battle.c 188 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/random.h"
  10. #include "../common/strlib.h"
  11. #include "../common/utils.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "skill.h"
  17. #include "homunculus.h"
  18. #include "mercenary.h"
  19. #include "mob.h"
  20. #include "itemdb.h"
  21. #include "clif.h"
  22. #include "pet.h"
  23. #include "guild.h"
  24. #include "party.h"
  25. #include "battle.h"
  26. #include "battleground.h"
  27. #include <stdio.h>
  28. #include <stdlib.h>
  29. #include <string.h>
  30. #include <math.h>
  31. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  32. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. int battle_getcurrentskill(struct block_list *bl)
  35. { //Returns the current/last skill in use by this bl.
  36. struct unit_data *ud;
  37. if( bl->type == BL_SKILL )
  38. {
  39. struct skill_unit * su = (struct skill_unit*)bl;
  40. return su->group?su->group->skill_id:0;
  41. }
  42. ud = unit_bl2ud(bl);
  43. return ud?ud->skillid:0;
  44. }
  45. /*==========================================
  46. * Get random targetting enemy
  47. *------------------------------------------*/
  48. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  49. {
  50. struct block_list **bl_list;
  51. struct unit_data *ud;
  52. int target_id;
  53. int *c;
  54. bl_list = va_arg(ap, struct block_list **);
  55. c = va_arg(ap, int *);
  56. target_id = va_arg(ap, int);
  57. if (bl->id == target_id)
  58. return 0;
  59. if (*c >= 24)
  60. return 0;
  61. ud = unit_bl2ud(bl);
  62. if (!ud) return 0;
  63. if (ud->target == target_id || ud->skilltarget == target_id) {
  64. bl_list[(*c)++] = bl;
  65. return 1;
  66. }
  67. return 0;
  68. }
  69. struct block_list* battle_gettargeted(struct block_list *target)
  70. {
  71. struct block_list *bl_list[24];
  72. int c = 0;
  73. nullpo_retr(NULL, target);
  74. memset(bl_list, 0, sizeof(bl_list));
  75. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  76. if (c == 0 || c > 24)
  77. return NULL;
  78. return bl_list[rnd()%c];
  79. }
  80. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  81. int battle_gettarget(struct block_list* bl)
  82. {
  83. switch (bl->type)
  84. {
  85. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  86. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  87. case BL_PET: return ((struct pet_data*)bl)->target_id;
  88. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  89. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  90. }
  91. return 0;
  92. }
  93. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  94. {
  95. struct block_list **bl_list;
  96. struct block_list *target;
  97. int *c;
  98. bl_list = va_arg(ap, struct block_list **);
  99. c = va_arg(ap, int *);
  100. target = va_arg(ap, struct block_list *);
  101. if (bl->id == target->id)
  102. return 0;
  103. if (*c >= 23)
  104. return 0;
  105. if (status_isdead(bl))
  106. return 0;
  107. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  108. bl_list[(*c)++] = bl;
  109. return 1;
  110. }
  111. return 0;
  112. }
  113. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  114. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  115. {
  116. struct block_list *bl_list[24];
  117. int c = 0;
  118. memset(bl_list, 0, sizeof(bl_list));
  119. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  120. if (c == 0 )
  121. return NULL;
  122. if( c >= 24 )
  123. c = 23;
  124. return bl_list[rnd()%c];
  125. }
  126. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  127. {
  128. struct block_list **bl_list, *src;
  129. int *c, ignore_id;
  130. bl_list = va_arg(ap, struct block_list **);
  131. c = va_arg(ap, int *);
  132. src = va_arg(ap, struct block_list *);
  133. ignore_id = va_arg(ap, int);
  134. if( bl->id == src->id || bl->id == ignore_id )
  135. return 0; // Ignores Caster and a possible pre-target
  136. if( *c >= 23 )
  137. return 0;
  138. if( status_isdead(bl) )
  139. return 0;
  140. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  141. { // Is Enemy!...
  142. bl_list[(*c)++] = bl;
  143. return 1;
  144. }
  145. return 0;
  146. }
  147. // Pick a random enemy
  148. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  149. {
  150. struct block_list *bl_list[24];
  151. int c = 0;
  152. memset(bl_list, 0, sizeof(bl_list));
  153. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  154. if( c == 0 )
  155. return NULL;
  156. if( c >= 24 )
  157. c = 23;
  158. return bl_list[rnd()%c];
  159. }
  160. // ダ??[ジの遅延
  161. struct delay_damage {
  162. struct block_list *src;
  163. int target;
  164. int damage;
  165. int delay;
  166. unsigned short distance;
  167. unsigned short skill_lv;
  168. unsigned short skill_id;
  169. enum damage_lv dmg_lv;
  170. unsigned short attack_type;
  171. };
  172. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  173. {
  174. struct delay_damage *dat = (struct delay_damage *)data;
  175. struct block_list *target = map_id2bl(dat->target);
  176. if ( target && dat && target->prev != NULL && !status_isdead(target) ) {
  177. if( id == dat->src->id &&
  178. target->m == dat->src->m &&
  179. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  180. check_distance_bl(dat->src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  181. {
  182. map_freeblock_lock();
  183. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  184. if( dat->attack_type && !status_isdead(target) )
  185. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  186. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  187. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  188. map_freeblock_unlock();
  189. } else if( dat->skill_id == CR_REFLECTSHIELD && !map_id2bl(id) ) {
  190. /**
  191. * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  192. **/
  193. map_freeblock_lock();
  194. status_fix_damage(target, target, dat->damage, dat->delay);
  195. map_freeblock_unlock();
  196. }
  197. }
  198. ers_free(delay_damage_ers, dat);
  199. return 0;
  200. }
  201. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
  202. {
  203. struct delay_damage *dat;
  204. struct status_change *sc;
  205. nullpo_ret(src);
  206. nullpo_ret(target);
  207. sc = status_get_sc(target);
  208. if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  209. damage = 0;
  210. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  211. map_freeblock_lock();
  212. status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
  213. if( attack_type && !status_isdead(target) )
  214. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  215. if( dmg_lv > ATK_BLOCK && attack_type )
  216. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  217. map_freeblock_unlock();
  218. return 0;
  219. }
  220. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  221. dat->src = src;
  222. dat->target = target->id;
  223. dat->skill_id = skill_id;
  224. dat->skill_lv = skill_lv;
  225. dat->attack_type = attack_type;
  226. dat->damage = damage;
  227. dat->dmg_lv = dmg_lv;
  228. dat->delay = ddelay;
  229. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  230. if (src->type != BL_PC && amotion > 1000)
  231. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  232. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat);
  233. return 0;
  234. }
  235. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  236. {
  237. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  238. return 100;
  239. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  240. return 100;
  241. return attr_fix_table[def_lv-1][atk_elem][def_type];
  242. }
  243. /*==========================================
  244. * Does attribute fix modifiers.
  245. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  246. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  247. *------------------------------------------*/
  248. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  249. {
  250. struct status_change *sc=NULL, *tsc=NULL;
  251. int ratio;
  252. if (src) sc = status_get_sc(src);
  253. if (target) tsc = status_get_sc(target);
  254. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  255. atk_elem = rnd()%ELE_MAX;
  256. if (def_type < 0 || def_type > ELE_MAX ||
  257. def_lv < 1 || def_lv > 4) {
  258. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  259. return damage;
  260. }
  261. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  262. if (sc && sc->count)
  263. {
  264. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  265. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  266. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  267. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  268. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  269. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  270. }
  271. if( atk_elem == ELE_FIRE && tsc && tsc->count && tsc->data[SC_SPIDERWEB] )
  272. {
  273. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  274. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  275. damage <<= 1; // double damage
  276. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  277. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  278. }
  279. return damage*ratio/100;
  280. }
  281. /*==========================================
  282. * ダ??[ジ??I計算
  283. *------------------------------------------*/
  284. int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
  285. {
  286. struct map_session_data *sd = NULL;
  287. struct status_change *sc;
  288. struct status_change_entry *sce;
  289. int div_ = d->div_, flag = d->flag;
  290. nullpo_ret(bl);
  291. if( !damage )
  292. return 0;
  293. if( mob_ksprotected(src, bl) )
  294. return 0;
  295. if (bl->type == BL_PC) {
  296. sd=(struct map_session_data *)bl;
  297. //Special no damage states
  298. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  299. damage -= damage*sd->special_state.no_weapon_damage/100;
  300. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  301. damage -= damage*sd->special_state.no_magic_damage/100;
  302. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  303. damage -= damage*sd->special_state.no_misc_damage/100;
  304. if(!damage) return 0;
  305. }
  306. sc = status_get_sc(bl);
  307. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  308. return 1;
  309. if (skill_num == PA_PRESSURE)
  310. return damage; //This skill bypass everything else.
  311. if( sc && sc->count )
  312. {
  313. //First, sc_*'s that reduce damage to 0.
  314. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
  315. {
  316. d->dmg_lv = ATK_BLOCK;
  317. return 0;
  318. }
  319. if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  320. if( skill_num == MG_NAPALMBEAT ||
  321. skill_num == MG_SOULSTRIKE ||
  322. skill_num == WL_SOULEXPANSION ||
  323. (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) ||
  324. (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
  325. )
  326. status_change_end(bl,SC_WHITEIMPRISON,-1); // Those skills do damage and removes effect
  327. else
  328. {
  329. d->dmg_lv = ATK_BLOCK;
  330. return 0;
  331. }
  332. }
  333. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  334. {
  335. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  336. if (group) {
  337. /**
  338. * in RE, SW possesses a lifetime equal to 3 times the caster's health
  339. **/
  340. #if REMODE
  341. if ( ( group->val2 - damage) > 0 ) {
  342. group->val2 -= damage;
  343. d->dmg_lv = ATK_BLOCK;
  344. return 0;
  345. } else
  346. damage -= group->val2;
  347. skill_delunitgroup(group);
  348. #else
  349. if (--group->val2<=0)
  350. skill_delunitgroup(group);
  351. d->dmg_lv = ATK_BLOCK;
  352. return 0;
  353. #endif
  354. }
  355. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  356. }
  357. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
  358. {
  359. d->dmg_lv = ATK_BLOCK;
  360. return 0;
  361. }
  362. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
  363. {
  364. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  365. d->dmg_lv = ATK_BLOCK;
  366. sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  367. return 0;
  368. }
  369. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 )
  370. {
  371. int delay;
  372. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  373. // different delay depending on skill level [celest]
  374. if (sce->val1 <= 5)
  375. delay = 300;
  376. else if (sce->val1 > 5 && sce->val1 <= 9)
  377. delay = 200;
  378. else
  379. delay = 100;
  380. unit_set_walkdelay(bl, gettick(), delay, 1);
  381. if(sc->data[SC_SHRINK] && rnd()%100<5*sce->val1)
  382. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  383. return 0;
  384. }
  385. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rnd()%100 < sce->val2 )
  386. { // attack blocked by Parrying
  387. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  388. return 0;
  389. }
  390. if(sc->data[SC_DODGE] && ( !sc->opt1 || sc->opt1 == OPT1_BURNING ) &&
  391. (flag&BF_LONG || sc->data[SC_SPURT])
  392. && rnd()%100 < 20) {
  393. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  394. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  395. if (!sc->data[SC_COMBO])
  396. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  397. return 0;
  398. }
  399. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  400. return 0;
  401. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  402. return 0;
  403. if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2)
  404. { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  405. clif_specialeffect(bl, 462, AREA);
  406. //Shouldn't end until Breaker's non-weapon part connects.
  407. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  408. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  409. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  410. return 0;
  411. }
  412. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  413. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  414. return 0;
  415. }
  416. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  417. &&
  418. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  419. {
  420. if (sce) {
  421. clif_specialeffect(bl, 462, AREA);
  422. skill_blown(src,bl,sce->val3,-1,0);
  423. }
  424. //Both need to be consumed if they are active.
  425. if (sce && --(sce->val2) <= 0)
  426. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  427. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  428. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  429. return 0;
  430. }
  431. //Now damage increasing effects
  432. if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
  433. {
  434. if( src->type != BL_MER || skill_num == 0 )
  435. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  436. if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
  437. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  438. }
  439. //Finally damage reductions....
  440. if( sc->data[SC_ASSUMPTIO] )
  441. {
  442. if( map_flag_vs(bl->m) )
  443. damage = damage*2/3; //Receive 66% damage
  444. else
  445. damage >>= 1; //Receive 50% damage
  446. }
  447. if(sc->data[SC_DEFENDER] &&
  448. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  449. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  450. if(sc->data[SC_ADJUSTMENT] &&
  451. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  452. damage -= 20*damage/100;
  453. if(sc->data[SC_FOGWALL]) {
  454. if(flag&BF_SKILL) //25% reduction
  455. damage -= 25*damage/100;
  456. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  457. damage >>= 2; //75% reduction
  458. }
  459. // Compressed code, fixed by map.h [Epoque]
  460. if (src->type == BL_MOB) {
  461. int i;
  462. if (sc->data[SC_MANU_DEF])
  463. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  464. if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
  465. damage -= sc->data[SC_MANU_DEF]->val1*damage/100;
  466. break;
  467. }
  468. if (sc->data[SC_SPL_DEF])
  469. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  470. if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
  471. damage -= sc->data[SC_SPL_DEF]->val1*damage/100;
  472. break;
  473. }
  474. }
  475. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  476. sce->val3&flag && sce->val4&flag)
  477. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  478. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON
  479. && skill_num != WS_CARTTERMINATION)
  480. {
  481. struct status_data *status = status_get_status_data(bl);
  482. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  483. per /=20; //Uses 20% SP intervals.
  484. //SP Cost: 1% + 0.5% per every 20% SP
  485. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  486. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  487. //Reduction: 6% + 6% every 20%
  488. damage -= damage * 6 * (1+per) / 100;
  489. }
  490. /**
  491. * In renewal steel body reduces all incoming damage by 1/10
  492. **/
  493. #if REMODE
  494. if( sc->data[SC_STEELBODY] ) {
  495. damage = damage > 10 ? damage / 10 : 1;
  496. }
  497. #endif
  498. // FIXME:
  499. // So Reject Sword calculates the redirected damage before calculating WoE/BG reduction? This is weird. [Inkfish]
  500. if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
  501. // Fixed the condition check [Aalye]
  502. (src->type!=BL_PC || (
  503. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  504. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  505. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  506. )) &&
  507. rnd()%100 < sce->val2
  508. ){
  509. damage = damage*50/100;
  510. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  511. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sce->val1,1);
  512. if(--(sce->val3)<=0)
  513. status_change_end(bl, SC_REJECTSWORD, INVALID_TIMER);
  514. }
  515. //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
  516. if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
  517. {
  518. status_change_end(bl, SC_BITE, -1);
  519. status_change_end(bl, SC_ANKLE, -1);
  520. status_change_end(bl, SC_ELECTRICSHOCKER, -1);
  521. }
  522. //Finally Kyrie because it may, or not, reduce damage to 0.
  523. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  524. sce->val2-=damage;
  525. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  526. if(sce->val2>=0)
  527. damage=0;
  528. else
  529. damage=-sce->val2;
  530. }
  531. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  532. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  533. }
  534. if (!damage) return 0;
  535. //Probably not the most correct place, but it'll do here
  536. //(since battle_drain is strictly for players currently)
  537. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  538. rnd()%100 < sce->val3)
  539. status_heal(src, damage*sce->val4/100, 0, 3);
  540. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  541. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  542. }
  543. //SC effects from caster side.
  544. sc = status_get_sc(src);
  545. if (sc && sc->count)
  546. {
  547. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  548. damage += damage * 75 / 100;
  549. // [Epoque]
  550. if (bl->type == BL_MOB)
  551. {
  552. int i;
  553. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  554. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  555. )
  556. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  557. if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
  558. damage += damage*sce->val1/100;
  559. break;
  560. }
  561. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  562. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  563. )
  564. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  565. if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
  566. damage += damage*sce->val1/100;
  567. break;
  568. }
  569. }
  570. if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
  571. sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,sc->data[SC_POISONINGWEAPON]->val1));
  572. }
  573. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp)
  574. {
  575. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  576. if (flag&BF_WEAPON)
  577. damage = damage * battle_config.pk_weapon_damage_rate/100;
  578. if (flag&BF_MAGIC)
  579. damage = damage * battle_config.pk_magic_damage_rate/100;
  580. if (flag&BF_MISC)
  581. damage = damage * battle_config.pk_misc_damage_rate/100;
  582. } else { //Normal attacks get reductions based on range.
  583. if (flag & BF_SHORT)
  584. damage = damage * battle_config.pk_short_damage_rate/100;
  585. if (flag & BF_LONG)
  586. damage = damage * battle_config.pk_long_damage_rate/100;
  587. }
  588. if(!damage) damage = 1;
  589. }
  590. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  591. {
  592. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  593. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  594. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  595. )
  596. damage = div_;
  597. }
  598. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  599. if (damage > 0 )
  600. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  601. if (skill_num)
  602. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  603. }
  604. return damage;
  605. }
  606. /*==========================================
  607. * Calculates BG related damage adjustments.
