battle.c 160 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/strlib.h"
  10. #include "../common/utils.h"
  11. #include "map.h"
  12. #include "path.h"
  13. #include "pc.h"
  14. #include "status.h"
  15. #include "skill.h"
  16. #include "homunculus.h"
  17. #include "mercenary.h"
  18. #include "mob.h"
  19. #include "itemdb.h"
  20. #include "clif.h"
  21. #include "pet.h"
  22. #include "guild.h"
  23. #include "party.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include <stdio.h>
  27. #include <stdlib.h>
  28. #include <string.h>
  29. #include <math.h>
  30. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  31. struct Battle_Config battle_config;
  32. static struct eri *delay_damage_ers; //For battle delay damage structures.
  33. int battle_getcurrentskill(struct block_list *bl)
  34. { //Returns the current/last skill in use by this bl.
  35. struct unit_data *ud;
  36. if( bl->type == BL_SKILL )
  37. {
  38. struct skill_unit * su = (struct skill_unit*)bl;
  39. return su->group?su->group->skill_id:0;
  40. }
  41. ud = unit_bl2ud(bl);
  42. return ud?ud->skillid:0;
  43. }
  44. /*==========================================
  45. * Get random targetting enemy
  46. *------------------------------------------*/
  47. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  48. {
  49. struct block_list **bl_list;
  50. struct unit_data *ud;
  51. int target_id;
  52. int *c;
  53. bl_list = va_arg(ap, struct block_list **);
  54. c = va_arg(ap, int *);
  55. target_id = va_arg(ap, int);
  56. if (bl->id == target_id)
  57. return 0;
  58. if (*c >= 24)
  59. return 0;
  60. ud = unit_bl2ud(bl);
  61. if (!ud) return 0;
  62. if (ud->target == target_id || ud->skilltarget == target_id) {
  63. bl_list[(*c)++] = bl;
  64. return 1;
  65. }
  66. return 0;
  67. }
  68. struct block_list* battle_gettargeted(struct block_list *target)
  69. {
  70. struct block_list *bl_list[24];
  71. int c = 0;
  72. nullpo_retr(NULL, target);
  73. memset(bl_list, 0, sizeof(bl_list));
  74. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  75. if (c == 0 || c > 24)
  76. return NULL;
  77. return bl_list[rand()%c];
  78. }
  79. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  80. int battle_gettarget(struct block_list* bl)
  81. {
  82. switch (bl->type)
  83. {
  84. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  85. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  86. case BL_PET: return ((struct pet_data*)bl)->target_id;
  87. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  88. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  89. }
  90. return 0;
  91. }
  92. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  93. {
  94. struct block_list **bl_list;
  95. struct block_list *target;
  96. int *c;
  97. bl_list = va_arg(ap, struct block_list **);
  98. c = va_arg(ap, int *);
  99. target = va_arg(ap, struct block_list *);
  100. if (bl->id == target->id)
  101. return 0;
  102. if (*c >= 24)
  103. return 0;
  104. if (status_isdead(bl))
  105. return 0;
  106. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  107. bl_list[(*c)++] = bl;
  108. return 1;
  109. }
  110. return 0;
  111. }
  112. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  113. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  114. {
  115. struct block_list *bl_list[24];
  116. int c = 0;
  117. memset(bl_list, 0, sizeof(bl_list));
  118. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  119. if (c == 0 || c > 24)
  120. return NULL;
  121. return bl_list[rand()%c];
  122. }
  123. // ダ??[ジの遅延
  124. struct delay_damage {
  125. struct block_list *src;
  126. int target;
  127. int damage;
  128. int delay;
  129. unsigned short distance;
  130. unsigned short skill_lv;
  131. unsigned short skill_id;
  132. enum damage_lv dmg_lv;
  133. unsigned short attack_type;
  134. };
  135. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr data)
  136. {
  137. struct delay_damage *dat = (struct delay_damage *)data;
  138. struct block_list *target = map_id2bl(dat->target);
  139. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  140. target->m == dat->src->m &&
  141. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == -1) &&
  142. check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  143. {
  144. map_freeblock_lock();
  145. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  146. if( dat->attack_type && !status_isdead(target) )
  147. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  148. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  149. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  150. map_freeblock_unlock();
  151. }
  152. ers_free(delay_damage_ers, dat);
  153. return 0;
  154. }
  155. 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)
  156. {
  157. struct delay_damage *dat;
  158. struct status_change *sc;
  159. nullpo_ret(src);
  160. nullpo_ret(target);
  161. sc = status_get_sc(target);
  162. if( sc && sc->data[SC_DEVOTION] && damage > 0 )
  163. damage = 0;
  164. if (!battle_config.delay_battle_damage) {
  165. map_freeblock_lock();
  166. status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
  167. if( attack_type && !status_isdead(target) )
  168. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  169. if( dmg_lv > ATK_BLOCK && attack_type )
  170. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  171. map_freeblock_unlock();
  172. return 0;
  173. }
  174. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  175. dat->src = src;
  176. dat->target = target->id;
  177. dat->skill_id = skill_id;
  178. dat->skill_lv = skill_lv;
  179. dat->attack_type = attack_type;
  180. dat->damage = damage;
  181. dat->dmg_lv = dmg_lv;
  182. dat->delay = ddelay;
  183. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  184. if (src->type != BL_PC && amotion > 1000)
  185. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  186. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr)dat);
  187. return 0;
  188. }
  189. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  190. {
  191. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  192. return 100;
  193. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  194. return 100;
  195. return attr_fix_table[def_lv-1][atk_elem][def_type];
  196. }
  197. /*==========================================
  198. * Does attribute fix modifiers.
  199. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  200. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  201. *------------------------------------------*/
  202. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  203. {
  204. struct status_change *sc=NULL, *tsc=NULL;
  205. int ratio;
  206. if (src) sc = status_get_sc(src);
  207. if (target) tsc = status_get_sc(target);
  208. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  209. atk_elem = rand()%ELE_MAX;
  210. if (def_type < 0 || def_type > ELE_MAX ||
  211. def_lv < 1 || def_lv > 4) {
  212. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  213. return damage;
  214. }
  215. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  216. if (sc && sc->count)
  217. {
  218. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  219. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  220. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  221. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  222. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  223. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  224. }
  225. if( atk_elem == ELE_FIRE && tsc && tsc->count && tsc->data[SC_SPIDERWEB] )
  226. {
  227. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  228. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  229. damage <<= 1; // double damage
  230. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  231. status_change_end(target,SC_SPIDERWEB,-1);
  232. }
  233. return damage*ratio/100;
  234. }
  235. /*==========================================
  236. * ダ??[ジ??I計算
  237. *------------------------------------------*/
  238. int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
  239. {
  240. struct map_session_data *sd = NULL;
  241. struct status_change *sc;
  242. struct status_change_entry *sce;
  243. int div_ = d->div_, flag = d->flag;
  244. nullpo_ret(bl);
  245. if( !damage )
  246. return 0;
  247. if( mob_ksprotected(src, bl) )
  248. return 0;
  249. if (bl->type == BL_PC) {
  250. sd=(struct map_session_data *)bl;
  251. //Special no damage states
  252. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  253. damage -= damage*sd->special_state.no_weapon_damage/100;
  254. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  255. damage -= damage*sd->special_state.no_magic_damage/100;
  256. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  257. damage -= damage*sd->special_state.no_misc_damage/100;
  258. if(!damage) return 0;
  259. }
  260. sc = status_get_sc(bl);
  261. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  262. return 1;
  263. if (skill_num == PA_PRESSURE)
  264. return damage; //This skill bypass everything else.
  265. if( sc && sc->count )
  266. {
  267. //First, sc_*'s that reduce damage to 0.
  268. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) && skill_num != PA_PRESSURE )
  269. {
  270. d->dmg_lv = ATK_BLOCK;
  271. return 0;
  272. }
  273. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  274. {
  275. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  276. if (group) {
  277. if (--group->val2<=0)
  278. skill_delunitgroup(group);
  279. d->dmg_lv = ATK_BLOCK;
  280. return 0;
  281. }
  282. status_change_end(bl,SC_SAFETYWALL,-1);
  283. }
  284. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
  285. {
  286. d->dmg_lv = ATK_BLOCK;
  287. return 0;
  288. }
  289. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
  290. {
  291. int delay;
  292. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  293. // different delay depending on skill level [celest]
  294. if (sce->val1 <= 5)
  295. delay = 300;
  296. else if (sce->val1 > 5 && sce->val1 <= 9)
  297. delay = 200;
  298. else
  299. delay = 100;
  300. unit_set_walkdelay(bl, gettick(), delay, 1);
  301. if(sc->data[SC_SHRINK] && rand()%100<5*sce->val1)
  302. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  303. return 0;
  304. }
  305. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rand()%100 < sce->val2 )
  306. { // attack blocked by Parrying
  307. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  308. return 0;
  309. }
  310. if(sc->data[SC_DODGE] && !sc->opt1 &&
  311. (flag&BF_LONG || sc->data[SC_SPURT])
  312. && rand()%100 < 20) {
  313. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  314. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  315. if (!sc->data[SC_COMBO])
  316. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  317. return 0;
  318. }
  319. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  320. return 0;
  321. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  322. return 0;
  323. if((sce=sc->data[SC_KAUPE]) && rand()%100 < sce->val2)
  324. { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  325. clif_specialeffect(bl, 462, AREA);
  326. //Shouldn't end until Breaker's non-weapon part connects.
  327. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  328. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  329. status_change_end(bl, SC_KAUPE, -1);
  330. return 0;
  331. }
  332. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  333. &&
  334. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  335. {
  336. if (sce) {
  337. clif_specialeffect(bl, 462, AREA);
  338. skill_blown(src,bl,sce->val3,-1,0);
  339. }
  340. //Both need to be consumed if they are active.
  341. if (sce && --(sce->val2) <= 0)
  342. status_change_end(bl, SC_UTSUSEMI, -1);
  343. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  344. status_change_end(bl, SC_BUNSINJYUTSU, -1);
  345. return 0;
  346. }
  347. //Now damage increasing effects
  348. if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
  349. {
  350. if( src->type != BL_MER || skill_num == 0 )
  351. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  352. if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
  353. status_change_end( bl,SC_AETERNA,-1 ); //Shouldn't end until Breaker's non-weapon part connects.
  354. }
  355. //Finally damage reductions....
  356. if( sc->data[SC_ASSUMPTIO] )
  357. {
  358. if( map_flag_vs(bl->m) )
  359. damage = damage*2/3; //Receive 66% damage
  360. else
  361. damage >>= 1; //Receive 50% damage
  362. }
  363. if(sc->data[SC_DEFENDER] &&
  364. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  365. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  366. if(sc->data[SC_ADJUSTMENT] &&
  367. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  368. damage -= 20*damage/100;
  369. if(sc->data[SC_FOGWALL]) {
  370. if(flag&BF_SKILL) //25% reduction
  371. damage -= 25*damage/100;
  372. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  373. damage >>= 2; //75% reduction
  374. }
  375. // Compressed code, fixed by map.h [Epoque]
  376. if (src->type == BL_MOB) {
  377. int i;
  378. if (sc->data[SC_MANU_DEF])
  379. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  380. if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
  381. damage -= sc->data[SC_MANU_DEF]->val1*damage/100;
  382. break;
  383. }
  384. if (sc->data[SC_SPL_DEF])
  385. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  386. if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
  387. damage -= sc->data[SC_SPL_DEF]->val1*damage/100;
  388. break;
  389. }
  390. }
  391. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  392. sce->val3&flag && sce->val4&flag)
  393. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  394. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON
  395. && skill_num != WS_CARTTERMINATION)
  396. {
  397. struct status_data *status = status_get_status_data(bl);
  398. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  399. per /=20; //Uses 20% SP intervals.
  400. //SP Cost: 1% + 0.5% per every 20% SP
  401. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  402. status_change_end( bl,SC_ENERGYCOAT,-1 );
  403. //Reduction: 6% + 6% every 20%
  404. damage -= damage * 6 * (1+per) / 100;
  405. }
  406. // FIXME:
  407. // So Reject Sword calculates the redirected damage before calculating WoE/BG reduction? This is weird. [Inkfish]
  408. if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
  409. // Fixed the condition check [Aalye]
  410. (src->type!=BL_PC || (
  411. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  412. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  413. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  414. )) &&
  415. rand()%100 < sce->val2
  416. ){
  417. damage = damage*50/100;
  418. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  419. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sce->val1,1);
  420. if(--(sce->val3)<=0)
  421. status_change_end(bl, SC_REJECTSWORD, -1);
  422. }
  423. //Finally Kyrie because it may, or not, reduce damage to 0.
  424. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  425. sce->val2-=damage;
  426. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  427. if(sce->val2>=0)
  428. damage=0;
  429. else
  430. damage=-sce->val2;
  431. }
  432. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  433. status_change_end(bl, SC_KYRIE, -1);
  434. }
  435. if (!damage) return 0;
  436. //Probably not the most correct place, but it'll do here
  437. //(since battle_drain is strictly for players currently)
  438. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  439. rand()%100 < sce->val3)
  440. status_heal(src, damage*sce->val4/100, 0, 3);
  441. }
  442. //SC effects from caster side.
  443. sc = status_get_sc(src);
  444. if (sc && sc->count)
  445. {
  446. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  447. damage += damage * 75 / 100;
  448. // [Epoque]
  449. if (bl->type == BL_MOB)
  450. {
  451. int i;
  452. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  453. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  454. )
  455. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  456. if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
  457. damage += damage*sce->val1/100;
  458. break;
  459. }
  460. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  461. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  462. )
  463. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  464. if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
  465. damage += damage*sce->val1/100;
  466. break;
  467. }
  468. }
  469. }
  470. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage)
  471. {
  472. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  473. if (flag&BF_WEAPON)
  474. damage = damage * battle_config.pk_weapon_damage_rate/100;
  475. if (flag&BF_MAGIC)
  476. damage = damage * battle_config.pk_magic_damage_rate/100;
  477. if (flag&BF_MISC)
  478. damage = damage * battle_config.pk_misc_damage_rate/100;
  479. } else { //Normal attacks get reductions based on range.
