battle.cpp 338 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 "battle.hpp"
  4. #include <stdlib.h>
  5. #include <math.h>
  6. #include "../common/cbasetypes.h"
  7. #include "../common/timer.h"
  8. #include "../common/nullpo.h"
  9. #include "../common/malloc.h"
  10. #include "../common/showmsg.h"
  11. #include "../common/ers.h"
  12. #include "../common/random.h"
  13. #include "../common/socket.h"
  14. #include "../common/strlib.h"
  15. #include "../common/utils.h"
  16. #include "map.hpp"
  17. #include "path.hpp"
  18. #include "pc.hpp"
  19. #include "homunculus.hpp"
  20. #include "mercenary.hpp"
  21. #include "elemental.hpp"
  22. #include "pet.hpp"
  23. #include "party.hpp"
  24. #include "battleground.hpp"
  25. #include "chrif.hpp"
  26. #include "guild.hpp"
  27. #include "clif.hpp"
  28. #include "mob.hpp"
  29. #include "log.hpp"
  30. #include "pc_groups.hpp"
  31. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  32. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. /**
  35. * Returns the current/list skill used by the bl
  36. * @param bl
  37. * @return skill_id
  38. */
  39. uint16 battle_getcurrentskill(struct block_list *bl)
  40. {
  41. struct unit_data *ud;
  42. if( bl->type == BL_SKILL ) {
  43. struct skill_unit *su = (struct skill_unit*)bl;
  44. return (su && su->group?su->group->skill_id:0);
  45. }
  46. ud = unit_bl2ud(bl);
  47. return (ud?ud->skill_id:0);
  48. }
  49. /**
  50. * Get random targeting enemy
  51. * @param bl
  52. * @param ap
  53. * @return Found target (1) or not found (0)
  54. */
  55. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  56. {
  57. struct block_list **bl_list;
  58. struct unit_data *ud;
  59. int target_id;
  60. int *c;
  61. bl_list = va_arg(ap, struct block_list **);
  62. c = va_arg(ap, int *);
  63. target_id = va_arg(ap, int);
  64. if (bl->id == target_id)
  65. return 0;
  66. if (*c >= 24)
  67. return 0;
  68. if ( !(ud = unit_bl2ud(bl)) )
  69. return 0;
  70. if (ud->target == target_id || ud->skilltarget == target_id) {
  71. bl_list[(*c)++] = bl;
  72. return 1;
  73. }
  74. return 0;
  75. }
  76. /**
  77. * Returns list of targets
  78. * @param target
  79. * @return Target list
  80. */
  81. struct block_list* battle_gettargeted(struct block_list *target)
  82. {
  83. struct block_list *bl_list[24];
  84. int c = 0;
  85. nullpo_retr(NULL, target);
  86. memset(bl_list, 0, sizeof(bl_list));
  87. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  88. if ( c == 0 )
  89. return NULL;
  90. if( c > 24 )
  91. c = 24;
  92. return bl_list[rnd()%c];
  93. }
  94. /**
  95. * Returns the ID of the current targeted character of the passed bl
  96. * @param bl
  97. * @return Target Unit ID
  98. * @author [Skotlex]
  99. */
  100. int battle_gettarget(struct block_list* bl)
  101. {
  102. switch (bl->type) {
  103. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  104. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  105. case BL_PET: return ((struct pet_data*)bl)->target_id;
  106. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  107. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  108. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  109. }
  110. return 0;
  111. }
  112. /**
  113. * Get random enemy
  114. * @param bl
  115. * @param ap
  116. * @return Found target (1) or not found (0)
  117. */
  118. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  119. {
  120. struct block_list **bl_list;
  121. struct block_list *target;
  122. int *c;
  123. bl_list = va_arg(ap, struct block_list **);
  124. c = va_arg(ap, int *);
  125. target = va_arg(ap, struct block_list *);
  126. if (bl->id == target->id)
  127. return 0;
  128. if (*c >= 24)
  129. return 0;
  130. if (status_isdead(bl))
  131. return 0;
  132. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  133. bl_list[(*c)++] = bl;
  134. return 1;
  135. }
  136. return 0;
  137. }
  138. /**
  139. * Returns list of enemies within given range
  140. * @param target
  141. * @param type
  142. * @param range
  143. * @return Target list
  144. * @author [Skotlex]
  145. */
  146. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  147. {
  148. struct block_list *bl_list[24];
  149. int c = 0;
  150. memset(bl_list, 0, sizeof(bl_list));
  151. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  152. if ( c == 0 )
  153. return NULL;
  154. if( c > 24 )
  155. c = 24;
  156. return bl_list[rnd()%c];
  157. }
  158. /**
  159. * Get random enemy within area
  160. * @param bl
  161. * @param ap
  162. * @return Found target (1) or not found (0)
  163. */
  164. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  165. {
  166. struct block_list **bl_list, *src;
  167. int *c, ignore_id;
  168. bl_list = va_arg(ap, struct block_list **);
  169. c = va_arg(ap, int *);
  170. src = va_arg(ap, struct block_list *);
  171. ignore_id = va_arg(ap, int);
  172. if( bl->id == src->id || bl->id == ignore_id )
  173. return 0; // Ignores Caster and a possible pre-target
  174. if( *c >= 23 )
  175. return 0;
  176. if( status_isdead(bl) )
  177. return 0;
  178. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  179. bl_list[(*c)++] = bl;