  608. *------------------------------------------*/
  609. int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
  610. {
  611. if( !damage )
  612. return 0;
  613. if( bl->type == BL_MOB )
  614. {
  615. struct mob_data* md = BL_CAST(BL_MOB, bl);
  616. if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
  617. return 0; // Crystal cannot receive skill damage on battlegrounds
  618. }
  619. switch( skill_num )
  620. {
  621. case PA_PRESSURE:
  622. case HW_GRAVITATION:
  623. case NJ_ZENYNAGE:
  624. break;
  625. default:
  626. if( flag&BF_SKILL )
  627. { //Skills get a different reduction than non-skills. [Skotlex]
  628. if( flag&BF_WEAPON )
  629. damage = damage * battle_config.bg_weapon_damage_rate/100;
  630. if( flag&BF_MAGIC )
  631. damage = damage * battle_config.bg_magic_damage_rate/100;
  632. if( flag&BF_MISC )
  633. damage = damage * battle_config.bg_misc_damage_rate/100;
  634. }
  635. else
  636. { //Normal attacks get reductions based on range.
  637. if( flag&BF_SHORT )
  638. damage = damage * battle_config.bg_short_damage_rate/100;
  639. if( flag&BF_LONG )
  640. damage = damage * battle_config.bg_long_damage_rate/100;
  641. }
  642. if( !damage ) damage = 1;
  643. }
  644. return damage;
  645. }
  646. /*==========================================
  647. * Calculates GVG related damage adjustments.
  648. *------------------------------------------*/
  649. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  650. {
  651. struct mob_data* md = BL_CAST(BL_MOB, bl);
  652. int class_ = status_get_class(bl);
  653. if (!damage) //No reductions to make.
  654. return 0;
  655. if(md && md->guardian_data) {
  656. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
  657. //Skill immunity.
  658. switch (skill_num) {
  659. #if isOFF(REMODE)
  660. case MO_TRIPLEATTACK:
  661. #endif
  662. case HW_GRAVITATION:
  663. break;
  664. default:
  665. return 0;
  666. }
  667. }
  668. if(src->type != BL_MOB) {
  669. struct guild *g=guild_search(status_get_guild_id(src));
  670. if (!g) return 0;
  671. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  672. return 0;
  673. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  674. return 0; // [MouseJstr]
  675. }
  676. }
  677. switch (skill_num) {
  678. //Skills with no damage reduction.
  679. case PA_PRESSURE:
  680. case HW_GRAVITATION:
  681. case NJ_ZENYNAGE:
  682. break;
  683. default:
  684. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  685. if (md && md->guardian_data) {
  686. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  687. }
  688. */
  689. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  690. if (flag&BF_WEAPON)
  691. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  692. if (flag&BF_MAGIC)
  693. damage = damage * battle_config.gvg_magic_damage_rate/100;
  694. if (flag&BF_MISC)
  695. damage = damage * battle_config.gvg_misc_damage_rate/100;
  696. } else { //Normal attacks get reductions based on range.
  697. if (flag & BF_SHORT)
  698. damage = damage * battle_config.gvg_short_damage_rate/100;
  699. if (flag & BF_LONG)
  700. damage = damage * battle_config.gvg_long_damage_rate/100;
  701. }
  702. if(!damage) damage = 1;
  703. }
  704. return damage;
  705. }
  706. /*==========================================
  707. * HP/SP吸収の計算
  708. *------------------------------------------*/
  709. static int battle_calc_drain(int damage, int rate, int per)
  710. {
  711. int diff = 0;
  712. if (per && rnd()%1000 < rate) {
  713. diff = (damage * per) / 100;
  714. if (diff == 0) {
  715. if (per > 0)
  716. diff = 1;
  717. else
  718. diff = -1;
  719. }
  720. }
  721. return diff;
  722. }
  723. /*==========================================
  724. * ?C練ダ??[ジ
  725. *------------------------------------------*/
  726. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  727. {
  728. int damage,skill;
  729. struct status_data *status = status_get_status_data(target);
  730. int weapon;
  731. damage = dmg;
  732. nullpo_ret(sd);
  733. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  734. target->type == BL_MOB && //This bonus doesnt work against players.
  735. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  736. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  737. //damage += (skill * 3);
  738. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  739. damage += (skill * 5);
  740. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  741. damage += (skill * 10);
  742. if( (sd->sc.option&OPTION_MADOGEAR) )
  743. damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
  744. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  745. damage += (skill * 4);
  746. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  747. damage += sd->status.str;
  748. }
  749. if(type == 0)
  750. weapon = sd->weapontype1;
  751. else
  752. weapon = sd->weapontype2;
  753. switch(weapon)
  754. {
  755. case W_DAGGER:
  756. case W_1HSWORD:
  757. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  758. damage += (skill * 4);
  759. break;
  760. case W_2HSWORD:
  761. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  762. damage += (skill * 4);
  763. break;
  764. case W_1HSPEAR:
  765. case W_2HSPEAR:
  766. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  767. if(!pc_isriding(sd))
  768. damage += (skill * 4);
  769. else
  770. damage += (skill * 5);
  771. }
  772. break;
  773. case W_1HAXE:
  774. case W_2HAXE:
  775. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  776. damage += (skill * 3);
  777. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  778. damage += (skill * 5);
  779. break;
  780. case W_MACE:
  781. case W_2HMACE:
  782. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  783. damage += (skill * 3);
  784. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  785. damage += (skill * 5);
  786. break;
  787. case W_FIST:
  788. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  789. damage += (skill * 10);
  790. // No break, fallthrough to Knuckles
  791. case W_KNUCKLE:
  792. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  793. damage += (skill * 3);
  794. break;
  795. case W_MUSICAL:
  796. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  797. damage += (skill * 3);
  798. break;
  799. case W_WHIP:
  800. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  801. damage += (skill * 3);
  802. break;
  803. case W_BOOK:
  804. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  805. damage += (skill * 3);
  806. break;
  807. case W_KATAR:
  808. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  809. damage += (skill * 3);
  810. break;
  811. }
  812. return damage;
  813. }
  814. /*==========================================
  815. * Calculates the standard damage of a normal attack assuming it hits,
  816. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  817. *------------------------------------------
  818. * Pass damage2 as NULL to not calc it.
  819. * Flag values:
  820. * &1: Critical hit
  821. * &2: Arrow attack
  822. * &4: Skill is Magic Crasher
  823. * &8: Skip target size adjustment (Extremity Fist?)
  824. *&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)
  825. */
  826. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  827. {
  828. unsigned short atkmin=0, atkmax=0;
  829. short type = 0;
  830. int damage = 0;
  831. if (!sd)
  832. { //Mobs/Pets
  833. if(flag&4)
  834. {
  835. atkmin = status->matk_min;
  836. atkmax = status->matk_max;
  837. } else {
  838. atkmin = wa->atk;
  839. atkmax = wa->atk2;
  840. }
  841. if (atkmin > atkmax)
  842. atkmin = atkmax;
  843. } else { //PCs
  844. atkmax = wa->atk;
  845. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  846. if (!(flag&1) || (flag&2))
  847. { //Normal attacks
  848. atkmin = status->dex;
  849. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  850. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  851. if (atkmin > atkmax)
  852. atkmin = atkmax;
  853. if(flag&2 && !(flag&16))
  854. { //Bows
  855. atkmin = atkmin*atkmax/100;
  856. if (atkmin > atkmax)
  857. atkmax = atkmin;
  858. }
  859. }
  860. }
  861. if (sc && sc->data[SC_MAXIMIZEPOWER])
  862. atkmin = atkmax;
  863. //Weapon Damage calculation
  864. if (!(flag&1))
  865. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  866. else
  867. damage = atkmax;
  868. if (sd)
  869. {
  870. //rodatazone says the range is 0~arrow_atk-1 for non crit
  871. if (flag&2 && sd->arrow_atk)
  872. damage += ((flag&1)?sd->arrow_atk:rnd()%sd->arrow_atk);
  873. //SizeFix only for players
  874. if (!(sd->special_state.no_sizefix || (flag&8)))
  875. damage = damage*(type==EQI_HAND_L?
  876. sd->left_weapon.atkmods[t_size]:
  877. sd->right_weapon.atkmods[t_size])/100;
  878. }
  879. //Finally, add baseatk
  880. if(flag&4)
  881. damage += status->matk_min;
  882. else
  883. damage += status->batk;
  884. //rodatazone says that Overrefine bonuses are part of baseatk
  885. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  886. if(sd) {
  887. if (type == EQI_HAND_L) {
  888. if(sd->left_weapon.overrefine)
  889. damage += rnd()%sd->left_weapon.overrefine+1;
  890. if (sd->weapon_atk_rate[sd->weapontype2])
  891. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  892. } else { //Right hand
  893. if(sd->right_weapon.overrefine)
  894. damage += rnd()%sd->right_weapon.overrefine+1;
  895. if (sd->weapon_atk_rate[sd->weapontype1])
  896. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  897. }
  898. }
  899. return damage;
  900. }
  901. /*==========================================
  902. * Consumes ammo for the given skill.
  903. *------------------------------------------*/
  904. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  905. {
  906. int qty=1;
  907. if (!battle_config.arrow_decrement)
  908. return;
  909. if (skill)
  910. {
  911. qty = skill_get_ammo_qty(skill, lv);
  912. if (!qty) qty = 1;
  913. }
  914. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  915. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  916. sd->state.arrow_atk = 0;
  917. }
  918. static int battle_range_type(
  919. struct block_list *src, struct block_list *target,
  920. int skill_num, int skill_lv)
  921. { //Skill Range Criteria
  922. if (battle_config.skillrange_by_distance &&
  923. (src->type&battle_config.skillrange_by_distance)
  924. ) { //based on distance between src/target [Skotlex]
  925. if (check_distance_bl(src, target, 5))
  926. return BF_SHORT;
  927. return BF_LONG;
  928. }
  929. //based on used skill's range
  930. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  931. return BF_SHORT;
  932. return BF_LONG;
  933. }
  934. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  935. {
  936. int i;
  937. if (!sd->skillblown[0].id)
  938. return 0;
  939. //Apply the bonus blewcount. [Skotlex]
  940. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  941. if (sd->skillblown[i].id == skill_num)
  942. return sd->skillblown[i].val;
  943. }
  944. return 0;
  945. }
  946. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  947. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  948. //For quick div adjustment.
  949. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  950. /*==========================================
  951. * battle_calc_weapon_attack (by Skotlex)
  952. *------------------------------------------*/
  953. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  954. {
  955. unsigned int skillratio = 100; //Skill dmg modifiers.
  956. short skill=0;
  957. short s_ele, s_ele_, t_class;
  958. int i, nk;
  959. bool n_ele = false; // non-elemental
  960. struct map_session_data *sd, *tsd;
  961. struct Damage wd;
  962. struct status_change *sc = status_get_sc(src);
  963. struct status_change *tsc = status_get_sc(target);
  964. struct status_data *sstatus = status_get_status_data(src);
  965. struct status_data *tstatus = status_get_status_data(target);
  966. struct {
  967. unsigned hit : 1; //the attack Hit? (not a miss)
  968. unsigned cri : 1; //Critical hit
  969. unsigned idef : 1; //Ignore defense
  970. unsigned idef2 : 1; //Ignore defense (left weapon)
  971. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  972. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  973. unsigned infdef : 1; //Infinite defense (plants)
  974. unsigned arrow : 1; //Attack is arrow-based
  975. unsigned rh : 1; //Attack considers right hand (wd.damage)
  976. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  977. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  978. } flag;
  979. memset(&wd,0,sizeof(wd));
  980. memset(&flag,0,sizeof(flag));
  981. if(src==NULL || target==NULL)
  982. {
  983. nullpo_info(NLP_MARK);
  984. return wd;
  985. }
  986. //Initial flag
  987. flag.rh=1;
  988. flag.weapon=1;
  989. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  990. //Initial Values
  991. wd.type=0; //Normal attack
  992. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  993. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  994. if(skill_num == KN_AUTOCOUNTER)
  995. wd.amotion >>= 1;
  996. wd.dmotion=tstatus->dmotion;
  997. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  998. wd.flag = BF_WEAPON; //Initial Flag
  999. wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  1000. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  1001. nk = skill_get_nk(skill_num);
  1002. if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
  1003. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  1004. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  1005. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  1006. if (sc && !sc->count)
  1007. sc = NULL; //Skip checking as there are no status changes active.
  1008. if (tsc && !tsc->count)
  1009. tsc = NULL; //Skip checking as there are no status changes active.
  1010. sd = BL_CAST(BL_PC, src);
  1011. tsd = BL_CAST(BL_PC, target);
  1012. if(sd)
  1013. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  1014. //Set miscellaneous data that needs be filled regardless of hit/miss
  1015. if(
  1016. (sd && sd->state.arrow_atk) ||
  1017. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  1018. )
  1019. flag.arrow = 1;
  1020. if(skill_num){
  1021. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  1022. switch(skill_num)
  1023. {
  1024. case MO_FINGEROFFENSIVE:
  1025. if(sd) {
  1026. if (battle_config.finger_offensive_type)
  1027. wd.div_ = 1;
  1028. else
  1029. wd.div_ = sd->spiritball_old;
  1030. }
  1031. break;
  1032. case HT_PHANTASMIC:
  1033. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  1034. flag.arrow = 1;
  1035. break;
  1036. case CR_SHIELDBOOMERANG:
  1037. case PA_SHIELDCHAIN:
  1038. case LG_SHIELDPRESS:
  1039. case LG_EARTHDRIVE:
  1040. flag.weapon = 0;
  1041. break;
  1042. case KN_PIERCE:
  1043. case ML_PIERCE:
  1044. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  1045. break;
  1046. case TF_DOUBLE: //For NPC used skill.
  1047. case GS_CHAINACTION:
  1048. wd.type = 0x08;
  1049. break;
  1050. case GS_GROUNDDRIFT:
  1051. case KN_SPEARSTAB:
  1052. case KN_BOWLINGBASH:
  1053. case MS_BOWLINGBASH:
  1054. case MO_BALKYOUNG:
  1055. case TK_TURNKICK:
  1056. wd.blewcount=0;
  1057. break;
  1058. case KN_AUTOCOUNTER:
  1059. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1060. break;
  1061. case NPC_CRITICALSLASH:
  1062. case LG_PINPOINTATTACK:
  1063. flag.cri = 1; //Always critical skill.
  1064. break;
  1065. case LK_SPIRALPIERCE:
  1066. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  1067. break;
  1068. }
  1069. } else //Range for normal attacks.
  1070. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  1071. if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2 )
  1072. { //Check for Lucky Dodge
  1073. wd.type=0x0b;
  1074. wd.dmg_lv=ATK_LUCKY;
  1075. if (wd.div_ < 0) wd.div_*=-1;
  1076. return wd;
  1077. }
  1078. t_class = status_get_class(target);
  1079. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  1080. if( !skill_num || s_ele == -1 )
  1081. { //Take weapon's element
  1082. s_ele = sstatus->rhw.ele;
  1083. s_ele_ = sstatus->lhw.ele;
  1084. if( flag.arrow && sd && sd->arrow_ele )
  1085. s_ele = sd->arrow_ele;
  1086. if( battle_config.attack_attr_none&src->type )
  1087. n_ele = true; //Weapon's element is "not elemental"
  1088. }
  1089. else if( s_ele == -2 ) //Use enchantment's element
  1090. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  1091. else if( s_ele == -3 ) //Use random element
  1092. s_ele = s_ele_ = rnd()%ELE_MAX;
  1093. switch( skill_num )
  1094. {
  1095. case GS_GROUNDDRIFT:
  1096. s_ele = s_ele_ = wflag; //element comes in flag.
  1097. break;
  1098. case LK_SPIRALPIERCE:
  1099. if (!sd) n_ele = false; //forced neutral for monsters
  1100. break;
  1101. }
  1102. if(!skill_num)
  1103. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1104. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1105. {
  1106. flag.rh=0;
  1107. flag.lh=1;
  1108. }
  1109. if (sstatus->lhw.atk)
  1110. flag.lh=1;
  1111. }
  1112. if( sd && !skill_num )
  1113. { //Check for double attack.
  1114. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  1115. || ( sd->double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed
  1116. { //Success chance is not added, the higher one is used [Skotlex]
  1117. if( rnd()%100 < ( 5*skill_lv > sd->double_rate ? 5*skill_lv : sd->double_rate ) )
  1118. {
  1119. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1120. wd.type = 0x08;
  1121. }
  1122. }
  1123. else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv )
  1124. {
  1125. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  1126. wd.type = 0x08;
  1127. }
  1128. }
  1129. //Check for critical
  1130. if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
  1131. (!skill_num ||
  1132. skill_num == KN_AUTOCOUNTER ||
  1133. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  1134. skill_num == NJ_KIRIKAGE))
  1135. {
  1136. short cri = sstatus->cri;
  1137. if (sd)
  1138. {
  1139. cri+= sd->critaddrace[tstatus->race];
  1140. if(flag.arrow)
  1141. cri += sd->arrow_cri;
  1142. }
  1143. //The official equation is *2, but that only applies when sd's do critical.