  480. if (flag & BF_SHORT)
  481. damage = damage * battle_config.pk_short_damage_rate/100;
  482. if (flag & BF_LONG)
  483. damage = damage * battle_config.pk_long_damage_rate/100;
  484. }
  485. if(!damage) damage = 1;
  486. }
  487. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  488. {
  489. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  490. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  491. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  492. )
  493. damage = div_;
  494. }
  495. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  496. if (damage > 0 )
  497. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  498. if (skill_num)
  499. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  500. }
  501. return damage;
  502. }
  503. /*==========================================
  504. * Calculates BG related damage adjustments.
  505. *------------------------------------------*/
  506. 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)
  507. {
  508. if( !damage )
  509. return 0;
  510. if( bl->type == BL_MOB )
  511. {
  512. struct mob_data* md = BL_CAST(BL_MOB, bl);
  513. if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
  514. return 0; // Crystal cannot receive skill damage on battlegrounds
  515. }
  516. switch( skill_num )
  517. {
  518. case PA_PRESSURE:
  519. case HW_GRAVITATION:
  520. case NJ_ZENYNAGE:
  521. break;
  522. default:
  523. if( flag&BF_SKILL )
  524. { //Skills get a different reduction than non-skills. [Skotlex]
  525. if( flag&BF_WEAPON )
  526. damage = damage * battle_config.bg_weapon_damage_rate/100;
  527. if( flag&BF_MAGIC )
  528. damage = damage * battle_config.bg_magic_damage_rate/100;
  529. if( flag&BF_MISC )
  530. damage = damage * battle_config.bg_misc_damage_rate/100;
  531. }
  532. else
  533. { //Normal attacks get reductions based on range.
  534. if( flag&BF_SHORT )
  535. damage = damage * battle_config.bg_short_damage_rate/100;
  536. if( flag&BF_LONG )
  537. damage = damage * battle_config.bg_long_damage_rate/100;
  538. }
  539. if( !damage ) damage = 1;
  540. }
  541. return damage;
  542. }
  543. /*==========================================
  544. * Calculates GVG related damage adjustments.
  545. *------------------------------------------*/
  546. 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)
  547. {
  548. struct mob_data* md = BL_CAST(BL_MOB, bl);
  549. int class_ = status_get_class(bl);
  550. if (!damage) //No reductions to make.
  551. return 0;
  552. if(md && md->guardian_data) {
  553. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  554. //Skill immunity.
  555. switch (skill_num) {
  556. case MO_TRIPLEATTACK:
  557. case HW_GRAVITATION:
  558. break;
  559. default:
  560. return 0;
  561. }
  562. if(src->type != BL_MOB) {
  563. struct guild *g=guild_search(status_get_guild_id(src));
  564. if (!g) return 0;
  565. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  566. return 0;
  567. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  568. return 0; // [MouseJstr]
  569. }
  570. }
  571. switch (skill_num) {
  572. //Skills with no damage reduction.
  573. case PA_PRESSURE:
  574. case HW_GRAVITATION:
  575. case NJ_ZENYNAGE:
  576. break;
  577. default:
  578. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  579. if (md && md->guardian_data) {
  580. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  581. }
  582. */
  583. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  584. if (flag&BF_WEAPON)
  585. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  586. if (flag&BF_MAGIC)
  587. damage = damage * battle_config.gvg_magic_damage_rate/100;
  588. if (flag&BF_MISC)
  589. damage = damage * battle_config.gvg_misc_damage_rate/100;
  590. } else { //Normal attacks get reductions based on range.
  591. if (flag & BF_SHORT)
  592. damage = damage * battle_config.gvg_short_damage_rate/100;
  593. if (flag & BF_LONG)
  594. damage = damage * battle_config.gvg_long_damage_rate/100;
  595. }
  596. if(!damage) damage = 1;
  597. }
  598. return damage;
  599. }
  600. /*==========================================
  601. * HP/SP吸収の計算
  602. *------------------------------------------*/
  603. static int battle_calc_drain(int damage, int rate, int per)
  604. {
  605. int diff = 0;
  606. if (per && rand()%1000 < rate) {
  607. diff = (damage * per) / 100;
  608. if (diff == 0) {
  609. if (per > 0)
  610. diff = 1;
  611. else
  612. diff = -1;
  613. }
  614. }
  615. return diff;
  616. }
  617. /*==========================================
  618. * ?C練ダ??[ジ
  619. *------------------------------------------*/
  620. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  621. {
  622. int damage,skill;
  623. struct status_data *status = status_get_status_data(target);
  624. int weapon;
  625. damage = dmg;
  626. nullpo_ret(sd);
  627. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  628. target->type == BL_MOB && //This bonus doesnt work against players.
  629. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  630. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  631. //damage += (skill * 3);
  632. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  633. damage += (skill * 4);
  634. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  635. damage += sd->status.str;
  636. }
  637. if(type == 0)
  638. weapon = sd->weapontype1;
  639. else
  640. weapon = sd->weapontype2;
  641. switch(weapon)
  642. {
  643. case W_DAGGER:
  644. case W_1HSWORD:
  645. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  646. damage += (skill * 4);
  647. break;
  648. case W_2HSWORD:
  649. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  650. damage += (skill * 4);
  651. break;
  652. case W_1HSPEAR:
  653. case W_2HSPEAR:
  654. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  655. if(!pc_isriding(sd))
  656. damage += (skill * 4);
  657. else
  658. damage += (skill * 5);
  659. }
  660. break;
  661. case W_1HAXE:
  662. case W_2HAXE:
  663. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  664. damage += (skill * 3);
  665. break;
  666. case W_MACE:
  667. case W_2HMACE:
  668. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  669. damage += (skill * 3);
  670. break;
  671. case W_FIST:
  672. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  673. damage += (skill * 10);
  674. // No break, fallthrough to Knuckles
  675. case W_KNUCKLE:
  676. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  677. damage += (skill * 3);
  678. break;
  679. case W_MUSICAL:
  680. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  681. damage += (skill * 3);
  682. break;
  683. case W_WHIP:
  684. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  685. damage += (skill * 3);
  686. break;
  687. case W_BOOK:
  688. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  689. damage += (skill * 3);
  690. break;
  691. case W_KATAR:
  692. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  693. damage += (skill * 3);
  694. break;
  695. }
  696. return damage;
  697. }
  698. /*==========================================
  699. * Calculates the standard damage of a normal attack assuming it hits,
  700. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  701. *------------------------------------------
  702. * Pass damage2 as NULL to not calc it.
  703. * Flag values:
  704. * &1: Critical hit
  705. * &2: Arrow attack
  706. * &4: Skill is Magic Crasher
  707. * &8: Skip target size adjustment (Extremity Fist?)
  708. *&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)
  709. */
  710. 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)
  711. {
  712. unsigned short atkmin=0, atkmax=0;
  713. short type = 0;
  714. int damage = 0;
  715. if (!sd)
  716. { //Mobs/Pets
  717. if(flag&4)
  718. {
  719. atkmin = status->matk_min;
  720. atkmax = status->matk_max;
  721. } else {
  722. atkmin = wa->atk;
  723. atkmax = wa->atk2;
  724. }
  725. if (atkmin > atkmax)
  726. atkmin = atkmax;
  727. } else { //PCs
  728. atkmax = wa->atk;
  729. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  730. if (!(flag&1) || (flag&2))
  731. { //Normal attacks
  732. atkmin = status->dex;
  733. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  734. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  735. if (atkmin > atkmax)
  736. atkmin = atkmax;
  737. if(flag&2 && !(flag&16))
  738. { //Bows
  739. atkmin = atkmin*atkmax/100;
  740. if (atkmin > atkmax)
  741. atkmax = atkmin;
  742. }
  743. }
  744. }
  745. if (sc && sc->data[SC_MAXIMIZEPOWER])
  746. atkmin = atkmax;
  747. //Weapon Damage calculation
  748. if (!(flag&1))
  749. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  750. else
  751. damage = atkmax;
  752. if (sd)
  753. {
  754. //rodatazone says the range is 0~arrow_atk-1 for non crit
  755. if (flag&2 && sd->arrow_atk)
  756. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  757. //SizeFix only for players
  758. if (!(sd->special_state.no_sizefix || (flag&8)))
  759. damage = damage*(type==EQI_HAND_L?
  760. sd->left_weapon.atkmods[t_size]:
  761. sd->right_weapon.atkmods[t_size])/100;
  762. }
  763. //Finally, add baseatk
  764. if(flag&4)
  765. damage += status->matk_min;
  766. else
  767. damage += status->batk;
  768. //rodatazone says that Overrefine bonuses are part of baseatk
  769. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  770. if(sd) {
  771. if (type == EQI_HAND_L) {
  772. if(sd->left_weapon.overrefine)
  773. damage += rand()%sd->left_weapon.overrefine+1;
  774. if (sd->weapon_atk_rate[sd->weapontype2])
  775. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  776. } else { //Right hand
  777. if(sd->right_weapon.overrefine)
  778. damage += rand()%sd->right_weapon.overrefine+1;
  779. if (sd->weapon_atk_rate[sd->weapontype1])
  780. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  781. }
  782. }
  783. return damage;
  784. }
  785. /*==========================================
  786. * Consumes ammo for the given skill.
  787. *------------------------------------------*/
  788. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  789. {
  790. int qty=1;
  791. if (!battle_config.arrow_decrement)
  792. return;
  793. if (skill)
  794. {
  795. qty = skill_get_ammo_qty(skill, lv);
  796. if (!qty) qty = 1;
  797. }
  798. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  799. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1);
  800. sd->state.arrow_atk = 0;
  801. }
  802. static int battle_range_type(
  803. struct block_list *src, struct block_list *target,
  804. int skill_num, int skill_lv)
  805. { //Skill Range Criteria
  806. if (battle_config.skillrange_by_distance &&
  807. (src->type&battle_config.skillrange_by_distance)
  808. ) { //based on distance between src/target [Skotlex]
  809. if (check_distance_bl(src, target, 5))
  810. return BF_SHORT;
  811. return BF_LONG;
  812. }
  813. //based on used skill's range
  814. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  815. return BF_SHORT;
  816. return BF_LONG;
  817. }
  818. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  819. {
  820. int i;
  821. if (!sd->skillblown[0].id)
  822. return 0;
  823. //Apply the bonus blewcount. [Skotlex]
  824. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  825. if (sd->skillblown[i].id == skill_num)
  826. return sd->skillblown[i].val;
  827. }
  828. return 0;
  829. }
  830. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  831. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  832. //For quick div adjustment.
  833. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  834. /*==========================================
  835. * battle_calc_weapon_attack (by Skotlex)
  836. *------------------------------------------*/
  837. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  838. {
  839. unsigned int skillratio = 100; //Skill dmg modifiers.
  840. short skill=0;
  841. short s_ele, s_ele_, t_class;
  842. int i, nk;
  843. bool n_ele = false; // non-elemental
  844. struct map_session_data *sd, *tsd;
  845. struct Damage wd;
  846. struct status_change *sc = status_get_sc(src);
  847. struct status_change *tsc = status_get_sc(target);
  848. struct status_data *sstatus = status_get_status_data(src);
  849. struct status_data *tstatus = status_get_status_data(target);
  850. struct {
  851. unsigned hit : 1; //the attack Hit? (not a miss)
  852. unsigned cri : 1; //Critical hit
  853. unsigned idef : 1; //Ignore defense
  854. unsigned idef2 : 1; //Ignore defense (left weapon)
  855. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  856. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  857. unsigned infdef : 1; //Infinite defense (plants)
  858. unsigned arrow : 1; //Attack is arrow-based
  859. unsigned rh : 1; //Attack considers right hand (wd.damage)
  860. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  861. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  862. } flag;
  863. memset(&wd,0,sizeof(wd));
  864. memset(&flag,0,sizeof(flag));
  865. if(src==NULL || target==NULL)
  866. {
  867. nullpo_info(NLP_MARK);
  868. return wd;
  869. }
  870. //Initial flag
  871. flag.rh=1;
  872. flag.weapon=1;
  873. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  874. //Initial Values
  875. wd.type=0; //Normal attack
  876. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  877. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  878. if(skill_num == KN_AUTOCOUNTER)
  879. wd.amotion >>= 1;
  880. wd.dmotion=tstatus->dmotion;
  881. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  882. wd.flag = BF_WEAPON; //Initial Flag
  883. wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  884. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  885. nk = skill_get_nk(skill_num);
  886. if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
  887. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  888. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  889. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  890. if (sc && !sc->count)
  891. sc = NULL; //Skip checking as there are no status changes active.
  892. if (tsc && !tsc->count)
  893. tsc = NULL; //Skip checking as there are no status changes active.
  894. sd = BL_CAST(BL_PC, src);
  895. tsd = BL_CAST(BL_PC, target);
  896. if(sd)
  897. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  898. //Set miscellaneous data that needs be filled regardless of hit/miss
  899. if(
  900. (sd && sd->state.arrow_atk) ||
  901. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  902. )
  903. flag.arrow = 1;
  904. if(skill_num){
  905. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  906. switch(skill_num)
  907. {
  908. case MO_FINGEROFFENSIVE:
  909. if(sd) {
  910. if (battle_config.finger_offensive_type)
  911. wd.div_ = 1;
  912. else
  913. wd.div_ = sd->spiritball_old;
  914. }
  915. break;
  916. case HT_PHANTASMIC:
  917. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  918. flag.arrow = 1;
  919. break;
  920. case CR_SHIELDBOOMERANG:
  921. case PA_SHIELDCHAIN:
  922. flag.weapon = 0;
  923. break;
  924. case KN_PIERCE:
  925. case ML_PIERCE:
  926. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  927. break;
  928. case TF_DOUBLE: //For NPC used skill.
  929. case GS_CHAINACTION:
  930. wd.type = 0x08;
  931. break;
  932. case GS_GROUNDDRIFT:
  933. case KN_SPEARSTAB:
  934. case KN_BOWLINGBASH:
  935. case MS_BOWLINGBASH:
  936. case MO_BALKYOUNG:
  937. case TK_TURNKICK:
  938. wd.blewcount=0;
  939. break;
  940. case KN_AUTOCOUNTER:
  941. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  942. break;
  943. case NPC_CRITICALSLASH:
  944. flag.cri = 1; //Always critical skill.
  945. break;
  946. case LK_SPIRALPIERCE:
  947. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  948. break;
  949. }
  950. } else //Range for normal attacks.
