if(wd->damage > 1 && wd->damage2 > 0) {
  4494. wd->damage = 1;
  4495. wd->damage2 = 1;
  4496. }
  4497. }
  4498. /*========================================================================================
  4499. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4500. *----------------------------------------------------------------------------------------
  4501. * Credits:
  4502. * Original coder Skotlex
  4503. * Initial refactoring by Baalberith
  4504. * Refined and optimized by helvetica
  4505. */
  4506. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4507. {
  4508. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4509. if (sd) {
  4510. int skill;
  4511. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4512. wd->damage = wd->damage2;
  4513. wd->damage2 = 0;
  4514. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4515. skill = pc_checkskill(sd,TF_DOUBLE);
  4516. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  4517. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4518. if (wd->damage) {
  4519. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4520. skill = pc_checkskill(sd,AS_RIGHT);
  4521. ATK_RATER(wd->damage, 50 + (skill * 10))
  4522. }
  4523. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4524. skill = pc_checkskill(sd,KO_RIGHT);
  4525. ATK_RATER(wd->damage, 70 + (skill * 10))
  4526. }
  4527. if(wd->damage < 1)
  4528. wd->damage = 1;
  4529. }
  4530. if (wd->damage2) {
  4531. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4532. skill = pc_checkskill(sd,AS_LEFT);
  4533. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  4534. }
  4535. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4536. skill = pc_checkskill(sd,KO_LEFT);
  4537. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  4538. }
  4539. if(wd->damage2 < 1)
  4540. wd->damage2 = 1;
  4541. }
  4542. }
  4543. }
  4544. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  4545. wd->damage=0;
  4546. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  4547. wd->damage2=0;
  4548. }
  4549. /**
  4550. * Check if bl is devoted by someone
  4551. * @param bl
  4552. * @return 'd_bl' if devoted or NULL if not devoted
  4553. */
  4554. struct block_list *battle_check_devotion(struct block_list *bl) {
  4555. struct block_list *d_bl = NULL;
  4556. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4557. struct status_change *sc = status_get_sc(bl);
  4558. if (sc && sc->data[SC_DEVOTION])
  4559. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4560. }
  4561. return d_bl;
  4562. }
  4563. /*==========================================
  4564. * BG/GvG attack modifiers
  4565. *------------------------------------------
  4566. * Credits:
  4567. * Original coder Skotlex
  4568. * Initial refactoring by Baalberith
  4569. * Refined and optimized by helvetica
  4570. */
  4571. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4572. {
  4573. if( wd->damage + wd->damage2 ) { //There is a total damage value
  4574. if( src != target && //Don't reflect your own damage (Grand Cross)
  4575. (!skill_id || skill_id ||
  4576. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4577. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4578. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4579. struct status_data *sstatus = status_get_status_data(src);
  4580. t_tick tick = gettick(), rdelay = 0;
  4581. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  4582. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4583. struct block_list *d_bl = battle_check_devotion(src);
  4584. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4585. if( tsd )
  4586. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4587. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4588. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4589. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4590. }
  4591. }
  4592. struct map_data *mapdata = map_getmapdata(target->m);
  4593. if(!wd->damage2) {
  4594. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  4595. if( mapdata_flag_gvg2(mapdata) )
  4596. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4597. else if( mapdata->flag[MF_BATTLEGROUND] )
  4598. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4599. }
  4600. else if(!wd->damage) {
  4601. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  4602. if( mapdata_flag_gvg2(mapdata) )
  4603. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4604. else if( mapdata->flag[MF_BATTLEGROUND] )
  4605. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4606. }
  4607. else {
  4608. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  4609. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  4610. if( mapdata_flag_gvg2(mapdata) )
  4611. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4612. else if( mapdata->flag[MF_BATTLEGROUND] )
  4613. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4614. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  4615. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  4616. wd->damage-=wd->damage2;
  4617. }
  4618. }
  4619. }
  4620. /*==========================================
  4621. * final ATK modifiers - after BG/GvG calc
  4622. *------------------------------------------
  4623. * Credits:
  4624. * Original coder Skotlex
  4625. * Initial refactoring by Baalberith
  4626. * Refined and optimized by helvetica
  4627. */
  4628. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4629. {
  4630. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4631. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4632. struct status_change *sc = status_get_sc(src);
  4633. struct status_change *tsc = status_get_sc(target);
  4634. struct status_data *sstatus = status_get_status_data(src);
  4635. struct status_data *tstatus = status_get_status_data(target);
  4636. int skill_damage = 0;
  4637. //Reject Sword bugreport:4493 by Daegaladh
  4638. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4639. (src->type!=BL_PC || (
  4640. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4641. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4642. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4643. )) &&
  4644. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4645. )
  4646. {
  4647. ATK_RATER(wd->damage, 50)
  4648. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false));
  4649. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4650. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4651. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4652. }
  4653. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4654. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4655. int64 rdamage = 0;
  4656. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4657. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4658. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  4659. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4660. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  4661. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4662. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SKILL); // This is how official does
  4663. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  4664. status_damage(target, src, rdamage, 0, 0, 0);
  4665. status_damage(src, target, rdamage/10, 0, 0, 1);
  4666. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4667. }
  4668. if( sc ) {
  4669. //SC_FUSION hp penalty [Komurka]
  4670. if (sc->data[SC_FUSION]) {
  4671. unsigned int hp = sstatus->max_hp;
  4672. if (sd && tsd) {
  4673. hp = hp / 13;
  4674. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4675. hp = sstatus->hp;
  4676. } else
  4677. hp = 2*hp/100; //2% hp loss per hit
  4678. status_zap(src, hp, 0);
  4679. }
  4680. // Only affecting non-skills
  4681. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  4682. if (sc->data[SC_ENCHANTBLADE]) {
  4683. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  4684. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  4685. if (sstatus->matk_max > sstatus->matk_min)
  4686. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  4687. else
  4688. enchant_dmg = enchant_dmg + sstatus->matk_min;
  4689. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  4690. if (enchant_dmg > 0)
  4691. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  4692. }
  4693. }
  4694. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4695. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4696. }
  4697. switch (skill_id) {
  4698. case LG_RAYOFGENESIS:
  4699. {
  4700. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd->miscflag);
  4701. wd->damage += md.damage;
  4702. }
  4703. break;
  4704. #ifndef RENEWAL
  4705. case ASC_BREAKER:
  4706. { //Breaker's int-based damage (a misc attack?)
  4707. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  4708. wd->damage += md.damage;
  4709. }
  4710. break;
  4711. #endif
  4712. }
  4713. // Skill damage adjustment
  4714. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4715. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  4716. }
  4717. /*====================================================
  4718. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4719. *----------------------------------------------------
  4720. * Credits:
  4721. * Original coder Skotlex
  4722. * Initial refactoring by Baalberith
  4723. * Refined and optimized by helvetica
  4724. */
  4725. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4726. {
  4727. struct status_data *sstatus = status_get_status_data(src);
  4728. struct status_data *tstatus = status_get_status_data(target);
  4729. struct status_change *sc = status_get_sc(src);
  4730. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4731. struct Damage wd;
  4732. wd.type = DMG_NORMAL; //Normal attack
  4733. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4734. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4735. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4736. /*if(skill_id == KN_AUTOCOUNTER)
  4737. wd.amotion >>= 1; */
  4738. wd.dmotion = tstatus->dmotion;
  4739. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4740. wd.miscflag = wflag;
  4741. wd.flag = BF_WEAPON; //Initial Flag
  4742. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4743. wd.isspdamage = false;
  4744. wd.damage = wd.damage2 =
  4745. #ifdef RENEWAL
  4746. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4747. #endif
  4748. 0;
  4749. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4750. if(sd)
  4751. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4752. if (skill_id) {
  4753. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4754. switch(skill_id)
  4755. {
  4756. case MH_SONIC_CRAW:{
  4757. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4758. wd.div_ = hd->homunculus.spiritball;
  4759. }
  4760. break;
  4761. case MO_FINGEROFFENSIVE:
  4762. if(sd) {
  4763. if (battle_config.finger_offensive_type)
  4764. wd.div_ = 1;
  4765. else
  4766. wd.div_ = sd->spiritball_old;
  4767. }
  4768. break;
  4769. case KN_PIERCE:
  4770. case ML_PIERCE:
  4771. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4772. break;
  4773. case TF_DOUBLE: //For NPC used skill.
  4774. case GS_CHAINACTION:
  4775. wd.type = DMG_MULTI_HIT;
  4776. break;
  4777. case GS_GROUNDDRIFT:
  4778. wd.amotion = sstatus->amotion;
  4779. //Fall through
  4780. case KN_SPEARSTAB:
  4781. case KN_BOWLINGBASH:
  4782. case MS_BOWLINGBASH:
  4783. case MO_BALKYOUNG:
  4784. case TK_TURNKICK:
  4785. wd.blewcount = 0;
  4786. break;
  4787. case KN_AUTOCOUNTER:
  4788. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4789. break;
  4790. case LK_SPIRALPIERCE:
  4791. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4792. break;
  4793. // The number of hits is set to 3 by default for use in Inspiration status.
  4794. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4795. case LG_HESPERUSLIT:
  4796. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4797. wd.div_ = sc->data[SC_BANDING]->val2;
  4798. break;
  4799. }
  4800. } else {
  4801. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4802. }
  4803. return wd;
  4804. }
  4805. /**
  4806. * Check if we should reflect the damage and calculate it if so
  4807. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4808. * @param wd : weapon damage
  4809. * @param src : bl who did the attack
  4810. * @param target : target of the attack
  4811. * @param skill_id : id of casted skill, 0 = basic atk
  4812. * @param skill_lv : lvl of skill casted
  4813. */
  4814. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  4815. {
  4816. // Don't reflect your own damage (Grand Cross)
  4817. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  4818. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  4819. {
  4820. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4821. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4822. struct status_change *tsc = status_get_sc(target);
  4823. struct status_data *sstatus = status_get_status_data(src);
  4824. struct unit_data *ud = unit_bl2ud(target);
  4825. t_tick tick = gettick(), rdelay = 0;
  4826. if (!tsc)
  4827. return;
  4828. // Calculate skill reflect damage separately
  4829. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE))
  4830. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  4831. if( rdamage > 0 ) {
  4832. struct block_list *d_bl = battle_check_devotion(src);
  4833. if (tsc->data[SC_MAXPAIN]) {
  4834. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  4835. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  4836. tsc->data[SC_MAXPAIN]->val2 = 0;
  4837. }
  4838. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4839. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  4840. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4841. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4842. if( tsd )
  4843. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4844. // It appears that official servers give skill reflect damage a longer delay
  4845. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  4846. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4847. }
  4848. }
  4849. }
  4850. }
  4851. /*============================================
  4852. * Calculate "weapon"-type attacks and skills
  4853. *--------------------------------------------
  4854. * Credits:
  4855. * Original coder Skotlex
  4856. * Initial refactoring by Baalberith
  4857. * Refined and optimized by helvetica
  4858. */
  4859. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4860. {
  4861. struct map_session_data *sd, *tsd;
  4862. struct Damage wd;
  4863. struct status_change *sc = status_get_sc(src);
  4864. struct status_change *tsc = status_get_sc(target);
  4865. struct status_data *tstatus = status_get_status_data(target);
  4866. int right_element, left_element;
  4867. bool infdef = false;
  4868. memset(&wd,0,sizeof(wd));
  4869. if (src == NULL || target == NULL) {
  4870. nullpo_info(NLP_MARK);
  4871. return wd;
  4872. }
  4873. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4874. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4875. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4876. if (sc && !sc->count)
  4877. sc = NULL; //Skip checking as there are no status changes active.
  4878. if (tsc && !tsc->count)
  4879. tsc = NULL; //Skip checking as there are no status changes active.