  1144. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1145. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1146. if(tsc)
  1147. {
  1148. if (tsc->data[SC_SLEEP])
  1149. cri <<=1;
  1150. }
  1151. switch (skill_num)
  1152. {
  1153. case KN_AUTOCOUNTER:
  1154. if(battle_config.auto_counter_type &&
  1155. (battle_config.auto_counter_type&src->type))
  1156. flag.cri = 1;
  1157. else
  1158. cri <<= 1;
  1159. break;
  1160. case SN_SHARPSHOOTING:
  1161. case MA_SHARPSHOOTING:
  1162. cri += 200;
  1163. break;
  1164. case NJ_KIRIKAGE:
  1165. cri += 250 + 50*skill_lv;
  1166. break;
  1167. }
  1168. if(tsd && tsd->critical_def)
  1169. cri = cri*(100-tsd->critical_def)/100;
  1170. if (rnd()%1000 < cri)
  1171. flag.cri= 1;
  1172. }
  1173. if (flag.cri)
  1174. {
  1175. wd.type = 0x0a;
  1176. flag.idef = flag.idef2 = flag.hit = 1;
  1177. } else { //Check for Perfect Hit
  1178. if(sd && sd->perfect_hit > 0 && rnd()%100 < sd->perfect_hit)
  1179. flag.hit = 1;
  1180. if (sc && sc->data[SC_FUSION]) {
  1181. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1182. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1183. }
  1184. if( !flag.hit )
  1185. switch(skill_num)
  1186. {
  1187. case AS_SPLASHER:
  1188. if( !wflag ) // Always hits the one exploding.
  1189. flag.hit = 1;
  1190. break;
  1191. case CR_SHIELDBOOMERANG:
  1192. if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1193. flag.hit = 1;
  1194. break;
  1195. }
  1196. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  1197. flag.hit = 1;
  1198. }
  1199. if (!flag.hit)
  1200. { //Hit/Flee calculation
  1201. short
  1202. flee = tstatus->flee,
  1203. hitrate=80; //Default hitrate
  1204. if(battle_config.agi_penalty_type &&
  1205. battle_config.agi_penalty_target&target->type)
  1206. {
  1207. unsigned char attacker_count; //256 max targets should be a sane max
  1208. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  1209. if(attacker_count >= battle_config.agi_penalty_count)
  1210. {
  1211. if (battle_config.agi_penalty_type == 1)
  1212. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1213. else //asume type 2: absolute reduction
  1214. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1215. if(flee < 1) flee = 1;
  1216. }
  1217. }
  1218. hitrate+= sstatus->hit - flee;
  1219. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  1220. tsc && tsc->data[SC_FOGWALL])
  1221. hitrate -= 50;
  1222. if(sd && flag.arrow)
  1223. hitrate += sd->arrow_hit;
  1224. if(skill_num)
  1225. switch(skill_num)
  1226. { //Hit skill modifiers
  1227. //It is proven that bonus is applied on final hitrate, not hit.
  1228. case SM_BASH:
  1229. case MS_BASH:
  1230. hitrate += hitrate * 5 * skill_lv / 100;
  1231. break;
  1232. case MS_MAGNUM:
  1233. case SM_MAGNUM:
  1234. hitrate += hitrate * 10 * skill_lv / 100;
  1235. break;
  1236. case KN_AUTOCOUNTER:
  1237. case PA_SHIELDCHAIN:
  1238. case NPC_WATERATTACK:
  1239. case NPC_GROUNDATTACK:
  1240. case NPC_FIREATTACK:
  1241. case NPC_WINDATTACK:
  1242. case NPC_POISONATTACK:
  1243. case NPC_HOLYATTACK:
  1244. case NPC_DARKNESSATTACK:
  1245. case NPC_UNDEADATTACK:
  1246. case NPC_TELEKINESISATTACK:
  1247. case NPC_BLEEDING:
  1248. hitrate += hitrate * 20 / 100;
  1249. break;
  1250. case KN_PIERCE:
  1251. case ML_PIERCE:
  1252. hitrate += hitrate * 5 * skill_lv / 100;
  1253. break;
  1254. case AS_SONICBLOW:
  1255. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1256. hitrate += hitrate * 50 / 100;
  1257. break;
  1258. case GC_VENOMPRESSURE:
  1259. hitrate += 10 + 4 * skill_lv;
  1260. break;
  1261. }
  1262. // Weaponry Research hidden bonus
  1263. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1264. hitrate += hitrate * ( 2 * skill ) / 100;
  1265. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1266. if(rnd()%100 >= hitrate)
  1267. wd.dmg_lv = ATK_FLEE;
  1268. else
  1269. flag.hit = 1;
  1270. } //End hit/miss calculation
  1271. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1272. { //Hitting attack
  1273. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1274. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1275. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1276. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1277. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1278. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1279. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1280. //Adds an absolute value to damage. 100 = +100 damage
  1281. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1282. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1283. switch (skill_num)
  1284. { //Calc base damage according to skill
  1285. case NJ_ISSEN:
  1286. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1287. wd.damage2 = 0;
  1288. status_set_hp(src, 1, 0);
  1289. break;
  1290. case PA_SACRIFICE:
  1291. wd.damage = sstatus->max_hp* 9/100;
  1292. wd.damage2 = 0;
  1293. break;
  1294. case LK_SPIRALPIERCE:
  1295. case ML_SPIRALPIERCE:
  1296. if (sd) {
  1297. short index = sd->equip_index[EQI_HAND_R];
  1298. if (index >= 0 &&
  1299. sd->inventory_data[index] &&
  1300. sd->inventory_data[index]->type == IT_WEAPON)
  1301. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1302. } else
  1303. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1304. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1305. i = sstatus->str/10;
  1306. i*=i;
  1307. ATK_ADD(i); //Add str bonus.
  1308. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1309. case 0: //Small: 125%
  1310. ATK_RATE(125);
  1311. break;
  1312. //case 1: //Medium: 100%
  1313. case 2: //Large: 75%
  1314. ATK_RATE(75);
  1315. break;
  1316. }
  1317. break;
  1318. case CR_SHIELDBOOMERANG:
  1319. case PA_SHIELDCHAIN:
  1320. case LG_SHIELDPRESS:
  1321. case LG_EARTHDRIVE:
  1322. wd.damage = sstatus->batk;
  1323. if (sd) {
  1324. short index = sd->equip_index[EQI_HAND_L];
  1325. if (index >= 0 &&
  1326. sd->inventory_data[index] &&
  1327. sd->inventory_data[index]->type == IT_ARMOR)
  1328. ATK_ADD(sd->inventory_data[index]->weight/10);
  1329. break;
  1330. } else
  1331. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1332. break;
  1333. case HFLI_SBR44: //[orn]
  1334. if(src->type == BL_HOM) {
  1335. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1336. break;
  1337. }
  1338. default:
  1339. {
  1340. i = (flag.cri?1:0)|
  1341. (flag.arrow?2:0)|
  1342. (skill_num == HW_MAGICCRASHER?4:0)|
  1343. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1344. (skill_num == MO_EXTREMITYFIST?8:0)|
  1345. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1346. if (flag.arrow && sd)
  1347. switch(sd->status.weapon) {
  1348. case W_BOW:
  1349. case W_REVOLVER:
  1350. case W_GATLING:
  1351. case W_SHOTGUN:
  1352. case W_GRENADE:
  1353. break;
  1354. default:
  1355. i |= 16; // for ex. shuriken must not be influenced by DEX
  1356. }
  1357. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1358. if (flag.lh)
  1359. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1360. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1361. if(wflag>0)
  1362. wd.damage/= wflag;
  1363. else
  1364. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1365. }
  1366. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1367. if(sd)
  1368. {
  1369. if (sd->atk_rate)
  1370. ATK_ADDRATE(sd->atk_rate);
  1371. if(flag.cri && sd->crit_atk_rate)
  1372. ATK_ADDRATE(sd->crit_atk_rate);
  1373. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1374. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
  1375. ATK_ADDRATE(2*skill*i);
  1376. }
  1377. }
  1378. break;
  1379. } //End default case
  1380. } //End switch(skill_num)
  1381. //Skill damage modifiers that stack linearly
  1382. if(sc && skill_num != PA_SACRIFICE)
  1383. {
  1384. if(sc->data[SC_OVERTHRUST])
  1385. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1386. if(sc->data[SC_MAXOVERTHRUST])
  1387. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1388. if(sc->data[SC_BERSERK])
  1389. skillratio += 100;
  1390. }
  1391. if( !skill_num )
  1392. {
  1393. ATK_RATE(skillratio);
  1394. }
  1395. else
  1396. {
  1397. switch( skill_num )
  1398. {
  1399. case SM_BASH:
  1400. case MS_BASH:
  1401. skillratio += 30*skill_lv;
  1402. break;
  1403. case SM_MAGNUM:
  1404. case MS_MAGNUM:
  1405. skillratio += 20*skill_lv;
  1406. break;
  1407. case MC_MAMMONITE:
  1408. skillratio += 50*skill_lv;
  1409. break;
  1410. case HT_POWER:
  1411. skillratio += -50+8*sstatus->str;
  1412. break;
  1413. case AC_DOUBLE:
  1414. case MA_DOUBLE:
  1415. skillratio += 10*(skill_lv-1);
  1416. break;
  1417. case AC_SHOWER:
  1418. case MA_SHOWER:
  1419. skillratio += 5*skill_lv-25;
  1420. break;
  1421. case AC_CHARGEARROW:
  1422. case MA_CHARGEARROW:
  1423. skillratio += 50;
  1424. break;
  1425. case HT_FREEZINGTRAP:
  1426. case MA_FREEZINGTRAP:
  1427. skillratio += -50+10*skill_lv;
  1428. break;
  1429. case KN_PIERCE:
  1430. case ML_PIERCE:
  1431. skillratio += 10*skill_lv;
  1432. break;
  1433. case MER_CRASH:
  1434. skillratio += 10*skill_lv;
  1435. break;
  1436. case KN_SPEARSTAB:
  1437. skillratio += 15*skill_lv;
  1438. break;
  1439. case KN_SPEARBOOMERANG:
  1440. skillratio += 50*skill_lv;
  1441. break;
  1442. case KN_BRANDISHSPEAR:
  1443. case ML_BRANDISH:
  1444. {
  1445. int ratio = 100+20*skill_lv;
  1446. skillratio += ratio-100;
  1447. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1448. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1449. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1450. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1451. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1452. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1453. break;
  1454. }
  1455. case KN_BOWLINGBASH:
  1456. case MS_BOWLINGBASH:
  1457. skillratio+= 40*skill_lv;
  1458. break;
  1459. case AS_GRIMTOOTH:
  1460. skillratio += 20*skill_lv;
  1461. break;
  1462. case AS_POISONREACT:
  1463. skillratio += 30*skill_lv;
  1464. break;
  1465. case AS_SONICBLOW:
  1466. skillratio += -50+5*skill_lv;
  1467. break;
  1468. case TF_SPRINKLESAND:
  1469. skillratio += 30;
  1470. break;
  1471. case MC_CARTREVOLUTION:
  1472. skillratio += 50;
  1473. if(sd && sd->cart_weight)
  1474. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1475. else if (!sd)
  1476. skillratio += 100; //Max damage for non players.
  1477. break;
  1478. case NPC_RANDOMATTACK:
  1479. skillratio += 100*skill_lv;
  1480. break;
  1481. case NPC_WATERATTACK:
  1482. case NPC_GROUNDATTACK:
  1483. case NPC_FIREATTACK:
  1484. case NPC_WINDATTACK:
  1485. case NPC_POISONATTACK:
  1486. case NPC_HOLYATTACK:
  1487. case NPC_DARKNESSATTACK:
  1488. case NPC_UNDEADATTACK:
  1489. case NPC_TELEKINESISATTACK:
  1490. case NPC_BLOODDRAIN:
  1491. case NPC_ACIDBREATH:
  1492. case NPC_DARKNESSBREATH:
  1493. case NPC_FIREBREATH:
  1494. case NPC_ICEBREATH:
  1495. case NPC_THUNDERBREATH:
  1496. case NPC_HELLJUDGEMENT:
  1497. case NPC_PULSESTRIKE:
  1498. skillratio += 100*(skill_lv-1);
  1499. break;
  1500. case RG_BACKSTAP:
  1501. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1502. skillratio += (200+40*skill_lv)/2;
  1503. else
  1504. skillratio += 200+40*skill_lv;
  1505. break;
  1506. case RG_RAID:
  1507. skillratio += 40*skill_lv;
  1508. break;
  1509. case RG_INTIMIDATE:
  1510. skillratio += 30*skill_lv;
  1511. break;
  1512. case CR_SHIELDCHARGE:
  1513. skillratio += 20*skill_lv;
  1514. break;
  1515. case CR_SHIELDBOOMERANG:
  1516. skillratio += 30*skill_lv;
  1517. break;
  1518. case NPC_DARKCROSS:
  1519. case CR_HOLYCROSS:
  1520. skillratio += 35*skill_lv;
  1521. break;
  1522. case AM_DEMONSTRATION:
  1523. skillratio += 20*skill_lv;
  1524. break;
  1525. case AM_ACIDTERROR:
  1526. skillratio += 40*skill_lv;
  1527. break;
  1528. case MO_FINGEROFFENSIVE:
  1529. skillratio+= 50 * skill_lv;
  1530. break;
  1531. case MO_INVESTIGATE:
  1532. skillratio += 75*skill_lv;
  1533. flag.pdef = flag.pdef2 = 2;
  1534. break;
  1535. case MO_EXTREMITYFIST:
  1536. { //Overflow check. [Skotlex]
  1537. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1538. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1539. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1540. skillratio = (unsigned short)ratio;
  1541. status_set_sp(src, 0, 0);
  1542. }
  1543. break;
  1544. case MO_TRIPLEATTACK:
  1545. skillratio += 20*skill_lv;
  1546. break;
  1547. case MO_CHAINCOMBO:
  1548. skillratio += 50+50*skill_lv;
  1549. break;
  1550. case MO_COMBOFINISH:
  1551. skillratio += 140+60*skill_lv;
  1552. break;
  1553. case BA_MUSICALSTRIKE:
  1554. case DC_THROWARROW:
  1555. skillratio += 25+25*skill_lv;
  1556. break;
  1557. case CH_TIGERFIST:
  1558. skillratio += 100*skill_lv-60;
  1559. break;
  1560. case CH_CHAINCRUSH:
  1561. skillratio += 300+100*skill_lv;
  1562. break;
  1563. case CH_PALMSTRIKE:
  1564. skillratio += 100+100*skill_lv;
  1565. break;
  1566. case LK_HEADCRUSH:
  1567. skillratio += 40*skill_lv;
  1568. break;
  1569. case LK_JOINTBEAT:
  1570. i = 10*skill_lv-50;
  1571. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1572. if (wflag&BREAK_NECK) i*=2;
  1573. skillratio += i;
  1574. break;
  1575. case ASC_METEORASSAULT:
  1576. skillratio += 40*skill_lv-60;
  1577. break;
  1578. case SN_SHARPSHOOTING:
  1579. case MA_SHARPSHOOTING:
  1580. skillratio += 100+50*skill_lv;
  1581. break;
  1582. case CG_ARROWVULCAN:
  1583. skillratio += 100+100*skill_lv;
  1584. break;
  1585. case AS_SPLASHER:
  1586. skillratio += 400+50*skill_lv;
  1587. if(sd)
  1588. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  1589. break;
  1590. case ASC_BREAKER:
  1591. skillratio += 100*skill_lv-100;
  1592. break;
  1593. case PA_SACRIFICE:
  1594. skillratio += 10*skill_lv-10;
  1595. break;
  1596. case PA_SHIELDCHAIN:
  1597. skillratio += 30*skill_lv;
  1598. break;
  1599. case WS_CARTTERMINATION:
  1600. i = 10 * (16 - skill_lv);
  1601. if (i < 1) i = 1;
  1602. //Preserve damage ratio when max cart weight is changed.
  1603. if(sd && sd->cart_weight)
  1604. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1605. else if (!sd)
  1606. skillratio += 80000 / i - 100;
  1607. break;
  1608. case TK_DOWNKICK:
  1609. skillratio += 60 + 20*skill_lv;
  1610. break;
  1611. case TK_STORMKICK:
  1612. skillratio += 60 + 20*skill_lv;
  1613. break;
  1614. case TK_TURNKICK:
  1615. skillratio += 90 + 30*skill_lv;
  1616. break;
  1617. case TK_COUNTER:
  1618. skillratio += 90 + 30*skill_lv;
  1619. break;
  1620. case TK_JUMPKICK:
  1621. skillratio += -70 + 10*skill_lv;
  1622. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1623. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1624. if (wflag)
  1625. {
  1626. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1627. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  1628. skillratio *= 2;
  1629. }
  1630. break;
  1631. case GS_TRIPLEACTION:
  1632. skillratio += 50*skill_lv;
  1633. break;
  1634. case GS_BULLSEYE:
  1635. //Only works well against brute/demihumans non bosses.