  951. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  952. if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rand()%1000 < tstatus->flee2 )
  953. { //Check for Lucky Dodge
  954. wd.type=0x0b;
  955. wd.dmg_lv=ATK_LUCKY;
  956. if (wd.div_ < 0) wd.div_*=-1;
  957. return wd;
  958. }
  959. t_class = status_get_class(target);
  960. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  961. if( !skill_num || s_ele == -1 )
  962. { //Take weapon's element
  963. s_ele = sstatus->rhw.ele;
  964. s_ele_ = sstatus->lhw.ele;
  965. if( flag.arrow && sd && sd->arrow_ele )
  966. s_ele = sd->arrow_ele;
  967. if( battle_config.attack_attr_none&src->type )
  968. n_ele = true; //Weapon's element is "not elemental"
  969. }
  970. else if( s_ele == -2 ) //Use enchantment's element
  971. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  972. else if( s_ele == -3 ) //Use random element
  973. s_ele = s_ele_ = rand()%ELE_MAX;
  974. switch( skill_num )
  975. {
  976. case GS_GROUNDDRIFT:
  977. s_ele = s_ele_ = wflag; //element comes in flag.
  978. break;
  979. case LK_SPIRALPIERCE:
  980. if (!sd) n_ele = false; //forced neutral for monsters
  981. break;
  982. }
  983. if(!skill_num)
  984. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  985. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  986. {
  987. flag.rh=0;
  988. flag.lh=1;
  989. }
  990. if (sstatus->lhw.atk)
  991. flag.lh=1;
  992. }
  993. if( sd && !skill_num )
  994. { //Check for double attack.
  995. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  996. || ( sd->double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed
  997. { //Success chance is not added, the higher one is used [Skotlex]
  998. if( rand()%100 < ( 5*skill_lv > sd->double_rate ? 5*skill_lv : sd->double_rate ) )
  999. {
  1000. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1001. wd.type = 0x08;
  1002. }
  1003. }
  1004. else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rand()%100 < 5*skill_lv )
  1005. {
  1006. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  1007. wd.type = 0x08;
  1008. }
  1009. }
  1010. //Check for critical
  1011. if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
  1012. (!skill_num ||
  1013. skill_num == KN_AUTOCOUNTER ||
  1014. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  1015. skill_num == NJ_KIRIKAGE))
  1016. {
  1017. short cri = sstatus->cri;
  1018. if (sd)
  1019. {
  1020. cri+= sd->critaddrace[tstatus->race];
  1021. if(flag.arrow)
  1022. cri += sd->arrow_cri;
  1023. if(sd->status.weapon == W_KATAR)
  1024. cri <<=1;
  1025. }
  1026. //The official equation is *2, but that only applies when sd's do critical.
  1027. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1028. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1029. if(tsc)
  1030. {
  1031. if (tsc->data[SC_SLEEP])
  1032. cri <<=1;
  1033. }
  1034. switch (skill_num)
  1035. {
  1036. case KN_AUTOCOUNTER:
  1037. if(battle_config.auto_counter_type &&
  1038. (battle_config.auto_counter_type&src->type))
  1039. flag.cri = 1;
  1040. else
  1041. cri <<= 1;
  1042. break;
  1043. case SN_SHARPSHOOTING:
  1044. case MA_SHARPSHOOTING:
  1045. cri += 200;
  1046. break;
  1047. case NJ_KIRIKAGE:
  1048. cri += 250 + 50*skill_lv;
  1049. break;
  1050. }
  1051. if(tsd && tsd->critical_def)
  1052. cri = cri*(100-tsd->critical_def)/100;
  1053. if (rand()%1000 < cri)
  1054. flag.cri= 1;
  1055. }
  1056. if (flag.cri)
  1057. {
  1058. wd.type = 0x0a;
  1059. flag.idef = flag.idef2 = flag.hit = 1;
  1060. } else { //Check for Perfect Hit
  1061. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  1062. flag.hit = 1;
  1063. if (sc && sc->data[SC_FUSION]) {
  1064. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1065. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1066. }
  1067. if( !flag.hit )
  1068. switch(skill_num)
  1069. {
  1070. case AS_SPLASHER:
  1071. if( !wflag ) // Always hits the one exploding.
  1072. flag.hit = 1;
  1073. break;
  1074. case CR_SHIELDBOOMERANG:
  1075. if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1076. flag.hit = 1;
  1077. break;
  1078. }
  1079. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  1080. flag.hit = 1;
  1081. }
  1082. if (!flag.hit)
  1083. { //Hit/Flee calculation
  1084. short
  1085. flee = tstatus->flee,
  1086. hitrate=80; //Default hitrate
  1087. if(battle_config.agi_penalty_type &&
  1088. battle_config.agi_penalty_target&target->type)
  1089. {
  1090. unsigned char attacker_count; //256 max targets should be a sane max
  1091. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  1092. if(attacker_count >= battle_config.agi_penalty_count)
  1093. {
  1094. if (battle_config.agi_penalty_type == 1)
  1095. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1096. else //asume type 2: absolute reduction
  1097. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1098. if(flee < 1) flee = 1;
  1099. }
  1100. }
  1101. hitrate+= sstatus->hit - flee;
  1102. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  1103. tsc && tsc->data[SC_FOGWALL])
  1104. hitrate -= 50;
  1105. if(sd && flag.arrow)
  1106. hitrate += sd->arrow_hit;
  1107. if(skill_num)
  1108. switch(skill_num)
  1109. { //Hit skill modifiers
  1110. //It is proven that bonus is applied on final hitrate, not hit.
  1111. case SM_BASH:
  1112. case MS_BASH:
  1113. hitrate += hitrate * 5 * skill_lv / 100;
  1114. break;
  1115. case MS_MAGNUM:
  1116. case SM_MAGNUM:
  1117. hitrate += hitrate * 10 * skill_lv / 100;
  1118. break;
  1119. case KN_AUTOCOUNTER:
  1120. case PA_SHIELDCHAIN:
  1121. case NPC_WATERATTACK:
  1122. case NPC_GROUNDATTACK:
  1123. case NPC_FIREATTACK:
  1124. case NPC_WINDATTACK:
  1125. case NPC_POISONATTACK:
  1126. case NPC_HOLYATTACK:
  1127. case NPC_DARKNESSATTACK:
  1128. case NPC_UNDEADATTACK:
  1129. case NPC_TELEKINESISATTACK:
  1130. case NPC_BLEEDING:
  1131. hitrate += hitrate * 20 / 100;
  1132. break;
  1133. case KN_PIERCE:
  1134. case ML_PIERCE:
  1135. hitrate += hitrate * 5 * skill_lv / 100;
  1136. break;
  1137. case AS_SONICBLOW:
  1138. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1139. hitrate += hitrate * 50 / 100;
  1140. break;
  1141. }
  1142. // Weaponry Research hidden bonus
  1143. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1144. hitrate += hitrate * ( 2 * skill ) / 100;
  1145. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1146. if(rand()%100 >= hitrate)
  1147. wd.dmg_lv = ATK_FLEE;
  1148. else
  1149. flag.hit = 1;
  1150. } //End hit/miss calculation
  1151. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1152. { //Hitting attack
  1153. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1154. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1155. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1156. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1157. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1158. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1159. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1160. //Adds an absolute value to damage. 100 = +100 damage
  1161. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1162. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1163. switch (skill_num)
  1164. { //Calc base damage according to skill
  1165. case NJ_ISSEN:
  1166. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1167. wd.damage2 = 0;
  1168. status_set_hp(src, 1, 0);
  1169. break;
  1170. case PA_SACRIFICE:
  1171. wd.damage = sstatus->max_hp* 9/100;
  1172. wd.damage2 = 0;
  1173. break;
  1174. case LK_SPIRALPIERCE:
  1175. case ML_SPIRALPIERCE:
  1176. if (sd) {
  1177. short index = sd->equip_index[EQI_HAND_R];
  1178. if (index >= 0 &&
  1179. sd->inventory_data[index] &&
  1180. sd->inventory_data[index]->type == IT_WEAPON)
  1181. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1182. } else
  1183. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1184. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1185. i = sstatus->str/10;
  1186. i*=i;
  1187. ATK_ADD(i); //Add str bonus.
  1188. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1189. case 0: //Small: 125%
  1190. ATK_RATE(125);
  1191. break;
  1192. //case 1: //Medium: 100%
  1193. case 2: //Large: 75%
  1194. ATK_RATE(75);
  1195. break;
  1196. }
  1197. break;
  1198. case CR_SHIELDBOOMERANG:
  1199. case PA_SHIELDCHAIN:
  1200. wd.damage = sstatus->batk;
  1201. if (sd) {
  1202. short index = sd->equip_index[EQI_HAND_L];
  1203. if (index >= 0 &&
  1204. sd->inventory_data[index] &&
  1205. sd->inventory_data[index]->type == IT_ARMOR)
  1206. ATK_ADD(sd->inventory_data[index]->weight/10);
  1207. break;
  1208. } else
  1209. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1210. break;
  1211. case HFLI_SBR44: //[orn]
  1212. if(src->type == BL_HOM) {
  1213. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1214. break;
  1215. }
  1216. default:
  1217. {
  1218. i = (flag.cri?1:0)|
  1219. (flag.arrow?2:0)|
  1220. (skill_num == HW_MAGICCRASHER?4:0)|
  1221. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1222. (skill_num == MO_EXTREMITYFIST?8:0)|
  1223. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1224. if (flag.arrow && sd)
  1225. switch(sd->status.weapon) {
  1226. case W_BOW:
  1227. case W_REVOLVER:
  1228. case W_GATLING:
  1229. case W_SHOTGUN:
  1230. case W_GRENADE:
  1231. break;
  1232. default:
  1233. i |= 16; // for ex. shuriken must not be influenced by DEX
  1234. }
  1235. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1236. if (flag.lh)
  1237. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1238. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1239. if(wflag>0)
  1240. wd.damage/= wflag;
  1241. else
  1242. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1243. }
  1244. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1245. if(sd)
  1246. {
  1247. if (sd->atk_rate)
  1248. ATK_ADDRATE(sd->atk_rate);
  1249. if(flag.cri && sd->crit_atk_rate)
  1250. ATK_ADDRATE(sd->crit_atk_rate);
  1251. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1252. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
  1253. ATK_ADDRATE(2*skill*i);
  1254. }
  1255. }
  1256. break;
  1257. } //End default case
  1258. } //End switch(skill_num)
  1259. //Skill damage modifiers that stack linearly
  1260. if(sc && skill_num != PA_SACRIFICE)
  1261. {
  1262. if(sc->data[SC_OVERTHRUST])
  1263. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1264. if(sc->data[SC_MAXOVERTHRUST])
  1265. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1266. if(sc->data[SC_BERSERK])
  1267. skillratio += 100;
  1268. }
  1269. if( !skill_num )
  1270. { // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1271. if( sd && sd->random_attack_increase_add > 0 && sd->random_attack_increase_per && rand()%100 < sd->random_attack_increase_per )
  1272. skillratio += sd->random_attack_increase_add;
  1273. ATK_RATE(skillratio);
  1274. }
  1275. else
  1276. {
  1277. switch( skill_num )
  1278. {
  1279. case SM_BASH:
  1280. case MS_BASH:
  1281. skillratio += 30*skill_lv;
  1282. break;
  1283. case SM_MAGNUM:
  1284. case MS_MAGNUM:
  1285. skillratio += 20*skill_lv;
  1286. break;
  1287. case MC_MAMMONITE:
  1288. skillratio += 50*skill_lv;
  1289. break;
  1290. case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex]
  1291. skillratio += 5*sstatus->str;
  1292. break;
  1293. case AC_DOUBLE:
  1294. case MA_DOUBLE:
  1295. skillratio += 10*(skill_lv-1);
  1296. break;
  1297. case AC_SHOWER:
  1298. case MA_SHOWER:
  1299. skillratio += 5*skill_lv-25;
  1300. break;
  1301. case AC_CHARGEARROW:
  1302. case MA_CHARGEARROW:
  1303. skillratio += 50;
  1304. break;
  1305. case HT_FREEZINGTRAP:
  1306. case MA_FREEZINGTRAP:
  1307. skillratio += -50+10*skill_lv;
  1308. break;
  1309. case KN_PIERCE:
  1310. case ML_PIERCE:
  1311. skillratio += 10*skill_lv;
  1312. break;
  1313. case MER_CRASH:
  1314. skillratio += 10*skill_lv;
  1315. break;
  1316. case KN_SPEARSTAB:
  1317. skillratio += 15*skill_lv;
  1318. break;
  1319. case KN_SPEARBOOMERANG:
  1320. skillratio += 50*skill_lv;
  1321. break;
  1322. case KN_BRANDISHSPEAR:
  1323. case ML_BRANDISH:
  1324. {
  1325. int ratio = 100+20*skill_lv;
  1326. skillratio += ratio-100;
  1327. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1328. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1329. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1330. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1331. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1332. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1333. break;
  1334. }
  1335. case KN_BOWLINGBASH:
  1336. case MS_BOWLINGBASH:
  1337. skillratio+= 40*skill_lv;
  1338. break;
  1339. case AS_GRIMTOOTH:
  1340. skillratio += 20*skill_lv;
  1341. break;
  1342. case AS_POISONREACT:
  1343. skillratio += 30*skill_lv;
  1344. break;
  1345. case AS_SONICBLOW:
  1346. skillratio += -50+5*skill_lv;
  1347. break;
  1348. case TF_SPRINKLESAND:
  1349. skillratio += 30;
  1350. break;
  1351. case MC_CARTREVOLUTION:
  1352. skillratio += 50;
  1353. if(sd && sd->cart_weight)
  1354. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1355. else if (!sd)
  1356. skillratio += 100; //Max damage for non players.