  4880. sd = BL_CAST(BL_PC, src);
  4881. tsd = BL_CAST(BL_PC, target);
  4882. //Check for Lucky Dodge
  4883. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4884. wd.type = DMG_LUCY_DODGE;
  4885. wd.dmg_lv = ATK_LUCKY;
  4886. if(wd.div_ < 0)
  4887. wd.div_ *= -1;
  4888. return wd;
  4889. }
  4890. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4891. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  4892. // crit check is next since crits always hit on official [helvetica]
  4893. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  4894. #if PACKETVER >= 20161207
  4895. if (wd.type&DMG_MULTI_HIT)
  4896. wd.type = DMG_MULTI_HIT_CRITICAL;
  4897. else
  4898. wd.type = DMG_CRITICAL;
  4899. #else
  4900. wd.type = DMG_CRITICAL;
  4901. #endif
  4902. }
  4903. // check if we're landing a hit
  4904. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  4905. wd.dmg_lv = ATK_FLEE;
  4906. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  4907. int64 ratio = 0;
  4908. int i = 0;
  4909. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  4910. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  4911. ATK_RATE(wd.damage, wd.damage2, ratio);
  4912. RE_ALLATK_RATE(&wd, ratio);
  4913. ratio = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  4914. ATK_ADD(wd.damage, wd.damage2, ratio);
  4915. RE_ALLATK_ADD(&wd, ratio);
  4916. #ifdef RENEWAL
  4917. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4918. struct status_data *sstatus = status_get_status_data(src);
  4919. if (sstatus->matk_max > sstatus->matk_min) {
  4920. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4921. } else
  4922. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4923. }
  4924. #endif
  4925. // add any miscellaneous player ATK bonuses
  4926. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4927. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4928. RE_ALLATK_ADDRATE(&wd, i);
  4929. }
  4930. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  4931. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  4932. RE_ALLATK_ADDRATE(&wd, -i);
  4933. }
  4934. #ifdef RENEWAL
  4935. // In Renewal we only cardfix to the weapon and equip ATK
  4936. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4937. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4938. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4939. if (is_attack_left_handed(src, skill_id)) {
  4940. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4941. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4942. }
  4943. // final attack bonuses that aren't affected by cards
  4944. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  4945. if (sd) { //monsters, homuns and pets have their damage computed directly
  4946. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4947. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4948. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  4949. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4950. }
  4951. #else
  4952. // final attack bonuses that aren't affected by cards
  4953. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  4954. #endif
  4955. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  4956. if(!attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(&wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  4957. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  4958. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  4959. }
  4960. }
  4961. #ifdef RENEWAL
  4962. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4963. #endif
  4964. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  4965. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4966. return wd; //Enough, rest is not needed.
  4967. #ifdef RENEWAL
  4968. if (!skill_id && is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  4969. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4970. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4971. if (is_attack_left_handed(src, skill_id))
  4972. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4973. } else
  4974. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  4975. }
  4976. #endif
  4977. #ifndef RENEWAL
  4978. if (skill_id == NJ_KUNAI) {
  4979. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  4980. ATK_ADD(wd.damage, wd.damage2, 90);
  4981. nk |= NK_IGNORE_DEF;
  4982. }
  4983. #endif
  4984. switch (skill_id) {
  4985. case TK_DOWNKICK:
  4986. case TK_STORMKICK:
  4987. case TK_TURNKICK:
  4988. case TK_COUNTER:
  4989. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4990. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  4991. break;
  4992. case SR_TIGERCANNON:
  4993. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  4994. if (wd.miscflag&8) {
  4995. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  4996. } else
  4997. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  4998. break;
  4999. case SR_GATEOFHELL: {
  5000. struct status_data *sstatus = status_get_status_data(src);
  5001. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  5002. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5003. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  5004. } else
  5005. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  5006. }
  5007. break;
  5008. }
  5009. if(sd) {
  5010. #ifndef RENEWAL
  5011. uint16 skill;
  5012. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5013. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5014. if (skill_id == TF_POISON)
  5015. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5016. if (skill_id == GS_GROUNDDRIFT)
  5017. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5018. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5019. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  5020. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5021. ATK_ADD(wd.damage, wd.damage2, 4);
  5022. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5023. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5024. } else
  5025. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5026. #endif
  5027. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5028. short index = sd->equip_index[EQI_HAND_L];
  5029. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5030. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5031. }
  5032. #ifndef RENEWAL
  5033. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5034. switch(skill_id) {
  5035. case RK_DRAGONBREATH:
  5036. case RK_DRAGONBREATH_WATER:
  5037. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5038. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5039. if(is_attack_left_handed(src, skill_id))
  5040. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5041. }
  5042. break;
  5043. default:
  5044. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  5045. if( is_attack_left_handed(src, skill_id ))
  5046. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  5047. break;
  5048. }
  5049. #endif
  5050. }
  5051. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5052. switch(skill_id) {
  5053. #ifdef RENEWAL
  5054. case NJ_ISSEN:
  5055. case ASC_BREAKER:
  5056. case CR_ACIDDEMONSTRATION:
  5057. case GN_FIRE_EXPANSION_ACID:
  5058. #endif
  5059. case SO_VARETYR_SPEAR:
  5060. break; //These skills will do a card fix later
  5061. default:
  5062. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  5063. if(is_attack_left_handed(src, skill_id))
  5064. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  5065. break;
  5066. }
  5067. }
  5068. #ifdef RENEWAL
  5069. // forced to neutral skills [helvetica]
  5070. // skills forced to neutral gain benefits from weapon element
  5071. // but final damage is considered "neutral" and resistances are applied again
  5072. switch (skill_id) {
  5073. case MC_CARTREVOLUTION:
  5074. case MO_INVESTIGATE:
  5075. case CR_ACIDDEMONSTRATION:
  5076. case SR_GATEOFHELL:
  5077. case GN_FIRE_EXPANSION_ACID:
  5078. case KO_BAKURETSU:
  5079. //case NC_MAGMA_ERUPTION:
  5080. // Forced to neutral element
  5081. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5082. break;
  5083. case CR_SHIELDBOOMERANG:
  5084. case LK_SPIRALPIERCE:
  5085. case ML_SPIRALPIERCE:
  5086. case PA_SHIELDCHAIN:
  5087. case PA_SACRIFICE:
  5088. case RK_DRAGONBREATH:
  5089. case RK_DRAGONBREATH_WATER:
  5090. case NC_SELFDESTRUCTION:
  5091. case KO_HAPPOKUNAI: {
  5092. int64 tmp = wd.damage;
  5093. if (sd) {
  5094. if (skill_id == PA_SHIELDCHAIN) {
  5095. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5096. if (wd.damage > 0) {
  5097. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5098. if (!wd.damage)
  5099. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5100. }
  5101. } else if (skill_id == KO_HAPPOKUNAI) {
  5102. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5103. if (wd.damage > 0) {
  5104. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5105. if (!wd.damage)
  5106. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5107. }
  5108. } else
  5109. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5110. }
  5111. }
  5112. break;
  5113. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  5114. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5115. break;
  5116. }
  5117. // perform multihit calculations
  5118. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  5119. #endif
  5120. // only do 1 dmg to plant, no need to calculate rest
  5121. if(infdef){
  5122. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  5123. return wd;
  5124. }
  5125. //Apply DAMAGE_DIV_FIX and check for min damage
  5126. battle_apply_div_fix(&wd, skill_id);
  5127. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  5128. switch (skill_id) {
  5129. #ifdef RENEWAL
  5130. case NJ_ISSEN:
  5131. case ASC_BREAKER:
  5132. case CR_ACIDDEMONSTRATION:
  5133. case GN_FIRE_EXPANSION_ACID:
  5134. #endif
  5135. case SO_VARETYR_SPEAR:
  5136. return wd; //These skills will do a GVG fix later
  5137. default:
  5138. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  5139. break;
  5140. }
  5141. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  5142. battle_absorb_damage(target, &wd);
  5143. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5144. return wd;
  5145. }
  5146. /*==========================================
  5147. * Calculate "magic"-type attacks and skills
  5148. *------------------------------------------
  5149. * Credits:
  5150. * Original coder DracoRPG
  5151. * Refined and optimized by helvetica
  5152. */
  5153. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5154. {
  5155. int i, nk, skill_damage = 0;
  5156. short s_ele = 0;
  5157. TBL_PC *sd;
  5158. TBL_PC *tsd;
  5159. struct status_change *sc, *tsc;
  5160. struct Damage ad;
  5161. struct status_data *sstatus = status_get_status_data(src);
  5162. struct status_data *tstatus = status_get_status_data(target);
  5163. struct {
  5164. unsigned imdef : 1;
  5165. unsigned infdef : 1;
  5166. } flag;
  5167. memset(&ad,0,sizeof(ad));
  5168. memset(&flag,0,sizeof(flag));
  5169. if (src == NULL || target == NULL) {
  5170. nullpo_info(NLP_MARK);
  5171. return ad;
  5172. }
  5173. //Initial Values
  5174. ad.damage = 1;
  5175. ad.div_ = skill_get_num(skill_id,skill_lv);
  5176. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5177. ad.dmotion = tstatus->dmotion;
  5178. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5179. ad.flag = BF_MAGIC|BF_SKILL;
  5180. ad.dmg_lv = ATK_DEF;
  5181. nk = skill_get_nk(skill_id);
  5182. flag.imdef = (nk&NK_IGNORE_DEF ? 1 : 0);
  5183. sd = BL_CAST(BL_PC, src);
  5184. tsd = BL_CAST(BL_PC, target);
  5185. sc = status_get_sc(src);
  5186. tsc = status_get_sc(target);
  5187. //Initialize variables that will be used afterwards
  5188. s_ele = skill_get_ele(skill_id, skill_lv);
  5189. if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element
  5190. s_ele = sstatus->rhw.ele;
  5191. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5192. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5193. } else if (s_ele == -2) //Use status element
  5194. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5195. else if (s_ele == -3) //Use random element
  5196. s_ele = rnd()%ELE_ALL;
  5197. switch(skill_id) {
  5198. case LG_SHIELDSPELL:
  5199. if (skill_lv == 2)
  5200. s_ele = ELE_HOLY;
  5201. break;
  5202. case WL_HELLINFERNO:
  5203. if (mflag&ELE_DARK)
  5204. s_ele = ELE_DARK;
  5205. break;
  5206. case SO_PSYCHIC_WAVE:
  5207. if( sc && sc->count ) {
  5208. if( sc->data[SC_HEATER_OPTION] )
  5209. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5210. else if( sc->data[SC_COOLER_OPTION] )
  5211. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5212. else if( sc->data[SC_BLAST_OPTION] )
  5213. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5214. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5215. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5216. }
  5217. break;
  5218. case KO_KAIHOU:
  5219. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5220. s_ele = sd->spiritcharm_type;
  5221. break;
  5222. }
  5223. //Set miscellaneous data that needs be filled
  5224. if(sd) {
  5225. sd->state.arrow_atk = 0;
  5226. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5227. }
  5228. //Skill Range Criteria
  5229. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5230. //Infinite defense (plant mode)
  5231. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5232. switch(skill_id) {
  5233. case MG_FIREWALL:
  5234. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5235. ad.blewcount = 0; //No knockback
  5236. //Fall through
  5237. case NJ_KAENSIN:
  5238. case PR_SANCTUARY:
  5239. ad.dmotion = 1; //No flinch animation.
  5240. break;
  5241. }
  5242. if (!flag.infdef) { //No need to do the math for plants
  5243. unsigned int skillratio = 100; //Skill dmg modifiers.
  5244. #ifdef RENEWAL
  5245. ad.damage = 0; //reinitialize..
  5246. #endif
  5247. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5248. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5249. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5250. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5251. //Adds an absolute value to damage. 100 = +100 damage
  5252. #define MATK_ADD(a) { ad.damage += a; }
  5253. //Calc base damage according to skill
  5254. switch (skill_id) {
  5255. case AL_HEAL:
  5256. case PR_BENEDICTIO:
  5257. case PR_SANCTUARY:
  5258. case AB_HIGHNESSHEAL:
  5259. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5260. break;
  5261. case PR_ASPERSIO:
  5262. ad.damage = 40;
  5263. break;
  5264. case ALL_RESURRECTION:
  5265. case PR_TURNUNDEAD:
  5266. //Undead check is on skill_castend_damageid code.