  1636. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1637. && !(tstatus->mode&MD_BOSS))
  1638. skillratio += 400;
  1639. break;
  1640. case GS_TRACKING:
  1641. skillratio += 100 *(skill_lv+1);
  1642. break;
  1643. case GS_PIERCINGSHOT:
  1644. skillratio += 20*skill_lv;
  1645. break;
  1646. case GS_RAPIDSHOWER:
  1647. skillratio += 10*skill_lv;
  1648. break;
  1649. case GS_DESPERADO:
  1650. skillratio += 50*(skill_lv-1);
  1651. break;
  1652. case GS_DUST:
  1653. skillratio += 50*skill_lv;
  1654. break;
  1655. case GS_FULLBUSTER:
  1656. skillratio += 100*(skill_lv+2);
  1657. break;
  1658. case GS_SPREADATTACK:
  1659. skillratio += 20*(skill_lv-1);
  1660. break;
  1661. case NJ_HUUMA:
  1662. skillratio += 50 + 150*skill_lv;
  1663. break;
  1664. case NJ_TATAMIGAESHI:
  1665. skillratio += 10*skill_lv;
  1666. break;
  1667. case NJ_KASUMIKIRI:
  1668. skillratio += 10*skill_lv;
  1669. break;
  1670. case NJ_KIRIKAGE:
  1671. skillratio += 100*(skill_lv-1);
  1672. break;
  1673. case KN_CHARGEATK:
  1674. {
  1675. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1676. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1677. skillratio += 100 * k;
  1678. }
  1679. break;
  1680. case HT_PHANTASMIC:
  1681. skillratio += 50;
  1682. break;
  1683. case MO_BALKYOUNG:
  1684. skillratio += 200;
  1685. break;
  1686. case HFLI_MOON: //[orn]
  1687. skillratio += 10+110*skill_lv;
  1688. break;
  1689. case HFLI_SBR44: //[orn]
  1690. skillratio += 100 *(skill_lv-1);
  1691. break;
  1692. case NPC_VAMPIRE_GIFT:
  1693. skillratio += ((skill_lv-1)%5+1)*100;
  1694. break;
  1695. case RK_SONICWAVE: {
  1696. int level = status_get_lv(src);
  1697. skillratio += 400 + 100 * skill_lv;
  1698. if( level > 100 )
  1699. skillratio += skillratio * (level - 100) / 200;
  1700. }
  1701. break;
  1702. case RK_HUNDREDSPEAR: {
  1703. int level = status_get_lv(src);
  1704. skillratio += 500 + 40 * skill_lv;
  1705. if( level > 100 )
  1706. skillratio += skillratio * (level - 100) / 200;
  1707. }
  1708. break;
  1709. case RK_WINDCUTTER: {
  1710. int level = status_get_lv(src);
  1711. skillratio += 50 * skill_lv;
  1712. if( level > 100 )
  1713. skillratio += skillratio * (level - 50) / 200;
  1714. }
  1715. break;
  1716. case RK_IGNITIONBREAK: {
  1717. int level = status_get_lv(src);
  1718. i = distance_bl(src,target);
  1719. if( i < 2 )
  1720. skillratio = 200 + 200 * skill_lv;
  1721. else if( i < 4 )
  1722. skillratio = 100 + 200 * skill_lv;
  1723. else
  1724. skillratio = 100 + 100 * skill_lv;
  1725. if( level > 100 )
  1726. skillratio += skillratio * (level - 100) / 200;
  1727. if( sstatus->rhw.ele == ELE_FIRE )
  1728. skillratio += skillratio / 2;
  1729. }
  1730. break;
  1731. case RK_CRUSHSTRIKE:
  1732. if( sd )
  1733. {
  1734. short index = sd->equip_index[EQI_HAND_R];
  1735. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  1736. skillratio = sstatus->rhw.atk + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  1737. }
  1738. break;
  1739. case RK_STORMBLAST:
  1740. skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4);
  1741. break;
  1742. case RK_PHANTOMTHRUST:
  1743. skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
  1744. //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
  1745. //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus.
  1746. break;
  1747. /**
  1748. * GC Guilotine Cross
  1749. **/
  1750. case GC_CROSSIMPACT:
  1751. skillratio += 1050 + 50 * skill_lv;
  1752. break;
  1753. case GC_PHANTOMMENACE:
  1754. skillratio += 200;
  1755. break;
  1756. case GC_COUNTERSLASH:
  1757. skillratio += 200 + (100 * skill_lv) + sstatus->agi;
  1758. break;
  1759. case GC_ROLLINGCUTTER:
  1760. skillratio += 20 * skill_lv;
  1761. break;
  1762. case GC_CROSSRIPPERSLASHER:
  1763. skillratio += 60 + 40 * skill_lv;
  1764. if( sc && sc->data[SC_ROLLINGCUTTER] )
  1765. skillratio += 25 * sc->data[SC_ROLLINGCUTTER]->val1;
  1766. break;
  1767. /**
  1768. * Arch Bishop
  1769. **/
  1770. case AB_DUPLELIGHT_MELEE:
  1771. skillratio += 10 * skill_lv;
  1772. break;
  1773. /**
  1774. * Ranger
  1775. **/
  1776. case RA_ARROWSTORM:
  1777. skillratio += 100 + 50 * skill_lv;
  1778. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1779. break;
  1780. case RA_AIMEDBOLT:
  1781. skillratio += 400 + 50 * skill_lv;
  1782. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1783. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  1784. wd.div_ = tstatus->size + 2 + rnd()%2;
  1785. break;
  1786. case RA_CLUSTERBOMB:
  1787. skillratio += 100 + 100 * skill_lv;
  1788. break;
  1789. case RA_WUGDASH:
  1790. skillratio = 500;
  1791. break;
  1792. case RA_WUGSTRIKE:
  1793. skillratio = 200 * skill_lv;
  1794. break;
  1795. case RA_WUGBITE:
  1796. skillratio += 300 + 200 * skill_lv;
  1797. if ( skill_lv == 5 ) skillratio += 100;
  1798. break;
  1799. case RA_SENSITIVEKEEN:
  1800. skillratio += 50 * skill_lv;
  1801. break;
  1802. /**
  1803. * Mechanic
  1804. **/
  1805. case NC_BOOSTKNUCKLE:
  1806. skillratio += 100 + 100 * skill_lv + sstatus->dex;
  1807. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1808. break;
  1809. case NC_PILEBUNKER:
  1810. skillratio += 200 + 100 * skill_lv + sstatus->str;
  1811. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1812. break;
  1813. case NC_VULCANARM:
  1814. skillratio = 70 * skill_lv + sstatus->dex;
  1815. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1816. break;
  1817. case NC_FLAMELAUNCHER:
  1818. case NC_COLDSLOWER:
  1819. skillratio += 200 + 300 * skill_lv;
  1820. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1821. break;
  1822. case NC_ARMSCANNON:
  1823. switch( tstatus->size ) {
  1824. case 0: skillratio += 100 + 500 * skill_lv; break;// Small
  1825. case 1: skillratio += 100 + 400 * skill_lv; break;// Medium
  1826. case 2: skillratio += 100 + 300 * skill_lv; break;// Large
  1827. }
  1828. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1829. //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
  1830. break;
  1831. case NC_AXEBOOMERANG:
  1832. skillratio += 60 + 40 * skill_lv;
  1833. if( sd ) {
  1834. short index = sd->equip_index[EQI_HAND_R];
  1835. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  1836. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
  1837. }
  1838. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1839. break;
  1840. case NC_POWERSWING:
  1841. skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
  1842. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1843. break;
  1844. case NC_AXETORNADO:
  1845. skillratio += 100 + 100 * skill_lv + sstatus->vit;
  1846. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1847. break;
  1848. case LG_CANNONSPEAR:// Stimated formula. Still need confirm it.
  1849. skillratio += -100 + (50 + sstatus->str) * skill_lv;
  1850. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1851. break;
  1852. case LG_BANISHINGPOINT:
  1853. skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc_checkskill(sd,SM_BASH):1)));
  1854. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1855. break;
  1856. case LG_SHIELDPRESS:
  1857. skillratio += 60 + 43 * skill_lv;
  1858. //if( sc && sc->data[SC_GLOOMYDAY_SK] )
  1859. // skillratio += 80 + (5 * sc->data[SC_GLOOMYDAY_SK]->val1);
  1860. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1861. break;
  1862. case LG_PINPOINTATTACK:
  1863. skillratio = ((100 * skill_lv) + (10 * status_get_agi(src)) );
  1864. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1865. break;
  1866. case LG_RAGEBURST:
  1867. if( sd && sd->spiritball_old )
  1868. skillratio += -100 + (sd->spiritball_old * 200);
  1869. else
  1870. skillratio += -100 + 15 * 200;
  1871. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1872. break;
  1873. case LG_SHIELDSPELL:
  1874. if( wflag&1 ) {
  1875. skillratio += 200;
  1876. if( sd ) {
  1877. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  1878. if( shield_data )
  1879. skillratio *= shield_data->def;
  1880. } else
  1881. skillratio *= 9;
  1882. } else
  1883. skillratio += (sd) ? sd->shieldmdef * 20 : 1000;
  1884. break;
  1885. case LG_MOONSLASHER:
  1886. skillratio += -100 + (120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) : 5) * 80);
  1887. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1888. break;
  1889. case LG_OVERBRAND:
  1890. skillratio = 400 * skill_lv + (pc_checkskill(sd,CR_SPEARQUICKEN) * 30);
  1891. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1892. break;
  1893. case LG_OVERBRAND_BRANDISH:
  1894. skillratio = 300 * skill_lv + (2 * (sstatus->str + sstatus->dex) / 3);
  1895. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1896. break;
  1897. case LG_OVERBRAND_PLUSATK:
  1898. skillratio = 150 * skill_lv;
  1899. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1900. break;
  1901. case LG_RAYOFGENESIS:
  1902. skillratio = skillratio + 200 + 300 * skill_lv;
  1903. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1904. break;
  1905. case LG_EARTHDRIVE:
  1906. skillratio = (skillratio + 100) * skill_lv;
  1907. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1908. break;
  1909. case LG_HESPERUSLIT:
  1910. skillratio += 120 * skill_lv - 100;
  1911. break;
  1912. }
  1913. ATK_RATE(skillratio);
  1914. //Constant/misc additions from skills
  1915. switch (skill_num) {
  1916. case MO_EXTREMITYFIST:
  1917. ATK_ADD(250 + 150*skill_lv);
  1918. break;
  1919. case TK_DOWNKICK:
  1920. case TK_STORMKICK:
  1921. case TK_TURNKICK:
  1922. case TK_COUNTER:
  1923. case TK_JUMPKICK:
  1924. //TK_RUN kick damage bonus.
  1925. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1926. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1927. break;
  1928. case GS_MAGICALBULLET:
  1929. if(sstatus->matk_max>sstatus->matk_min) {
  1930. ATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  1931. } else {
  1932. ATK_ADD(sstatus->matk_min);
  1933. }
  1934. break;
  1935. case NJ_SYURIKEN:
  1936. ATK_ADD(4*skill_lv);
  1937. break;
  1938. /**
  1939. * Ranger
  1940. **/
  1941. case RA_WUGDASH:
  1942. case RA_WUGSTRIKE:
  1943. case RA_WUGBITE:
  1944. if(sd)
  1945. ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
  1946. break;
  1947. /**
  1948. * Royal Guard
  1949. **/
  1950. case LG_RAYOFGENESIS:
  1951. if( sc && sc->data[SC_BANDING] ) {// Increase only if the RG is under Banding.
  1952. short lv = (short)skill_lv;
  1953. ATK_ADDRATE( 190 * ((sd) ? skill_check_pc_partner(sd,(short)skill_num,&lv,skill_get_splash(skill_num,skill_lv),0) : 1));
  1954. }
  1955. break;
  1956. }
  1957. }
  1958. //Div fix.
  1959. damage_div_fix(wd.damage, wd.div_);
  1960. //The following are applied on top of current damage and are stackable.
  1961. if (sc) {
  1962. if(sc->data[SC_TRUESIGHT])
  1963. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  1964. #if RE_EDP == 0
  1965. /**
  1966. * In RE EDP doesn't affect your final damage but your atk and weapon atk
  1967. **/
  1968. if(sc->data[SC_EDP] &&
  1969. skill_num != ASC_BREAKER &&
  1970. skill_num != ASC_METEORASSAULT &&
  1971. skill_num != AS_SPLASHER &&
  1972. skill_num != AS_VENOMKNIFE)
  1973. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  1974. #endif
  1975. }
  1976. switch (skill_num) {
  1977. case AS_SONICBLOW:
  1978. if (sc && sc->data[SC_SPIRIT] &&
  1979. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  1980. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  1981. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1982. ATK_ADDRATE(10);
  1983. break;
  1984. case CR_SHIELDBOOMERANG:
  1985. if(sc && sc->data[SC_SPIRIT] &&
  1986. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  1987. ATK_ADDRATE(100);
  1988. break;
  1989. case NC_AXETORNADO:
  1990. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  1991. ATK_ADDRATE(50);
  1992. break;
  1993. }
  1994. if( sd )
  1995. {
  1996. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  1997. ATK_ADDRATE(i);
  1998. if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  1999. { //Elemental/Racial adjustments
  2000. if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2001. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2002. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2003. )
  2004. flag.pdef = 1;
  2005. if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  2006. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  2007. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  2008. )
  2009. { //Pass effect onto right hand if configured so. [Skotlex]
  2010. if (battle_config.left_cardfix_to_right && flag.rh)
  2011. flag.pdef = 1;
  2012. else
  2013. flag.pdef2 = 1;
  2014. }
  2015. }
  2016. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  2017. { //Ignore Defense?
  2018. if (!flag.idef && (
  2019. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2020. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  2021. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2022. ))
  2023. flag.idef = 1;
  2024. if (!flag.idef2 && (
  2025. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  2026. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  2027. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2028. )) {
  2029. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  2030. flag.idef = 1;
  2031. else
  2032. flag.idef2 = 1;
  2033. }
  2034. }
  2035. }
  2036. if (!flag.idef || !flag.idef2)
  2037. { //Defense reduction
  2038. short vit_def;
  2039. #if REMODE
  2040. short def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  2041. #else
  2042. signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  2043. #endif
  2044. short def2 = (short)tstatus->def2;
  2045. if( sd )
  2046. {
  2047. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2048. i += sd->ignore_def[tstatus->race];
  2049. if( i )
  2050. {
  2051. if( i > 100 ) i = 100;
  2052. def1 -= def1 * i / 100;
  2053. def2 -= def2 * i / 100;
  2054. }
  2055. }
  2056. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type )
  2057. {
  2058. unsigned char target_count; //256 max targets should be a sane max
  2059. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  2060. if(target_count >= battle_config.vit_penalty_count) {
  2061. if(battle_config.vit_penalty_type == 1) {
  2062. if( !tsc || !tsc->data[SC_STEELBODY] )
  2063. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2064. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  2065. } else { //Assume type 2
  2066. if( !tsc || !tsc->data[SC_STEELBODY] )
  2067. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2068. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  2069. }
  2070. }
  2071. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  2072. if(def2 < 1) def2 = 1;
  2073. }
  2074. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  2075. if (tsd) //Sd vit-eq
  2076. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  2077. vit_def = def2*(def2-15)/150;
  2078. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  2079. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  2080. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  2081. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  2082. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  2083. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  2084. vit_def += skill*5;
  2085. } else { //Mob-Pet vit-eq
  2086. //VIT + rnd(0,[VIT/20]^2-1)
  2087. vit_def = (def2/20)*(def2/20);
  2088. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  2089. }
  2090. if (battle_config.weapon_defense_type) {
  2091. vit_def += def1*battle_config.weapon_defense_type;
  2092. def1 = 0;
  2093. }
  2094. #if REMODE
  2095. /**
  2096. * In Renewal 100% damage reduction is 900 DEF
  2097. * Formula: (1+(900-def1)/9)%
  2098. **/
  2099. if (def1 > 900) def1 = 900;
  2100. ATK_RATE2(
  2101. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)),
  2102. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9))
  2103. );
  2104. #else
  2105. if (def1 > 100) def1 = 100;
  2106. ATK_RATE2(
  2107. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)),
  2108. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1))
  2109. );
  2110. #endif
  2111. ATK_ADD2(
  2112. flag.idef ||flag.pdef ?0:-vit_def,
  2113. flag.idef2||flag.pdef2?0:-vit_def
  2114. );
  2115. }
  2116. //Post skill/vit reduction damage increases
  2117. if( sc && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE )
  2118. { //SC skill damages
  2119. if(sc->data[SC_AURABLADE])
  2120. ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
  2121. }
  2122. //Refine bonus
  2123. if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
  2124. { // Counts refine bonus multiple times
  2125. if( skill_num == MO_FINGEROFFENSIVE )
  2126. {
  2127. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  2128. } else {
  2129. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  2130. }
  2131. }
  2132. //Set to min of 1
  2133. if (flag.rh && wd.damage < 1) wd.damage = 1;
  2134. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  2135. if (sd && flag.weapon &&
  2136. skill_num != MO_INVESTIGATE &&
  2137. skill_num != MO_EXTREMITYFIST &&
  2138. skill_num != CR_GRANDCROSS)
  2139. { //Add mastery damage
  2140. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  2141. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  2142. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  2143. // but other masteries DO apply >_>
  2144. ATK_ADDRATE(10+ 2*skill);
  2145. }
  2146. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2147. if (flag.lh)
  2148. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2149. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  2150. else
  2151. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2152. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  2153. {
  2154. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2155. if (i == 2) skillratio += sstatus->str; //Star Anger
  2156. if (skill<4)
  2157. skillratio /= 12-3*skill;
  2158. ATK_ADDRATE(skillratio);
  2159. }
  2160. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  2161. ATK_ADD(3*skill);
  2162. if (skill_num == NJ_KUNAI)
  2163. ATK_ADD(60);
  2164. }
  2165. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  2166. else if(wd.div_ < 0) //Since the attack missed...