  180. return 1;
  181. }
  182. return 0;
  183. }
  184. /**
  185. * Returns list of enemies within an area
  186. * @param src
  187. * @param x
  188. * @param y
  189. * @param range
  190. * @param type
  191. * @param ignore_id
  192. * @return Target list
  193. */
  194. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  195. {
  196. struct block_list *bl_list[24];
  197. int c = 0;
  198. memset(bl_list, 0, sizeof(bl_list));
  199. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  200. if( c == 0 )
  201. return NULL;
  202. if( c >= 24 )
  203. c = 23;
  204. return bl_list[rnd()%c];
  205. }
  206. /*========================================== [Playtester]
  207. * Deals damage without delay, applies additional effects and triggers monster events
  208. * This function is called from battle_delay_damage or battle_delay_damage_sub
  209. * @param src: Source of damage
  210. * @param target: Target of damage
  211. * @param damage: Damage to be dealt
  212. * @param delay: Damage delay
  213. * @param skill_lv: Level of skill used
  214. * @param skill_id: ID o skill used
  215. * @param dmg_lv: State of the attack (miss, etc.)
  216. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  217. * @param additional_effects: Whether additional effect should be applied
  218. * @param isspdamage: If the damage is done to SP
  219. * @param tick: Current tick
  220. *------------------------------------------*/
  221. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, int delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, unsigned int tick, bool isspdamage) {
  222. map_freeblock_lock();
  223. if (isspdamage)
  224. status_fix_spdamage(src, target, damage, delay);
  225. else
  226. status_fix_damage(src, target, damage, delay); // We have to separate here between reflect damage and others [icescope]
  227. if (attack_type && !status_isdead(target) && additional_effects)
  228. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  229. if (dmg_lv > ATK_BLOCK && attack_type)
  230. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  231. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  232. if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
  233. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  234. struct mob_data* md = BL_CAST(BL_MOB, target);
  235. md->norm_attacked_id = md->attacked_id;
  236. }
  237. map_freeblock_unlock();
  238. }
  239. /// Damage Delayed Structure
  240. struct delay_damage {
  241. int src_id;
  242. int target_id;
  243. int64 damage;
  244. int delay;
  245. unsigned short distance;
  246. uint16 skill_lv;
  247. uint16 skill_id;
  248. enum damage_lv dmg_lv;
  249. unsigned short attack_type;
  250. bool additional_effects;
  251. enum bl_type src_type;
  252. bool isspdamage;
  253. };
  254. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  255. {
  256. struct delay_damage *dat = (struct delay_damage *)data;
  257. if ( dat ) {
  258. struct block_list* src = NULL;
  259. struct block_list* target = map_id2bl(dat->target_id);
  260. if( !target || status_isdead(target) ) { /* Nothing we can do */
  261. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  262. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  263. ((TBL_PC*)src)->state.hold_recalc = 0;
  264. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  265. }
  266. ers_free(delay_damage_ers, dat);
  267. return 0;
  268. }
  269. src = map_id2bl(dat->src_id);
  270. if( src && target->m == src->m &&
  271. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  272. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  273. {
  274. //Deal damage
  275. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  276. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  277. map_freeblock_lock();
  278. status_fix_damage(target, target, dat->damage, dat->delay);
  279. map_freeblock_unlock();
  280. }
  281. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  282. ((TBL_PC*)src)->state.hold_recalc = 0;
  283. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  284. }
  285. }
  286. ers_free(delay_damage_ers, dat);
  287. return 0;
  288. }
  289. int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects, bool isspdamage)
  290. {
  291. struct delay_damage *dat;
  292. struct status_change *sc;
  293. struct block_list *d_tbl = NULL;
  294. struct block_list *e_tbl = NULL;
  295. nullpo_ret(src);
  296. nullpo_ret(target);
  297. sc = status_get_sc(target);
  298. if (sc) {
  299. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  300. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  301. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  302. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  303. }
  304. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  305. damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  306. damage = 0;
  307. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  308. //Deal damage
  309. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  310. return 0;
  311. }
  312. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  313. dat->src_id = src->id;
  314. dat->target_id = target->id;
  315. dat->skill_id = skill_id;
  316. dat->skill_lv = skill_lv;