  5267. #ifdef RENEWAL
  5268. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5269. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5270. #else
  5271. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5272. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5273. #endif
  5274. if(i > 700)
  5275. i = 700;
  5276. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5277. ad.damage = tstatus->hp;
  5278. else {
  5279. #ifdef RENEWAL
  5280. if (sstatus->matk_max > sstatus->matk_min) {
  5281. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5282. } else {
  5283. MATK_ADD(sstatus->matk_min);
  5284. }
  5285. MATK_RATE(skill_lv);
  5286. #else
  5287. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5288. #endif
  5289. }
  5290. break;
  5291. case PF_SOULBURN:
  5292. ad.damage = tstatus->sp * 2;
  5293. break;
  5294. case AB_RENOVATIO:
  5295. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5296. break;
  5297. case NPC_ICEMINE:
  5298. case NPC_FLAMECROSS:
  5299. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  5300. break;
  5301. default: {
  5302. if (sstatus->matk_max > sstatus->matk_min) {
  5303. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5304. } else {
  5305. MATK_ADD(sstatus->matk_min);
  5306. }
  5307. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  5308. if (mflag>0)
  5309. ad.damage /= mflag;
  5310. else
  5311. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5312. }
  5313. switch(skill_id) {
  5314. case MG_NAPALMBEAT:
  5315. skillratio += -30 + 10 * skill_lv;
  5316. break;
  5317. case MG_FIREBALL:
  5318. #ifdef RENEWAL
  5319. skillratio += 40 + 20 * skill_lv;
  5320. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5321. skillratio = skillratio * 3 / 4;
  5322. #else
  5323. skillratio += -30 + 10 * skill_lv;
  5324. #endif
  5325. break;
  5326. case MG_SOULSTRIKE:
  5327. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5328. skillratio += 5 * skill_lv;
  5329. break;
  5330. case MG_FIREWALL:
  5331. skillratio -= 50;
  5332. break;
  5333. case MG_FIREBOLT:
  5334. case MG_COLDBOLT:
  5335. case MG_LIGHTNINGBOLT:
  5336. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5337. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5338. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5339. ad.flag = BF_WEAPON|BF_SHORT;
  5340. ad.type = DMG_NORMAL;
  5341. }
  5342. break;
  5343. case MG_THUNDERSTORM:
  5344. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5345. #ifndef RENEWAL
  5346. skillratio -= 20;
  5347. #endif
  5348. break;
  5349. case MG_FROSTDIVER:
  5350. skillratio += 10 * skill_lv;
  5351. break;
  5352. case AL_HOLYLIGHT:
  5353. skillratio += 25;
  5354. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5355. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5356. break;
  5357. case AL_RUWACH:
  5358. skillratio += 45;
  5359. break;
  5360. case WZ_FROSTNOVA:
  5361. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5362. break;
  5363. case WZ_FIREPILLAR:
  5364. if (sd && ad.div_ > 0)
  5365. ad.div_ *= -1; //For players, damage is divided by number of hits
  5366. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5367. break;
  5368. case WZ_SIGHTRASHER:
  5369. skillratio += 20 * skill_lv;
  5370. break;
  5371. case WZ_WATERBALL:
  5372. skillratio += 30 * skill_lv;
  5373. break;
  5374. case WZ_STORMGUST:
  5375. skillratio += 40 * skill_lv;
  5376. break;
  5377. case HW_NAPALMVULCAN:
  5378. skillratio += 25;
  5379. break;
  5380. case SL_STIN: //Target size must be small (0) for full damage
  5381. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5382. break;
  5383. case SL_STUN: //Full damage is dealt on small/medium targets
  5384. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5385. break;
  5386. case SL_SMA: //Base damage is 40% + lv%
  5387. skillratio += -60 + status_get_lv(src);
  5388. break;
  5389. case NJ_KOUENKA:
  5390. skillratio -= 10;
  5391. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5392. skillratio += 20 * sd->spiritcharm;
  5393. break;
  5394. case NJ_KAENSIN:
  5395. skillratio -= 50;
  5396. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5397. skillratio += 10 * sd->spiritcharm;
  5398. break;
  5399. case NJ_BAKUENRYU:
  5400. skillratio += 50 + 150 * skill_lv;
  5401. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5402. skillratio += 15 * sd->spiritcharm;
  5403. break;
  5404. case NJ_HYOUSENSOU:
  5405. #ifdef RENEWAL
  5406. skillratio -= 30;
  5407. if (sc && sc->data[SC_SUITON])
  5408. skillratio += 2 * skill_lv;
  5409. #endif
  5410. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5411. skillratio += 5 * sd->spiritcharm;
  5412. break;
  5413. case NJ_HYOUSYOURAKU:
  5414. skillratio += 50 * skill_lv;
  5415. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5416. skillratio += 25 * sd->spiritcharm;
  5417. break;
  5418. case NJ_RAIGEKISAI:
  5419. #ifdef RENEWAL
  5420. skillratio += 100 * skill_lv;
  5421. #else
  5422. skillratio += 60 + 40 * skill_lv;
  5423. #endif
  5424. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5425. skillratio += 15 * sd->spiritcharm;
  5426. break;
  5427. case NJ_KAMAITACHI:
  5428. skillratio += 100 * skill_lv;
  5429. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5430. skillratio += 10 * sd->spiritcharm;
  5431. break;
  5432. case NJ_HUUJIN:
  5433. #ifdef RENEWAL
  5434. skillratio += 50;
  5435. #endif
  5436. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5437. skillratio += 20 * sd->spiritcharm;
  5438. break;
  5439. case NPC_ENERGYDRAIN:
  5440. skillratio += 100 * skill_lv;
  5441. break;
  5442. case NPC_EARTHQUAKE:
  5443. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0);
  5444. break;
  5445. #ifdef RENEWAL
  5446. case WZ_HEAVENDRIVE:
  5447. case WZ_METEOR:
  5448. skillratio += 25;
  5449. break;
  5450. case WZ_VERMILION:
  5451. if(sd) {
  5452. int per = 0;
  5453. while ((++per) < skill_lv)
  5454. skillratio += per * 5; //100% 105% 115% 130% 150% 175% 205% 240% 280% 325%
  5455. } else {
  5456. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5457. }
  5458. break;
  5459. #else
  5460. case WZ_VERMILION:
  5461. skillratio += 20 * skill_lv - 20;
  5462. break;
  5463. #endif
  5464. case AB_JUDEX:
  5465. skillratio += 200 + 20 * skill_lv;
  5466. if (skill_lv == 5)
  5467. skillratio += 170;
  5468. RE_LVL_DMOD(100);
  5469. break;
  5470. case AB_ADORAMUS:
  5471. skillratio += 230 + 70 * skill_lv;
  5472. RE_LVL_DMOD(100);
  5473. break;
  5474. case AB_DUPLELIGHT_MAGIC:
  5475. skillratio += 300 + 40 * skill_lv;
  5476. break;
  5477. case WL_SOULEXPANSION:
  5478. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5479. RE_LVL_DMOD(100);
  5480. break;
  5481. case WL_FROSTMISTY:
  5482. skillratio += 100 + 100 * skill_lv;
  5483. RE_LVL_DMOD(100);
  5484. break;
  5485. case WL_JACKFROST:
  5486. case NPC_JACKFROST:
  5487. if (tsc && tsc->data[SC_FREEZING]) {
  5488. skillratio += 900 + 300 * skill_lv;
  5489. RE_LVL_DMOD(100);
  5490. } else {
  5491. skillratio += 400 + 100 * skill_lv;
  5492. RE_LVL_DMOD(150);
  5493. }
  5494. break;
  5495. case WL_DRAINLIFE:
  5496. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5497. RE_LVL_DMOD(100);
  5498. break;
  5499. case WL_CRIMSONROCK:
  5500. skillratio += 1200 + 300 * skill_lv;
  5501. RE_LVL_DMOD(100);
  5502. break;
  5503. case WL_HELLINFERNO:
  5504. skillratio += -100 + 300 * skill_lv;
  5505. RE_LVL_DMOD(100);
  5506. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5507. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5508. if (mflag&ELE_DARK)
  5509. skillratio *= 4;
  5510. skillratio /= 5;
  5511. break;
  5512. case WL_COMET:
  5513. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5514. if (i <= 3)
  5515. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5516. else if (i <= 5)
  5517. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5518. else if (i <= 7)
  5519. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5520. else
  5521. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5522. if (sd && sd->status.party_id) {
  5523. struct map_session_data* psd;
  5524. int p_sd[MAX_PARTY], c;
  5525. c = 0;
  5526. memset(p_sd, 0, sizeof(p_sd));
  5527. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5528. c = (c > 1 ? rnd()%c : 0);
  5529. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5530. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5531. RE_LVL_DMOD(120);
  5532. skillratio += 2500;
  5533. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5534. }
  5535. }
  5536. break;
  5537. case WL_CHAINLIGHTNING_ATK:
  5538. skillratio += 400 + 100 * skill_lv;
  5539. RE_LVL_DMOD(100);
  5540. if (mflag > 0)
  5541. skillratio += 100 * mflag;
  5542. break;
  5543. case WL_EARTHSTRAIN:
  5544. skillratio += 1900 + 100 * skill_lv;
  5545. RE_LVL_DMOD(100);
  5546. break;
  5547. case WL_TETRAVORTEX_FIRE:
  5548. case WL_TETRAVORTEX_WATER:
  5549. case WL_TETRAVORTEX_WIND:
  5550. case WL_TETRAVORTEX_GROUND:
  5551. skillratio += 400 + 500 * skill_lv;
  5552. break;
  5553. case WL_SUMMON_ATK_FIRE:
  5554. case WL_SUMMON_ATK_WATER:
  5555. case WL_SUMMON_ATK_WIND:
  5556. case WL_SUMMON_ATK_GROUND:
  5557. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5558. RE_LVL_DMOD(100);
  5559. break;
  5560. case LG_RAYOFGENESIS:
  5561. if(sc) {
  5562. if(sc->data[SC_INSPIRATION])
  5563. skillratio += 1400;
  5564. if(sc->data[SC_BANDING])
  5565. skillratio += -100 + 300 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  5566. skillratio = skillratio * ((sd) ? sd->status.job_level / 25 : 1);
  5567. }
  5568. break;
  5569. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5570. if (sd && skill_lv == 2)
  5571. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5572. else
  5573. skillratio = 0;
  5574. break;
  5575. case WM_METALICSOUND:
  5576. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5577. RE_LVL_DMOD(100);
  5578. break;
  5579. case WM_REVERBERATION_MAGIC:
  5580. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5581. skillratio += 100 * skill_lv;
  5582. RE_LVL_DMOD(100);
  5583. break;
  5584. case SO_FIREWALK:
  5585. skillratio += -100 + 60 * skill_lv;
  5586. RE_LVL_DMOD(100);
  5587. if( sc && sc->data[SC_HEATER_OPTION] )
  5588. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5589. break;
  5590. case SO_ELECTRICWALK:
  5591. skillratio += -100 + 60 * skill_lv;
  5592. RE_LVL_DMOD(100);
  5593. if( sc && sc->data[SC_BLAST_OPTION] )
  5594. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5595. break;
  5596. case SO_EARTHGRAVE:
  5597. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5598. RE_LVL_DMOD(100);
  5599. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5600. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5601. break;
  5602. case SO_DIAMONDDUST:
  5603. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5604. RE_LVL_DMOD(100);
  5605. if( sc && sc->data[SC_COOLER_OPTION] )
  5606. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5607. break;
  5608. case SO_POISON_BUSTER:
  5609. skillratio += 900 + 300 * skill_lv;
  5610. RE_LVL_DMOD(120);
  5611. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5612. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5613. break;
  5614. case SO_PSYCHIC_WAVE:
  5615. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5616. RE_LVL_DMOD(100);
  5617. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5618. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5619. skillratio += 20;
  5620. break;
  5621. case SO_CLOUD_KILL:
  5622. skillratio += -100 + 40 * skill_lv;
  5623. RE_LVL_DMOD(100);
  5624. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5625. skillratio += (sd ? sd->status.job_level : 0);
  5626. break;
  5627. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5628. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5629. RE_LVL_DMOD(100);
  5630. if (sc && sc->data[SC_BLAST_OPTION])
  5631. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5632. break;
  5633. case GN_DEMONIC_FIRE:
  5634. if (skill_lv > 20) // Fire expansion Lv.2
  5635. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5636. else if (skill_lv > 10) { // Fire expansion Lv.1
  5637. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5638. RE_LVL_DMOD(100);
  5639. } else
  5640. skillratio += 10 + 20 * skill_lv;
  5641. break;
  5642. case KO_KAIHOU:
  5643. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5644. skillratio += -100 + 200 * sd->spiritcharm;
  5645. RE_LVL_DMOD(100);
  5646. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5647. }
  5648. break;
  5649. // Magical Elemental Spirits Attack Skills
  5650. case EL_FIRE_MANTLE:
  5651. case EL_WATER_SCREW:
  5652. skillratio += 900;
  5653. break;
  5654. case EL_FIRE_ARROW:
  5655. case EL_ROCK_CRUSHER_ATK:
  5656. skillratio += 200;
  5657. break;
  5658. case EL_FIRE_BOMB:
  5659. case EL_ICE_NEEDLE:
  5660. case EL_HURRICANE_ATK:
  5661. skillratio += 400;
  5662. break;
  5663. case EL_FIRE_WAVE:
  5664. case EL_TYPOON_MIS_ATK:
  5665. skillratio += 1100;
  5666. break;
  5667. case MH_ERASER_CUTTER:
  5668. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5669. break;
  5670. case MH_XENO_SLASHER:
  5671. if(skill_lv%2)
  5672. skillratio += 350 + 50 * skill_lv; //500:600:700
  5673. else
  5674. skillratio += 400 + 100 * skill_lv; //700:900
  5675. break;
  5676. case MH_HEILIGE_STANGE:
  5677. skillratio += 400 + 250 * skill_lv;
  5678. skillratio = (skillratio * status_get_lv(src)) / 150;
  5679. break;
  5680. case MH_POISON_MIST:
  5681. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5682. break;
  5683. case SU_SV_STEMSPEAR:
  5684. skillratio += 600;
  5685. break;
  5686. case SU_CN_METEOR:
  5687. case SU_CN_METEOR2:
  5688. skillratio += 100 + 100 * skill_lv;
  5689. break;
  5690. case NPC_VENOMFOG:
  5691. skillratio += 600 + 100 * skill_lv;
  5692. break;
  5693. case NPC_COMET:
  5694. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  5695. i = cap_value(i, 1, 4);
  5696. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  5697. break;
  5698. }
  5699. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  5700. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  5701. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  5702. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  5703. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  5704. skillratio += 25;
  5705. }
  5706. MATK_RATE(skillratio);
  5707. //Constant/misc additions from skills
  5708. if (skill_id == WZ_FIREPILLAR)
  5709. MATK_ADD(100 + 50 * skill_lv);
  5710. break;
  5711. }
  5712. }
  5713. #ifdef RENEWAL
  5714. switch(skill_id) { // These skills will do a card fix later
  5715. case CR_ACIDDEMONSTRATION:
  5716. case ASC_BREAKER:
  5717. break;
  5718. default:
  5719. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5720. break;
  5721. }
  5722. #endif
  5723. if(sd) {
  5724. //Damage bonuses
  5725. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5726. ad.damage += (int64)ad.damage*i/100;
  5727. //Ignore Defense?