  2167. wd.div_ *= -1;
  2168. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2169. ATK_ADD(skill*2);
  2170. if(skill_num==TF_POISON)
  2171. ATK_ADD(15*skill_lv);
  2172. if( !(nk&NK_NO_ELEFIX) && !n_ele )
  2173. { //Elemental attribute fix
  2174. if( wd.damage > 0 )
  2175. {
  2176. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  2177. if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
  2178. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2179. if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  2180. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2181. }
  2182. if( flag.lh && wd.damage2 > 0 )
  2183. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2184. if( sc && sc->data[SC_WATK_ELEMENT] )
  2185. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2186. int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2187. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2188. if( flag.lh )
  2189. {
  2190. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2191. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2192. }
  2193. }
  2194. }
  2195. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2196. return wd; //Enough, rest is not needed.
  2197. if (sd)
  2198. {
  2199. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  2200. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  2201. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  2202. ATK_ADD(wd.div_*sd->spiritball_old*3);
  2203. } else {
  2204. ATK_ADD(wd.div_*sd->spiritball*3);
  2205. }
  2206. //Card Fix, sd side
  2207. if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
  2208. {
  2209. int cardfix = 1000, cardfix_ = 1000;
  2210. int t_race2 = status_get_race2(target);
  2211. if(sd->state.arrow_atk)
  2212. {
  2213. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  2214. if (!(nk&NK_NO_ELEFIX))
  2215. {
  2216. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  2217. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2218. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2219. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2220. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2221. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2222. continue;
  2223. ele_fix += sd->right_weapon.addele2[i].rate;
  2224. }
  2225. cardfix=cardfix*(100+ele_fix)/100;
  2226. }
  2227. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  2228. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2229. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2230. if( tstatus->race != RC_DEMIHUMAN )
  2231. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  2232. }
  2233. else
  2234. { // Melee attack
  2235. if( !battle_config.left_cardfix_to_right )
  2236. {
  2237. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  2238. if (!(nk&NK_NO_ELEFIX)) {
  2239. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  2240. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2241. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2242. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2243. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2244. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2245. continue;
  2246. ele_fix += sd->right_weapon.addele2[i].rate;
  2247. }
  2248. cardfix=cardfix*(100+ele_fix)/100;
  2249. }
  2250. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  2251. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2252. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2253. if( tstatus->race != RC_DEMIHUMAN )
  2254. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2255. if( flag.lh )
  2256. {
  2257. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  2258. if (!(nk&NK_NO_ELEFIX)) {
  2259. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  2260. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2261. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2262. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2263. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2264. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2265. continue;
  2266. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  2267. }
  2268. cardfix=cardfix*(100+ele_fix_lh)/100;
  2269. }
  2270. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  2271. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  2272. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2273. if( tstatus->race != RC_DEMIHUMAN )
  2274. cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2275. }
  2276. }
  2277. else
  2278. {
  2279. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  2280. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2281. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2282. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2283. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2284. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2285. continue;
  2286. ele_fix += sd->right_weapon.addele2[i].rate;
  2287. }
  2288. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2289. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2290. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2291. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2292. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2293. continue;
  2294. ele_fix += sd->left_weapon.addele2[i].rate;
  2295. }
  2296. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  2297. cardfix=cardfix*(100+ele_fix)/100;
  2298. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  2299. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  2300. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2301. if( tstatus->race != RC_DEMIHUMAN )
  2302. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2303. }
  2304. }
  2305. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  2306. {
  2307. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  2308. {
  2309. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  2310. break;
  2311. }
  2312. }
  2313. if( flag.lh )
  2314. {
  2315. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  2316. {
  2317. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  2318. {
  2319. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  2320. break;
  2321. }
  2322. }
  2323. }
  2324. if( wd.flag&BF_LONG )
  2325. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  2326. if( cardfix != 1000 || cardfix_ != 1000 )
  2327. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  2328. }
  2329. if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
  2330. { //Refine bonus applies after cards and elements.
  2331. short index= sd->equip_index[EQI_HAND_L];
  2332. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  2333. ATK_ADD(10*sd->status.inventory[index].refine);
  2334. }
  2335. } //if (sd)
  2336. //Card Fix, tsd sid
  2337. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2338. {
  2339. short s_race2,s_class;
  2340. short cardfix=1000;
  2341. s_race2 = status_get_race2(src);
  2342. s_class = status_get_class(src);
  2343. if( !(nk&NK_NO_ELEFIX) )
  2344. {
  2345. int ele_fix = tsd->subele[s_ele];
  2346. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2347. {
  2348. if(tsd->subele2[i].ele != s_ele) continue;
  2349. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2350. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2351. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2352. continue;
  2353. ele_fix += tsd->subele2[i].rate;
  2354. }
  2355. cardfix=cardfix*(100-ele_fix)/100;
  2356. if( flag.lh && s_ele_ != s_ele )
  2357. {
  2358. int ele_fix_lh = tsd->subele[s_ele_];
  2359. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2360. {
  2361. if(tsd->subele2[i].ele != s_ele_) continue;
  2362. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2363. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2364. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2365. continue;
  2366. ele_fix_lh += tsd->subele2[i].rate;
  2367. }
  2368. cardfix=cardfix*(100-ele_fix_lh)/100;
  2369. }
  2370. }
  2371. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2372. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2373. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2374. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2375. if( sstatus->race != RC_DEMIHUMAN )
  2376. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2377. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ )
  2378. {
  2379. if( tsd->add_def[i].class_ == s_class )
  2380. {
  2381. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  2382. break;
  2383. }
  2384. }
  2385. if( wd.flag&BF_SHORT )
  2386. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2387. else // BF_LONG (there's no other choice)
  2388. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2389. if( tsd->sc.data[SC_DEF_RATE] )
  2390. cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100;
  2391. if( cardfix != 1000 )
  2392. ATK_RATE(cardfix/10);
  2393. }
  2394. if( flag.infdef )
  2395. { //Plants receive 1 damage when hit
  2396. short class_ = status_get_class(target);
  2397. if( flag.hit || wd.damage > 0 )
  2398. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  2399. if( flag.lh && (flag.hit || wd.damage2 > 0) )
  2400. wd.damage2 = wd.div_;
  2401. if( flag.hit && class_ == MOBID_EMPERIUM ) {
  2402. if(wd.damage2 > 0) {
  2403. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2404. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2405. }
  2406. else if(wd.damage > 0) {
  2407. wd.damage = battle_attr_fix(src,target,wd.damage,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2408. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2409. }
  2410. return wd;
  2411. }
  2412. if( !(battle_config.skill_min_damage&1) )
  2413. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  2414. return wd;
  2415. }
  2416. if (sd)
  2417. {
  2418. if (!flag.rh && flag.lh)
  2419. { //Move lh damage to the rh
  2420. wd.damage = wd.damage2;
  2421. wd.damage2 = 0;
  2422. flag.rh=1;
  2423. flag.lh=0;
  2424. } else if(flag.rh && flag.lh)
  2425. { //Dual-wield
  2426. if (wd.damage)
  2427. {
  2428. skill = pc_checkskill(sd,AS_RIGHT);
  2429. wd.damage = wd.damage * (50 + (skill * 10))/100;
  2430. if(wd.damage < 1) wd.damage = 1;
  2431. }
  2432. if (wd.damage2)
  2433. {
  2434. skill = pc_checkskill(sd,AS_LEFT);
  2435. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  2436. if(wd.damage2 < 1) wd.damage2 = 1;
  2437. }
  2438. } else if(sd->status.weapon == W_KATAR && !skill_num)
  2439. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  2440. skill = pc_checkskill(sd,TF_DOUBLE);
  2441. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  2442. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  2443. flag.lh = 1;
  2444. }
  2445. }
  2446. if(!flag.rh && wd.damage)
  2447. wd.damage=0;
  2448. if(!flag.lh && wd.damage2)
  2449. wd.damage2=0;
  2450. if( wd.damage + wd.damage2 )
  2451. { //There is a total damage value
  2452. if(!wd.damage2)
  2453. {
  2454. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
  2455. if( map_flag_gvg2(target->m) )
  2456. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2457. else if( map[target->m].flag.battleground )
  2458. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2459. }
  2460. else if(!wd.damage)
  2461. {
  2462. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
  2463. if( map_flag_gvg2(target->m) )
  2464. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2465. else if( map[target->m].flag.battleground )
  2466. wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2467. }
  2468. else
  2469. {
  2470. int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  2471. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
  2472. if( map_flag_gvg2(target->m) )
  2473. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2474. else if( map[target->m].flag.battleground )
  2475. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2476. wd.damage2 = (d2*100/d1)*wd.damage/100;
  2477. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  2478. wd.damage-=wd.damage2;
  2479. }
  2480. }
  2481. if(skill_num==ASC_BREAKER)
  2482. { //Breaker's int-based damage (a misc attack?)
  2483. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  2484. wd.damage += md.damage;
  2485. }
  2486. if( sc ) {
  2487. //SG_FUSION hp penalty [Komurka]
  2488. if (sc->data[SC_FUSION])
  2489. {
  2490. int hp= sstatus->max_hp;
  2491. if (sd && tsd) {
  2492. hp = 8*hp/100;
  2493. if (100*sstatus->hp <= 20*sstatus->max_hp)
  2494. hp = sstatus->hp;
  2495. } else
  2496. hp = 2*hp/100; //2% hp loss per hit
  2497. status_zap(src, hp, 0);
  2498. }
  2499. /**
  2500. * affecting non-skills
  2501. **/
  2502. if( !skill_num ) {
  2503. /**
  2504. * RK Enchant Blade
  2505. **/
  2506. if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) {
  2507. struct Damage md = battle_calc_magic_attack(src, target, RK_ENCHANTBLADE, pc_checkskill(sd,RK_ENCHANTBLADE), wflag);
  2508. wd.damage += md.damage;
  2509. wd.flag |= md.flag;
  2510. }
  2511. }
  2512. }
  2513. if( skill_num == LG_RAYOFGENESIS ) {
  2514. struct Damage md = battle_calc_magic_attack(src, target, skill_num, skill_lv, wflag);
  2515. wd.damage += md.damage;
  2516. }
  2517. return wd;
  2518. }
  2519. /*==========================================
  2520. * battle_calc_magic_attack [DracoRPG]
  2521. *------------------------------------------*/
  2522. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2523. {
  2524. int i, nk;
  2525. short s_ele;
  2526. unsigned int skillratio = 100; //Skill dmg modifiers.
  2527. struct map_session_data *sd, *tsd;
  2528. struct Damage ad;
  2529. struct status_data *sstatus = status_get_status_data(src);
  2530. struct status_data *tstatus = status_get_status_data(target);
  2531. struct {
  2532. unsigned imdef : 1;
  2533. unsigned infdef : 1;
  2534. } flag;
  2535. memset(&ad,0,sizeof(ad));
  2536. memset(&flag,0,sizeof(flag));
  2537. if(src==NULL || target==NULL)
  2538. {
  2539. nullpo_info(NLP_MARK);
  2540. return ad;
  2541. }
  2542. //Initial Values
  2543. ad.damage = 1;
  2544. ad.div_=skill_get_num(skill_num,skill_lv);
  2545. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  2546. ad.dmotion=tstatus->dmotion;
  2547. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2548. ad.flag=BF_MAGIC|BF_SKILL;
  2549. ad.dmg_lv=ATK_DEF;
  2550. nk = skill_get_nk(skill_num);
  2551. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  2552. sd = BL_CAST(BL_PC, src);
  2553. tsd = BL_CAST(BL_PC, target);
  2554. //Initialize variables that will be used afterwards
  2555. s_ele = skill_get_ele(skill_num, skill_lv);
  2556. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2557. s_ele = sstatus->rhw.ele;
  2558. else if (s_ele == -2) //Use status element
  2559. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2560. else if( s_ele == -3 ) //Use random element
  2561. s_ele = rnd()%ELE_MAX;
  2562. //Set miscellaneous data that needs be filled
  2563. if(sd) {
  2564. sd->state.arrow_atk = 0;
  2565. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  2566. }
  2567. //Skill Range Criteria
  2568. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2569. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  2570. switch(skill_num)
  2571. {
  2572. case MG_FIREWALL:
  2573. case NJ_KAENSIN:
  2574. ad.dmotion = 0; //No flinch animation.
  2575. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  2576. ad.blewcount = 0; //No knockback
  2577. break;
  2578. case PR_SANCTUARY:
  2579. ad.dmotion = 0; //No flinch animation.
  2580. break;
  2581. }
  2582. if (!flag.infdef) //No need to do the math for plants
  2583. {
  2584. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2585. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2586. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2587. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2588. //Adds an absolute value to damage. 100 = +100 damage
  2589. #define MATK_ADD( a ) { ad.damage+= a; }
  2590. switch (skill_num)
  2591. { //Calc base damage according to skill
  2592. case AL_HEAL:
  2593. case PR_BENEDICTIO:
  2594. case PR_SANCTUARY:
  2595. /**
  2596. * Arch Bishop
  2597. **/
  2598. case AB_HIGHNESSHEAL:
  2599. ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
  2600. break;
  2601. case PR_ASPERSIO:
  2602. ad.damage = 40;
  2603. break;
  2604. case ALL_RESURRECTION:
  2605. case PR_TURNUNDEAD:
  2606. //Undead check is on skill_castend_damageid code.
  2607. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  2608. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2609. if(i > 700) i = 700;
  2610. if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
  2611. ad.damage = tstatus->hp;
  2612. else
  2613. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2614. break;
  2615. case PF_SOULBURN:
  2616. ad.damage = tstatus->sp * 2;
  2617. break;
  2618. /**
  2619. * Arch Bishop
  2620. **/
  2621. case AB_RENOVATIO:
  2622. //Damage calculation from iRO wiki. [Jobbie]
  2623. ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
  2624. break;
  2625. default:
  2626. {
  2627. #if REMODE //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK)
  2628. /**
  2629. * min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK
  2630. * max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK
  2631. * yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and
  2632. * -> statusMATK holds the %Matk modifier stuff from earlier and lastly:
  2633. * -> the mdef part is not applied at this point, but later.