  1357. break;
  1358. case NPC_RANDOMATTACK:
  1359. skillratio += 100*skill_lv;
  1360. break;
  1361. case NPC_WATERATTACK:
  1362. case NPC_GROUNDATTACK:
  1363. case NPC_FIREATTACK:
  1364. case NPC_WINDATTACK:
  1365. case NPC_POISONATTACK:
  1366. case NPC_HOLYATTACK:
  1367. case NPC_DARKNESSATTACK:
  1368. case NPC_UNDEADATTACK:
  1369. case NPC_TELEKINESISATTACK:
  1370. case NPC_BLOODDRAIN:
  1371. case NPC_ACIDBREATH:
  1372. case NPC_DARKNESSBREATH:
  1373. case NPC_FIREBREATH:
  1374. case NPC_ICEBREATH:
  1375. case NPC_THUNDERBREATH:
  1376. case NPC_HELLJUDGEMENT:
  1377. case NPC_PULSESTRIKE:
  1378. skillratio += 100*(skill_lv-1);
  1379. break;
  1380. case RG_BACKSTAP:
  1381. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1382. skillratio += (200+40*skill_lv)/2;
  1383. else
  1384. skillratio += 200+40*skill_lv;
  1385. break;
  1386. case RG_RAID:
  1387. skillratio += 40*skill_lv;
  1388. break;
  1389. case RG_INTIMIDATE:
  1390. skillratio += 30*skill_lv;
  1391. break;
  1392. case CR_SHIELDCHARGE:
  1393. skillratio += 20*skill_lv;
  1394. break;
  1395. case CR_SHIELDBOOMERANG:
  1396. skillratio += 30*skill_lv;
  1397. break;
  1398. case NPC_DARKCROSS:
  1399. case CR_HOLYCROSS:
  1400. skillratio += 35*skill_lv;
  1401. break;
  1402. case AM_DEMONSTRATION:
  1403. skillratio += 20*skill_lv;
  1404. break;
  1405. case AM_ACIDTERROR:
  1406. skillratio += 40*skill_lv;
  1407. break;
  1408. case MO_FINGEROFFENSIVE:
  1409. skillratio+= 50 * skill_lv;
  1410. break;
  1411. case MO_INVESTIGATE:
  1412. skillratio += 75*skill_lv;
  1413. flag.pdef = flag.pdef2 = 2;
  1414. break;
  1415. case MO_EXTREMITYFIST:
  1416. { //Overflow check. [Skotlex]
  1417. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1418. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1419. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1420. skillratio = (unsigned short)ratio;
  1421. status_set_sp(src, 0, 0);
  1422. }
  1423. break;
  1424. case MO_TRIPLEATTACK:
  1425. skillratio += 20*skill_lv;
  1426. break;
  1427. case MO_CHAINCOMBO:
  1428. skillratio += 50+50*skill_lv;
  1429. break;
  1430. case MO_COMBOFINISH:
  1431. skillratio += 140+60*skill_lv;
  1432. break;
  1433. case BA_MUSICALSTRIKE:
  1434. case DC_THROWARROW:
  1435. skillratio += 25+25*skill_lv;
  1436. break;
  1437. case CH_TIGERFIST:
  1438. skillratio += 100*skill_lv-60;
  1439. break;
  1440. case CH_CHAINCRUSH:
  1441. skillratio += 300+100*skill_lv;
  1442. break;
  1443. case CH_PALMSTRIKE:
  1444. skillratio += 100+100*skill_lv;
  1445. break;
  1446. case LK_HEADCRUSH:
  1447. skillratio += 40*skill_lv;
  1448. break;
  1449. case LK_JOINTBEAT:
  1450. i = 10*skill_lv-50;
  1451. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1452. if (wflag&BREAK_NECK) i*=2;
  1453. skillratio += i;
  1454. break;
  1455. case ASC_METEORASSAULT:
  1456. skillratio += 40*skill_lv-60;
  1457. break;
  1458. case SN_SHARPSHOOTING:
  1459. case MA_SHARPSHOOTING:
  1460. skillratio += 100+50*skill_lv;
  1461. break;
  1462. case CG_ARROWVULCAN:
  1463. skillratio += 100+100*skill_lv;
  1464. break;
  1465. case AS_SPLASHER:
  1466. skillratio += 400+50*skill_lv;
  1467. if(sd)
  1468. skillratio += 30 * pc_checkskill(sd,AS_POISONREACT);
  1469. break;
  1470. case ASC_BREAKER:
  1471. skillratio += 100*skill_lv-100;
  1472. break;
  1473. case PA_SACRIFICE:
  1474. skillratio += 10*skill_lv-10;
  1475. break;
  1476. case PA_SHIELDCHAIN:
  1477. skillratio += 30*skill_lv;
  1478. break;
  1479. case WS_CARTTERMINATION:
  1480. i = 10 * (16 - skill_lv);
  1481. if (i < 1) i = 1;
  1482. //Preserve damage ratio when max cart weight is changed.
  1483. if(sd && sd->cart_weight)
  1484. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1485. else if (!sd)
  1486. skillratio += 80000 / i - 100;
  1487. break;
  1488. case TK_DOWNKICK:
  1489. skillratio += 60 + 20*skill_lv;
  1490. break;
  1491. case TK_STORMKICK:
  1492. skillratio += 60 + 20*skill_lv;
  1493. break;
  1494. case TK_TURNKICK:
  1495. skillratio += 90 + 30*skill_lv;
  1496. break;
  1497. case TK_COUNTER:
  1498. skillratio += 90 + 30*skill_lv;
  1499. break;
  1500. case TK_JUMPKICK:
  1501. skillratio += -70 + 10*skill_lv;
  1502. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1503. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1504. if (wflag)
  1505. {
  1506. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1507. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  1508. skillratio *= 2;
  1509. }
  1510. break;
  1511. case GS_TRIPLEACTION:
  1512. skillratio += 50*skill_lv;
  1513. break;
  1514. case GS_BULLSEYE:
  1515. //Only works well against brute/demihumans non bosses.
  1516. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1517. && !(tstatus->mode&MD_BOSS))
  1518. skillratio += 400;
  1519. break;
  1520. case GS_TRACKING:
  1521. skillratio += 100 *(skill_lv+1);
  1522. break;
  1523. case GS_PIERCINGSHOT:
  1524. skillratio += 20*skill_lv;
  1525. break;
  1526. case GS_RAPIDSHOWER:
  1527. skillratio += 10*skill_lv;
  1528. break;
  1529. case GS_DESPERADO:
  1530. skillratio += 50*(skill_lv-1);
  1531. break;
  1532. case GS_DUST:
  1533. skillratio += 50*skill_lv;
  1534. break;
  1535. case GS_FULLBUSTER:
  1536. skillratio += 100*(skill_lv+2);
  1537. break;
  1538. case GS_SPREADATTACK:
  1539. skillratio += 20*(skill_lv-1);
  1540. break;
  1541. case NJ_HUUMA:
  1542. skillratio += 50 + 150*skill_lv;
  1543. break;
  1544. case NJ_TATAMIGAESHI:
  1545. skillratio += 10*skill_lv;
  1546. break;
  1547. case NJ_KASUMIKIRI:
  1548. skillratio += 10*skill_lv;
  1549. break;
  1550. case NJ_KIRIKAGE:
  1551. skillratio += 100*(skill_lv-1);
  1552. break;
  1553. case KN_CHARGEATK:
  1554. {
  1555. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1556. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1557. skillratio += 100 * k;
  1558. }
  1559. break;
  1560. case HT_PHANTASMIC:
  1561. skillratio += 50;
  1562. break;
  1563. case MO_BALKYOUNG:
  1564. skillratio += 200;
  1565. break;
  1566. case HFLI_MOON: //[orn]
  1567. skillratio += 10+110*skill_lv;
  1568. break;
  1569. case HFLI_SBR44: //[orn]
  1570. skillratio += 100 *(skill_lv-1);
  1571. break;
  1572. case NPC_VAMPIRE_GIFT:
  1573. skillratio += ((skill_lv-1)%5+1)*100;
  1574. break;
  1575. }
  1576. ATK_RATE(skillratio);
  1577. //Constant/misc additions from skills
  1578. switch (skill_num) {
  1579. case MO_EXTREMITYFIST:
  1580. ATK_ADD(250 + 150*skill_lv);
  1581. break;
  1582. case TK_DOWNKICK:
  1583. case TK_STORMKICK:
  1584. case TK_TURNKICK:
  1585. case TK_COUNTER:
  1586. case TK_JUMPKICK:
  1587. //TK_RUN kick damage bonus.
  1588. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1589. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1590. break;
  1591. case GS_MAGICALBULLET:
  1592. if(sstatus->matk_max>sstatus->matk_min) {
  1593. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1594. } else {
  1595. ATK_ADD(sstatus->matk_min);
  1596. }
  1597. break;
  1598. case NJ_SYURIKEN:
  1599. ATK_ADD(4*skill_lv);
  1600. break;
  1601. }
  1602. }
  1603. //Div fix.
  1604. damage_div_fix(wd.damage, wd.div_);
  1605. //The following are applied on top of current damage and are stackable.
  1606. if (sc) {
  1607. if(sc->data[SC_TRUESIGHT])
  1608. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  1609. if(sc->data[SC_EDP] &&
  1610. skill_num != ASC_BREAKER &&
  1611. skill_num != ASC_METEORASSAULT &&
  1612. skill_num != AS_SPLASHER &&
  1613. skill_num != AS_VENOMKNIFE)
  1614. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  1615. }
  1616. switch (skill_num) {
  1617. case AS_SONICBLOW:
  1618. if (sc && sc->data[SC_SPIRIT] &&
  1619. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  1620. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  1621. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1622. ATK_ADDRATE(10);
  1623. break;
  1624. case CR_SHIELDBOOMERANG:
  1625. if(sc && sc->data[SC_SPIRIT] &&
  1626. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  1627. ATK_ADDRATE(100);
  1628. break;
  1629. }
  1630. if( sd )
  1631. {
  1632. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  1633. ATK_ADDRATE(i);
  1634. if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  1635. { //Elemental/Racial adjustments
  1636. if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1637. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1638. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1639. )
  1640. flag.pdef = 1;
  1641. if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1642. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1643. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1644. )
  1645. { //Pass effect onto right hand if configured so. [Skotlex]
  1646. if (battle_config.left_cardfix_to_right && flag.rh)
  1647. flag.pdef = 1;
  1648. else
  1649. flag.pdef2 = 1;
  1650. }
  1651. }
  1652. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1653. { //Ignore Defense?
  1654. if (!flag.idef && (
  1655. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1656. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1657. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1658. ))
  1659. flag.idef = 1;
  1660. if (!flag.idef2 && (
  1661. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1662. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1663. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1664. )) {
  1665. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1666. flag.idef = 1;
  1667. else
  1668. flag.idef2 = 1;
  1669. }
  1670. }
  1671. }
  1672. if (!flag.idef || !flag.idef2)
  1673. { //Defense reduction
  1674. short vit_def;
  1675. signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1676. short def2 = (short)tstatus->def2;
  1677. if( sd )
  1678. {
  1679. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  1680. i += sd->ignore_def[tstatus->race];
  1681. if( i )
  1682. {
  1683. if( i > 100 ) i = 100;
  1684. def1 -= def1 * i / 100;
  1685. def2 -= def2 * i / 100;
  1686. }
  1687. }
  1688. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type )
  1689. {
  1690. unsigned char target_count; //256 max targets should be a sane max
  1691. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1692. if(target_count >= battle_config.vit_penalty_count) {
  1693. if(battle_config.vit_penalty_type == 1) {
  1694. if( !tsc || !tsc->data[SC_STEELBODY] )
  1695. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1696. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1697. } else { //Assume type 2
  1698. if( !tsc || !tsc->data[SC_STEELBODY] )
  1699. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1700. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1701. }
  1702. }
  1703. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1704. if(def2 < 1) def2 = 1;
  1705. }
  1706. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1707. if (tsd) //Sd vit-eq
  1708. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1709. vit_def = def2*(def2-15)/150;
  1710. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1711. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  1712. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  1713. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1714. } else { //Mob-Pet vit-eq
  1715. //VIT + rnd(0,[VIT/20]^2-1)
  1716. vit_def = (def2/20)*(def2/20);
  1717. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1718. }
  1719. if (battle_config.weapon_defense_type) {
  1720. vit_def += def1*battle_config.weapon_defense_type;
  1721. def1 = 0;
  1722. }
  1723. if (def1 > 100) def1 = 100;
  1724. ATK_RATE2(
  1725. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)),
  1726. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1))
  1727. );
  1728. ATK_ADD2(
  1729. flag.idef ||flag.pdef ?0:-vit_def,
  1730. flag.idef2||flag.pdef2?0:-vit_def
  1731. );
  1732. }
  1733. //Post skill/vit reduction damage increases
  1734. if( sc && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE )
  1735. { //SC skill damages
  1736. if(sc->data[SC_AURABLADE])
  1737. ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
  1738. }
  1739. //Refine bonus
  1740. if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
  1741. { // Counts refine bonus multiple times
  1742. if( skill_num == MO_FINGEROFFENSIVE )
  1743. {
  1744. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  1745. } else {
  1746. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  1747. }
  1748. }
  1749. //Set to min of 1
  1750. if (flag.rh && wd.damage < 1) wd.damage = 1;
  1751. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  1752. if (sd && flag.weapon &&
  1753. skill_num != MO_INVESTIGATE &&
  1754. skill_num != MO_EXTREMITYFIST &&
  1755. skill_num != CR_GRANDCROSS)
  1756. { //Add mastery damage
  1757. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  1758. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  1759. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  1760. // but other masteries DO apply >_>
  1761. ATK_ADDRATE(10+ 2*skill);
  1762. }
  1763. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  1764. if (flag.lh)
  1765. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  1766. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  1767. else
  1768. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  1769. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  1770. {
  1771. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  1772. if (i == 2) skillratio += sstatus->str; //Star Anger
  1773. if (skill<4)
  1774. skillratio /= 12-3*skill;
  1775. ATK_ADDRATE(skillratio);
  1776. }
  1777. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  1778. ATK_ADD(3*skill);
  1779. if (skill_num == NJ_KUNAI)
  1780. ATK_ADD(60);
  1781. }
  1782. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  1783. else if(wd.div_ < 0) //Since the attack missed...
  1784. wd.div_ *= -1;
  1785. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1786. ATK_ADD(skill*2);
  1787. if(skill_num==TF_POISON)
  1788. ATK_ADD(15*skill_lv);
  1789. if( !(nk&NK_NO_ELEFIX) && !n_ele )
  1790. { //Elemental attribute fix
  1791. if( wd.damage > 0 )
  1792. {
  1793. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  1794. if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
  1795. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1796. if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  1797. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  1798. }
  1799. if( flag.lh && wd.damage2 > 0 )
  1800. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  1801. if( sc && sc->data[SC_WATK_ELEMENT] )
  1802. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  1803. int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  1804. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  1805. if( flag.lh )
  1806. {
  1807. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  1808. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  1809. }
  1810. }
  1811. }
  1812. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  1813. return wd; //Enough, rest is not needed.