  5728. if (!flag.imdef && (
  5729. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5730. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5731. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5732. ))
  5733. flag.imdef = 1;
  5734. }
  5735. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5736. ad.damage -= (int64)ad.damage*i/100;
  5737. if(!flag.imdef){
  5738. defType mdef = tstatus->mdef;
  5739. int mdef2= tstatus->mdef2;
  5740. #ifdef RENEWAL
  5741. if(tsc && tsc->data[SC_ASSUMPTIO])
  5742. mdef <<= 1; // only eMDEF is doubled
  5743. #endif
  5744. if (sc && sc->data[SC_EXPIATIO]) {
  5745. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  5746. i = min(i, 100); //cap it to 100 for 5 mdef min
  5747. mdef -= mdef * i / 100;
  5748. //mdef2 -= mdef2 * i / 100;
  5749. }
  5750. if(sd) {
  5751. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5752. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5753. i += sd->ignore_mdef_by_race2[status_get_race2(target)];
  5754. if (i)
  5755. {
  5756. if (i > 100) i = 100;
  5757. mdef -= mdef * i/100;
  5758. //mdef2-= mdef2* i/100;
  5759. }
  5760. }
  5761. #ifdef RENEWAL
  5762. /**
  5763. * RE MDEF Reduction
  5764. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5765. */
  5766. if (mdef < 0)
  5767. mdef = 0; // Negative eMDEF is treated as 0 on official
  5768. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5769. #else
  5770. if(battle_config.magic_defense_type)
  5771. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5772. else
  5773. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5774. #endif
  5775. }
  5776. #if 0 // Doesn't seem to be official
  5777. if (skill_id == NPC_EARTHQUAKE) {
  5778. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5779. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5780. if(mflag>0)
  5781. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5782. else
  5783. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5784. }
  5785. #endif
  5786. if(ad.damage<1)
  5787. ad.damage=1;
  5788. else if(sc) { //only applies when hit
  5789. switch(skill_id) {
  5790. case MG_LIGHTNINGBOLT:
  5791. case MG_THUNDERSTORM:
  5792. if(sc->data[SC_GUST_OPTION])
  5793. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5794. break;
  5795. case MG_FIREBOLT:
  5796. case MG_FIREWALL:
  5797. if(sc->data[SC_PYROTECHNIC_OPTION])
  5798. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5799. break;
  5800. case MG_COLDBOLT:
  5801. case MG_FROSTDIVER:
  5802. if(sc->data[SC_AQUAPLAY_OPTION])
  5803. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5804. break;
  5805. case WZ_EARTHSPIKE:
  5806. case WZ_HEAVENDRIVE:
  5807. if(sc->data[SC_PETROLOGY_OPTION])
  5808. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5809. break;
  5810. }
  5811. }
  5812. if (!(nk&NK_NO_ELEFIX) && skill_id != ASC_BREAKER) // Soul Breaker's magic portion is non-elemental. [Secret]
  5813. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5814. //Apply the physical part of the skill's damage. [Skotlex]
  5815. switch(skill_id) {
  5816. case CR_GRANDCROSS:
  5817. case NPC_GRANDDARKNESS: {
  5818. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5819. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5820. if(src == target) {
  5821. if(src->type == BL_PC)
  5822. ad.damage = ad.damage / 2;
  5823. else
  5824. ad.damage = 0;
  5825. }
  5826. }
  5827. break;
  5828. case SO_VARETYR_SPEAR: {
  5829. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5830. ad.damage += wd.damage;
  5831. }
  5832. break;
  5833. }
  5834. #ifndef RENEWAL
  5835. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5836. #endif
  5837. } //Hint: Against plants damage will still be 1 at this point
  5838. //Apply DAMAGE_DIV_FIX and check for min damage
  5839. battle_apply_div_fix(&ad, skill_id);
  5840. #ifdef RENEWAL
  5841. switch(skill_id) {
  5842. case ASC_BREAKER:
  5843. case CR_ACIDDEMONSTRATION:
  5844. return ad; //These skills will do a GVG fix later
  5845. }
  5846. #endif
  5847. struct map_data *mapdata = map_getmapdata(target->m);
  5848. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5849. if (mapdata_flag_gvg2(mapdata))
  5850. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5851. else if (mapdata->flag[MF_BATTLEGROUND])
  5852. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5853. // Skill damage adjustment
  5854. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5855. MATK_ADDRATE(skill_damage);
  5856. battle_absorb_damage(target, &ad);
  5857. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5858. return ad;
  5859. }
  5860. /*==========================================
  5861. * Calculate "misc"-type attacks and skills
  5862. *------------------------------------------
  5863. * Credits:
  5864. * Original coder Skotlex
  5865. * Refined and optimized by helvetica
  5866. */
  5867. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5868. {
  5869. int skill_damage = 0;
  5870. short i, nk;
  5871. short s_ele;
  5872. struct map_session_data *sd, *tsd;
  5873. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5874. struct status_data *sstatus = status_get_status_data(src);
  5875. struct status_data *tstatus = status_get_status_data(target);
  5876. struct status_change *ssc = status_get_sc(src);
  5877. memset(&md,0,sizeof(md));
  5878. if (src == NULL || target == NULL) {
  5879. nullpo_info(NLP_MARK);
  5880. return md;
  5881. }
  5882. //Some initial values
  5883. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  5884. md.dmotion = tstatus->dmotion;
  5885. md.div_ = skill_get_num(skill_id,skill_lv);
  5886. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  5887. md.dmg_lv = ATK_DEF;
  5888. md.flag = BF_MISC|BF_SKILL;
  5889. nk = skill_get_nk(skill_id);
  5890. sd = BL_CAST(BL_PC, src);
  5891. tsd = BL_CAST(BL_PC, target);
  5892. if(sd) {
  5893. sd->state.arrow_atk = 0;
  5894. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5895. }
  5896. s_ele = skill_get_ele(skill_id, skill_lv);
  5897. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5898. s_ele = ELE_NEUTRAL;
  5899. else if (s_ele == -3) //Use random element
  5900. s_ele = rnd()%ELE_ALL;
  5901. //Skill Range Criteria
  5902. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5903. switch (skill_id) {
  5904. case TF_THROWSTONE:
  5905. md.damage = 50;
  5906. md.flag |= BF_WEAPON;
  5907. break;
  5908. #ifdef RENEWAL
  5909. case HT_LANDMINE:
  5910. case MA_LANDMINE:
  5911. case HT_BLASTMINE:
  5912. case HT_CLAYMORETRAP:
  5913. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  5914. md.damage += md.damage * (rnd()%20 - 10) / 100;
  5915. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  5916. break;
  5917. #else
  5918. case HT_LANDMINE:
  5919. case MA_LANDMINE:
  5920. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  5921. break;
  5922. case HT_BLASTMINE:
  5923. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  5924. break;
  5925. case HT_CLAYMORETRAP:
  5926. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  5927. break;
  5928. #endif
  5929. case HT_BLITZBEAT:
  5930. case SN_FALCONASSAULT:
  5931. {
  5932. uint16 skill;
  5933. //Blitz-beat Damage
  5934. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  5935. skill = 0;
  5936. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  5937. if(mflag > 1) //Autocasted Blitz
  5938. nk |= NK_SPLASHSPLIT;
  5939. if (skill_id == SN_FALCONASSAULT) {
  5940. //Div fix of Blitzbeat
  5941. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5942. //Falcon Assault Modifier
  5943. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  5944. }
  5945. }
  5946. break;
  5947. case BA_DISSONANCE:
  5948. md.damage = 30 + skill_lv * 10;
  5949. if (sd)
  5950. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  5951. break;
  5952. case NPC_SELFDESTRUCTION:
  5953. md.damage = sstatus->hp;
  5954. break;
  5955. case NPC_SMOKING:
  5956. md.damage = 3;
  5957. break;
  5958. case NPC_DARKBREATH:
  5959. md.damage = tstatus->max_hp * skill_lv * 10 / 100;
  5960. break;
  5961. case NPC_EVILLAND:
  5962. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5963. break;
  5964. case ASC_BREAKER:
  5965. #ifdef RENEWAL
  5966. // Official Renewal formula [helvetica]
  5967. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5968. // atk part takes weapon element, matk part is non-elemental
  5969. // modified def formula
  5970. {
  5971. short totaldef, totalmdef;
  5972. struct Damage atk, matk;
  5973. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5974. nk |= NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5975. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5976. // (atk + matk) * (3 + (.5 * skill level))
  5977. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5978. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5979. totaldef = tstatus->def2 + (short)status_get_def(target);
  5980. totalmdef = tstatus->mdef + tstatus->mdef2;
  5981. md.damage -= totaldef + totalmdef;
  5982. }
  5983. #else
  5984. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  5985. nk |= NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5986. #endif
  5987. break;
  5988. case HW_GRAVITATION:
  5989. #ifdef RENEWAL
  5990. md.damage = 500 + 100 * skill_lv;
  5991. #else
  5992. md.damage = 200 + 200 * skill_lv;
  5993. #endif
  5994. md.dmotion = 0; //No flinch animation
  5995. break;
  5996. case PA_PRESSURE:
  5997. md.damage = 500 + 300 * skill_lv;
  5998. break;
  5999. case PA_GOSPEL:
  6000. if (mflag > 0)
  6001. md.damage = (rnd() % 4000) + 1500;
  6002. else {
  6003. md.damage = (rnd() % 5000) + 3000;
  6004. #ifdef RENEWAL
  6005. md.damage -= (int64)status_get_def(target);
  6006. #else
  6007. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6008. #endif
  6009. md.damage -= tstatus->def2;
  6010. if (md.damage < 0)
  6011. md.damage = 0;
  6012. }
  6013. break;
  6014. case CR_ACIDDEMONSTRATION:
  6015. case GN_FIRE_EXPANSION_ACID:
  6016. #ifdef RENEWAL
  6017. // Official Renewal formula [helvetica]
  6018. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  6019. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  6020. // is considered "neutral" for purposes of resistances
  6021. {
  6022. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6023. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6024. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  6025. // AD benefits from endow/element but damage is forced back to neutral
  6026. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  6027. }
  6028. #else
  6029. if(tstatus->vit+sstatus->int_) //crash fix
  6030. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6031. else
  6032. md.damage = 0;
  6033. if (tsd) md.damage>>=1;
  6034. #endif
  6035. break;
  6036. case NJ_ZENYNAGE:
  6037. case KO_MUCHANAGE:
  6038. md.damage = skill_get_zeny(skill_id, skill_lv);
  6039. if (!md.damage)
  6040. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6041. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6042. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6043. md.damage = md.damage / 2;
  6044. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6045. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6046. else if (tsd && skill_id == NJ_ZENYNAGE)
  6047. md.damage = md.damage / 2;
  6048. break;
  6049. #ifdef RENEWAL
  6050. case NJ_ISSEN:
  6051. // Official Renewal formula [helvetica]
  6052. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6053. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6054. // modified def formula
  6055. {
  6056. short totaldef;
  6057. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6058. struct status_change *sc = status_get_sc(src);
  6059. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6060. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6061. md.div_ = -(i + 2); // mirror image count + 2
  6062. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6063. }
  6064. // modified def reduction, final damage = base damage - (edef + sdef)
  6065. totaldef = tstatus->def2 + (short)status_get_def(target);
  6066. md.damage -= totaldef;
  6067. md.flag |= BF_WEAPON;
  6068. }
  6069. break;
  6070. #endif
  6071. case GS_FLING:
  6072. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6073. break;
  6074. case HVAN_EXPLOSION: //[orn]
  6075. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6076. break;
  6077. case RA_CLUSTERBOMB:
  6078. case RA_FIRINGTRAP:
  6079. case RA_ICEBOUNDTRAP:
  6080. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6081. RE_LVL_TMDMOD();
  6082. if(sd) {
  6083. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6084. if(researchskill_lv)
  6085. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6086. else
  6087. md.damage = 0;
  6088. } else
  6089. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6090. nk |= NK_NO_ELEFIX|NK_IGNORE_FLEE|NK_NO_CARDFIX_DEF;
  6091. break;
  6092. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  6093. md.damage = 800 + 200 * skill_lv;
  6094. break;
  6095. case WM_SOUND_OF_DESTRUCTION:
  6096. md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1);
  6097. md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0);
  6098. break;
  6099. case GN_THORNS_TRAP:
  6100. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6101. break;
  6102. case GN_HELLS_PLANT_ATK:
  6103. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  6104. md.damage = skill_lv * status_get_lv(src) * 10 + status_get_int(src) * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * 5 / (10 - (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 0));
  6105. break;
  6106. case RL_B_TRAP:
  6107. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6108. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6109. if (status_bl_has_mode(target, MD_STATUS_IMMUNE))
  6110. md.damage /= 10;
  6111. break;
  6112. case MH_EQC:
  6113. md.damage = max(tstatus->hp - sstatus->hp, 0);
  6114. break;
  6115. case NPC_MAXPAIN_ATK:
  6116. if (ssc && ssc->data[SC_MAXPAIN])
  6117. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6118. else
  6119. md.damage = 0;
  6120. break;
  6121. case SU_SV_ROOTTWIST_ATK:
  6122. md.damage = 100;
  6123. break;
  6124. }
  6125. if (nk&NK_SPLASHSPLIT) { // Divide ATK among targets
  6126. if(mflag > 0)
  6127. md.damage /= mflag;
  6128. else
  6129. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6130. }
  6131. if (!(nk&NK_IGNORE_FLEE)) {
  6132. struct status_change *sc = status_get_sc(target);
  6133. i = 0; //Temp for "hit or no hit"
  6134. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6135. i = 1;
  6136. else {
  6137. short
  6138. flee = tstatus->flee,
  6139. #ifdef RENEWAL
  6140. hitrate = 0; //Default hitrate
  6141. #else
  6142. hitrate = 80; //Default hitrate
  6143. #endif
  6144. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6145. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6146. if(attacker_count >= battle_config.agi_penalty_count) {
  6147. if (battle_config.agi_penalty_type == 1)
  6148. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6149. else //assume type 2: absolute reduction
  6150. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6151. if(flee < 1)
  6152. flee = 1;
  6153. }
  6154. }
  6155. hitrate += sstatus->hit - flee;
  6156. #ifdef RENEWAL
  6157. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6158. hitrate += pc_checkskill(sd,AC_VULTURE);
  6159. #endif
  6160. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6161. if(rnd()%100 < hitrate)
  6162. i = 1;
  6163. }
  6164. if (!i) {
  6165. md.damage = 0;
  6166. md.dmg_lv = ATK_FLEE;
  6167. }
  6168. }
  6169. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6170. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6171. md.damage += (int64)md.damage*i/100;
  6172. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6173. md.damage -= (int64)md.damage*i/100;
  6174. if(!(nk&NK_NO_ELEFIX))
  6175. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6176. //Plant damage
  6177. if(md.damage < 0)
  6178. md.damage = 0;
  6179. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6180. md.damage = 1;
  6181. }
  6182. //Apply DAMAGE_DIV_FIX and check for min damage
  6183. battle_apply_div_fix(&md, skill_id);
  6184. switch(skill_id) {
  6185. case RA_FIRINGTRAP:
  6186. case RA_ICEBOUNDTRAP:
  6187. if (md.damage == 1)
  6188. break;
  6189. case RA_CLUSTERBOMB:
  6190. {
  6191. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6192. md.damage += wd.damage;
  6193. }
  6194. break;
  6195. case NJ_ZENYNAGE:
  6196. if (sd) {
  6197. if (md.damage > sd->status.zeny)
  6198. md.damage = sd->status.zeny;
  6199. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6200. }
  6201. break;
  6202. }
  6203. struct map_data *mapdata = map_getmapdata(target->m);
  6204. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6205. if(mapdata_flag_gvg2(mapdata))
  6206. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6207. else if(mapdata->flag[MF_BATTLEGROUND])
  6208. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6209. // Skill damage adjustment
  6210. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6211. md.damage += (int64)md.damage * skill_damage / 100;
  6212. battle_absorb_damage(target, &md);
  6213. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6214. return md;
  6215. }
  6216. /**
  6217. * Calculate vanish damage on a target
  6218. * @param sd: Player with vanish item
  6219. * @param target: Target to vanish HP/SP
  6220. * @param flag: Damage struct battle flag
  6221. */
  6222. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  6223. {
  6224. nullpo_retv(sd);
  6225. nullpo_retv(target);
  6226. // bHPVanishRate
  6227. int16 vanish_hp = 0;
  6228. if (!sd->hp_vanish.empty()) {
  6229. for (auto &it : sd->hp_vanish) {
  6230. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6231. ((it.flag)&flag)&BF_RANGEMASK &&
  6232. ((it.flag)&flag)&BF_SKILLMASK))
  6233. continue;
  6234. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6235. vanish_hp += it.per;
  6236. }
  6237. }
  6238. // bSPVanishRate
  6239. int16 vanish_sp = 0;
  6240. if (!sd->sp_vanish.empty()) {
  6241. for (auto &it : sd->sp_vanish) {
  6242. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6243. ((it.flag)&flag)&BF_RANGEMASK &&
  6244. ((it.flag)&flag)&BF_SKILLMASK))
  6245. continue;
  6246. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6247. vanish_sp += it.per;
  6248. }
  6249. }
  6250. if (vanish_hp > 0 || vanish_sp > 0)
  6251. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  6252. }
  6253. /*==========================================
  6254. * Battle main entry, from skill_attack
  6255. *------------------------------------------
  6256. * Credits:
  6257. * Original coder unknown
  6258. * Initial refactoring by Baalberith
  6259. * Refined and optimized by helvetica
  6260. */
  6261. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6262. {
  6263. struct Damage d;
  6264. switch(attack_type) {
  6265. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6266. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6267. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6268. default:
  6269. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6270. memset(&d,0,sizeof(d));
  6271. break;
  6272. }
  6273. if( d.damage + d.damage2 < 1 )
  6274. { //Miss/Absorbed
  6275. //Weapon attacks should go through to cause additional effects.
  6276. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6277. d.dmg_lv = ATK_MISS;
  6278. d.dmotion = 0;
  6279. }
  6280. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6281. d.dmg_lv = ATK_DEF;
  6282. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  6283. if (sd && d.damage + d.damage2 > 1)
  6284. battle_vanish_damage(sd, target, d.flag);
  6285. return d;
  6286. }
  6287. /*==========================================
  6288. * Final damage return function
  6289. *------------------------------------------
  6290. * Credits:
  6291. * Original coder unknown
  6292. * Initial refactoring by Baalberith
  6293. * Refined and optimized by helvetica
  6294. */
  6295. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6296. struct map_session_data* sd;
  6297. int64 rdamage = 0, damage = *dmg;
  6298. int max_damage = status_get_max_hp(bl);
  6299. struct status_change *sc, *ssc;
  6300. sd = BL_CAST(BL_PC, bl);
  6301. sc = status_get_sc(bl);
  6302. ssc = status_get_sc(src);
  6303. if (sc && sc->data[SC_WHITEIMPRISON])
  6304. return 0; // White Imprison does not reflect any damage
  6305. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6306. if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6307. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6308. rdamage = i64max(rdamage,1);
  6309. } else if( status_reflect && sc && sc->count ) {
  6310. if( sc->data[SC_REFLECTSHIELD] ) {
  6311. struct status_change_entry *sce_d;
  6312. struct block_list *d_bl = NULL;
  6313. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6314. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6315. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6316. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6317. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6318. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6319. return 0;
  6320. }
  6321. }
  6322. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  6323. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6324. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6325. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6326. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6327. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6328. }
  6329. } else {
  6330. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6331. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6332. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6333. rdamage = 0;
  6334. else {
  6335. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6336. if (rdamage < 1)
  6337. rdamage = 1;
  6338. }
  6339. }
  6340. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6341. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6342. int64 rd1 = 0;
  6343. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6344. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6345. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SKILL);
  6346. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6347. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6348. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6349. }
  6350. }
  6351. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6352. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6353. if (rdamage < 1) rdamage = 1;
  6354. }
  6355. }
  6356. }
  6357. } else {
  6358. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6359. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6360. if (rdamage < 1) rdamage = 1;
  6361. }
  6362. }
  6363. if (ssc && ssc->data[SC_INSPIRATION]) {
  6364. rdamage += damage / 100;
  6365. #ifdef RENEWAL
  6366. rdamage = cap_value(rdamage, 1, max_damage);
  6367. #else
  6368. rdamage = i64max(rdamage,1);
  6369. #endif
  6370. }
  6371. if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def
  6372. rdamage = 0;
  6373. if (sc && sc->data[SC_MAXPAIN]) {
  6374. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6375. }
  6376. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6377. }
  6378. /**
  6379. * Calculate Vellum damage on a target
  6380. * @param sd: Player with vanish item
  6381. * @param target: Target to vanish HP/SP
  6382. * @param wd: Damage struct reference
  6383. * @return True on damage done or false if not
  6384. */
  6385. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6386. {
  6387. nullpo_retr(false, sd);
  6388. nullpo_retr(false, target);
  6389. nullpo_retr(false, wd);
  6390. struct status_data *tstatus = status_get_status_data(target);
  6391. // bHPVanishRaceRate
  6392. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6393. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6394. // bSPVanishRaceRate
  6395. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6396. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6397. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  6398. // Vellum damage overrides any other damage done as well.
  6399. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  6400. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6401. wd->damage2 = 0;
  6402. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  6403. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6404. wd->damage2 = 0;
  6405. wd->isspdamage = true;
  6406. } else
  6407. return false;
  6408. return true;
  6409. }
  6410. /*===========================================
  6411. * Perform battle drain effects (HP/SP loss)
  6412. *-------------------------------------------*/
  6413. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6414. {
  6415. struct weapon_data *wd;
  6416. int64 *damage;
  6417. int thp = 0, // HP gained
  6418. tsp = 0, // SP gained
  6419. //rhp = 0, // HP reduced from target
  6420. //rsp = 0, // SP reduced from target
  6421. hp = 0, sp = 0;
  6422. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6423. return;
  6424. for (int i = 0; i < 4; i++) {
  6425. //First two iterations: Right hand
  6426. if (i < 2) {
  6427. wd = &sd->right_weapon;
  6428. damage = &rdamage;
  6429. } else {
  6430. wd = &sd->left_weapon;
  6431. damage = &ldamage;
  6432. }
  6433. if (*damage <= 0)
  6434. continue;
  6435. if (i == 1 || i == 3) {
  6436. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6437. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6438. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6439. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6440. if( hp ) {
  6441. //rhp += hp;
  6442. thp += hp;
  6443. }
  6444. if( sp ) {
  6445. //rsp += sp;
  6446. tsp += sp;
  6447. }
  6448. } else {
  6449. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6450. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6451. if( hp ) {
  6452. //rhp += hp;
  6453. thp += hp;
  6454. }
  6455. if( sp ) {
  6456. //rsp += sp;
  6457. tsp += sp;
  6458. }
  6459. }
  6460. }
  6461. if (!thp && !tsp)
  6462. return;
  6463. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6464. //if (rhp || rsp)
  6465. // status_zap(tbl, rhp, rsp);
  6466. }
  6467. /*===========================================
  6468. * Deals the same damage to targets in area.