  2634. **/ //1:bugreport:5101 //1:bugreport:5101
  2635. MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rnd()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) ));
  2636. #else //Ancient MATK Appliance
  2637. if (sstatus->matk_max > sstatus->matk_min) {
  2638. MATK_ADD(sstatus->matk_min+rnd()%(1+sstatus->matk_max-sstatus->matk_min));
  2639. } else {
  2640. MATK_ADD(sstatus->matk_min);
  2641. }
  2642. #endif
  2643. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2644. if(mflag>0)
  2645. ad.damage/= mflag;
  2646. else
  2647. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2648. }
  2649. switch(skill_num){
  2650. case MG_NAPALMBEAT:
  2651. case MG_FIREBALL:
  2652. skillratio += skill_lv*10-30;
  2653. break;
  2654. case MG_SOULSTRIKE:
  2655. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2656. skillratio += 5*skill_lv;
  2657. break;
  2658. case MG_FIREWALL:
  2659. skillratio -= 50;
  2660. break;
  2661. /**
  2662. * in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  2663. **/
  2664. #if isOFF(REMODE)
  2665. case MG_THUNDERSTORM:
  2666. skillratio -= 20;
  2667. break;
  2668. #endif
  2669. case MG_FROSTDIVER:
  2670. skillratio += 10*skill_lv;
  2671. break;
  2672. case AL_HOLYLIGHT:
  2673. skillratio += 25;
  2674. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  2675. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2676. break;
  2677. case AL_RUWACH:
  2678. skillratio += 45;
  2679. break;
  2680. case WZ_FROSTNOVA:
  2681. skillratio += (100+skill_lv*10)*2/3-100;
  2682. break;
  2683. case WZ_FIREPILLAR:
  2684. if (skill_lv > 10)
  2685. skillratio += 100;
  2686. else
  2687. skillratio -= 80;
  2688. break;
  2689. case WZ_SIGHTRASHER:
  2690. skillratio += 20*skill_lv;
  2691. break;
  2692. case WZ_VERMILION:
  2693. skillratio += 20*skill_lv-20;
  2694. break;
  2695. case WZ_WATERBALL:
  2696. skillratio += 30*skill_lv;
  2697. break;
  2698. case WZ_STORMGUST:
  2699. skillratio += 40*skill_lv;
  2700. break;
  2701. case HW_NAPALMVULCAN:
  2702. skillratio += 10*skill_lv-30;
  2703. break;
  2704. case SL_STIN:
  2705. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2706. break;
  2707. case SL_STUN:
  2708. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2709. break;
  2710. case SL_SMA:
  2711. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2712. break;
  2713. case NJ_KOUENKA:
  2714. skillratio -= 10;
  2715. break;
  2716. case NJ_KAENSIN:
  2717. skillratio -= 50;
  2718. break;
  2719. case NJ_BAKUENRYU:
  2720. skillratio += 50*(skill_lv-1);
  2721. break;
  2722. case NJ_HYOUSYOURAKU:
  2723. skillratio += 50*skill_lv;
  2724. break;
  2725. case NJ_RAIGEKISAI:
  2726. skillratio += 60 + 40*skill_lv;
  2727. break;
  2728. case NJ_KAMAITACHI:
  2729. case NPC_ENERGYDRAIN:
  2730. skillratio += 100*skill_lv;
  2731. break;
  2732. case NPC_EARTHQUAKE:
  2733. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  2734. break;
  2735. /**
  2736. * Arch Bishop
  2737. **/
  2738. case AB_JUDEX:
  2739. skillratio += 180 + 20 * skill_lv;
  2740. if (skill_lv > 4) skillratio += 20;
  2741. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2742. break;
  2743. case AB_ADORAMUS:
  2744. skillratio += 400 + 100 * skill_lv;
  2745. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2746. break;
  2747. case AB_DUPLELIGHT_MAGIC:
  2748. skillratio += 100 + 20 * skill_lv;
  2749. break;
  2750. /**
  2751. * Warlock
  2752. **/
  2753. case WL_SOULEXPANSION:
  2754. skillratio += 300 + 100 * skill_lv + sstatus->int_;
  2755. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2756. break;
  2757. case WL_FROSTMISTY:
  2758. skillratio += 100 + 100 * skill_lv;
  2759. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2760. break;
  2761. case WL_JACKFROST:
  2762. {
  2763. struct status_change *tsc = status_get_sc(target);
  2764. if( tsc && tsc->data[SC_FREEZING] )
  2765. {
  2766. skillratio += 900 + 300 * skill_lv;
  2767. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2768. }
  2769. else
  2770. skillratio += 400 + 100 * skill_lv;
  2771. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2772. }
  2773. break;
  2774. case WL_DRAINLIFE:
  2775. skillratio = 200 * skill_lv + sstatus->int_;
  2776. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2777. break;
  2778. case WL_CRIMSONROCK:
  2779. skillratio += 1200 + 300 * skill_lv;
  2780. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2781. break;
  2782. case WL_HELLINFERNO:
  2783. if( status_get_element(target) == ELE_FIRE )
  2784. skillratio = 60 * skill_lv;
  2785. else
  2786. skillratio = 240 * skill_lv;
  2787. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2788. break;
  2789. case WL_COMET: {
  2790. struct status_change * sc = status_get_sc(src);
  2791. if( sc )
  2792. i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
  2793. else
  2794. i = 8;
  2795. if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
  2796. else
  2797. if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
  2798. else
  2799. if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
  2800. else
  2801. skillratio = 800 + 200 * skill_lv;
  2802. }
  2803. break;
  2804. case WL_CHAINLIGHTNING_ATK:
  2805. skillratio += 100 + 300 * skill_lv;
  2806. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2807. break;
  2808. case WL_EARTHSTRAIN:
  2809. skillratio += 1900 + 100 * skill_lv;
  2810. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2811. break;
  2812. case WL_TETRAVORTEX_FIRE:
  2813. case WL_TETRAVORTEX_WATER:
  2814. case WL_TETRAVORTEX_WIND:
  2815. case WL_TETRAVORTEX_GROUND:
  2816. skillratio += 400 + 500 * skill_lv;
  2817. break;
  2818. case WL_SUMMON_ATK_FIRE:
  2819. case WL_SUMMON_ATK_WATER:
  2820. case WL_SUMMON_ATK_WIND:
  2821. case WL_SUMMON_ATK_GROUND:
  2822. skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
  2823. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2824. break;
  2825. case LG_RAYOFGENESIS:
  2826. skillratio = (skillratio + 200) * skill_lv;
  2827. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2828. break;
  2829. case WM_METALICSOUND:
  2830. skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
  2831. break;
  2832. case WM_SEVERE_RAINSTORM:
  2833. skillratio += 50 * skill_lv;
  2834. break;
  2835. case WM_REVERBERATION_MAGIC:
  2836. skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  2837. break;
  2838. case SO_FIREWALK: {
  2839. struct status_change * sc = status_get_sc(src);
  2840. skillratio = 300;
  2841. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2842. if( sc && sc->data[SC_HEATER_OPTION] )
  2843. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  2844. }
  2845. break;
  2846. case SO_ELECTRICWALK: {
  2847. struct status_change * sc = status_get_sc(src);
  2848. skillratio = 300;
  2849. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2850. if( sc && sc->data[SC_BLAST_OPTION] )
  2851. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2852. }
  2853. break;
  2854. case SO_EARTHGRAVE: {
  2855. struct status_change * sc = status_get_sc(src);
  2856. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  2857. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2858. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  2859. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  2860. }
  2861. break;
  2862. case SO_DIAMONDDUST: {
  2863. struct status_change * sc = status_get_sc(src);
  2864. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  2865. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2866. if( sc && sc->data[SC_COOLER_OPTION] )
  2867. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  2868. }
  2869. break;
  2870. case SO_POISON_BUSTER: {
  2871. struct status_change * sc = status_get_sc(src);
  2872. skillratio += 1100 + 300 * skill_lv;
  2873. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  2874. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  2875. }
  2876. break;
  2877. case SO_PSYCHIC_WAVE: {
  2878. struct status_change * sc = status_get_sc(src);
  2879. skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
  2880. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2881. if( sc ){
  2882. if( sc->data[SC_HEATER_OPTION] )
  2883. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  2884. else if(sc->data[SC_COOLER_OPTION] )
  2885. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  2886. else if(sc->data[SC_BLAST_OPTION] )
  2887. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2888. else if(sc->data[SC_CURSED_SOIL_OPTION] )
  2889. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100;
  2890. }
  2891. }
  2892. break;
  2893. case SO_VARETYR_SPEAR: {
  2894. struct status_change * sc = status_get_sc(src);
  2895. skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
  2896. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2897. if( sc && sc->data[SC_BLAST_OPTION] )
  2898. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2899. }
  2900. break;
  2901. case SO_CLOUD_KILL: {
  2902. struct status_change * sc = status_get_sc(src);
  2903. skillratio += -100 + skill_lv * 40;
  2904. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2905. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  2906. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  2907. }
  2908. break;
  2909. case GN_DEMONIC_FIRE:
  2910. if( skill_lv > 20)
  2911. { // Fire expansion Lv.2
  2912. skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
  2913. }
  2914. else if( skill_lv > 10 )
  2915. { // Fire expansion Lv.1
  2916. skillratio += 110 + 20 * (skill_lv - 10) / 2;
  2917. }
  2918. else
  2919. skillratio += 110 + 20 * skill_lv;
  2920. break;
  2921. }
  2922. MATK_RATE(skillratio);
  2923. //Constant/misc additions from skills
  2924. if (skill_num == WZ_FIREPILLAR)
  2925. MATK_ADD(50);
  2926. }
  2927. }
  2928. if(sd) {
  2929. //Damage bonuses
  2930. if ((i = pc_skillatk_bonus(sd, skill_num)))
  2931. ad.damage += ad.damage*i/100;
  2932. //Ignore Defense?
  2933. if (!flag.imdef && (
  2934. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2935. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2936. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2937. ))
  2938. flag.imdef = 1;
  2939. }
  2940. if(!flag.imdef){
  2941. #if REMODE
  2942. short mdef = tstatus->mdef;
  2943. #else
  2944. char mdef = tstatus->mdef;
  2945. #endif
  2946. int mdef2= tstatus->mdef2;
  2947. if(sd) {
  2948. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2949. i+= sd->ignore_mdef[tstatus->race];
  2950. if (i)
  2951. {
  2952. if (i > 100) i = 100;
  2953. mdef -= mdef * i/100;
  2954. //mdef2-= mdef2* i/100;
  2955. }
  2956. }
  2957. #if REMODE
  2958. /**
  2959. * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF)
  2960. * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)
  2961. * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF
  2962. **/
  2963. ad.damage = ad.damage * ((1115/10) - mdef)/(1115/10) - mdef2;
  2964. #else
  2965. if(battle_config.magic_defense_type)
  2966. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  2967. else
  2968. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  2969. #endif
  2970. }
  2971. if (skill_num == NPC_EARTHQUAKE)
  2972. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  2973. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  2974. if(mflag>0)
  2975. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  2976. else
  2977. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2978. }
  2979. if(ad.damage<1)
  2980. ad.damage=1;
  2981. if (!(nk&NK_NO_ELEFIX))
  2982. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2983. if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
  2984. { //Apply the physical part of the skill's damage. [Skotlex]
  2985. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2986. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  2987. if( src == target )
  2988. {
  2989. if( src->type == BL_PC )
  2990. ad.damage = ad.damage/2;
  2991. else
  2992. ad.damage = 0;
  2993. }
  2994. }
  2995. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  2996. short t_class = status_get_class(target);
  2997. short cardfix=1000;
  2998. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2999. if (!(nk&NK_NO_ELEFIX))
  3000. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  3001. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  3002. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  3003. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  3004. if(sd->add_mdmg[i].class_ == t_class) {
  3005. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  3006. continue;
  3007. }
  3008. }
  3009. if (cardfix != 1000)
  3010. MATK_RATE(cardfix/10);
  3011. }
  3012. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3013. { // Target cards.
  3014. short s_race2 = status_get_race2(src);
  3015. short s_class= status_get_class(src);
  3016. int cardfix=1000;
  3017. if (!(nk&NK_NO_ELEFIX))
  3018. {
  3019. int ele_fix = tsd->subele[s_ele];
  3020. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3021. {
  3022. if(tsd->subele2[i].ele != s_ele) continue;
  3023. if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK &&
  3024. tsd->subele2[i].flag&ad.flag&BF_RANGEMASK &&
  3025. tsd->subele2[i].flag&ad.flag&BF_SKILLMASK))
  3026. continue;
  3027. ele_fix += tsd->subele2[i].rate;
  3028. }
  3029. cardfix=cardfix*(100-ele_fix)/100;
  3030. }
  3031. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3032. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  3033. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3034. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3035. if( sstatus->race != RC_DEMIHUMAN )
  3036. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3037. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  3038. if(tsd->add_mdef[i].class_ == s_class) {
  3039. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  3040. break;
  3041. }
  3042. }
  3043. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  3044. if (ad.flag&BF_SHORT)
  3045. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  3046. else
  3047. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  3048. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  3049. if( tsd->sc.data[SC_MDEF_RATE] )
  3050. cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100;
  3051. if (cardfix != 1000)
  3052. MATK_RATE(cardfix/10);
  3053. }
  3054. }
  3055. damage_div_fix(ad.damage, ad.div_);
  3056. if (flag.infdef && ad.damage)
  3057. ad.damage = ad.damage>0?1:-1;
  3058. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
  3059. if( map_flag_gvg2(target->m) )
  3060. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3061. else if( map[target->m].flag.battleground )
  3062. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  3063. return ad;
  3064. }
  3065. /*==========================================
  3066. * その他ダ??[ジ計算
  3067. *------------------------------------------*/
  3068. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  3069. {
  3070. int skill;
  3071. short i, nk;
  3072. short s_ele;
  3073. struct map_session_data *sd, *tsd;
  3074. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  3075. struct status_data *sstatus = status_get_status_data(src);
  3076. struct status_data *tstatus = status_get_status_data(target);
  3077. memset(&md,0,sizeof(md));
  3078. if( src == NULL || target == NULL ){
  3079. nullpo_info(NLP_MARK);
  3080. return md;
  3081. }
  3082. //Some initial values
  3083. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  3084. md.dmotion=tstatus->dmotion;
  3085. md.div_=skill_get_num( skill_num,skill_lv );
  3086. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  3087. md.dmg_lv=ATK_DEF;
  3088. md.flag=BF_MISC|BF_SKILL;
  3089. nk = skill_get_nk(skill_num);
  3090. sd = BL_CAST(BL_PC, src);
  3091. tsd = BL_CAST(BL_PC, target);
  3092. if(sd) {
  3093. sd->state.arrow_atk = 0;
  3094. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  3095. }
  3096. s_ele = skill_get_ele(skill_num, skill_lv);
  3097. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3098. s_ele = ELE_NEUTRAL;
  3099. else if (s_ele == -3) //Use random element
  3100. s_ele = rnd()%ELE_MAX;
  3101. //Skill Range Criteria
  3102. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  3103. switch( skill_num )
  3104. {
  3105. case HT_LANDMINE:
  3106. case MA_LANDMINE:
  3107. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  3108. break;
  3109. case HT_BLASTMINE:
  3110. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  3111. break;
  3112. case HT_CLAYMORETRAP:
  3113. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  3114. break;
  3115. case HT_BLITZBEAT:
  3116. case SN_FALCONASSAULT:
  3117. //Blitz-beat Damage.
  3118. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  3119. skill=0;
  3120. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  3121. if(mflag > 1) //Autocasted Blitz.
  3122. nk|=NK_SPLASHSPLIT;
  3123. if (skill_num == SN_FALCONASSAULT)
  3124. {
  3125. //Div fix of Blitzbeat
  3126. skill = skill_get_num(HT_BLITZBEAT, 5);
  3127. damage_div_fix(md.damage, skill);
  3128. //Falcon Assault Modifier
  3129. md.damage=md.damage*(150+70*skill_lv)/100;
  3130. }
  3131. break;
  3132. case TF_THROWSTONE:
  3133. md.damage=50;
  3134. break;
  3135. case BA_DISSONANCE:
  3136. md.damage=30+skill_lv*10;
  3137. if (sd)
  3138. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  3139. break;
  3140. case NPC_SELFDESTRUCTION:
  3141. md.damage = sstatus->hp;
  3142. break;
  3143. case NPC_SMOKING:
  3144. md.damage=3;
  3145. break;
  3146. case NPC_DARKBREATH:
  3147. md.damage = 500 + (skill_lv-1)*1000 + rnd()%1000;
  3148. if(md.damage > 9999) md.damage = 9999;
  3149. break;
  3150. case PA_PRESSURE:
  3151. md.damage=500+300*skill_lv;
  3152. break;
  3153. case PA_GOSPEL:
  3154. md.damage = 1+rnd()%9999;
  3155. break;
  3156. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  3157. if(tstatus->vit+sstatus->int_) //crash fix
  3158. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  3159. else
  3160. md.damage = 0;
  3161. if (tsd) md.damage>>=1;
  3162. if (md.damage < 0 || md.damage > INT_MAX>>1)
  3163. //Overflow prevention, will anyone whine if I cap it to a few billion?
  3164. //Not capped to INT_MAX to give some room for further damage increase.
  3165. md.damage = INT_MAX>>1;
  3166. break;
  3167. case NJ_ZENYNAGE:
  3168. md.damage = skill_get_zeny(skill_num ,skill_lv);
  3169. if (!md.damage) md.damage = 2;
  3170. md.damage = md.damage + rnd()%md.damage;
  3171. if (is_boss(target))
  3172. md.damage=md.damage/3;
  3173. else if (tsd)
  3174. md.damage=md.damage/2;
  3175. break;
  3176. case GS_FLING:
  3177. md.damage = sd?sd->status.job_level:status_get_lv(src);
  3178. break;
  3179. case HVAN_EXPLOSION: //[orn]
  3180. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  3181. break ;
  3182. case ASC_BREAKER:
  3183. md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_;
  3184. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  3185. break;
  3186. case HW_GRAVITATION:
  3187. md.damage = 200+200*skill_lv;
  3188. md.dmotion = 0; //No flinch animation.
  3189. break;
  3190. case NPC_EVILLAND:
  3191. md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
  3192. break;
  3193. case RK_DRAGONBREATH:
  3194. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  3195. if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;
  3196. if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  3197. break;
  3198. /**
  3199. * Ranger
  3200. **/
  3201. case RA_CLUSTERBOMB:
  3202. case RA_FIRINGTRAP:
  3203. case RA_ICEBOUNDTRAP:
  3204. md.damage = (2 * skill_lv * (sstatus->dex + 100));
  3205. if (status_get_lv(src) > 100) md.damage += md.damage * (status_get_lv(src) - 50) / 200 + 15 / 10;
  3206. md.damage = md.damage * 2;// Without BaseLv Bonus
  3207. md.damage = md.damage + (5 * sstatus->int_) + (40 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) );
  3208. break;
  3209. /**
  3210. * Mechanic
  3211. **/
  3212. case NC_SELFDESTRUCTION:
  3213. md.damage = (sd?pc_checkskill(sd,NC_MAINFRAME):10) * skill_lv * (status_get_sp(src) + sstatus->vit);
  3214. if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;// Base level bonus.