  317. dat->attack_type = attack_type;
  318. dat->damage = damage;
  319. dat->dmg_lv = dmg_lv;
  320. dat->delay = ddelay;
  321. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  322. dat->additional_effects = additional_effects;
  323. dat->src_type = src->type;
  324. dat->isspdamage = isspdamage;
  325. if (src->type != BL_PC && amotion > 1000)
  326. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  327. if( src->type == BL_PC )
  328. ((TBL_PC*)src)->delayed_damage++;
  329. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  330. return 0;
  331. }
  332. /**
  333. * Get attribute ratio
  334. * @param atk_elem Attack element enum e_element
  335. * @param def_type Defense element enum e_element
  336. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  337. */
  338. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  339. {
  340. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  341. return 100;
  342. return attr_fix_table[def_lv-1][atk_elem][def_type];
  343. }
  344. /**
  345. * Does attribute fix modifiers.
  346. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  347. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  348. * @param src
  349. * @param target
  350. * @param damage
  351. * @param atk_elem
  352. * @param def_type
  353. * @param def_lv
  354. * @return damage
  355. */
  356. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  357. {
  358. struct status_change *sc = NULL, *tsc = NULL;
  359. int ratio;
  360. if (src) sc = status_get_sc(src);
  361. if (target) tsc = status_get_sc(target);
  362. if (!CHK_ELEMENT(atk_elem))
  363. atk_elem = rnd()%ELE_ALL;
  364. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  365. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  366. return damage;
  367. }
  368. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  369. if (sc && sc->count) { //increase dmg by src status
  370. switch(atk_elem){
  371. case ELE_FIRE:
  372. if (sc->data[SC_VOLCANO])
  373. #ifdef RENEWAL
  374. ratio += sc->data[SC_VOLCANO]->val3;
  375. #else
  376. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  377. #endif
  378. break;
  379. case ELE_WIND:
  380. if (sc->data[SC_VIOLENTGALE])
  381. #ifdef RENEWAL
  382. ratio += sc->data[SC_VIOLENTGALE]->val3;
  383. #else
  384. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  385. #endif
  386. break;
  387. case ELE_WATER:
  388. if (sc->data[SC_DELUGE])
  389. #ifdef RENEWAL
  390. ratio += sc->data[SC_DELUGE]->val3;
  391. #else
  392. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  393. #endif
  394. break;
  395. case ELE_GHOST:
  396. if (sc->data[SC_TELEKINESIS_INTENSE])
  397. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  398. break;
  399. }
  400. }
  401. if( target && target->type == BL_SKILL ) {
  402. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  403. struct skill_unit *su = (struct skill_unit*)target;
  404. struct skill_unit_group *sg;
  405. struct block_list *src2;
  406. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  407. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  408. return 0;
  409. if( sg->unit_id != UNT_FIREWALL ) {
  410. int x,y;
  411. x = sg->val3 >> 16;
  412. y = sg->val3 & 0xffff;
  413. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  414. sg->val3 = -1;
  415. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  416. }
  417. }
  418. }
  419. if (tsc && tsc->count) { //increase dmg by target status
  420. switch(atk_elem) {
  421. case ELE_FIRE:
  422. if (tsc->data[SC_SPIDERWEB]) {
  423. //Double damage
  424. damage *= 2;
  425. //Remove a unit group or end whole status change
  426. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  427. }
  428. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  429. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  430. if (tsc->data[SC_CRYSTALIZE])
  431. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  432. if (tsc->data[SC_EARTH_INSIGNIA])
  433. ratio += 50;
  434. break;
  435. case ELE_HOLY:
  436. if (tsc->data[SC_ORATIO])
  437. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  438. break;
  439. case ELE_POISON:
  440. if (tsc->data[SC_VENOMIMPRESS])
  441. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  442. break;
  443. case ELE_WIND:
  444. if (tsc->data[SC_WATER_INSIGNIA])
  445. ratio += 50;
  446. break;
  447. case ELE_WATER:
  448. if (tsc->data[SC_FIRE_INSIGNIA])
  449. ratio += 50;
  450. break;
  451. case ELE_EARTH:
  452. if (tsc->data[SC_WIND_INSIGNIA])
  453. ratio += 50;
  454. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  455. break;
  456. case ELE_NEUTRAL:
  457. if (tsc->data[SC_ANTI_M_BLAST])
  458. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  459. break;
  460. }
  461. }
  462. if (battle_config.attr_recover == 0 && ratio < 0)
  463. ratio = 0;
  464. #ifdef RENEWAL
  465. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  466. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  467. #else
  468. damage = (int64)((damage*ratio)/100);
  469. #endif
  470. //Damage can be negative, see battle_config.attr_recover
  471. return damage;
  472. }
  473. /**
  474. * Calculates card bonuses damage adjustments.