  6469. *-------------------------------------------
  6470. * Credits:
  6471. * Original coder pakpil
  6472. */
  6473. int battle_damage_area(struct block_list *bl, va_list ap) {
  6474. t_tick tick;
  6475. int64 damage;
  6476. int amotion, dmotion;
  6477. struct block_list *src;
  6478. nullpo_ret(bl);
  6479. tick = va_arg(ap, t_tick);
  6480. src = va_arg(ap,struct block_list *);
  6481. amotion = va_arg(ap,int);
  6482. dmotion = va_arg(ap,int);
  6483. damage = va_arg(ap,int);
  6484. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6485. return 0;
  6486. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6487. map_freeblock_lock();
  6488. if( src->type == BL_PC )
  6489. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6490. if( amotion )
  6491. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6492. else
  6493. status_fix_damage(src,bl,damage,0);
  6494. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6495. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6496. map_freeblock_unlock();
  6497. }
  6498. return 0;
  6499. }
  6500. /*==========================================
  6501. * Do a basic physical attack (call through unit_attack_timer)
  6502. *------------------------------------------*/
  6503. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  6504. struct map_session_data *sd = NULL, *tsd = NULL;
  6505. struct status_data *sstatus, *tstatus;
  6506. struct status_change *sc, *tsc;
  6507. int64 damage;
  6508. int skillv;
  6509. struct Damage wd;
  6510. bool vellum_damage = false;
  6511. nullpo_retr(ATK_NONE, src);
  6512. nullpo_retr(ATK_NONE, target);
  6513. if (src->prev == NULL || target->prev == NULL)
  6514. return ATK_NONE;
  6515. sd = BL_CAST(BL_PC, src);
  6516. tsd = BL_CAST(BL_PC, target);
  6517. sstatus = status_get_status_data(src);
  6518. tstatus = status_get_status_data(target);
  6519. sc = status_get_sc(src);
  6520. tsc = status_get_sc(target);
  6521. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6522. sc = NULL;
  6523. if (tsc && !tsc->count)
  6524. tsc = NULL;
  6525. if (sd)
  6526. {
  6527. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6528. if (sd->state.arrow_atk)
  6529. {
  6530. short index = sd->equip_index[EQI_AMMO];
  6531. if (index < 0) {
  6532. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6533. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6534. else
  6535. clif_arrow_fail(sd,0);
  6536. return ATK_NONE;
  6537. }
  6538. //Ammo check by Ishizu-chan
  6539. if (sd->inventory_data[index]) {
  6540. switch (sd->status.weapon) {
  6541. case W_BOW:
  6542. if (sd->inventory_data[index]->look != A_ARROW) {
  6543. clif_arrow_fail(sd,0);
  6544. return ATK_NONE;
  6545. }
  6546. break;
  6547. case W_REVOLVER:
  6548. case W_RIFLE:
  6549. case W_GATLING:
  6550. case W_SHOTGUN:
  6551. if (sd->inventory_data[index]->look != A_BULLET) {
  6552. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6553. return ATK_NONE;
  6554. }
  6555. break;
  6556. case W_GRENADE:
  6557. if (sd->inventory_data[index]->look != A_GRENADE) {
  6558. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6559. return ATK_NONE;
  6560. }
  6561. break;
  6562. }
  6563. }
  6564. }
  6565. }
  6566. if (sc && sc->count) {
  6567. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6568. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6569. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6570. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6571. }
  6572. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6573. uint8 dir = map_calc_dir(target,src->x,src->y);
  6574. int t_dir = unit_getdir(target);
  6575. int dist = distance_bl(src, target);
  6576. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6577. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6578. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6579. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6580. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6581. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6582. return ATK_BLOCK;
  6583. }
  6584. }
  6585. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && status_get_class_(src) != CLASS_BOSS && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6586. {
  6587. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6588. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6589. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6590. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6591. { //Target locked.
  6592. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6593. clif_bladestop(target, src->id, 1);
  6594. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6595. return ATK_BLOCK;
  6596. }
  6597. }
  6598. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6599. int triple_rate= 30 - skillv; //Base Rate
  6600. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6601. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6602. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6603. }
  6604. if (rnd()%100 < triple_rate) {
  6605. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6606. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6607. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6608. return ATK_DEF;
  6609. return ATK_MISS;
  6610. }
  6611. }
  6612. if (sc) {
  6613. if (sc->data[SC_SACRIFICE]) {
  6614. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6615. damage_lv ret_val;
  6616. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6617. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6618. /**
  6619. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6620. * For further information: bugreport:4950
  6621. */
  6622. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6623. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6624. if( ret_val == ATK_NONE )
  6625. return ATK_MISS;
  6626. return ret_val;
  6627. }
  6628. if (sc->data[SC_MAGICALATTACK]) {
  6629. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6630. return ATK_DEF;
  6631. return ATK_MISS;
  6632. }
  6633. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6634. int spheres = 5;
  6635. if( sc->data[SC_RAISINGDRAGON] )
  6636. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6637. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6638. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6639. }
  6640. }
  6641. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6642. int spheres = 5;
  6643. if( tsc->data[SC_RAISINGDRAGON] )
  6644. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6645. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6646. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6647. }
  6648. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6649. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  6650. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6651. int hp_heal = tstatus->max_hp - tstatus->hp;
  6652. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6653. hp_heal = tsc->data[SC_KAAHI]->val2;
  6654. if (hp_heal)
  6655. status_heal(target, hp_heal, 0, 2);
  6656. }
  6657. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6658. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  6659. vellum_damage = true;
  6660. if( sc && sc->count ) {
  6661. if (sc->data[SC_EXEEDBREAK]) {
  6662. if (!is_infinite_defense(target, wd.flag) && !vellum_damage)
  6663. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  6664. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  6665. }
  6666. if( sc->data[SC_SPELLFIST] ) {
  6667. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vellum_damage ){
  6668. if (!is_infinite_defense(target, wd.flag)) {
  6669. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  6670. wd.damage = ad.damage;
  6671. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  6672. } else {
  6673. wd.damage = 1;
  6674. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  6675. }
  6676. } else
  6677. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6678. }
  6679. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage) {
  6680. wd.damage <<= 1; // Double Damage
  6681. skill_break_equip(src, src, EQP_WEAPON, 10, BCT_SELF); // Break chance happens on successful damage increase
  6682. }
  6683. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6684. short idx = sd->equip_index[EQI_AMMO];
  6685. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6686. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6687. sc->data[SC_FEARBREEZE]->val4 = 0;
  6688. }
  6689. }
  6690. }
  6691. if (sd && sd->state.arrow_atk) //Consume arrow.
  6692. battle_consume_ammo(sd, 0, 0);
  6693. damage = wd.damage + wd.damage2;
  6694. if( damage > 0 && src != target )
  6695. {
  6696. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6697. { // Activates it only from melee damage
  6698. uint16 skill_id;
  6699. if( rnd()%2 == 1 )
  6700. skill_id = AB_DUPLELIGHT_MELEE;
  6701. else
  6702. skill_id = AB_DUPLELIGHT_MAGIC;
  6703. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6704. }
  6705. }
  6706. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  6707. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6708. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6709. if ( target->type == BL_SKILL && damage > 0 ) {
  6710. TBL_SKILL *su = (TBL_SKILL*)target;
  6711. if (su && su->group) {
  6712. if (su->group->skill_id == HT_BLASTMINE)
  6713. skill_blown(src, target, 3, -1, BLOWN_NONE);
  6714. if (su->group->skill_id == GN_WALLOFTHORN) {
  6715. if (--su->val2 <= 0)
  6716. skill_delunit(su);
  6717. }
  6718. }
  6719. }
  6720. map_freeblock_lock();
  6721. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  6722. if( !status_isdead(target) )
  6723. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6724. if( wd.dmg_lv > ATK_BLOCK )
  6725. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6726. } else
  6727. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  6728. if( tsc ) {
  6729. if( tsc->data[SC_DEVOTION] ) {
  6730. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6731. struct block_list *d_bl = map_id2bl(sce->val1);
  6732. if( d_bl && (
  6733. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6734. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6735. ) && check_distance_bl(target, d_bl, sce->val3) )
  6736. {
  6737. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  6738. status_fix_damage(NULL, d_bl, damage, 0);
  6739. }
  6740. else
  6741. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6742. }
  6743. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  6744. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6745. if (ed) {
  6746. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SKILL);
  6747. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6748. }
  6749. }
  6750. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  6751. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6752. if (e_bl && !status_isdead(e_bl)) {
  6753. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  6754. status_fix_damage(NULL, e_bl, damage, 0);
  6755. }
  6756. }
  6757. }
  6758. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6759. int sp = 0;
  6760. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6761. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6762. int i = rnd()%100;
  6763. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6764. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6765. //reduction only for skill_lv > 1
  6766. if (skill_lv > 1) {
  6767. if (i >= 50) skill_lv /= 2;
  6768. else if (i >= 15) skill_lv--;
  6769. }
  6770. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6771. if (status_charge(src, 0, sp)) {
  6772. struct unit_data *ud = unit_bl2ud(src);
  6773. switch (skill_get_casttype(skill_id)) {
  6774. case CAST_GROUND:
  6775. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6776. break;
  6777. case CAST_NODAMAGE:
  6778. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6779. break;
  6780. case CAST_DAMAGE:
  6781. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6782. break;
  6783. }
  6784. if (ud) {
  6785. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  6786. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  6787. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  6788. if (battle_config.display_status_timers && sd)
  6789. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  6790. }
  6791. }
  6792. }
  6793. }
  6794. if (sd) {
  6795. uint16 r_skill = 0, sk_idx = 0;
  6796. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6797. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  6798. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  6799. {
  6800. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6801. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6802. int type;
  6803. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6804. int maxcount = 0;
  6805. if( !(BL_PC&battle_config.skill_reiteration) &&
  6806. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6807. type = -1;
  6808. if( BL_PC&battle_config.skill_nofootset &&
  6809. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6810. type = -1;
  6811. if( BL_PC&battle_config.land_skill_limit &&
  6812. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6813. ) {
  6814. int v;
  6815. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6816. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6817. maxcount--;
  6818. }
  6819. if( maxcount == 0 )
  6820. type = -1;
  6821. }
  6822. if( type != CAST_GROUND ){
  6823. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6824. map_freeblock_unlock();
  6825. return wd.dmg_lv;
  6826. }
  6827. }
  6828. if (sd->state.autocast == 0) {
  6829. sd->state.autocast = 1;
  6830. skill_consume_requirement(sd, r_skill, r_lv, 3);
  6831. switch (type) {
  6832. case CAST_GROUND:
  6833. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6834. break;
  6835. case CAST_NODAMAGE:
  6836. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6837. break;
  6838. case CAST_DAMAGE:
  6839. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6840. break;
  6841. }
  6842. }
  6843. sd->state.autocast = 0;
  6844. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  6845. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6846. }
  6847. }
  6848. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6849. if (battle_config.left_cardfix_to_right)
  6850. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  6851. else
  6852. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  6853. }
  6854. }
  6855. if (tsc) {
  6856. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6857. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6858. || sstatus->def_ele == ELE_POISON) &&
  6859. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6860. status_check_skilluse(target, src, TF_POISON, 0)
  6861. ) { //Poison React
  6862. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6863. if (sstatus->def_ele == ELE_POISON) {
  6864. sce->val2 = 0;
  6865. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6866. } else {
  6867. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6868. --sce->val2;
  6869. }
  6870. if (sce->val2 <= 0)
  6871. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6872. }
  6873. }
  6874. map_freeblock_unlock();
  6875. return wd.dmg_lv;
  6876. }
  6877. /*=========================
  6878. * Check for undead status
  6879. *-------------------------
  6880. * Credits:
  6881. * Original coder Skotlex
  6882. * Refactored by Baalberith
  6883. */
  6884. int battle_check_undead(int race,int element)
  6885. {
  6886. if(battle_config.undead_detect_type == 0) {
  6887. if(element == ELE_UNDEAD)
  6888. return 1;
  6889. }
  6890. else if(battle_config.undead_detect_type == 1) {
  6891. if(race == RC_UNDEAD)
  6892. return 1;
  6893. }
  6894. else {
  6895. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6896. return 1;
  6897. }
  6898. return 0;
  6899. }
  6900. /*================================================================
  6901. * Returns the upmost level master starting with the given object
  6902. *----------------------------------------------------------------*/
  6903. struct block_list* battle_get_master(struct block_list *src)
  6904. {
  6905. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6906. do {
  6907. prev = src;
  6908. switch (src->type) {
  6909. case BL_PET:
  6910. if (((TBL_PET*)src)->master)
  6911. src = (struct block_list*)((TBL_PET*)src)->master;
  6912. break;
  6913. case BL_MOB:
  6914. if (((TBL_MOB*)src)->master_id)
  6915. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6916. break;
  6917. case BL_HOM:
  6918. if (((TBL_HOM*)src)->master)
  6919. src = (struct block_list*)((TBL_HOM*)src)->master;
  6920. break;
  6921. case BL_MER:
  6922. if (((TBL_MER*)src)->master)
  6923. src = (struct block_list*)((TBL_MER*)src)->master;
  6924. break;
  6925. case BL_ELEM:
  6926. if (((TBL_ELEM*)src)->master)
  6927. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6928. break;
  6929. case BL_SKILL:
  6930. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6931. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6932. break;
  6933. }
  6934. } while (src && src != prev);
  6935. return prev;
  6936. }
  6937. /*==========================================
  6938. * Checks the state between two targets
  6939. * (enemy, friend, party, guild, etc)
  6940. *------------------------------------------
  6941. * Usage:
  6942. * See battle.hpp for possible values/combinations
  6943. * to be used here (BCT_* constants)
  6944. * Return value is:
  6945. * 1: flag holds true (is enemy, party, etc)
  6946. * -1: flag fails
  6947. * 0: Invalid target (non-targetable ever)
  6948. *
  6949. * Credits:
  6950. * Original coder unknown
  6951. * Rewritten by Skotlex
  6952. */
  6953. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6954. {
  6955. int16 m; //map
  6956. int state = 0; //Initial state none
  6957. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6958. struct block_list *s_bl = src, *t_bl = target;
  6959. struct unit_data *ud = NULL;
  6960. nullpo_ret(src);
  6961. nullpo_ret(target);
  6962. ud = unit_bl2ud(target);
  6963. m = target->m;
  6964. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6965. //objects involved.