  3215. if (sd) md.damage = md.damage + status_get_hp(src);
  3216. status_set_sp(src, 0, 0);
  3217. break;
  3218. }
  3219. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  3220. if(mflag>0)
  3221. md.damage/= mflag;
  3222. else
  3223. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3224. }
  3225. damage_div_fix(md.damage, md.div_);
  3226. if (!(nk&NK_IGNORE_FLEE))
  3227. {
  3228. struct status_change *sc = status_get_sc(target);
  3229. i = 0; //Temp for "hit or no hit"
  3230. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  3231. i = 1;
  3232. else {
  3233. short
  3234. flee = tstatus->flee,
  3235. hitrate=80; //Default hitrate
  3236. if(battle_config.agi_penalty_type &&
  3237. battle_config.agi_penalty_target&target->type)
  3238. {
  3239. unsigned char attacker_count; //256 max targets should be a sane max
  3240. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  3241. if(attacker_count >= battle_config.agi_penalty_count)
  3242. {
  3243. if (battle_config.agi_penalty_type == 1)
  3244. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  3245. else //asume type 2: absolute reduction
  3246. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  3247. if(flee < 1) flee = 1;
  3248. }
  3249. }
  3250. hitrate+= sstatus->hit - flee;
  3251. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  3252. if(rnd()%100 < hitrate)
  3253. i = 1;
  3254. }
  3255. if (!i) {
  3256. md.damage = 0;
  3257. md.dmg_lv=ATK_FLEE;
  3258. }
  3259. }
  3260. if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3261. {// misc damage reduction from equipment
  3262. int cardfix = 10000;
  3263. int race2 = status_get_race2(src);
  3264. if (!(nk&NK_NO_ELEFIX))
  3265. {
  3266. int ele_fix = tsd->subele[s_ele];
  3267. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3268. {
  3269. if(tsd->subele2[i].ele != s_ele) continue;
  3270. if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK &&
  3271. tsd->subele2[i].flag&md.flag&BF_RANGEMASK &&
  3272. tsd->subele2[i].flag&md.flag&BF_SKILLMASK))
  3273. continue;
  3274. ele_fix += tsd->subele2[i].rate;
  3275. }
  3276. cardfix=cardfix*(100-ele_fix)/100;
  3277. }
  3278. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3279. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  3280. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3281. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3282. if( sstatus->race != RC_DEMIHUMAN )
  3283. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3284. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  3285. if(md.flag&BF_SHORT)
  3286. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  3287. else // BF_LONG (there's no other choice)
  3288. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  3289. if (cardfix != 10000)
  3290. md.damage=(int)((int64)md.damage*cardfix/10000);
  3291. }
  3292. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  3293. md.damage += md.damage*i/100;
  3294. if(md.damage < 0)
  3295. md.damage = 0;
  3296. else if(md.damage && tstatus->mode&MD_PLANT)
  3297. md.damage = 1;
  3298. if(!(nk&NK_NO_ELEFIX))
  3299. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3300. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
  3301. if( map_flag_gvg2(target->m) )
  3302. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  3303. else if( map[target->m].flag.battleground )
  3304. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  3305. switch( skill_num ) {
  3306. case RA_CLUSTERBOMB:
  3307. case RA_FIRINGTRAP:
  3308. case RA_ICEBOUNDTRAP:
  3309. {
  3310. struct Damage wd;
  3311. wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3312. md.damage += wd.damage;
  3313. }
  3314. break;
  3315. case NJ_ZENYNAGE:
  3316. if( sd ) {
  3317. if ( md.damage > sd->status.zeny )
  3318. md.damage = sd->status.zeny;
  3319. pc_payzeny(sd, md.damage);
  3320. }
  3321. break;
  3322. }
  3323. return md;
  3324. }
  3325. /*==========================================
  3326. * ダ??[ジ計算一括?�?用
  3327. *------------------------------------------*/
  3328. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  3329. {
  3330. struct Damage d;
  3331. switch(attack_type) {
  3332. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  3333. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  3334. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  3335. default:
  3336. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  3337. memset(&d,0,sizeof(d));
  3338. break;
  3339. }
  3340. if( d.damage + d.damage2 < 1 )
  3341. { //Miss/Absorbed
  3342. //Weapon attacks should go through to cause additional effects.
  3343. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  3344. d.dmg_lv = ATK_MISS;
  3345. d.dmotion = 0;
  3346. }
  3347. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  3348. d.dmg_lv = ATK_DEF;
  3349. return d;
  3350. }
  3351. //Calculates BF_WEAPON returned damage.
  3352. int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag)
  3353. {
  3354. struct map_session_data* sd = NULL;
  3355. int rdamage = 0, damage = *dmg;
  3356. struct status_change* sc;
  3357. sd = BL_CAST(BL_PC, bl);
  3358. sc = status_get_sc(bl);
  3359. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  3360. int max_damage = status_get_max_hp(bl) * status_get_lv(bl) / 100;
  3361. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  3362. if( rdamage > max_damage ) rdamage = max_damage;
  3363. } else if (flag & BF_SHORT) {//Bounces back part of the damage.
  3364. if (sd && sd->short_weapon_damage_return)
  3365. {
  3366. rdamage += damage * sd->short_weapon_damage_return / 100;
  3367. if(rdamage < 1) rdamage = 1;
  3368. }
  3369. if( sc && sc->count ) {
  3370. if (sc->data[SC_REFLECTSHIELD]) {
  3371. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  3372. if (rdamage < 1) rdamage = 1;
  3373. }
  3374. if(sc->data[SC_DEATHBOUND] && !(src->type == BL_MOB && is_boss(src)) ) {
  3375. int dir = map_calc_dir(bl,src->x,src->y),
  3376. t_dir = unit_getdir(bl), rd1 = 0;
  3377. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  3378. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  3379. *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage.
  3380. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  3381. status_change_end(bl,SC_DEATHBOUND,-1);
  3382. rdamage += rd1;
  3383. if (rdamage < 1) rdamage = 1;
  3384. }
  3385. }
  3386. }
  3387. } else {
  3388. if (sd && sd->long_weapon_damage_return)
  3389. {
  3390. rdamage += damage * sd->long_weapon_damage_return / 100;
  3391. if (rdamage < 1) rdamage = 1;
  3392. }
  3393. }
  3394. return rdamage;
  3395. }
  3396. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  3397. {
  3398. struct weapon_data *wd;
  3399. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  3400. for (i = 0; i < 4; i++) {
  3401. //First two iterations: Right hand
  3402. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  3403. else { wd = &sd->left_weapon; damage = &ldamage; }
  3404. if (*damage <= 0) continue;
  3405. //First and Third iterations: race, other two boss/nonboss state
  3406. if (i == 0 || i == 2)
  3407. type = race;
  3408. else
  3409. type = boss?RC_BOSS:RC_NONBOSS;
  3410. hp = wd->hp_drain[type].value;
  3411. if (wd->hp_drain[type].rate)
  3412. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  3413. sp = wd->sp_drain[type].value;
  3414. if (wd->sp_drain[type].rate)
  3415. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  3416. if (hp) {
  3417. if (wd->hp_drain[type].type)
  3418. rhp += hp;
  3419. thp += hp;
  3420. }
  3421. if (sp) {
  3422. if (wd->sp_drain[type].type)
  3423. rsp += sp;
  3424. tsp += sp;
  3425. }
  3426. }
  3427. if (sd->sp_vanish_rate && rnd()%1000 < sd->sp_vanish_rate)
  3428. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
  3429. if (!thp && !tsp) return;
  3430. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  3431. if (rhp || rsp)
  3432. status_zap(tbl, rhp, rsp);
  3433. }
  3434. // Deals the same damage to targets in area. [pakpil]
  3435. int battle_damage_area( struct block_list *bl, va_list ap) {
  3436. unsigned int tick;
  3437. int amotion, dmotion, damage;
  3438. struct block_list *src;
  3439. nullpo_ret(bl);
  3440. tick=va_arg(ap, unsigned int);
  3441. src=va_arg(ap,struct block_list *);
  3442. amotion=va_arg(ap,int);
  3443. dmotion=va_arg(ap,int);
  3444. damage=va_arg(ap,int);
  3445. if( bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  3446. return 0;
  3447. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  3448. map_freeblock_lock();
  3449. if( src->type == BL_PC )
  3450. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), is_boss(bl));
  3451. if( amotion )
  3452. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0);
  3453. else
  3454. status_fix_damage(src,bl,damage,0);
  3455. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,ATK_BLOCK,0);
  3456. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  3457. map_freeblock_unlock();
  3458. }
  3459. return 0;
  3460. }
  3461. /*==========================================
  3462. * 通??U撃?�?まとめ
  3463. *------------------------------------------*/
  3464. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
  3465. {
  3466. struct map_session_data *sd = NULL, *tsd = NULL;
  3467. struct status_data *sstatus, *tstatus;
  3468. struct status_change *sc, *tsc;
  3469. int damage,rdamage=0,rdelay=0;
  3470. int skillv;
  3471. struct Damage wd;
  3472. nullpo_retr(ATK_NONE, src);
  3473. nullpo_retr(ATK_NONE, target);
  3474. if (src->prev == NULL || target->prev == NULL)
  3475. return ATK_NONE;
  3476. sd = BL_CAST(BL_PC, src);
  3477. tsd = BL_CAST(BL_PC, target);
  3478. sstatus = status_get_status_data(src);
  3479. tstatus = status_get_status_data(target);
  3480. sc = status_get_sc(src);
  3481. tsc = status_get_sc(target);
  3482. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  3483. sc = NULL;
  3484. if (tsc && !tsc->count)
  3485. tsc = NULL;
  3486. if (sd)
  3487. {
  3488. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  3489. if (sd->state.arrow_atk)
  3490. {
  3491. int index = sd->equip_index[EQI_AMMO];
  3492. if (index<0) {
  3493. clif_arrow_fail(sd,0);
  3494. return ATK_NONE;
  3495. }
  3496. //Ammo check by Ishizu-chan
  3497. if (sd->inventory_data[index])
  3498. switch (sd->status.weapon) {
  3499. case W_BOW:
  3500. if (sd->inventory_data[index]->look != A_ARROW) {
  3501. clif_arrow_fail(sd,0);
  3502. return ATK_NONE;
  3503. }
  3504. break;
  3505. case W_REVOLVER:
  3506. case W_RIFLE:
  3507. case W_GATLING:
  3508. case W_SHOTGUN:
  3509. if (sd->inventory_data[index]->look != A_BULLET) {
  3510. clif_arrow_fail(sd,0);
  3511. return ATK_NONE;
  3512. }
  3513. break;
  3514. case W_GRENADE:
  3515. if (sd->inventory_data[index]->look != A_GRENADE) {
  3516. clif_arrow_fail(sd,0);
  3517. return ATK_NONE;
  3518. }
  3519. break;
  3520. }
  3521. }
  3522. }
  3523. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  3524. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  3525. if (sc && sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&2))
  3526. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3527. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  3528. {
  3529. int dir = map_calc_dir(target,src->x,src->y);
  3530. int t_dir = unit_getdir(target);
  3531. int dist = distance_bl(src, target);
  3532. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  3533. {
  3534. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  3535. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  3536. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  3537. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  3538. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  3539. return ATK_BLOCK;
  3540. }
  3541. }
  3542. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  3543. {
  3544. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  3545. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  3546. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  3547. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  3548. { //Target locked.
  3549. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  3550. clif_bladestop(target, src->id, 1);
  3551. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  3552. return ATK_BLOCK;
  3553. }
  3554. }
  3555. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  3556. {
  3557. int triple_rate= 30 - skillv; //Base Rate
  3558. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK)
  3559. {
  3560. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  3561. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  3562. }
  3563. if (rnd()%100 < triple_rate)
  3564. //FIXME: invalid return type!
  3565. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
  3566. }
  3567. if (sc)
  3568. {
  3569. if (sc->data[SC_SACRIFICE])
  3570. {
  3571. int skilllv = sc->data[SC_SACRIFICE]->val1;
  3572. /**
  3573. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  3574. * For futher information: bugreport:4950
  3575. **/
  3576. damage_lv ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
  3577. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  3578. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  3579. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  3580. //FIXME: invalid return type!
  3581. return ret_val;
  3582. }
  3583. if (sc->data[SC_MAGICALATTACK])
  3584. //FIXME: invalid return type!
  3585. return (damage_lv)skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0);
  3586. }
  3587. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  3588. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  3589. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  3590. if(sc && sc->data[SC_EXEEDBREAK])
  3591. {
  3592. wd.damage = wd.damage * sc->data[SC_EXEEDBREAK]->val1 / 100;
  3593. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  3594. }
  3595. if (sd && sd->state.arrow_atk) //Consume arrow.
  3596. battle_consume_ammo(sd, 0, 0);
  3597. damage = wd.damage + wd.damage2;
  3598. if( damage > 0 && src != target )
  3599. {
  3600. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  3601. { // Activates it only from melee damage
  3602. int skillid;
  3603. if( rnd()%2 == 1 )
  3604. skillid = AB_DUPLELIGHT_MELEE;
  3605. else
  3606. skillid = AB_DUPLELIGHT_MAGIC;
  3607. skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  3608. }
  3609. rdamage = battle_calc_return_damage(target,src, &damage, wd.flag);
  3610. if( rdamage > 0 ) {
  3611. if( tsc && tsc->data[SC_REFLECTDAMAGE] ) {
  3612. if( src != target )// Don't reflect your own damage (Grand Cross)
  3613. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd.amotion,wd.dmotion,rdamage,tstatus->race,0);
  3614. } else {
  3615. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  3616. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  3617. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  3618. }
  3619. }
  3620. }
  3621. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  3622. if (sd && sd->splash_range > 0 && damage > 0)
  3623. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  3624. map_freeblock_lock();
  3625. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  3626. if( tsc && tsc->data[SC_DEVOTION] )
  3627. {
  3628. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3629. struct block_list *d_bl = map_id2bl(sce->val1);
  3630. if( d_bl && (
  3631. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  3632. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  3633. ) && check_distance_bl(target, d_bl, sce->val3) )
  3634. {
  3635. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  3636. status_fix_damage(NULL, d_bl, damage, 0);
  3637. }
  3638. else
  3639. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  3640. }
  3641. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  3642. int sp = 0;
  3643. int skillid = sc->data[SC_AUTOSPELL]->val2;
  3644. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  3645. int i = rnd()%100;
  3646. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  3647. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  3648. if (i >= 50) skilllv -= 2;
  3649. else if (i >= 15) skilllv--;
  3650. if (skilllv < 1) skilllv = 1;
  3651. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  3652. if (status_charge(src, 0, sp)) {
  3653. switch (skill_get_casttype(skillid)) {
  3654. case CAST_GROUND:
  3655. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  3656. break;
  3657. case CAST_NODAMAGE:
  3658. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  3659. break;
  3660. case CAST_DAMAGE:
  3661. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  3662. break;
  3663. }
  3664. }
  3665. }
  3666. if (sd) {
  3667. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  3668. if (battle_config.left_cardfix_to_right)
  3669. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  3670. else
  3671. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  3672. }
  3673. }
  3674. if (rdamage > 0 && !(tsc && tsc->data[SC_REFLECTDAMAGE])) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  3675. if(tsd && src != target)
  3676. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  3677. battle_delay_damage(tick, wd.amotion, target, src, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay);
  3678. }
  3679. if (tsc) {
  3680. if (tsc->data[SC_POISONREACT] &&
  3681. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  3682. || sstatus->def_ele == ELE_POISON) &&
  3683. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  3684. status_check_skilluse(target, src, TF_POISON, 0)
  3685. ) { //Poison React
  3686. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  3687. if (sstatus->def_ele == ELE_POISON) {
  3688. sce->val2 = 0;
  3689. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  3690. } else {
  3691. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  3692. --sce->val2;
  3693. }
  3694. if (sce->val2 <= 0)
  3695. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  3696. }
  3697. }
  3698. map_freeblock_unlock();
  3699. return wd.dmg_lv;
  3700. }
  3701. int battle_check_undead(int race,int element)
  3702. {
  3703. if(battle_config.undead_detect_type == 0) {
  3704. if(element == ELE_UNDEAD)
  3705. return 1;
  3706. }
  3707. else if(battle_config.undead_detect_type == 1) {
  3708. if(race == RC_UNDEAD)
  3709. return 1;
  3710. }
  3711. else {
  3712. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  3713. return 1;
  3714. }
  3715. return 0;
  3716. }
  3717. //Returns the upmost level master starting with the given object
  3718. struct block_list* battle_get_master(struct block_list *src)
  3719. {
  3720. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  3721. do {
  3722. prev = src;
  3723. switch (src->type) {
  3724. case BL_PET:
  3725. if (((TBL_PET*)src)->msd)
  3726. src = (struct block_list*)((TBL_PET*)src)->msd;
  3727. break;
  3728. case BL_MOB:
  3729. if (((TBL_MOB*)src)->master_id)
  3730. src = map_id2bl(((TBL_MOB*)src)->master_id);
  3731. break;
  3732. case BL_HOM:
  3733. if (((TBL_HOM*)src)->master)
  3734. src = (struct block_list*)((TBL_HOM*)src)->master;
  3735. break;
  3736. case BL_MER:
  3737. if (((TBL_MER*)src)->master)
  3738. src = (struct block_list*)((TBL_MER*)src)->master;
  3739. break;
  3740. case BL_SKILL:
  3741. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  3742. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  3743. break;
  3744. }
  3745. } while (src && src != prev);
  3746. return prev;
  3747. }
  3748. /*==========================================
  3749. * Checks the state between two targets (rewritten by Skotlex)
  3750. * (enemy, friend, party, guild, etc)
  3751. * See battle.h for possible values/combinations
  3752. * to be used here (BCT_* constants)
  3753. * Return value is:
  3754. * 1: flag holds true (is enemy, party, etc)
  3755. * -1: flag fails
  3756. * 0: Invalid target (non-targetable ever)
  3757. *------------------------------------------*/
  3758. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  3759. {
  3760. int m,state = 0; //Initial state none
  3761. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  3762. struct block_list *s_bl = src, *t_bl = target;
  3763. nullpo_ret(src);
  3764. nullpo_ret(target);
  3765. m = target->m;
  3766. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  3767. //objects involved.