  1814. if (sd)
  1815. {
  1816. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  1817. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  1818. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  1819. ATK_ADD(wd.div_*sd->spiritball_old*3);
  1820. } else {
  1821. ATK_ADD(wd.div_*sd->spiritball*3);
  1822. }
  1823. //Card Fix, sd side
  1824. if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
  1825. {
  1826. int cardfix = 1000, cardfix_ = 1000;
  1827. int t_race2 = status_get_race2(target);
  1828. if(sd->state.arrow_atk)
  1829. {
  1830. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  1831. if (!(nk&NK_NO_ELEFIX))
  1832. {
  1833. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  1834. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  1835. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  1836. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  1837. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  1838. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  1839. continue;
  1840. ele_fix += sd->right_weapon.addele2[i].rate;
  1841. }
  1842. cardfix=cardfix*(100+ele_fix)/100;
  1843. }
  1844. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  1845. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1846. 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;
  1847. if( tstatus->race != RC_DEMIHUMAN )
  1848. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  1849. }
  1850. else
  1851. { // Melee attack
  1852. if( !battle_config.left_cardfix_to_right )
  1853. {
  1854. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  1855. if (!(nk&NK_NO_ELEFIX)) {
  1856. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  1857. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  1858. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  1859. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  1860. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  1861. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  1862. continue;
  1863. ele_fix += sd->right_weapon.addele2[i].rate;
  1864. }
  1865. cardfix=cardfix*(100+ele_fix)/100;
  1866. }
  1867. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  1868. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  1869. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1870. if( tstatus->race != RC_DEMIHUMAN )
  1871. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1872. if( flag.lh )
  1873. {
  1874. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  1875. if (!(nk&NK_NO_ELEFIX)) {
  1876. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  1877. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  1878. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  1879. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  1880. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  1881. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  1882. continue;
  1883. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  1884. }
  1885. cardfix=cardfix*(100+ele_fix_lh)/100;
  1886. }
  1887. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  1888. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  1889. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  1890. if( tstatus->race != RC_DEMIHUMAN )
  1891. cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1892. }
  1893. }
  1894. else
  1895. {
  1896. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  1897. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  1898. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  1899. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  1900. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  1901. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  1902. continue;
  1903. ele_fix += sd->right_weapon.addele2[i].rate;
  1904. }
  1905. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  1906. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  1907. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  1908. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  1909. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  1910. continue;
  1911. ele_fix += sd->left_weapon.addele2[i].rate;
  1912. }
  1913. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  1914. cardfix=cardfix*(100+ele_fix)/100;
  1915. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  1916. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  1917. 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;
  1918. if( tstatus->race != RC_DEMIHUMAN )
  1919. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  1920. }
  1921. }
  1922. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  1923. {
  1924. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  1925. {
  1926. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  1927. break;
  1928. }
  1929. }
  1930. if( flag.lh )
  1931. {
  1932. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  1933. {
  1934. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  1935. {
  1936. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  1937. break;
  1938. }
  1939. }
  1940. }
  1941. if( wd.flag&BF_LONG )
  1942. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  1943. if( cardfix != 1000 || cardfix_ != 1000 )
  1944. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  1945. }
  1946. if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
  1947. { //Refine bonus applies after cards and elements.
  1948. short index= sd->equip_index[EQI_HAND_L];
  1949. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  1950. ATK_ADD(10*sd->status.inventory[index].refine);
  1951. }
  1952. } //if (sd)
  1953. //Card Fix, tsd sid
  1954. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  1955. {
  1956. short s_race2,s_class;
  1957. short cardfix=1000;
  1958. s_race2 = status_get_race2(src);
  1959. s_class = status_get_class(src);
  1960. if( !(nk&NK_NO_ELEFIX) )
  1961. {
  1962. int ele_fix = tsd->subele[s_ele];
  1963. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  1964. {
  1965. if(tsd->subele2[i].ele != s_ele) continue;
  1966. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  1967. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  1968. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  1969. continue;
  1970. ele_fix += tsd->subele2[i].rate;
  1971. }
  1972. cardfix=cardfix*(100-ele_fix)/100;
  1973. if( flag.lh && s_ele_ != s_ele )
  1974. {
  1975. int ele_fix_lh = tsd->subele[s_ele_];
  1976. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  1977. {
  1978. if(tsd->subele2[i].ele != s_ele_) continue;
  1979. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  1980. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  1981. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  1982. continue;
  1983. ele_fix_lh += tsd->subele2[i].rate;
  1984. }
  1985. cardfix=cardfix*(100-ele_fix_lh)/100;
  1986. }
  1987. }
  1988. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  1989. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  1990. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  1991. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  1992. if( sstatus->race != RC_DEMIHUMAN )
  1993. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  1994. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ )
  1995. {
  1996. if( tsd->add_def[i].class_ == s_class )
  1997. {
  1998. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  1999. break;
  2000. }
  2001. }
  2002. if( wd.flag&BF_SHORT )
  2003. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2004. else // BF_LONG (there's no other choice)
  2005. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2006. if( tsd->sc.data[SC_DEF_RATE] )
  2007. cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100;
  2008. if( cardfix != 1000 )
  2009. ATK_RATE(cardfix/10);
  2010. }
  2011. if( flag.infdef )
  2012. { //Plants receive 1 damage when hit
  2013. if( flag.hit || wd.damage > 0 )
  2014. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  2015. if( flag.lh && (flag.hit || wd.damage2 > 0) )
  2016. wd.damage2 = wd.div_;
  2017. if( !(battle_config.skill_min_damage&1) )
  2018. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  2019. return wd;
  2020. }
  2021. if (sd)
  2022. {
  2023. if (!flag.rh && flag.lh)
  2024. { //Move lh damage to the rh
  2025. wd.damage = wd.damage2;
  2026. wd.damage2 = 0;
  2027. flag.rh=1;
  2028. flag.lh=0;
  2029. } else if(flag.rh && flag.lh)
  2030. { //Dual-wield
  2031. if (wd.damage)
  2032. {
  2033. skill = pc_checkskill(sd,AS_RIGHT);
  2034. wd.damage = wd.damage * (50 + (skill * 10))/100;
  2035. if(wd.damage < 1) wd.damage = 1;
  2036. }
  2037. if (wd.damage2)
  2038. {
  2039. skill = pc_checkskill(sd,AS_LEFT);
  2040. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  2041. if(wd.damage2 < 1) wd.damage2 = 1;
  2042. }
  2043. } else if(sd->status.weapon == W_KATAR && !skill_num)
  2044. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  2045. skill = pc_checkskill(sd,TF_DOUBLE);
  2046. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  2047. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  2048. flag.lh = 1;
  2049. }
  2050. }
  2051. if(!flag.rh && wd.damage)
  2052. wd.damage=0;
  2053. if(!flag.lh && wd.damage2)
  2054. wd.damage2=0;
  2055. if( wd.damage + wd.damage2 )
  2056. { //There is a total damage value
  2057. if(!wd.damage2)
  2058. {
  2059. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
  2060. if( map_flag_gvg2(target->m) )
  2061. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2062. else if( map[target->m].flag.battleground )
  2063. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2064. }
  2065. else if(!wd.damage)
  2066. {
  2067. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
  2068. if( map_flag_gvg2(target->m) )
  2069. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2070. else if( map[target->m].flag.battleground )
  2071. wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2072. }
  2073. else
  2074. {
  2075. int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  2076. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
  2077. if( map_flag_gvg2(target->m) )
  2078. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2079. else if( map[target->m].flag.battleground )
  2080. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2081. wd.damage2 = (d2*100/d1)*wd.damage/100;
  2082. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  2083. wd.damage-=wd.damage2;
  2084. }
  2085. }
  2086. if(skill_num==ASC_BREAKER)
  2087. { //Breaker's int-based damage (a misc attack?)
  2088. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  2089. wd.damage += md.damage;
  2090. }
  2091. //SG_FUSION hp penalty [Komurka]
  2092. if (sc && sc->data[SC_FUSION])
  2093. {
  2094. int hp= sstatus->max_hp;
  2095. if (sd && tsd) {
  2096. hp = 8*hp/100;
  2097. if (100*sstatus->hp <= 20*sstatus->max_hp)
  2098. hp = sstatus->hp;
  2099. } else
  2100. hp = 2*hp/100; //2% hp loss per hit
  2101. status_zap(src, hp, 0);
  2102. }
  2103. return wd;
  2104. }
  2105. /*==========================================
  2106. * battle_calc_magic_attack [DracoRPG]
  2107. *------------------------------------------*/
  2108. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2109. {
  2110. int i, nk;
  2111. short s_ele;
  2112. unsigned int skillratio = 100; //Skill dmg modifiers.
  2113. struct map_session_data *sd, *tsd;
  2114. struct Damage ad;
  2115. struct status_data *sstatus = status_get_status_data(src);
  2116. struct status_data *tstatus = status_get_status_data(target);
  2117. struct {
  2118. unsigned imdef : 1;
  2119. unsigned infdef : 1;
  2120. } flag;
  2121. memset(&ad,0,sizeof(ad));
  2122. memset(&flag,0,sizeof(flag));
  2123. if(src==NULL || target==NULL)
  2124. {
  2125. nullpo_info(NLP_MARK);
  2126. return ad;
  2127. }
  2128. //Initial Values
  2129. ad.damage = 1;
  2130. ad.div_=skill_get_num(skill_num,skill_lv);
  2131. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  2132. ad.dmotion=tstatus->dmotion;
  2133. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2134. ad.flag=BF_MAGIC|BF_SKILL;
  2135. ad.dmg_lv=ATK_DEF;
  2136. nk = skill_get_nk(skill_num);
  2137. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  2138. sd = BL_CAST(BL_PC, src);
  2139. tsd = BL_CAST(BL_PC, target);
  2140. //Initialize variables that will be used afterwards
  2141. s_ele = skill_get_ele(skill_num, skill_lv);
  2142. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2143. s_ele = sstatus->rhw.ele;
  2144. else if (s_ele == -2) //Use status element
  2145. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2146. else if( s_ele == -3 ) //Use random element
  2147. s_ele = rand()%ELE_MAX;
  2148. //Set miscellaneous data that needs be filled
  2149. if(sd) {
  2150. sd->state.arrow_atk = 0;
  2151. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  2152. }
  2153. //Skill Range Criteria
  2154. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2155. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  2156. switch(skill_num)
  2157. {
  2158. case MG_FIREWALL:
  2159. case NJ_KAENSIN:
  2160. ad.dmotion = 0; //No flinch animation.
  2161. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  2162. ad.blewcount = 0; //No knockback
  2163. break;
  2164. case PR_SANCTUARY:
  2165. ad.dmotion = 0; //No flinch animation.
  2166. break;
  2167. }
  2168. if (!flag.infdef) //No need to do the math for plants
  2169. {
  2170. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2171. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2172. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2173. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2174. //Adds an absolute value to damage. 100 = +100 damage
  2175. #define MATK_ADD( a ) { ad.damage+= a; }
  2176. switch (skill_num)
  2177. { //Calc base damage according to skill
  2178. case AL_HEAL:
  2179. case PR_BENEDICTIO:
  2180. case PR_SANCTUARY:
  2181. ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
  2182. break;
  2183. case PR_ASPERSIO:
  2184. ad.damage = 40;
  2185. break;
  2186. case ALL_RESURRECTION:
  2187. case PR_TURNUNDEAD:
  2188. //Undead check is on skill_castend_damageid code.
  2189. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  2190. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2191. if(i > 700) i = 700;
  2192. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  2193. ad.damage = tstatus->hp;
  2194. else
  2195. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2196. break;
  2197. case PF_SOULBURN:
  2198. ad.damage = tstatus->sp * 2;
  2199. break;
  2200. default:
  2201. {
  2202. if (sstatus->matk_max > sstatus->matk_min) {
  2203. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  2204. } else {
  2205. MATK_ADD(sstatus->matk_min);
  2206. }
  2207. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2208. if(mflag>0)
  2209. ad.damage/= mflag;
  2210. else
  2211. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2212. }
  2213. switch(skill_num){
  2214. case MG_NAPALMBEAT:
  2215. case MG_FIREBALL:
  2216. skillratio += skill_lv*10-30;
  2217. break;
  2218. case MG_SOULSTRIKE:
  2219. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2220. skillratio += 5*skill_lv;
  2221. break;
  2222. case MG_FIREWALL:
  2223. skillratio -= 50;
  2224. break;
  2225. case MG_THUNDERSTORM:
  2226. skillratio -= 20;
  2227. break;
  2228. case MG_FROSTDIVER:
  2229. skillratio += 10*skill_lv;
  2230. break;
  2231. case AL_HOLYLIGHT:
  2232. skillratio += 25;
  2233. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  2234. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2235. break;
  2236. case AL_RUWACH:
  2237. skillratio += 45;
  2238. break;
  2239. case WZ_FROSTNOVA:
  2240. skillratio += (100+skill_lv*10)*2/3-100;
  2241. break;
  2242. case WZ_FIREPILLAR:
  2243. if (skill_lv > 10)
  2244. skillratio += 100;
  2245. else
  2246. skillratio -= 80;
  2247. break;
  2248. case WZ_SIGHTRASHER:
  2249. skillratio += 20*skill_lv;
  2250. break;
  2251. case WZ_VERMILION:
  2252. skillratio += 20*skill_lv-20;
  2253. break;
  2254. case WZ_WATERBALL:
  2255. skillratio += 30*skill_lv;
  2256. break;
  2257. case WZ_STORMGUST:
  2258. skillratio += 40*skill_lv;
  2259. break;
  2260. case HW_NAPALMVULCAN:
  2261. skillratio += 10*skill_lv-30;
  2262. break;
  2263. case SL_STIN:
  2264. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2265. break;
  2266. case SL_STUN:
  2267. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2268. break;
  2269. case SL_SMA:
  2270. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2271. break;
  2272. case NJ_KOUENKA:
  2273. skillratio -= 10;
  2274. break;
  2275. case NJ_KAENSIN:
  2276. skillratio -= 50;
  2277. break;
  2278. case NJ_BAKUENRYU:
  2279. skillratio += 50*(skill_lv-1);
  2280. break;
  2281. case NJ_HYOUSYOURAKU:
  2282. skillratio += 50*skill_lv;
  2283. break;
  2284. case NJ_RAIGEKISAI:
  2285. skillratio += 60 + 40*skill_lv;
  2286. break;
  2287. case NJ_KAMAITACHI:
  2288. case NPC_ENERGYDRAIN:
  2289. skillratio += 100*skill_lv;
  2290. break;
  2291. case NPC_EARTHQUAKE:
  2292. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  2293. break;
  2294. }
  2295. MATK_RATE(skillratio);
  2296. //Constant/misc additions from skills
  2297. if (skill_num == WZ_FIREPILLAR)
  2298. MATK_ADD(50);
  2299. }
  2300. }
  2301. if(sd) {
  2302. //Damage bonuses
  2303. if ((i = pc_skillatk_bonus(sd, skill_num)))
  2304. ad.damage += ad.damage*i/100;
  2305. //Ignore Defense?