  6966. if( (t_bl = battle_get_master(target)) == NULL )
  6967. t_bl = target;
  6968. if( (s_bl = battle_get_master(src)) == NULL )
  6969. s_bl = src;
  6970. if ( s_bl->type == BL_PC ) {
  6971. switch( t_bl->type ) {
  6972. case BL_MOB: // Source => PC, Target => MOB
  6973. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6974. return 0;
  6975. break;
  6976. case BL_PC:
  6977. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6978. return 0;
  6979. break;
  6980. default:/* anything else goes */
  6981. break;
  6982. }
  6983. }
  6984. struct map_data *mapdata = map_getmapdata(m);
  6985. switch( target->type ) { // Checks on actual target
  6986. case BL_PC: {
  6987. struct status_change* sc = status_get_sc(src);
  6988. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6989. return -1; //Cannot be targeted yet.
  6990. if( sc && sc->count ) {
  6991. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6992. return -1;
  6993. }
  6994. }
  6995. break;
  6996. case BL_MOB:
  6997. {
  6998. struct mob_data *md = ((TBL_MOB*)target);
  6999. if (ud && ud->immune_attack)
  7000. return 0;
  7001. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7002. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7003. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7004. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7005. ){ //Targettable by players
  7006. state |= BCT_ENEMY;
  7007. strip_enemy = 0;
  7008. }
  7009. break;
  7010. }
  7011. case BL_SKILL:
  7012. {
  7013. TBL_SKILL *su = (TBL_SKILL*)target;
  7014. uint16 skill_id = battle_getcurrentskill(src);
  7015. if( !su || !su->group)
  7016. return 0;
  7017. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) {
  7018. if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7019. ;
  7020. }
  7021. else if (skill_get_inf2(skill_id)&INF2_HIT_TRAP) { // Only a few skills can target traps
  7022. switch (skill_id) {
  7023. case RK_DRAGONBREATH:
  7024. case RK_DRAGONBREATH_WATER:
  7025. case NC_SELFDESTRUCTION:
  7026. case NC_AXETORNADO:
  7027. case SR_SKYNETBLOW:
  7028. // Can only hit traps in PVP/GVG maps
  7029. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7030. return 0;
  7031. break;
  7032. }
  7033. }
  7034. else
  7035. return 0;
  7036. state |= BCT_ENEMY;
  7037. strip_enemy = 0;
  7038. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7039. switch (skill_id) {
  7040. case RK_DRAGONBREATH:
  7041. case RK_DRAGONBREATH_WATER:
  7042. case NC_SELFDESTRUCTION:
  7043. case NC_AXETORNADO:
  7044. case SR_SKYNETBLOW:
  7045. // Can only hit icewall in PVP/GVG maps
  7046. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7047. return 0;
  7048. break;
  7049. case HT_CLAYMORETRAP:
  7050. // Can't hit icewall
  7051. return 0;
  7052. default:
  7053. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7054. if ((flag&BCT_ALL) == BCT_ALL && !(skill_get_inf2(skill_id)&INF2_HIT_TRAP))
  7055. return -1;
  7056. }
  7057. state |= BCT_ENEMY;
  7058. strip_enemy = 0;
  7059. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7060. return 0;
  7061. }
  7062. break;
  7063. case BL_MER:
  7064. case BL_HOM:
  7065. case BL_ELEM:
  7066. if (ud && ud->immune_attack)
  7067. return 0;
  7068. break;
  7069. //All else not specified is an invalid target.
  7070. default:
  7071. return 0;
  7072. } //end switch actual target
  7073. switch( t_bl->type ) { //Checks on target master
  7074. case BL_PC: {
  7075. struct map_session_data *sd;
  7076. struct status_change *sc = NULL;
  7077. if( t_bl == s_bl )
  7078. break;
  7079. sd = BL_CAST(BL_PC, t_bl);
  7080. sc = status_get_sc(t_bl);
  7081. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7082. return 0; // Global immunity only to Attacks
  7083. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7084. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7085. if( sd->state.killable ) {
  7086. state |= BCT_ENEMY; // Everything can kill it
  7087. strip_enemy = 0;
  7088. }
  7089. break;
  7090. }
  7091. case BL_MOB:
  7092. {
  7093. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7094. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7095. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7096. break;
  7097. }
  7098. default: break; //other type doesn't have slave yet
  7099. } //end switch master target
  7100. switch( src->type ) { //Checks on actual src type
  7101. case BL_PET:
  7102. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7103. return 0; //Pet may not attack non-mobs.
  7104. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  7105. return 0; //pet may not attack Guardians/Emperium
  7106. break;
  7107. case BL_SKILL: {
  7108. struct skill_unit *su = (struct skill_unit *)src;
  7109. struct status_change* sc = status_get_sc(target);
  7110. if (!su || !su->group)
  7111. return 0;
  7112. if (su->group->src_id == target->id) {
  7113. int inf2 = skill_get_inf2(su->group->skill_id);
  7114. if (inf2&INF2_NO_TARGET_SELF)
  7115. return -1;
  7116. if (inf2&INF2_TARGET_SELF)
  7117. return 1;
  7118. }
  7119. //Status changes that prevent traps from triggering
  7120. if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  7121. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7122. return -1;
  7123. }
  7124. }
  7125. break;
  7126. case BL_MER:
  7127. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7128. return 0; //mercenary may not attack Emperium
  7129. break;
  7130. } //end switch actual src
  7131. switch( s_bl->type )
  7132. { //Checks on source master
  7133. case BL_PC:
  7134. {
  7135. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7136. if( s_bl != t_bl )
  7137. {
  7138. if( sd->state.killer )
  7139. {
  7140. state |= BCT_ENEMY; // Can kill anything
  7141. strip_enemy = 0;
  7142. }
  7143. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  7144. {
  7145. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7146. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7147. else
  7148. return 0; // You can't target anything out of your duel
  7149. }
  7150. }
  7151. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  7152. return 0; //If you don't belong to a guild, can't target emperium.
  7153. if( t_bl->type != BL_PC )
  7154. state |= BCT_ENEMY; //Natural enemy.
  7155. break;
  7156. }
  7157. case BL_MOB:
  7158. {
  7159. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7160. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7161. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7162. if( !md->special_state.ai )
  7163. { //Normal mobs
  7164. if(
  7165. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  7166. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7167. )
  7168. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7169. else
  7170. state |= BCT_ENEMY; //However, all else are enemies.
  7171. }
  7172. else
  7173. {
  7174. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7175. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7176. }
  7177. break;
  7178. }
  7179. default:
  7180. //Need some sort of default behaviour for unhandled types.
  7181. if (t_bl->type != s_bl->type)
  7182. state |= BCT_ENEMY;
  7183. break;
  7184. } //end switch on src master
  7185. if( (flag&BCT_ALL) == BCT_ALL )
  7186. { //All actually stands for all attackable chars, icewall and traps
  7187. if(target->type&(BL_CHAR|BL_SKILL))
  7188. return 1;
  7189. else
  7190. return -1;
  7191. }
  7192. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7193. return -1;
  7194. if( t_bl == s_bl )
  7195. { //No need for further testing.
  7196. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7197. if( state&BCT_ENEMY && strip_enemy )
  7198. state&=~BCT_ENEMY;
  7199. return (flag&state)?1:-1;
  7200. }
  7201. if( mapdata_flag_vs(mapdata) )
  7202. { //Check rivalry settings.
  7203. int sbg_id = 0, tbg_id = 0;
  7204. if(mapdata->flag[MF_BATTLEGROUND] )
  7205. {
  7206. sbg_id = bg_team_get_id(s_bl);
  7207. tbg_id = bg_team_get_id(t_bl);
  7208. }
  7209. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7210. {
  7211. int s_party = status_get_party_id(s_bl);
  7212. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7213. state |= BCT_PARTY;
  7214. else
  7215. state |= BCT_ENEMY;
  7216. }
  7217. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7218. {
  7219. int s_guild = status_get_guild_id(s_bl);
  7220. int t_guild = status_get_guild_id(t_bl);
  7221. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7222. state |= BCT_GUILD;
  7223. else
  7224. state |= BCT_ENEMY;
  7225. }
  7226. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  7227. state &= ~BCT_ENEMY;
  7228. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7229. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7230. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7231. if (
  7232. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7233. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7234. (int)sd->status.base_level < battle_config.pk_min_level ||
  7235. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7236. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7237. )
  7238. state &= ~BCT_ENEMY;
  7239. }
  7240. }//end map_flag_vs chk rivality
  7241. else
  7242. { //Non pvp/gvg, check party/guild settings.
  7243. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7244. {
  7245. int s_party = status_get_party_id(s_bl);
  7246. if(s_party && s_party == status_get_party_id(t_bl))
  7247. state |= BCT_PARTY;
  7248. }
  7249. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7250. {
  7251. int s_guild = status_get_guild_id(s_bl);
  7252. int t_guild = status_get_guild_id(t_bl);
  7253. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7254. state |= BCT_GUILD;
  7255. }
  7256. } //end non pvp/gvg chk rivality
  7257. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7258. state = BCT_NEUTRAL;
  7259. //Alliance state takes precedence over enemy one.
  7260. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7261. state&=~BCT_ENEMY;
  7262. return (flag&state)?1:-1;
  7263. }
  7264. /*==========================================
  7265. * Check if can attack from this range
  7266. * Basic check then calling path_search for obstacle etc..
  7267. *------------------------------------------
  7268. */
  7269. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7270. {
  7271. int d;
  7272. nullpo_retr(false, src);
  7273. nullpo_retr(false, bl);
  7274. if( src->m != bl->m )
  7275. return false;
  7276. #ifndef CIRCULAR_AREA
  7277. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7278. if ( !check_distance_client_bl(src, bl, range) )
  7279. return false;
  7280. } else
  7281. #endif
  7282. if( !check_distance_bl(src, bl, range) )
  7283. return false;
  7284. if( (d = distance_bl(src, bl)) < 2 )
  7285. return true; // No need for path checking.
  7286. if( d > AREA_SIZE )
  7287. return false; // Avoid targetting objects beyond your range of sight.