  475. * @param attack_type @see enum e_battle_flag
  476. * @param src Attacker
  477. * @param target Target
  478. * @param nk Skill's nk @see enum e_skill_nk [NK_NO_CARDFIX_ATK|NK_NO_ELEFIX|NK_NO_CARDFIX_DEF]
  479. * @param rh_ele Right-hand weapon element
  480. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  481. * @param damage Original damage
  482. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  483. * 3: Calculates attacker bonuses in both hands.
  484. * 2: Calculates attacker bonuses in right-hand only.
  485. * 0 or 1: Only calculates target bonuses.
  486. * @param flag Misc value of skill & damage flags
  487. * @return damage Damage diff between original damage and after calculation
  488. */
  489. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  490. struct map_session_data *sd, ///< Attacker session data if BL_PC
  491. *tsd; ///< Target session data if BL_PC
  492. short cardfix = 1000;
  493. enum e_classAE s_class, ///< Attacker class
  494. t_class; ///< Target class
  495. enum e_race2 s_race2, /// Attacker Race2
  496. t_race2; ///< Target Race2
  497. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  498. struct status_data *sstatus, ///< Attacker status data
  499. *tstatus; ///< Target status data
  500. int64 original_damage;
  501. int i;
  502. if( !damage )
  503. return 0;
  504. original_damage = damage;
  505. sd = BL_CAST(BL_PC, src);
  506. tsd = BL_CAST(BL_PC, target);
  507. t_class = (enum e_classAE)status_get_class(target);
  508. s_class = (enum e_classAE)status_get_class(src);
  509. sstatus = status_get_status_data(src);
  510. tstatus = status_get_status_data(target);
  511. s_race2 = status_get_race2(src);
  512. t_race2 = status_get_race2(target);
  513. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  514. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  515. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  516. switch( attack_type ) {
  517. case BF_MAGIC:
  518. // Affected by attacker ATK bonuses
  519. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  520. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
  521. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  522. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
  523. sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
  524. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  525. }
  526. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  527. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  528. for( i = 0; i < ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++ ) {
  529. if( sd->add_mdmg[i].class_ == t_class ) {
  530. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  531. break;
  532. }
  533. }
  534. APPLY_CARDFIX(damage, cardfix);
  535. }
  536. // Affected by target DEF bonuses
  537. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  538. cardfix = 1000; // reset var for target
  539. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  540. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  541. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  542. if( tsd->subele2[i].ele != rh_ele )
  543. continue;
  544. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  545. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  546. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  547. continue;
  548. ele_fix += tsd->subele2[i].rate;
  549. }
  550. if (s_defele != ELE_NONE)
  551. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  552. cardfix = cardfix * (100 - ele_fix) / 100;
  553. }
  554. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  555. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  556. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  557. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  558. for( i = 0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate; i++ ) {
  559. if( tsd->add_mdef[i].class_ == s_class ) {
  560. cardfix = cardfix * (100 - tsd->add_mdef[i].rate) / 100;
  561. break;
  562. }
  563. }
  564. #ifndef RENEWAL
  565. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  566. if( flag&BF_SHORT )
  567. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  568. else
  569. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  570. #endif
  571. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  572. if( tsd->sc.data[SC_MDEF_RATE] )
  573. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  574. APPLY_CARDFIX(damage, cardfix);
  575. }
  576. break;
  577. case BF_WEAPON:
  578. // Affected by attacker ATK bonuses
  579. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) {
  580. short cardfix_ = 1000;
  581. if( sd->state.arrow_atk ) { // Ranged attack
  582. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  583. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  584. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  585. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  586. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  587. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  588. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  589. continue;
  590. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  591. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  592. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  593. continue;
  594. ele_fix += sd->right_weapon.addele2[i].rate;
  595. }
  596. cardfix = cardfix * (100 + ele_fix) / 100;
  597. }
  598. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  599. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  600. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  601. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  602. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  603. } else { // Melee attack
  604. int skill = 0;
  605. // Calculates each right & left hand weapon bonuses separatedly
  606. if( !battle_config.left_cardfix_to_right ) {
  607. // Right-handed weapon