  2306. if (!flag.imdef && (
  2307. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2308. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2309. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2310. ))
  2311. flag.imdef = 1;
  2312. }
  2313. if(!flag.imdef){
  2314. char mdef = tstatus->mdef;
  2315. int mdef2= tstatus->mdef2;
  2316. if(sd) {
  2317. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2318. i+= sd->ignore_mdef[tstatus->race];
  2319. if (i)
  2320. {
  2321. if (i > 100) i = 100;
  2322. mdef -= mdef * i/100;
  2323. //mdef2-= mdef2* i/100;
  2324. }
  2325. }
  2326. if(battle_config.magic_defense_type)
  2327. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  2328. else
  2329. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  2330. }
  2331. if (skill_num == NPC_EARTHQUAKE)
  2332. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  2333. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  2334. if(mflag>0)
  2335. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  2336. else
  2337. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2338. }
  2339. if(ad.damage<1)
  2340. ad.damage=1;
  2341. if (!(nk&NK_NO_ELEFIX))
  2342. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2343. if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
  2344. { //Apply the physical part of the skill's damage. [Skotlex]
  2345. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2346. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  2347. if( src == target )
  2348. {
  2349. if( src->type == BL_PC )
  2350. ad.damage = ad.damage/2;
  2351. else
  2352. ad.damage = 0;
  2353. }
  2354. }
  2355. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  2356. short t_class = status_get_class(target);
  2357. short cardfix=1000;
  2358. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2359. if (!(nk&NK_NO_ELEFIX))
  2360. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2361. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2362. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2363. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  2364. if(sd->add_mdmg[i].class_ == t_class) {
  2365. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2366. continue;
  2367. }
  2368. }
  2369. if (cardfix != 1000)
  2370. MATK_RATE(cardfix/10);
  2371. }
  2372. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2373. { // Target cards.
  2374. short s_race2 = status_get_race2(src);
  2375. short s_class= status_get_class(src);
  2376. int cardfix=1000;
  2377. if (!(nk&NK_NO_ELEFIX))
  2378. {
  2379. int ele_fix = tsd->subele[s_ele];
  2380. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2381. {
  2382. if(tsd->subele2[i].ele != s_ele) continue;
  2383. if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK &&
  2384. tsd->subele2[i].flag&ad.flag&BF_RANGEMASK &&
  2385. tsd->subele2[i].flag&ad.flag&BF_SKILLMASK))
  2386. continue;
  2387. ele_fix += tsd->subele2[i].rate;
  2388. }
  2389. cardfix=cardfix*(100-ele_fix)/100;
  2390. }
  2391. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2392. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2393. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2394. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2395. if( sstatus->race != RC_DEMIHUMAN )
  2396. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2397. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  2398. if(tsd->add_mdef[i].class_ == s_class) {
  2399. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2400. break;
  2401. }
  2402. }
  2403. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2404. if (ad.flag&BF_SHORT)
  2405. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2406. else
  2407. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2408. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2409. if( tsd->sc.data[SC_MDEF_RATE] )
  2410. cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100;
  2411. if (cardfix != 1000)
  2412. MATK_RATE(cardfix/10);
  2413. }
  2414. }
  2415. damage_div_fix(ad.damage, ad.div_);
  2416. if (flag.infdef && ad.damage)
  2417. ad.damage = ad.damage>0?1:-1;
  2418. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
  2419. if( map_flag_gvg2(target->m) )
  2420. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2421. else if( map[target->m].flag.battleground )
  2422. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2423. return ad;
  2424. }
  2425. /*==========================================
  2426. * その他ダ??[ジ計算
  2427. *------------------------------------------*/
  2428. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2429. {
  2430. int skill;
  2431. short i, nk;
  2432. short s_ele;
  2433. struct map_session_data *sd, *tsd;
  2434. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2435. struct status_data *sstatus = status_get_status_data(src);
  2436. struct status_data *tstatus = status_get_status_data(target);
  2437. memset(&md,0,sizeof(md));
  2438. if( src == NULL || target == NULL ){
  2439. nullpo_info(NLP_MARK);
  2440. return md;
  2441. }
  2442. //Some initial values
  2443. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2444. md.dmotion=tstatus->dmotion;
  2445. md.div_=skill_get_num( skill_num,skill_lv );
  2446. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2447. md.dmg_lv=ATK_DEF;
  2448. md.flag=BF_MISC|BF_SKILL;
  2449. nk = skill_get_nk(skill_num);
  2450. sd = BL_CAST(BL_PC, src);
  2451. tsd = BL_CAST(BL_PC, target);
  2452. if(sd) {
  2453. sd->state.arrow_atk = 0;
  2454. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  2455. }
  2456. s_ele = skill_get_ele(skill_num, skill_lv);
  2457. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2458. s_ele = ELE_NEUTRAL;
  2459. else if (s_ele == -3) //Use random element
  2460. s_ele = rand()%ELE_MAX;
  2461. //Skill Range Criteria
  2462. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2463. switch( skill_num )
  2464. {
  2465. case HT_LANDMINE:
  2466. case MA_LANDMINE:
  2467. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2468. break;
  2469. case HT_BLASTMINE:
  2470. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2471. break;
  2472. case HT_CLAYMORETRAP:
  2473. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2474. break;
  2475. case HT_BLITZBEAT:
  2476. case SN_FALCONASSAULT:
  2477. //Blitz-beat Damage.
  2478. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2479. skill=0;
  2480. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2481. if(mflag > 1) //Autocasted Blitz.
  2482. nk|=NK_SPLASHSPLIT;
  2483. if (skill_num == SN_FALCONASSAULT)
  2484. {
  2485. //Div fix of Blitzbeat
  2486. skill = skill_get_num(HT_BLITZBEAT, 5);
  2487. damage_div_fix(md.damage, skill);
  2488. //Falcon Assault Modifier
  2489. md.damage=md.damage*(150+70*skill_lv)/100;
  2490. }
  2491. break;
  2492. case TF_THROWSTONE:
  2493. md.damage=50;
  2494. break;
  2495. case BA_DISSONANCE:
  2496. md.damage=30+skill_lv*10;
  2497. if (sd)
  2498. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  2499. break;
  2500. case NPC_SELFDESTRUCTION:
  2501. md.damage = sstatus->hp;
  2502. break;
  2503. case NPC_SMOKING:
  2504. md.damage=3;
  2505. break;
  2506. case NPC_DARKBREATH:
  2507. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  2508. if(md.damage > 9999) md.damage = 9999;
  2509. break;
  2510. case PA_PRESSURE:
  2511. md.damage=500+300*skill_lv;
  2512. break;
  2513. case PA_GOSPEL:
  2514. md.damage = 1+rand()%9999;
  2515. break;
  2516. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  2517. if(tstatus->vit+sstatus->int_) //crash fix
  2518. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  2519. else
  2520. md.damage = 0;
  2521. if (tsd) md.damage>>=1;
  2522. if (md.damage < 0 || md.damage > INT_MAX>>1)
  2523. //Overflow prevention, will anyone whine if I cap it to a few billion?
  2524. //Not capped to INT_MAX to give some room for further damage increase.
  2525. md.damage = INT_MAX>>1;
  2526. break;
  2527. case NJ_ZENYNAGE:
  2528. md.damage = skill_get_zeny(skill_num ,skill_lv);
  2529. if (!md.damage) md.damage = 2;
  2530. md.damage = md.damage + rand()%md.damage;
  2531. if (is_boss(target))
  2532. md.damage=md.damage/3;
  2533. else if (tsd)
  2534. md.damage=md.damage/2;
  2535. break;
  2536. case GS_FLING:
  2537. md.damage = sd?sd->status.job_level:status_get_lv(src);
  2538. break;
  2539. case HVAN_EXPLOSION: //[orn]
  2540. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  2541. break ;
  2542. case ASC_BREAKER:
  2543. md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
  2544. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  2545. break;
  2546. case HW_GRAVITATION:
  2547. md.damage = 200+200*skill_lv;
  2548. md.dmotion = 0; //No flinch animation.
  2549. break;
  2550. case NPC_EVILLAND:
  2551. md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
  2552. break;
  2553. }
  2554. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2555. if(mflag>0)
  2556. md.damage/= mflag;
  2557. else
  2558. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2559. }
  2560. damage_div_fix(md.damage, md.div_);
  2561. if (!(nk&NK_IGNORE_FLEE))
  2562. {
  2563. struct status_change *sc = status_get_sc(target);
  2564. i = 0; //Temp for "hit or no hit"
  2565. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  2566. i = 1;
  2567. else {
  2568. short
  2569. flee = tstatus->flee,
  2570. hitrate=80; //Default hitrate
  2571. if(battle_config.agi_penalty_type &&
  2572. battle_config.agi_penalty_target&target->type)
  2573. {
  2574. unsigned char attacker_count; //256 max targets should be a sane max
  2575. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  2576. if(attacker_count >= battle_config.agi_penalty_count)
  2577. {
  2578. if (battle_config.agi_penalty_type == 1)
  2579. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  2580. else //asume type 2: absolute reduction
  2581. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  2582. if(flee < 1) flee = 1;
  2583. }
  2584. }
  2585. hitrate+= sstatus->hit - flee;
  2586. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2587. if(rand()%100 < hitrate)
  2588. i = 1;
  2589. }
  2590. if (!i) {
  2591. md.damage = 0;
  2592. md.dmg_lv=ATK_FLEE;
  2593. }
  2594. }
  2595. if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2596. {// misc damage reduction from equipment
  2597. int cardfix = 10000;
  2598. int race2 = status_get_race2(src);
  2599. if (!(nk&NK_NO_ELEFIX))
  2600. {
  2601. int ele_fix = tsd->subele[s_ele];
  2602. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2603. {
  2604. if(tsd->subele2[i].ele != s_ele) continue;
  2605. if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK &&
  2606. tsd->subele2[i].flag&md.flag&BF_RANGEMASK &&
  2607. tsd->subele2[i].flag&md.flag&BF_SKILLMASK))
  2608. continue;
  2609. ele_fix += tsd->subele2[i].rate;
  2610. }
  2611. cardfix=cardfix*(100-ele_fix)/100;
  2612. }
  2613. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2614. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  2615. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2616. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2617. if( sstatus->race != RC_DEMIHUMAN )
  2618. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2619. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  2620. if(md.flag&BF_SHORT)
  2621. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2622. else // BF_LONG (there's no other choice)
  2623. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2624. if (cardfix != 10000)
  2625. md.damage=(int)((int64)md.damage*cardfix/10000);
  2626. }
  2627. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  2628. md.damage += md.damage*i/100;
  2629. if(md.damage < 0)
  2630. md.damage = 0;
  2631. else if(md.damage && tstatus->mode&MD_PLANT)
  2632. md.damage = 1;
  2633. if(!(nk&NK_NO_ELEFIX))
  2634. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2635. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
  2636. if( map_flag_gvg2(target->m) )
  2637. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2638. else if( map[target->m].flag.battleground )
  2639. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  2640. if (skill_num == NJ_ZENYNAGE && sd)
  2641. { //Time to Pay Up.
  2642. if ( md.damage > sd->status.zeny )
  2643. md.damage=sd->status.zeny;
  2644. pc_payzeny(sd, md.damage);
  2645. }
  2646. return md;
  2647. }
  2648. /*==========================================
  2649. * ダ??[ジ計算一括?�?用
  2650. *------------------------------------------*/
  2651. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  2652. {
  2653. struct Damage d;
  2654. switch(attack_type) {
  2655. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  2656. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  2657. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  2658. default:
  2659. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  2660. memset(&d,0,sizeof(d));
  2661. break;
  2662. }
  2663. if( d.damage + d.damage2 < 1 )
  2664. { //Miss/Absorbed
  2665. //Weapon attacks should go through to cause additional effects.
  2666. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  2667. d.dmg_lv = ATK_MISS;
  2668. d.dmotion = 0;
  2669. }
  2670. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  2671. d.dmg_lv = ATK_DEF;
  2672. return d;
  2673. }
  2674. //Calculates BF_WEAPON returned damage.
  2675. int battle_calc_return_damage(struct block_list* bl, int damage, int flag)
  2676. {
  2677. struct map_session_data* sd = NULL;
  2678. int rdamage = 0;
  2679. sd = BL_CAST(BL_PC, bl);
  2680. //Bounces back part of the damage.