  7288. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7289. }
  7290. /*=============================================
  7291. * Battle.conf settings and default/max values
  7292. *---------------------------------------------
  7293. */
  7294. static const struct _battle_data {
  7295. const char* str;
  7296. int* val;
  7297. int defval;
  7298. int min;
  7299. int max;
  7300. } battle_data[] = {
  7301. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7302. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7303. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7304. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7305. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  7306. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  7307. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7308. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7309. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7310. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7311. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7312. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7313. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7314. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7315. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7316. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7317. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7318. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7319. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7320. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7321. #ifdef RENEWAL
  7322. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7323. #else
  7324. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7325. #endif
  7326. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7327. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7328. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7329. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7330. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7331. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7332. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7333. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7334. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7335. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7336. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7337. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7338. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7339. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7340. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7341. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7342. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7343. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7344. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7345. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7346. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7347. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7348. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7349. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7350. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7351. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7352. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7353. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7354. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7355. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7356. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7357. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7358. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7359. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7360. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7361. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7362. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7363. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7364. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7365. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7366. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7367. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7368. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7369. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7370. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7371. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7372. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7373. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7374. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7375. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7376. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7377. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7378. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7379. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7380. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7381. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7382. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7383. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7384. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7385. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7386. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7387. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7388. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7389. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7390. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7391. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7392. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7393. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7394. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7395. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7396. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7397. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7398. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7399. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7400. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7401. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7402. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7403. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7404. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7405. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7406. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7407. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7408. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7409. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7410. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7411. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7412. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7413. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7414. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7415. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7416. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7417. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7418. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7419. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7420. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7421. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7422. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7423. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7424. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7425. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7426. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7427. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7428. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7429. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7430. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7431. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  7432. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  7433. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7434. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  7435. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  7436. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7437. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7438. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7439. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7440. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7441. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7442. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7443. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7444. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7445. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7446. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7447. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7448. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7449. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7450. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7451. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7452. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7453. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7454. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7455. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7456. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7457. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7458. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7459. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7460. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7461. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7462. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7463. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7464. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7465. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7466. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7467. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7468. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7469. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7470. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7471. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7472. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7473. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7474. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7475. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7476. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7477. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7478. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7479. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7480. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7481. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7482. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7483. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7484. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7485. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7486. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7487. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7488. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7489. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7490. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7491. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  7492. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7493. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7494. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7495. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7496. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7497. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7498. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7499. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7500. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7501. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7502. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7503. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7504. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7505. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7506. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7507. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7508. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7509. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7510. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7511. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7512. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7513. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7514. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7515. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7516. // eAthena additions
  7517. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7518. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  7519. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7520. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  7521. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7522. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  7523. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7524. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  7525. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7526. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7527. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  7528. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7529. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  7530. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7531. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  7532. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7533. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  7534. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7535. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7536. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7537. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7538. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7539. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7540. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7541. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7542. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7543. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7544. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7545. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7546. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7547. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7548. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7549. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7550. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7551. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7552. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7553. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7554. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  7555. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7556. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7557. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7558. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7559. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7560. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7561. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7562. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  7563. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7564. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7565. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7566. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7567. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  7568. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  7569. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7570. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7571. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7572. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7573. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7574. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7575. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7576. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7577. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7578. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7579. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7580. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7581. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7582. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7583. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7584. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7585. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7586. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7587. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7588. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7589. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7590. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7591. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7592. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7593. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7594. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7595. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7596. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7597. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7598. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7599. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7600. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7601. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7602. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7603. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7604. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7605. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7606. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7607. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7608. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7609. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7610. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7611. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7612. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7613. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7614. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7615. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7616. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7617. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7618. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7619. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7620. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7621. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7622. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7623. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7624. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7625. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7626. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7627. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7628. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7629. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7630. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7631. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7632. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7633. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7634. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7635. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7636. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7637. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7638. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7639. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7640. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7641. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7642. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7643. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7644. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7645. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  7646. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7647. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7648. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7649. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7650. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7651. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7652. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7653. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7654. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7655. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7656. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7657. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7658. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7659. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7660. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7661. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7662. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  7663. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7664. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7665. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7666. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7667. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7668. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7669. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7670. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7671. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7672. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7673. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7674. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7675. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7676. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7677. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7678. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7679. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7680. // BattleGround Settings
  7681. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7682. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7683. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7684. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7685. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7686. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7687. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7688. // rAthena
  7689. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7690. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7691. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7692. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7693. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7694. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  7695. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  7696. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7697. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  7698. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7699. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7700. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7701. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7702. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7703. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7704. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7705. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7706. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7707. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7708. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7709. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7710. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7711. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7712. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7713. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7714. #ifdef VIP_ENABLE
  7715. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  7716. #else
  7717. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  7718. #endif
  7719. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  7720. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  7721. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  7722. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  7723. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  7724. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  7725. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  7726. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  7727. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7728. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7729. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7730. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7731. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7732. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7733. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7734. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7735. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7736. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7737. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7738. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7739. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7740. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  7741. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7742. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7743. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7744. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7745. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7746. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7747. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7748. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7749. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7750. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7751. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7752. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7753. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7754. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7755. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7756. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7757. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7758. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7759. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7760. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7761. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7762. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7763. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7764. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7765. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7766. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7767. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  7768. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  7769. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  7770. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  7771. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  7772. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  7773. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  7774. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  7775. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  7776. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  7777. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  7778. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  7779. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  7780. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  7781. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  7782. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  7783. { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
  7784. { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
  7785. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  7786. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  7787. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  7788. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  7789. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  7790. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  7791. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  7792. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  7793. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  7794. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  7795. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  7796. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  7797. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  7798. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  7799. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  7800. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  7801. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  7802. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  7803. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  7804. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  7805. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  7806. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  7807. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  7808. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  7809. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  7810. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  7811. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  7812. { "event_refine_chance", &battle_config.event_refine_chance, 0, 0, 1, },
  7813. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  7814. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  7815. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  7816. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  7817. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  7818. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  7819. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  7820. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  7821. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  7822. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  7823. { "summoner_trait", &battle_config.summoner_trait, 3, 0, 3, },
  7824. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  7825. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  7826. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  7827. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  7828. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  7829. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  7830. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  7831. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  7832. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  7833. #include "../custom/battle_config_init.inc"
  7834. };
  7835. /*==========================
  7836. * Set battle settings
  7837. *--------------------------*/
  7838. int battle_set_value(const char* w1, const char* w2)
  7839. {
  7840. int val = config_switch(w2);
  7841. int i;
  7842. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7843. if (i == ARRAYLENGTH(battle_data))
  7844. return 0; // not found
  7845. if (val < battle_data[i].min || val > battle_data[i].max) {
  7846. ShowWarning("Value for setting '%s': %s is invalid (min:%i max:%i)! Defaulting to %i...\n", w1, w2, battle_data[i].min, battle_data[i].max, battle_data[i].defval);
  7847. val = battle_data[i].defval;
  7848. }
  7849. *battle_data[i].val = val;
  7850. return 1;
  7851. }
  7852. /*===========================
  7853. * Get battle settings
  7854. *---------------------------*/
  7855. int battle_get_value(const char* w1)
  7856. {
  7857. int i;
  7858. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7859. if (i == ARRAYLENGTH(battle_data))
  7860. return 0; // not found
  7861. else
  7862. return *battle_data[i].val;
  7863. }
  7864. /*======================
  7865. * Set default settings
  7866. *----------------------*/
  7867. void battle_set_defaults()
  7868. {
  7869. int i;
  7870. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7871. *battle_data[i].val = battle_data[i].defval;
  7872. }
  7873. /*==================================
  7874. * Cap certain battle.conf settings
  7875. *----------------------------------*/
  7876. void battle_adjust_conf()
  7877. {
  7878. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7879. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7880. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7881. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  7882. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7883. battle_config.max_cart_weight *= 10;
  7884. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7885. battle_config.max_def = 100;
  7886. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7887. battle_config.min_hitrate = battle_config.max_hitrate;
  7888. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7889. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7890. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7891. battle_config.day_duration = 60000;
  7892. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7893. battle_config.night_duration = 60000;
  7894. #if PACKETVER < 20100427
  7895. if (battle_config.feature_buying_store) {
  7896. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7897. battle_config.feature_buying_store = 0;
  7898. }
  7899. #endif
  7900. #if PACKETVER < 20100803
  7901. if (battle_config.feature_search_stores) {
  7902. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7903. battle_config.feature_search_stores = 0;
  7904. }
  7905. #endif
  7906. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7907. if (battle_config.feature_auction) {
  7908. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  7909. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7910. battle_config.feature_auction = 0;
  7911. }
  7912. #elif PACKETVER >= 20141112
  7913. if (battle_config.feature_auction) {
  7914. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  7915. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7916. battle_config.feature_auction = 0;
  7917. }
  7918. #endif
  7919. #if PACKETVER < 20130724
  7920. if (battle_config.feature_banking) {
  7921. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7922. battle_config.feature_banking = 0;
  7923. }
  7924. #endif
  7925. #if PACKETVER < 20131223
  7926. if (battle_config.mvp_exp_reward_message) {
  7927. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  7928. battle_config.mvp_exp_reward_message = 0;
  7929. }
  7930. #endif
  7931. #if PACKETVER < 20141022
  7932. if (battle_config.feature_roulette) {
  7933. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  7934. battle_config.feature_roulette = 0;
  7935. }
  7936. #endif
  7937. #if PACKETVER < 20150513
  7938. if (battle_config.feature_achievement) {
  7939. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  7940. battle_config.feature_achievement = 0;
  7941. }
  7942. #endif
  7943. #if PACKETVER < 20141008
  7944. if (battle_config.feature_petevolution) {
  7945. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  7946. battle_config.feature_petevolution = 0;
  7947. }
  7948. if (battle_config.feature_pet_autofeed) {
  7949. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  7950. battle_config.feature_pet_autofeed = 0;
  7951. }
  7952. #endif
  7953. #if PACKETVER < 20170208
  7954. if (battle_config.feature_equipswitch) {
  7955. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  7956. battle_config.feature_equipswitch = 0;
  7957. }
  7958. #endif
  7959. #if PACKETVER < 20170920
  7960. if( battle_config.feature_homunculus_autofeed ){
  7961. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  7962. battle_config.feature_homunculus_autofeed = 0;
  7963. }
  7964. #endif
  7965. #if PACKETVER < 20180307
  7966. if( battle_config.feature_attendance ){
  7967. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  7968. battle_config.feature_attendance = 0;
  7969. }
  7970. #endif
  7971. #if PACKETVER < 20180321
  7972. if( battle_config.feature_privateairship ){
  7973. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  7974. battle_config.feature_privateairship = 0;
  7975. }
  7976. #endif
  7977. #ifndef CELL_NOSTACK
  7978. if (battle_config.custom_cell_stack_limit != 1)
  7979. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7980. #endif
  7981. }
  7982. /*=====================================
  7983. * Read battle.conf settings from file
  7984. *-------------------------------------*/
  7985. int battle_config_read(const char* cfgName)
  7986. {
  7987. FILE* fp;
  7988. static int count = 0;
  7989. if (count == 0)
  7990. battle_set_defaults();
  7991. count++;
  7992. fp = fopen(cfgName,"r");
  7993. if (fp == NULL)
  7994. ShowError("File not found: %s\n", cfgName);
  7995. else {
  7996. char line[1024], w1[1024], w2[1024];
  7997. while(fgets(line, sizeof(line), fp)) {
  7998. if (line[0] == '/' && line[1] == '/')
  7999. continue;
  8000. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  8001. continue;
  8002. if (strcmpi(w1, "import") == 0)
  8003. battle_config_read(w2);
  8004. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  8005. const char* symbol = &w2[0];
  8006. if (ISPRINT(*symbol) && // no control characters
  8007. *symbol != '/' && // symbol of client commands
  8008. *symbol != '%' && // symbol of party chat
  8009. *symbol != '$' && // symbol of guild chat
  8010. *symbol != charcommand_symbol)
  8011. atcommand_symbol = *symbol;
  8012. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  8013. const char* symbol = &w2[0];
  8014. if (ISPRINT(*symbol) && // no control characters
  8015. *symbol != '/' && // symbol of client commands
  8016. *symbol != '%' && // symbol of party chat
  8017. *symbol != '$' && // symbol of guild chat
  8018. *symbol != atcommand_symbol)
  8019. charcommand_symbol = *symbol;
  8020. }else if( battle_set_value(w1, w2) == 0 )
  8021. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  8022. }
  8023. fclose(fp);
  8024. }
  8025. count--;
  8026. if (count == 0)
  8027. battle_adjust_conf();
  8028. return 0;
  8029. }
  8030. /*==========================
  8031. * initialize battle timer
  8032. *--------------------------*/
  8033. void do_init_battle(void)
  8034. {
  8035. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  8036. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  8037. }
  8038. /*==================
  8039. * end battle timer
  8040. *------------------*/
  8041. void do_final_battle(void)
  8042. {
  8043. ers_destroy(delay_damage_ers);
  8044. }