  608. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  609. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  610. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  611. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  612. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  613. continue;
  614. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  615. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  616. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  617. continue;
  618. ele_fix += sd->right_weapon.addele2[i].rate;
  619. }
  620. cardfix = cardfix * (100 + ele_fix) / 100;
  621. }
  622. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  623. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  624. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  625. if( left&1 ) { // Left-handed weapon
  626. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  627. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  628. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  629. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  630. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  631. continue;
  632. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  633. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  634. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  635. continue;
  636. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  637. }
  638. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  639. }
  640. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  641. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  642. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  643. }
  644. }
  645. // Calculates right & left hand weapon as unity
  646. else {
  647. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_NO_ELEFIX?
  648. //if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  649. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  650. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  651. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  652. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  653. continue;
  654. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  655. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  656. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  657. continue;
  658. ele_fix += sd->right_weapon.addele2[i].rate;
  659. }
  660. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  661. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  662. continue;
  663. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  664. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  665. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  666. continue;
  667. ele_fix += sd->left_weapon.addele2[i].rate;
  668. }
  669. cardfix = cardfix * (100 + ele_fix) / 100;
  670. //}
  671. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  672. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  673. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  674. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  675. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  676. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  677. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  678. }
  679. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  680. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  681. }
  682. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  683. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) {
  684. if( sd->right_weapon.add_dmg[i].class_ == t_class ) {
  685. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  686. break;
  687. }
  688. }
  689. if( left&1 ) {
  690. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) {
  691. if( sd->left_weapon.add_dmg[i].class_ == t_class ) {
  692. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  693. break;
  694. }
  695. }
  696. }
  697. #ifndef RENEWAL
  698. if( flag&BF_LONG )
  699. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  700. #endif
  701. if (left&1) {
  702. APPLY_CARDFIX(damage, cardfix_);
  703. } else {
  704. APPLY_CARDFIX(damage, cardfix);
  705. }
  706. }
  707. // Affected by target DEF bonuses
  708. else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
  709. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  710. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  711. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  712. if( tsd->subele2[i].ele != rh_ele )
  713. continue;
  714. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  715. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  716. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  717. continue;
  718. ele_fix += tsd->subele2[i].rate;
  719. }
  720. cardfix = cardfix * (100 - ele_fix) / 100;
  721. if( left&1 && lh_ele != rh_ele ) {
  722. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
  723. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  724. if( tsd->subele2[i].ele != lh_ele )
  725. continue;
  726. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  727. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  728. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  729. continue;
  730. ele_fix_lh += tsd->subele2[i].rate;
  731. }
  732. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  733. }
  734. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  735. }
  736. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  737. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  738. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  739. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  740. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate; i++ ) {
  741. if( tsd->add_def[i].class_ == s_class ) {
  742. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  743. break;
  744. }
  745. }
  746. if( flag&BF_SHORT )
  747. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  748. else // BF_LONG (there's no other choice)
  749. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  750. if( tsd->sc.data[SC_DEF_RATE] )