  2681. if (flag & BF_SHORT) {
  2682. struct status_change* sc;
  2683. if (sd && sd->short_weapon_damage_return)
  2684. {
  2685. rdamage += damage * sd->short_weapon_damage_return / 100;
  2686. if(rdamage < 1) rdamage = 1;
  2687. }
  2688. sc = status_get_sc(bl);
  2689. if (sc && sc->data[SC_REFLECTSHIELD])
  2690. {
  2691. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  2692. if (rdamage < 1) rdamage = 1;
  2693. }
  2694. } else {
  2695. if (sd && sd->long_weapon_damage_return)
  2696. {
  2697. rdamage += damage * sd->long_weapon_damage_return / 100;
  2698. if (rdamage < 1) rdamage = 1;
  2699. }
  2700. }
  2701. return rdamage;
  2702. }
  2703. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  2704. {
  2705. struct weapon_data *wd;
  2706. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  2707. for (i = 0; i < 4; i++) {
  2708. //First two iterations: Right hand
  2709. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  2710. else { wd = &sd->left_weapon; damage = &ldamage; }
  2711. if (*damage <= 0) continue;
  2712. //First and Third iterations: race, other two boss/nonboss state
  2713. if (i == 0 || i == 2)
  2714. type = race;
  2715. else
  2716. type = boss?RC_BOSS:RC_NONBOSS;
  2717. hp = wd->hp_drain[type].value;
  2718. if (wd->hp_drain[type].rate)
  2719. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  2720. sp = wd->sp_drain[type].value;
  2721. if (wd->sp_drain[type].rate)
  2722. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  2723. if (hp) {
  2724. if (wd->hp_drain[type].type)
  2725. rhp += hp;
  2726. thp += hp;
  2727. }
  2728. if (sp) {
  2729. if (wd->sp_drain[type].type)
  2730. rsp += sp;
  2731. tsp += sp;
  2732. }
  2733. }
  2734. if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
  2735. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
  2736. if (!thp && !tsp) return;
  2737. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  2738. if (rhp || rsp)
  2739. status_zap(tbl, rhp, rsp);
  2740. }
  2741. /*==========================================
  2742. * 通??U撃?�?まとめ
  2743. *------------------------------------------*/
  2744. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
  2745. {
  2746. struct map_session_data *sd = NULL, *tsd = NULL;
  2747. struct status_data *sstatus, *tstatus;
  2748. struct status_change *sc, *tsc;
  2749. int damage,rdamage=0,rdelay=0;
  2750. int skillv;
  2751. struct Damage wd;
  2752. nullpo_retr(ATK_NONE, src);
  2753. nullpo_retr(ATK_NONE, target);
  2754. if (src->prev == NULL || target->prev == NULL)
  2755. return ATK_NONE;
  2756. sd = BL_CAST(BL_PC, src);
  2757. tsd = BL_CAST(BL_PC, target);
  2758. sstatus = status_get_status_data(src);
  2759. tstatus = status_get_status_data(target);
  2760. sc = status_get_sc(src);
  2761. tsc = status_get_sc(target);
  2762. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  2763. sc = NULL;
  2764. if (tsc && !tsc->count)
  2765. tsc = NULL;
  2766. if (sd)
  2767. {
  2768. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  2769. if (sd->state.arrow_atk)
  2770. {
  2771. int index = sd->equip_index[EQI_AMMO];
  2772. if (index<0) {
  2773. clif_arrow_fail(sd,0);
  2774. return ATK_NONE;
  2775. }
  2776. //Ammo check by Ishizu-chan
  2777. if (sd->inventory_data[index])
  2778. switch (sd->status.weapon) {
  2779. case W_BOW:
  2780. if (sd->inventory_data[index]->look != A_ARROW) {
  2781. clif_arrow_fail(sd,0);
  2782. return ATK_NONE;
  2783. }
  2784. break;
  2785. case W_REVOLVER:
  2786. case W_RIFLE:
  2787. case W_GATLING:
  2788. case W_SHOTGUN:
  2789. if (sd->inventory_data[index]->look != A_BULLET) {
  2790. clif_arrow_fail(sd,0);
  2791. return ATK_NONE;
  2792. }
  2793. break;
  2794. case W_GRENADE:
  2795. if (sd->inventory_data[index]->look != A_GRENADE) {
  2796. clif_arrow_fail(sd,0);
  2797. return ATK_NONE;
  2798. }
  2799. break;
  2800. }
  2801. }
  2802. }
  2803. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  2804. status_change_end(src,SC_CLOAKING,-1);
  2805. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  2806. {
  2807. int dir = map_calc_dir(target,src->x,src->y);
  2808. int t_dir = unit_getdir(target);
  2809. int dist = distance_bl(src, target);
  2810. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  2811. {
  2812. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  2813. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  2814. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2815. status_change_end(target,SC_AUTOCOUNTER,-1);
  2816. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  2817. return ATK_NONE;
  2818. }
  2819. }
  2820. 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)) )
  2821. {
  2822. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  2823. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  2824. status_change_end(target, SC_BLADESTOP_WAIT, -1);
  2825. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  2826. { //Target locked.
  2827. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  2828. clif_bladestop(target, src->id, 1);
  2829. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  2830. return ATK_NONE;
  2831. }
  2832. }
  2833. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  2834. {
  2835. int triple_rate= 30 - skillv; //Base Rate
  2836. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK)
  2837. {
  2838. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  2839. status_change_end(src,SC_SKILLRATE_UP,-1);
  2840. }
  2841. if (rand()%100 < triple_rate)
  2842. //FIXME: invalid return type!
  2843. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
  2844. }
  2845. if (sc)
  2846. {
  2847. if (sc->data[SC_SACRIFICE])
  2848. {
  2849. int skilllv = sc->data[SC_SACRIFICE]->val1;
  2850. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  2851. status_change_end(src, SC_SACRIFICE,-1);
  2852. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  2853. //FIXME: invalid return type!
  2854. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
  2855. }
  2856. if (sc->data[SC_MAGICALATTACK])
  2857. //FIXME: invalid return type!
  2858. return (damage_lv)skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0);
  2859. }
  2860. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1 && tstatus->hp < tstatus->max_hp)
  2861. 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.
  2862. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  2863. if (sd && sd->state.arrow_atk) //Consume arrow.
  2864. battle_consume_ammo(sd, 0, 0);
  2865. damage = wd.damage + wd.damage2;
  2866. if( damage > 0 && src != target )
  2867. {
  2868. rdamage = battle_calc_return_damage(target, damage, wd.flag);
  2869. if( rdamage > 0 )
  2870. {
  2871. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  2872. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2873. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2874. }
  2875. }
  2876. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  2877. if (sd && sd->splash_range > 0 && damage > 0)
  2878. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  2879. map_freeblock_lock();
  2880. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  2881. if( tsc && tsc->data[SC_DEVOTION] )
  2882. {
  2883. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2884. struct block_list *d_bl = map_id2bl(sce->val1);
  2885. if( d_bl && (
  2886. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  2887. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  2888. ) && check_distance_bl(target, d_bl, sce->val3) )
  2889. {
  2890. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2891. status_fix_damage(NULL, d_bl, damage, 0);
  2892. }
  2893. else
  2894. status_change_end(target, SC_DEVOTION, -1);
  2895. }
  2896. if (sc && sc->data[SC_AUTOSPELL] && rand()%100 < sc->data[SC_AUTOSPELL]->val4) {
  2897. int sp = 0;
  2898. int skillid = sc->data[SC_AUTOSPELL]->val2;
  2899. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  2900. int i = rand()%100;
  2901. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  2902. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  2903. if (i >= 50) skilllv -= 2;
  2904. else if (i >= 15) skilllv--;
  2905. if (skilllv < 1) skilllv = 1;
  2906. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  2907. if (status_charge(src, 0, sp)) {
  2908. switch (skill_get_casttype(skillid)) {
  2909. case CAST_GROUND:
  2910. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  2911. break;
  2912. case CAST_NODAMAGE:
  2913. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  2914. break;
  2915. case CAST_DAMAGE:
  2916. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  2917. break;
  2918. }
  2919. }
  2920. }
  2921. if (sd) {
  2922. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  2923. if (battle_config.left_cardfix_to_right)
  2924. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  2925. else
  2926. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  2927. }
  2928. }
  2929. if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  2930. if(tsd && src != target)
  2931. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2932. battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  2933. }
  2934. if (tsc) {
  2935. if (tsc->data[SC_POISONREACT] &&
  2936. (rand()%100 < tsc->data[SC_POISONREACT]->val3
  2937. || sstatus->def_ele == ELE_POISON) &&
  2938. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  2939. status_check_skilluse(target, src, TF_POISON, 0)
  2940. ) { //Poison React
  2941. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  2942. if (sstatus->def_ele == ELE_POISON) {
  2943. sce->val2 = 0;
  2944. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  2945. } else {
  2946. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  2947. --sce->val2;
  2948. }
  2949. if (sce->val2 <= 0)
  2950. status_change_end(target, SC_POISONREACT, -1);
  2951. }
  2952. }
  2953. map_freeblock_unlock();
  2954. return wd.dmg_lv;
  2955. }
  2956. int battle_check_undead(int race,int element)
  2957. {
  2958. if(battle_config.undead_detect_type == 0) {
  2959. if(element == ELE_UNDEAD)
  2960. return 1;
  2961. }
  2962. else if(battle_config.undead_detect_type == 1) {
  2963. if(race == RC_UNDEAD)
  2964. return 1;
  2965. }
  2966. else {
  2967. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  2968. return 1;
  2969. }
  2970. return 0;
  2971. }
  2972. //Returns the upmost level master starting with the given object
  2973. struct block_list* battle_get_master(struct block_list *src)
  2974. {
  2975. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  2976. do {
  2977. prev = src;
  2978. switch (src->type) {
  2979. case BL_PET:
  2980. if (((TBL_PET*)src)->msd)
  2981. src = (struct block_list*)((TBL_PET*)src)->msd;
  2982. break;
  2983. case BL_MOB:
  2984. if (((TBL_MOB*)src)->master_id)
  2985. src = map_id2bl(((TBL_MOB*)src)->master_id);
  2986. break;
  2987. case BL_HOM:
  2988. if (((TBL_HOM*)src)->master)
  2989. src = (struct block_list*)((TBL_HOM*)src)->master;
  2990. break;
  2991. case BL_MER:
  2992. if (((TBL_MER*)src)->master)
  2993. src = (struct block_list*)((TBL_MER*)src)->master;
  2994. break;
  2995. case BL_SKILL:
  2996. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  2997. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  2998. break;
  2999. }
  3000. } while (src && src != prev);
  3001. return prev;
  3002. }
  3003. /*==========================================
  3004. * Checks the state between two targets (rewritten by Skotlex)
  3005. * (enemy, friend, party, guild, etc)
  3006. * See battle.h for possible values/combinations
  3007. * to be used here (BCT_* constants)
  3008. * Return value is:
  3009. * 1: flag holds true (is enemy, party, etc)
  3010. * -1: flag fails
  3011. * 0: Invalid target (non-targetable ever)
  3012. *------------------------------------------*/
  3013. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  3014. {
  3015. int m,state = 0; //Initial state none
  3016. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  3017. struct block_list *s_bl = src, *t_bl = target;
  3018. nullpo_ret(src);
  3019. nullpo_ret(target);
  3020. m = target->m;
  3021. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  3022. //objects involved.
  3023. if( (t_bl = battle_get_master(target)) == NULL )
  3024. t_bl = target;
  3025. if( (s_bl = battle_get_master(src)) == NULL )
  3026. s_bl = src;
  3027. switch( target->type )
  3028. { // Checks on actual target
  3029. case BL_PC:
  3030. if (((TBL_PC*)target)->invincible_timer != -1 || pc_isinvisible((TBL_PC*)target))
  3031. return -1; //Cannot be targeted yet.
  3032. break;
  3033. case BL_MOB:
  3034. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  3035. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  3036. s_bl->type == BL_PC && src->type != BL_MOB)
  3037. { //Targettable by players
  3038. state |= BCT_ENEMY;
  3039. strip_enemy = 0;
  3040. }
  3041. break;
  3042. case BL_SKILL:
  3043. {
  3044. TBL_SKILL *su = (TBL_SKILL*)target;
  3045. if( !su->group )
  3046. return 0;
  3047. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP )
  3048. { //Only a few skills can target traps...
  3049. switch( battle_getcurrentskill(src) )
  3050. {
  3051. case MA_REMOVETRAP:
  3052. case HT_REMOVETRAP:
  3053. case AC_SHOWER:
  3054. case MA_SHOWER:
  3055. case WZ_SIGHTRASHER:
  3056. case WZ_SIGHTBLASTER:
  3057. case SM_MAGNUM:
  3058. case MS_MAGNUM:
  3059. state |= BCT_ENEMY;
  3060. strip_enemy = 0;
  3061. break;
  3062. default:
  3063. return 0;
  3064. }
  3065. } else if (su->group->skill_id==WZ_ICEWALL)
  3066. {
  3067. state |= BCT_ENEMY;
  3068. strip_enemy = 0;
  3069. } else //Excepting traps and icewall, you should not be able to target skills.
  3070. return 0;
  3071. }
  3072. break;
  3073. //Valid targets with no special checks here.
  3074. case BL_MER:
  3075. case BL_HOM:
  3076. break;
  3077. //All else not specified is an invalid target.
  3078. default:
  3079. return 0;
  3080. }
  3081. switch( t_bl->type )
  3082. { //Checks on target master
  3083. case BL_PC:
  3084. {
  3085. struct map_session_data *sd;
  3086. if( t_bl == s_bl ) break;
  3087. sd = BL_CAST(BL_PC, t_bl);
  3088. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  3089. return 0; // Global inminuty only to Attacks
  3090. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  3091. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  3092. if( sd->state.killable ) {
  3093. state |= BCT_ENEMY; // Everything can kill it
  3094. strip_enemy = 0;
  3095. }
  3096. break;
  3097. }
  3098. case BL_MOB:
  3099. {
  3100. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  3101. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  3102. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  3103. break;
  3104. }
  3105. }
  3106. switch( src->type )
  3107. { //Checks on actual src type
  3108. case BL_PET:
  3109. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  3110. return 0; //Pet may not attack non-mobs.
  3111. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  3112. return 0; //pet may not attack Guardians/Emperium
  3113. break;
  3114. case BL_SKILL:
  3115. {
  3116. struct skill_unit *su = (struct skill_unit *)src;
  3117. if (!su->group)
  3118. return 0;
  3119. if (su->group->src_id == target->id)
  3120. {
  3121. int inf2;
  3122. inf2 = skill_get_inf2(su->group->skill_id);
  3123. if (inf2&INF2_NO_TARGET_SELF)
  3124. return -1;
  3125. if (inf2&INF2_TARGET_SELF)
  3126. return 1;
  3127. }
  3128. break;
  3129. }
  3130. }
  3131. switch( s_bl->type )
  3132. { //Checks on source master
  3133. case BL_PC:
  3134. {
  3135. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  3136. if( s_bl != t_bl )
  3137. {
  3138. if( sd->state.killer )
  3139. {
  3140. state |= BCT_ENEMY; // Can kill anything
  3141. strip_enemy = 0;
  3142. }
  3143. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  3144. {
  3145. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  3146. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  3147. else
  3148. return 0; // You can't target anything out of your duel
  3149. }
  3150. }
  3151. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data )
  3152. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  3153. if( t_bl->type != BL_PC )
  3154. state |= BCT_ENEMY; //Natural enemy.
  3155. break;
  3156. }
  3157. case BL_MOB:
  3158. {
  3159. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  3160. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  3161. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  3162. if( !md->special_state.ai )
  3163. { //Normal mobs.
  3164. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  3165. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  3166. else
  3167. state |= BCT_ENEMY; //However, all else are enemies.