  3768. if( (t_bl = battle_get_master(target)) == NULL )
  3769. t_bl = target;
  3770. if( (s_bl = battle_get_master(src)) == NULL )
  3771. s_bl = src;
  3772. switch( target->type )
  3773. { // Checks on actual target
  3774. case BL_PC:
  3775. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  3776. return -1; //Cannot be targeted yet.
  3777. break;
  3778. case BL_MOB:
  3779. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  3780. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  3781. s_bl->type == BL_PC && src->type != BL_MOB)
  3782. { //Targettable by players
  3783. state |= BCT_ENEMY;
  3784. strip_enemy = 0;
  3785. }
  3786. break;
  3787. case BL_SKILL:
  3788. {
  3789. TBL_SKILL *su = (TBL_SKILL*)target;
  3790. if( !su->group )
  3791. return 0;
  3792. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
  3793. switch( battle_getcurrentskill(src) ) {
  3794. case 0://you can hit them without skills
  3795. case MA_REMOVETRAP:
  3796. case HT_REMOVETRAP:
  3797. case AC_SHOWER:
  3798. case MA_SHOWER:
  3799. case WZ_SIGHTRASHER:
  3800. case WZ_SIGHTBLASTER:
  3801. case SM_MAGNUM:
  3802. case MS_MAGNUM:
  3803. case RA_DETONATOR:
  3804. case RA_SENSITIVEKEEN:
  3805. state |= BCT_ENEMY;
  3806. strip_enemy = 0;
  3807. break;
  3808. default:
  3809. return 0;
  3810. }
  3811. } else if (su->group->skill_id==WZ_ICEWALL)
  3812. {
  3813. state |= BCT_ENEMY;
  3814. strip_enemy = 0;
  3815. } else //Excepting traps and icewall, you should not be able to target skills.
  3816. return 0;
  3817. }
  3818. break;
  3819. //Valid targets with no special checks here.
  3820. case BL_MER:
  3821. case BL_HOM:
  3822. break;
  3823. //All else not specified is an invalid target.
  3824. default:
  3825. return 0;
  3826. }
  3827. switch( t_bl->type )
  3828. { //Checks on target master
  3829. case BL_PC:
  3830. {
  3831. struct map_session_data *sd;
  3832. if( t_bl == s_bl ) break;
  3833. sd = BL_CAST(BL_PC, t_bl);
  3834. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  3835. return 0; // Global inminuty only to Attacks
  3836. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  3837. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  3838. if( sd->state.killable ) {
  3839. state |= BCT_ENEMY; // Everything can kill it
  3840. strip_enemy = 0;
  3841. }
  3842. break;
  3843. }
  3844. case BL_MOB:
  3845. {
  3846. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  3847. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  3848. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  3849. break;
  3850. }
  3851. }
  3852. switch( src->type )
  3853. { //Checks on actual src type
  3854. case BL_PET:
  3855. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  3856. return 0; //Pet may not attack non-mobs.
  3857. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  3858. return 0; //pet may not attack Guardians/Emperium
  3859. break;
  3860. case BL_SKILL:
  3861. {
  3862. struct skill_unit *su = (struct skill_unit *)src;
  3863. int inf2 = 0;
  3864. if (!su->group)
  3865. return 0;
  3866. if( battle_config.vs_traps_bctall && (target->type&battle_config.vs_traps_bctall) &&
  3867. (inf2 = skill_get_inf2(su->group->skill_id))&INF2_TRAP &&
  3868. map_flag_vs(src->m) )
  3869. return 1;//traps may target everyone
  3870. if (su->group->src_id == target->id) {
  3871. if (inf2&INF2_NO_TARGET_SELF)
  3872. return -1;
  3873. if (inf2&INF2_TARGET_SELF)
  3874. return 1;
  3875. }
  3876. break;
  3877. }
  3878. }
  3879. switch( s_bl->type )
  3880. { //Checks on source master
  3881. case BL_PC:
  3882. {
  3883. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  3884. if( s_bl != t_bl )
  3885. {
  3886. if( sd->state.killer )
  3887. {
  3888. state |= BCT_ENEMY; // Can kill anything
  3889. strip_enemy = 0;
  3890. }
  3891. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  3892. {
  3893. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  3894. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  3895. else
  3896. return 0; // You can't target anything out of your duel
  3897. }
  3898. }
  3899. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data )
  3900. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  3901. if( t_bl->type != BL_PC )
  3902. state |= BCT_ENEMY; //Natural enemy.
  3903. break;
  3904. }
  3905. case BL_MOB:
  3906. {
  3907. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  3908. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  3909. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  3910. if( !md->special_state.ai )
  3911. { //Normal mobs.
  3912. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  3913. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  3914. else
  3915. state |= BCT_ENEMY; //However, all else are enemies.
  3916. }
  3917. else
  3918. {
  3919. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  3920. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  3921. }
  3922. break;
  3923. }
  3924. default:
  3925. //Need some sort of default behaviour for unhandled types.
  3926. if (t_bl->type != s_bl->type)
  3927. state |= BCT_ENEMY;
  3928. break;
  3929. }
  3930. if( (flag&BCT_ALL) == BCT_ALL )
  3931. { //All actually stands for all attackable chars
  3932. if( target->type&BL_CHAR )
  3933. return 1;
  3934. else
  3935. return -1;
  3936. }
  3937. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  3938. return -1;
  3939. if( t_bl == s_bl )
  3940. { //No need for further testing.
  3941. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3942. if( state&BCT_ENEMY && strip_enemy )
  3943. state&=~BCT_ENEMY;
  3944. return (flag&state)?1:-1;
  3945. }
  3946. if( map_flag_vs(m) )
  3947. { //Check rivalry settings.
  3948. int sbg_id = 0, tbg_id = 0;
  3949. if( map[m].flag.battleground )
  3950. {
  3951. sbg_id = bg_team_get_id(s_bl);
  3952. tbg_id = bg_team_get_id(t_bl);
  3953. }
  3954. if( flag&(BCT_PARTY|BCT_ENEMY) )
  3955. {
  3956. int s_party = status_get_party_id(s_bl);
  3957. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  3958. state |= BCT_PARTY;
  3959. else
  3960. state |= BCT_ENEMY;
  3961. }
  3962. if( flag&(BCT_GUILD|BCT_ENEMY) )
  3963. {
  3964. int s_guild = status_get_guild_id(s_bl);
  3965. int t_guild = status_get_guild_id(t_bl);
  3966. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  3967. state |= BCT_GUILD;
  3968. else
  3969. state |= BCT_ENEMY;
  3970. }
  3971. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  3972. state &= ~BCT_ENEMY;
  3973. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  3974. { // Prevent novice engagement on pk_mode (feature by Valaris)
  3975. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  3976. if (
  3977. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3978. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3979. (int)sd->status.base_level < battle_config.pk_min_level ||
  3980. (int)sd2->status.base_level < battle_config.pk_min_level ||
  3981. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  3982. )
  3983. state &= ~BCT_ENEMY;
  3984. }
  3985. }
  3986. else
  3987. { //Non pvp/gvg, check party/guild settings.
  3988. if( flag&BCT_PARTY || state&BCT_ENEMY )
  3989. {
  3990. int s_party = status_get_party_id(s_bl);
  3991. if(s_party && s_party == status_get_party_id(t_bl))
  3992. state |= BCT_PARTY;
  3993. }
  3994. if( flag&BCT_GUILD || state&BCT_ENEMY )
  3995. {
  3996. int s_guild = status_get_guild_id(s_bl);
  3997. int t_guild = status_get_guild_id(t_bl);
  3998. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  3999. state |= BCT_GUILD;
  4000. }
  4001. }
  4002. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  4003. state = BCT_NEUTRAL;
  4004. //Alliance state takes precedence over enemy one.
  4005. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  4006. state&=~BCT_ENEMY;
  4007. return (flag&state)?1:-1;
  4008. }
  4009. /*==========================================
  4010. * 射程判定
  4011. *------------------------------------------*/
  4012. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  4013. {
  4014. int d;
  4015. nullpo_retr(false, src);
  4016. nullpo_retr(false, bl);
  4017. if( src->m != bl->m )
  4018. return false;
  4019. #ifndef CIRCULAR_AREA
  4020. if( src->type == BL_PC )
  4021. { // Range for players' attacks and skills should always have a circular check. [Inkfish]
  4022. int dx = src->x - bl->x, dy = src->y - bl->y;
  4023. if( !check_distance(dx*dx + dy*dy, 0, range*range+(dx&&dy?1:0)) )
  4024. return false;
  4025. }
  4026. else
  4027. #endif
  4028. if( !check_distance_bl(src, bl, range) )
  4029. return false;
  4030. if( (d = distance_bl(src, bl)) < 2 )
  4031. return true; // No need for path checking.
  4032. if( d > AREA_SIZE )
  4033. return false; // Avoid targetting objects beyond your range of sight.
  4034. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  4035. }
  4036. static const struct _battle_data {
  4037. const char* str;
  4038. int* val;
  4039. int defval;
  4040. int min;
  4041. int max;
  4042. } battle_data[] = {
  4043. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  4044. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  4045. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  4046. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  4047. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  4048. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  4049. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  4050. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  4051. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  4052. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  4053. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  4054. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  4055. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  4056. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  4057. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  4058. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  4059. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  4060. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  4061. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  4062. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  4063. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  4064. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  4065. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  4066. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  4067. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  4068. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  4069. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  4070. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  4071. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  4072. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  4073. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  4074. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  4075. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  4076. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  4077. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  4078. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  4079. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  4080. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  4081. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  4082. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  4083. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  4084. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  4085. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  4086. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  4087. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  4088. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  4089. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  4090. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  4091. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  4092. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  4093. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  4094. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  4095. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  4096. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  4097. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  4098. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  4099. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  4100. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  4101. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  4102. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  4103. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  4104. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  4105. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  4106. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  4107. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  4108. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  4109. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  4110. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  4111. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  4112. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  4113. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  4114. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  4115. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  4116. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  4117. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  4118. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  4119. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  4120. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  4121. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  4122. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  4123. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  4124. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  4125. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  4126. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  4127. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  4128. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  4129. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  4130. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  4131. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  4132. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  4133. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  4134. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  4135. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  4136. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  4137. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  4138. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  4139. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  4140. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  4141. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  4142. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  4143. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  4144. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  4145. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  4146. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  4147. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  4148. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  4149. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  4150. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  4151. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  4152. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  4153. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  4154. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  4155. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  4156. { "item_check", &battle_config.item_check, 0, 0, 1, },
  4157. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  4158. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  4159. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  4160. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  4161. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  4162. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  4163. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4164. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4165. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  4166. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  4167. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  4168. { "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
  4169. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  4170. { "max_lv", &battle_config.max_lv, 99, 0, 127, },
  4171. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  4172. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  4173. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  4174. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  4175. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  4176. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  4177. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  4178. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  4179. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  4180. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  4181. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  4182. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  4183. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  4184. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  4185. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  4186. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  4187. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  4188. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  4189. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  4190. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  4191. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv, ATK_FLEE, 0, INT_MAX, },
  4192. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  4193. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  4194. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  4195. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  4196. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_MISS, 0, INT_MAX, },
  4197. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  4198. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  4199. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  4200. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  4201. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  4202. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  4203. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  4204. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  4205. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  4206. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  4207. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  4208. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  4209. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  4210. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  4211. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  4212. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  4213. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  4214. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  4215. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  4216. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  4217. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  4218. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  4219. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  4220. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  4221. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  4222. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  4223. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  4224. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  4225. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  4226. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  4227. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  4228. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  4229. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  4230. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  4231. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  4232. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  4233. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  4234. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  4235. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  4236. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  4237. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  4238. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  4239. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  4240. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  4241. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  4242. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  4243. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  4244. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  4245. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  4246. // eAthena additions
  4247. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  4248. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  4249. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  4250. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  4251. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  4252. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  4253. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  4254. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  4255. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  4256. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  4257. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  4258. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  4259. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  4260. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  4261. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  4262. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  4263. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  4264. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  4265. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  4266. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  4267. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  4268. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  4269. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  4270. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  4271. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  4272. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  4273. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  4274. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  4275. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  4276. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  4277. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  4278. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  4279. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  4280. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  4281. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  4282. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  4283. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  4284. { "pk_mode", &battle_config.pk_mode, 0, 0, 1, },
  4285. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  4286. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  4287. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  4288. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  4289. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  4290. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  4291. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  4292. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  4293. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  4294. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
  4295. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  4296. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  4297. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  4298. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  4299. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  4300. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  4301. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  4302. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  4303. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  4304. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  4305. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  4306. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  4307. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  4308. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  4309. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  4310. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  4311. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  4312. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  4313. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  4314. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  4315. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  4316. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  4317. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  4318. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  4319. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  4320. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  4321. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  4322. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  4323. { "display_version", &battle_config.display_version, 1, 0, 1, },
  4324. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  4325. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  4326. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  4327. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  4328. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  4329. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  4330. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  4331. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  4332. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  4333. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  4334. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  4335. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  4336. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  4337. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  4338. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  4339. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  4340. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  4341. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  4342. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  4343. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  4344. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  4345. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  4346. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  4347. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  4348. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  4349. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  4350. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  4351. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  4352. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  4353. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  4354. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  4355. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  4356. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  4357. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  4358. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  4359. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  4360. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  4361. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  4362. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  4363. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  4364. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  4365. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  4366. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  4367. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  4368. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  4369. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  4370. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  4371. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  4372. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  4373. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  4374. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  4375. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  4376. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  4377. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  4378. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  4379. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  4380. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  4381. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  4382. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  4383. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  4384. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  4385. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  4386. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  4387. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  4388. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  4389. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  4390. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  4391. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  4392. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  4393. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  4394. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  4395. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  4396. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  4397. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  4398. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  4399. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  4400. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  4401. // BattleGround Settings
  4402. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  4403. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  4404. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  4405. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  4406. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  4407. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  4408. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  4409. /**
  4410. * rAthena
  4411. **/
  4412. { "max_third_parameter", &battle_config.max_third_parameter, 20, 0, INT_MAX, },
  4413. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  4414. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 },
  4415. };
  4416. int battle_set_value(const char* w1, const char* w2)
  4417. {
  4418. int val = config_switch(w2);
  4419. int i;
  4420. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  4421. if (i == ARRAYLENGTH(battle_data))
  4422. return 0; // not found
  4423. if (val < battle_data[i].min || val > battle_data[i].max)
  4424. {
  4425. 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);
  4426. val = battle_data[i].defval;
  4427. }
  4428. *battle_data[i].val = val;
  4429. return 1;
  4430. }
  4431. int battle_get_value(const char* w1)
  4432. {
  4433. int i;
  4434. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  4435. if (i == ARRAYLENGTH(battle_data))
  4436. return 0; // not found
  4437. else
  4438. return *battle_data[i].val;
  4439. }
  4440. void battle_set_defaults()
  4441. {
  4442. int i;
  4443. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  4444. *battle_data[i].val = battle_data[i].defval;
  4445. }
  4446. void battle_adjust_conf()
  4447. {
  4448. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  4449. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  4450. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  4451. battle_config.max_cart_weight *= 10;
  4452. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  4453. battle_config.max_def = 100;
  4454. if(battle_config.min_hitrate > battle_config.max_hitrate)
  4455. battle_config.min_hitrate = battle_config.max_hitrate;
  4456. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  4457. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  4458. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  4459. battle_config.day_duration = 60000;
  4460. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  4461. battle_config.night_duration = 60000;
  4462. #if PACKETVER < 20100427
  4463. if( battle_config.feature_buying_store ) {
  4464. ShowWarning("conf/battle/feature.conf buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  4465. battle_config.feature_buying_store = 0;
  4466. }
  4467. #endif
  4468. #if PACKETVER < 20100803
  4469. if( battle_config.feature_search_stores ) {
  4470. ShowWarning("conf/battle/feature.conf search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  4471. battle_config.feature_search_stores = 0;
  4472. }
  4473. #endif
  4474. #ifndef CELL_NOSTACK
  4475. if (battle_config.cell_stack_limit != 1)
  4476. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  4477. #endif
  4478. }
  4479. int battle_config_read(const char* cfgName)
  4480. {
  4481. char line[1024], w1[1024], w2[1024];
  4482. FILE* fp;
  4483. static int count = 0;
  4484. if (count == 0)
  4485. battle_set_defaults();
  4486. count++;
  4487. fp = fopen(cfgName,"r");
  4488. if (fp == NULL)
  4489. ShowError("File not found: %s\n", cfgName);
  4490. else
  4491. {
  4492. while(fgets(line, sizeof(line), fp))
  4493. {
  4494. if (line[0] == '/' && line[1] == '/')
  4495. continue;
  4496. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  4497. continue;
  4498. if (strcmpi(w1, "import") == 0)
  4499. battle_config_read(w2);
  4500. else
  4501. if (battle_set_value(w1, w2) == 0)
  4502. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  4503. }
  4504. fclose(fp);
  4505. }
  4506. count--;
  4507. if (count == 0)
  4508. battle_adjust_conf();
  4509. return 0;
  4510. }
  4511. void do_init_battle(void)
  4512. {
  4513. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  4514. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  4515. }
  4516. void do_final_battle(void)
  4517. {
  4518. ers_destroy(delay_damage_ers);
  4519. }