  751. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  752. APPLY_CARDFIX(damage, cardfix);
  753. }
  754. break;
  755. case BF_MISC:
  756. // Affected by target DEF bonuses
  757. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  758. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  759. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  760. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  761. if( tsd->subele2[i].ele != rh_ele )
  762. continue;
  763. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  764. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  765. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  766. continue;
  767. ele_fix += tsd->subele2[i].rate;
  768. }
  769. if (s_defele != ELE_NONE)
  770. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  771. cardfix = cardfix * (100 - ele_fix) / 100;
  772. }
  773. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  774. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  775. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  776. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  777. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  778. if( flag&BF_SHORT )
  779. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  780. else // BF_LONG (there's no other choice)
  781. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  782. APPLY_CARDFIX(damage, cardfix);
  783. }
  784. break;
  785. }
  786. #undef APPLY_CARDFIX
  787. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  788. }
  789. /**
  790. * Absorb damage based on criteria
  791. * @param bl
  792. * @param d Damage
  793. **/
  794. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  795. int64 dmg_ori = 0, dmg_new = 0;
  796. nullpo_retv(bl);
  797. nullpo_retv(d);
  798. if (!d->damage && !d->damage2)
  799. return;
  800. switch (bl->type) {
  801. case BL_PC:
  802. {
  803. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  804. if (!sd)
  805. return;
  806. if (sd->bonus.absorb_dmg_maxhp) {
  807. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  808. dmg_ori = dmg_new = d->damage + d->damage2;
  809. if (dmg_ori > hp)
  810. dmg_new = dmg_ori - hp;
  811. }
  812. }
  813. break;
  814. }
  815. if (dmg_ori == dmg_new)
  816. return;
  817. if (!d->damage2)
  818. d->damage = dmg_new;
  819. else if (!d->damage)
  820. d->damage2 = dmg_new;
  821. else {
  822. d->damage = dmg_new;
  823. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  824. if (d->damage2 < 1)
  825. d->damage2 = 1;
  826. d->damage = d->damage - d->damage2;
  827. }
  828. }
  829. /**
  830. * Check Safety Wall and Pneuma effect.
  831. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  832. * @param src Attacker
  833. * @param target Target of attack
  834. * @param sc STatus Change
  835. * @param d Damage data
  836. * @param damage Damage received
  837. * @param skill_id
  838. * @param skill_lv
  839. * @return True:Damage inflicted, False:Missed
  840. **/
  841. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  842. if (!sc)
  843. return true;
  844. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  845. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  846. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  847. if (group) {
  848. if (skill_id_val == MH_STEINWAND) {
  849. if (--group->val2 <= 0)
  850. skill_delunitgroup(group);
  851. d->dmg_lv = ATK_BLOCK;
  852. if( (group->val3 - damage) > 0 )
  853. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  854. else
  855. skill_delunitgroup(group);
  856. return false;
  857. }
  858. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  859. d->dmg_lv = ATK_BLOCK;
  860. #ifdef RENEWAL
  861. if ( ( group->val2 - damage) > 0 ) {
  862. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  863. } else
  864. skill_delunitgroup(group);
  865. return false;
  866. #else
  867. if (--group->val2 <= 0)
  868. skill_delunitgroup(group);
  869. return false;
  870. #endif
  871. }
  872. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  873. }
  874. if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG || skill_id == CR_ACIDDEMONSTRATION)) {
  875. d->dmg_lv = ATK_MISS;
  876. return false;
  877. }
  878. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  879. d->dmg_lv = ATK_BLOCK;
  880. return false;
  881. }
  882. return true;
  883. }
  884. /**
  885. * Check damage through status.
  886. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  887. * After this we apply bg/gvg reduction
  888. * @param src
  889. * @param bl
  890. * @param d
  891. * @param damage
  892. * @param skill_id
  893. * @param skill_lv
  894. * @return damage
  895. */
  896. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  897. {
  898. struct map_session_data *sd = NULL;
  899. struct status_change *sc;
  900. struct status_change_entry *sce;
  901. int div_ = d->div_, flag = d->flag;
  902. nullpo_ret(bl);
  903. if( !damage )
  904. return 0;
  905. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  906. return 0;
  907. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  908. && skill_get_casttype(skill_id) == CAST_GROUND )
  909. return 0;
  910. if (bl->type == BL_PC) {
  911. sd=(struct map_session_data *)bl;
  912. //Special no damage states
  913. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  914. damage -= damage * sd->special_state.no_weapon_damage / 100;
  915. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  916. damage -= damage * sd->special_state.no_magic_damage / 100;
  917. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  918. damage -= damage * sd->special_state.no_misc_damage / 100;
  919. if(!damage)
  920. return 0;
  921. }
  922. sc = status_get_sc(bl); //check target status
  923. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  924. return 1;
  925. if (sc && sc->data[SC_MAXPAIN])
  926. return 0;
  927. if (skill_id == PA_PRESSURE || skill_id == HW_GRAVITATION)
  928. return damage; //These skills bypass everything else.