  3168. }
  3169. else
  3170. {
  3171. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  3172. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  3173. }
  3174. break;
  3175. }
  3176. default:
  3177. //Need some sort of default behaviour for unhandled types.
  3178. if (t_bl->type != s_bl->type)
  3179. state |= BCT_ENEMY;
  3180. break;
  3181. }
  3182. if( (flag&BCT_ALL) == BCT_ALL )
  3183. { //All actually stands for all attackable chars
  3184. if( target->type&BL_CHAR )
  3185. return 1;
  3186. else
  3187. return -1;
  3188. }
  3189. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  3190. return -1;
  3191. if( t_bl == s_bl )
  3192. { //No need for further testing.
  3193. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3194. if( state&BCT_ENEMY && strip_enemy )
  3195. state&=~BCT_ENEMY;
  3196. return (flag&state)?1:-1;
  3197. }
  3198. if( map_flag_vs(m) )
  3199. { //Check rivalry settings.
  3200. int sbg_id = 0, tbg_id = 0;
  3201. if( map[m].flag.battleground )
  3202. {
  3203. sbg_id = bg_team_get_id(s_bl);
  3204. tbg_id = bg_team_get_id(t_bl);
  3205. }
  3206. if( flag&(BCT_PARTY|BCT_ENEMY) )
  3207. {
  3208. int s_party = status_get_party_id(s_bl);
  3209. 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) )
  3210. state |= BCT_PARTY;
  3211. else
  3212. state |= BCT_ENEMY;
  3213. }
  3214. if( flag&(BCT_GUILD|BCT_ENEMY) )
  3215. {
  3216. int s_guild = status_get_guild_id(s_bl);
  3217. int t_guild = status_get_guild_id(t_bl);
  3218. 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) )
  3219. state |= BCT_GUILD;
  3220. else
  3221. state |= BCT_ENEMY;
  3222. }
  3223. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  3224. state &= ~BCT_ENEMY;
  3225. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  3226. { // Prevent novice engagement on pk_mode (feature by Valaris)
  3227. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  3228. if (
  3229. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3230. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3231. (int)sd->status.base_level < battle_config.pk_min_level ||
  3232. (int)sd2->status.base_level < battle_config.pk_min_level ||
  3233. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  3234. )
  3235. state &= ~BCT_ENEMY;
  3236. }
  3237. }
  3238. else
  3239. { //Non pvp/gvg, check party/guild settings.
  3240. if( flag&BCT_PARTY || state&BCT_ENEMY )
  3241. {
  3242. int s_party = status_get_party_id(s_bl);
  3243. if(s_party && s_party == status_get_party_id(t_bl))
  3244. state |= BCT_PARTY;
  3245. }
  3246. if( flag&BCT_GUILD || state&BCT_ENEMY )
  3247. {
  3248. int s_guild = status_get_guild_id(s_bl);
  3249. int t_guild = status_get_guild_id(t_bl);
  3250. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  3251. state |= BCT_GUILD;
  3252. }
  3253. }
  3254. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3255. state = BCT_NEUTRAL;
  3256. //Alliance state takes precedence over enemy one.
  3257. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  3258. state&=~BCT_ENEMY;
  3259. return (flag&state)?1:-1;
  3260. }
  3261. /*==========================================
  3262. * 射程判定
  3263. *------------------------------------------*/
  3264. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  3265. {
  3266. int d;
  3267. nullpo_retr(false, src);
  3268. nullpo_retr(false, bl);
  3269. if( src->m != bl->m )
  3270. return false;
  3271. #ifndef CIRCULAR_AREA
  3272. if( src->type == BL_PC )
  3273. { // Range for players' attacks and skills should always have a circular check. [Inkfish]
  3274. int dx = src->x - bl->x, dy = src->y - bl->y;
  3275. if( !check_distance(dx*dx + dy*dy, 0, range*range+(dx&&dy?1:0)) )
  3276. return false;
  3277. }
  3278. else
  3279. #endif
  3280. if( !check_distance_bl(src, bl, range) )
  3281. return false;
  3282. if( (d = distance_bl(src, bl)) < 2 )
  3283. return true; // No need for path checking.
  3284. if( d > AREA_SIZE )
  3285. return false; // Avoid targetting objects beyond your range of sight.
  3286. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  3287. }
  3288. static const struct _battle_data {
  3289. const char* str;
  3290. int* val;
  3291. int defval;
  3292. int min;
  3293. int max;
  3294. } battle_data[] = {
  3295. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  3296. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  3297. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  3298. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  3299. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  3300. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  3301. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  3302. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  3303. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  3304. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  3305. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  3306. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  3307. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  3308. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  3309. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  3310. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  3311. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  3312. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  3313. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  3314. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  3315. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  3316. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  3317. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  3318. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  3319. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  3320. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  3321. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  3322. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  3323. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  3324. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  3325. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  3326. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  3327. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  3328. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  3329. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  3330. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  3331. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  3332. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  3333. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  3334. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  3335. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  3336. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  3337. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  3338. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  3339. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  3340. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  3341. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  3342. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  3343. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  3344. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  3345. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  3346. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  3347. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  3348. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  3349. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  3350. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  3351. { "lowest_gm_level", &battle_config.lowest_gm_level, 1, 0, 99, },
  3352. { "atcommand_gm_only", &battle_config.atc_gmonly, 0, 0, 1, },
  3353. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  3354. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  3355. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  3356. { "gm_all_skill", &battle_config.gm_allskill, 0, 0, 100, },
  3357. { "gm_all_equipment", &battle_config.gm_allequip, 0, 0, 100, },
  3358. { "gm_skill_unconditional", &battle_config.gm_skilluncond, 0, 0, 100, },
  3359. { "gm_join_chat", &battle_config.gm_join_chat, 0, 0, 100, },
  3360. { "gm_kick_chat", &battle_config.gm_kick_chat, 0, 0, 100, },
  3361. { "gm_can_party", &battle_config.gm_can_party, 0, 0, 1, },
  3362. { "gm_cant_party_min_lv", &battle_config.gm_cant_party_min_lv, 20, 0, 100, },
  3363. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  3364. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  3365. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  3366. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  3367. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  3368. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  3369. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  3370. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  3371. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  3372. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  3373. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  3374. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  3375. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  3376. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  3377. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  3378. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  3379. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  3380. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  3381. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  3382. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  3383. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  3384. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  3385. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  3386. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  3387. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  3388. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  3389. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  3390. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  3391. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  3392. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  3393. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  3394. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  3395. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  3396. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  3397. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  3398. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  3399. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  3400. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  3401. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  3402. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  3403. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  3404. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  3405. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  3406. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  3407. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  3408. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  3409. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  3410. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  3411. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  3412. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  3413. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  3414. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  3415. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  3416. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  3417. { "item_check", &battle_config.item_check, 0, 0, 1, },
  3418. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  3419. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  3420. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  3421. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  3422. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  3423. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  3424. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3425. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3426. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3427. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  3428. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  3429. { "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
  3430. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  3431. { "max_lv", &battle_config.max_lv, 99, 0, 127, },
  3432. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  3433. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  3434. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  3435. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  3436. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  3437. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  3438. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  3439. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  3440. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  3441. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  3442. { "save_log", &battle_config.save_log, 0, 0, 1, },
  3443. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  3444. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  3445. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  3446. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  3447. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  3448. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  3449. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3450. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  3451. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  3452. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  3453. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv, ATK_FLEE, 0, INT_MAX, },
  3454. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  3455. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  3456. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  3457. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  3458. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_MISS, 0, INT_MAX, },
  3459. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  3460. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  3461. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  3462. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  3463. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  3464. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  3465. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  3466. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time, 7000, 0, INT_MAX, },
  3467. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  3468. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  3469. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  3470. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  3471. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  3472. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  3473. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  3474. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  3475. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  3476. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  3477. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  3478. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  3479. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  3480. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  3481. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  3482. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  3483. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  3484. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  3485. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  3486. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  3487. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  3488. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  3489. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  3490. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  3491. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  3492. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  3493. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  3494. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  3495. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  3496. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  3497. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  3498. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  3499. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  3500. { "hide_GM_session", &battle_config.hide_GM_session, 0, 0, 1, },
  3501. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  3502. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  3503. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  3504. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  3505. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  3506. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv, 1, 0, 100, },
  3507. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv, 0, 0, 100, },
  3508. { "disp_hpmeter", &battle_config.disp_hpmeter, 0, 0, 100, },
  3509. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  3510. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  3511. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  3512. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  3513. // eAthena additions
  3514. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  3515. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  3516. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  3517. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  3518. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  3519. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  3520. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  3521. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  3522. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  3523. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  3524. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  3525. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  3526. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  3527. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  3528. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  3529. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  3530. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  3531. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  3532. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  3533. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  3534. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  3535. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  3536. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  3537. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  3538. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  3539. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  3540. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  3541. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  3542. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  3543. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  3544. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  3545. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  3546. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  3547. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  3548. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  3549. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  3550. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  3551. { "pk_mode", &battle_config.pk_mode, 0, 0, 1, },
  3552. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  3553. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  3554. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  3555. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  3556. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  3557. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  3558. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  3559. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  3560. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  3561. { "hack_info_GM_level", &battle_config.hack_info_GM_level, 60, 0, 100, },
  3562. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level, 20, 0, 100, },
  3563. { "who_display_aid", &battle_config.who_display_aid, 40, 0, 100, },
  3564. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
  3565. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  3566. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  3567. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  3568. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  3569. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  3570. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  3571. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  3572. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  3573. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  3574. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  3575. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  3576. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  3577. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  3578. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  3579. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  3580. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  3581. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  3582. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  3583. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  3584. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  3585. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  3586. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  3587. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  3588. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  3589. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  3590. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  3591. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  3592. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  3593. { "display_version", &battle_config.display_version, 1, 0, 1, },
  3594. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  3595. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  3596. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  3597. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  3598. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  3599. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  3600. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  3601. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  3602. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  3603. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  3604. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  3605. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  3606. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  3607. { "mob_clear_delay", &battle_config.mob_clear_delay, 0, 0, INT_MAX, },
  3608. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  3609. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  3610. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  3611. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  3612. { "title_lvl1", &battle_config.title_lvl1, 1, 0, 100, },
  3613. { "title_lvl2", &battle_config.title_lvl2, 10, 0, 100, },
  3614. { "title_lvl3", &battle_config.title_lvl3, 20, 0, 100, },
  3615. { "title_lvl4", &battle_config.title_lvl4, 40, 0, 100, },
  3616. { "title_lvl5", &battle_config.title_lvl5, 50, 0, 100, },
  3617. { "title_lvl6", &battle_config.title_lvl6, 60, 0, 100, },
  3618. { "title_lvl7", &battle_config.title_lvl7, 80, 0, 100, },
  3619. { "title_lvl8", &battle_config.title_lvl8, 99, 0, 100, },
  3620. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  3621. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  3622. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  3623. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  3624. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  3625. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  3626. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  3627. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  3628. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  3629. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  3630. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  3631. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  3632. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  3633. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  3634. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  3635. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  3636. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  3637. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  3638. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  3639. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  3640. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  3641. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  3642. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  3643. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  3644. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  3645. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  3646. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  3647. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  3648. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  3649. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  3650. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  3651. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  3652. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  3653. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  3654. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  3655. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  3656. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  3657. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  3658. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  3659. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  3660. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  3661. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  3662. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  3663. { "gm_viewequip_min_lv", &battle_config.gm_viewequip_min_lv, 0, 0, 99, },
  3664. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  3665. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  3666. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  3667. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  3668. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  3669. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  3670. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  3671. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  3672. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  3673. // BattleGround Settings
  3674. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  3675. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  3676. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  3677. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  3678. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  3679. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  3680. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  3681. };
  3682. int battle_set_value(const char* w1, const char* w2)
  3683. {
  3684. int val = config_switch(w2);
  3685. int i;
  3686. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3687. if (i == ARRAYLENGTH(battle_data))
  3688. return 0; // not found
  3689. if (val < battle_data[i].min || val > battle_data[i].max)
  3690. {
  3691. 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);
  3692. val = battle_data[i].defval;
  3693. }
  3694. *battle_data[i].val = val;
  3695. return 1;
  3696. }
  3697. int battle_get_value(const char* w1)
  3698. {
  3699. int i;
  3700. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  3701. if (i == ARRAYLENGTH(battle_data))
  3702. return 0; // not found
  3703. else
  3704. return *battle_data[i].val;
  3705. }
  3706. void battle_set_defaults()
  3707. {
  3708. int i;
  3709. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  3710. *battle_data[i].val = battle_data[i].defval;
  3711. }
  3712. void battle_adjust_conf()
  3713. {
  3714. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  3715. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  3716. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  3717. battle_config.max_cart_weight *= 10;
  3718. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  3719. battle_config.max_def = 100;
  3720. if(battle_config.min_hitrate > battle_config.max_hitrate)
  3721. battle_config.min_hitrate = battle_config.max_hitrate;
  3722. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  3723. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  3724. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  3725. battle_config.day_duration = 60000;
  3726. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  3727. battle_config.night_duration = 60000;
  3728. #ifndef CELL_NOSTACK
  3729. if (battle_config.cell_stack_limit != 1)
  3730. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  3731. #endif
  3732. }
  3733. int battle_config_read(const char* cfgName)
  3734. {
  3735. char line[1024], w1[1024], w2[1024];
  3736. FILE* fp;
  3737. static int count = 0;
  3738. if (count == 0)
  3739. battle_set_defaults();
  3740. count++;
  3741. fp = fopen(cfgName,"r");
  3742. if (fp == NULL)
  3743. ShowError("File not found: %s\n", cfgName);
  3744. else
  3745. {
  3746. while(fgets(line, sizeof(line), fp))
  3747. {
  3748. if (line[0] == '/' && line[1] == '/')
  3749. continue;
  3750. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  3751. continue;
  3752. if (strcmpi(w1, "import") == 0)
  3753. battle_config_read(w2);
  3754. else
  3755. if (battle_set_value(w1, w2) == 0)
  3756. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  3757. }
  3758. fclose(fp);
  3759. }
  3760. count--;
  3761. if (count == 0)
  3762. battle_adjust_conf();
  3763. return 0;
  3764. }
  3765. void do_init_battle(void)
  3766. {
  3767. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  3768. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  3769. }
  3770. void do_final_battle(void)
  3771. {
  3772. ers_destroy(delay_damage_ers);
  3773. }