  929. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  930. if( sc->data[SC_BASILICA] && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ) {
  931. d->dmg_lv = ATK_BLOCK;
  932. return 0;
  933. }
  934. if( sc->data[SC_WHITEIMPRISON] ) { // Gravitation and Pressure do damage without removing the effect
  935. if( skill_id == MG_NAPALMBEAT ||
  936. skill_id == MG_SOULSTRIKE ||
  937. skill_id == WL_SOULEXPANSION ||
  938. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  939. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  940. {
  941. if( skill_id == WL_SOULEXPANSION )
  942. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  943. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  944. } else {
  945. d->dmg_lv = ATK_BLOCK;
  946. return 0;
  947. }
  948. }
  949. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  950. d->dmg_lv = ATK_BLOCK;
  951. return 0;
  952. }
  953. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  954. return 0;
  955. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE])) {
  956. d->dmg_lv = ATK_BLOCK;
  957. return 0;
  958. }
  959. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  960. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  961. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,skill_get_time2(GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1));
  962. d->dmg_lv = ATK_BLOCK;
  963. return 0;
  964. }
  965. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  966. int delay;
  967. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  968. struct block_list *d_bl = NULL;
  969. // different delay depending on skill level [celest]
  970. if (sce->val1 <= 5)
  971. delay = 300;
  972. else if (sce->val1 > 5 && sce->val1 <= 9)
  973. delay = 200;
  974. else
  975. delay = 100;
  976. if (sd && pc_issit(sd))
  977. pc_setstand(sd, true);
  978. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  979. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  980. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  981. check_distance_bl(bl,d_bl,sce_d->val3) )
  982. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  983. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  984. unit_set_walkdelay(d_bl,gettick(),delay,1);
  985. d->dmg_lv = ATK_MISS;
  986. return 0;
  987. } else {
  988. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  989. unit_set_walkdelay(bl,gettick(),delay,1);
  990. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  991. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,BLOWN_NONE);
  992. d->dmg_lv = ATK_MISS;
  993. return 0;
  994. }
  995. }
  996. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  997. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  998. d->dmg_lv = ATK_BLOCK;
  999. if( sce->val3 <= 0 ) { // Shield Down
  1000. sce->val2--;
  1001. if( sce->val2 >= 0 ) {
  1002. clif_millenniumshield(bl,sce->val2);
  1003. if( !sce->val2 )
  1004. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  1005. else
  1006. sce->val3 = 1000; // Next shield
  1007. }
  1008. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  1009. }
  1010. return 0;
  1011. }
  1012. // attack blocked by Parrying
  1013. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  1014. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  1015. return 0;
  1016. }
  1017. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) {
  1018. if (sd && pc_issit(sd))
  1019. pc_setstand(sd, true); //Stand it to dodge.
  1020. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1);
  1021. sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1022. return 0;
  1023. }
  1024. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  1025. return 0;
  1026. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  1027. return 0;
  1028. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1029. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  1030. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1031. //Shouldn't end until Breaker's non-weapon part connects.
  1032. #ifndef RENEWAL
  1033. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1034. #endif
  1035. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1036. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  1037. return 0;
  1038. }
  1039. #ifdef RENEWAL // Flat +400% damage from melee
  1040. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1041. damage <<= 2;
  1042. #endif
  1043. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1044. clif_specialeffect(bl, EF_STORMKICK4, AREA); // Still need confirm it.
  1045. return 0;
  1046. }
  1047. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
  1048. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1049. if (!status_isdead(src))
  1050. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1051. if (sce) {
  1052. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1053. skill_blown(src,bl,sce->val3,-1,BLOWN_NONE);
  1054. }
  1055. //Both need to be consumed if they are active.
  1056. if (sce && --(sce->val2) <= 0)
  1057. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1058. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1059. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1060. return 0;
  1061. }
  1062. //Now damage increasing effects
  1063. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1064. if (src->type != BL_MER || !skill_id)
  1065. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1066. #ifndef RENEWAL
  1067. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1068. #endif
  1069. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1070. }
  1071. #ifdef RENEWAL
  1072. if( sc->data[SC_RAID] ) {
  1073. damage += damage * 20 / 100;
  1074. if (--sc->data[SC_RAID]->val1 == 0)
  1075. status_change_end(bl, SC_RAID, INVALID_TIMER);
  1076. }
  1077. #endif
  1078. if( damage ) {
  1079. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1080. if( sc->data[SC_DEEPSLEEP] ) {
  1081. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1082. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1083. }
  1084. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1085. switch(tsd->status.weapon) {
  1086. case W_MACE:
  1087. case W_2HMACE:
  1088. case W_1HAXE:
  1089. case W_2HAXE:
  1090. damage += damage / 2;
  1091. break;
  1092. case W_MUSICAL:
  1093. case W_WHIP:
  1094. if(!sd->state.arrow_atk)
  1095. break;
  1096. case W_BOW:
  1097. case W_REVOLVER:
  1098. case W_RIFLE:
  1099. case W_GATLING:
  1100. case W_SHOTGUN:
  1101. case W_GRENADE:
  1102. case W_DAGGER:
  1103. case W_1HSWORD:
  1104. case W_2HSWORD:
  1105. damage -= damage / 2;
  1106. break;
  1107. }
  1108. }
  1109. if( sc->data[SC_VOICEOFSIREN] )
  1110. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1111. }
  1112. if( sc->data[SC_DEVOTION] ) {
  1113. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1114. struct block_list *d_bl = map_id2bl(sce_d->val1);
  1115. if( d_bl &&
  1116. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1117. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1118. check_distance_bl(bl,d_bl,sce_d->val3) )
  1119. {
  1120. struct status_change *d_sc = status_get_sc(d_bl);
  1121. if( d_sc && d_sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_MAGIC)) == BF_LONG && skill_id != ASC_BREAKER && skill_id != CR_ACIDDEMONSTRATION && skill_id != NJ_ZENYNAGE && skill_id != GN_FIRE_EXPANSION_ACID && skill_id != KO_MUCHANAGE )
  1122. damage -= damage * d_sc->data[SC_DEFENDER]->val2 / 100;
  1123. }
  1124. }
  1125. // Damage reductions
  1126. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1127. #ifndef RENEWAL
  1128. if( sc->data[SC_ASSUMPTIO] ) {
  1129. if( map_flag_vs(bl->m) )
  1130. damage = (int64)damage*2/3; //Receive 66% damage
  1131. else
  1132. damage >>= 1; //Receive 50% damage
  1133. }
  1134. #endif
  1135. if (sc->data[SC_DEFENDER] &&
  1136. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1137. #ifdef RENEWAL
  1138. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION || skill_id == GN_FIRE_EXPANSION_ACID))
  1139. #else
  1140. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1141. #endif
  1142. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1143. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1144. damage -= damage * 20 / 100;
  1145. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1146. if(flag&BF_SKILL) //25% reduction
  1147. damage -= damage * 25 / 100;
  1148. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1149. damage >>= 2; //75% reduction
  1150. }
  1151. if(sc->data[SC_ARMORCHANGE]) {
  1152. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1153. if(flag&BF_WEAPON)
  1154. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1155. else if(flag&BF_MAGIC)
  1156. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1157. }
  1158. if(sc->data[SC_SMOKEPOWDER]) {
  1159. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1160. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1161. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1162. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1163. }
  1164. if (sc->data[SC_WATER_BARRIER])
  1165. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1166. if (sc->data[SC_SU_STOOP])
  1167. damage -= damage * 90 / 100;
  1168. // Compressed code, fixed by map.hpp [Epoque]
  1169. if (src->type == BL_MOB) {
  1170. if( sc->data[SC_MANU_DEF] && status_get_race2(src) == RC2_MANUK ){
  1171. damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
  1172. }
  1173. if( sc->data[SC_SPL_DEF] && status_get_race2(src) == RC2_SPLENDIDE ){
  1174. damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
  1175. }
  1176. }
  1177. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1178. sce->val3&flag && sce->val4&flag)
  1179. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1180. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1181. #ifdef RENEWAL
  1182. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1183. #else
  1184. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1185. #endif
  1186. ) )
  1187. {
  1188. struct status_data *status = status_get_status_data(bl);
  1189. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1190. per /=20; //Uses 20% SP intervals.
  1191. //SP Cost: 1% + 0.5% per every 20% SP
  1192. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1193. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1194. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1195. }
  1196. if(sc->data[SC_GRANITIC_ARMOR])
  1197. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1198. if(sc->data[SC_PAIN_KILLER]) {
  1199. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1200. damage = i64max(damage, 1);
  1201. }
  1202. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1203. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1204. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1205. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1206. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1207. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1208. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1209. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1210. else if (flag&(BF_WEAPON|BF_SHORT))
  1211. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1212. if( sce->val2 <= 0 )
  1213. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  1214. }
  1215. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1216. if (flag&BF_WEAPON)
  1217. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1218. if (flag&BF_MAGIC)
  1219. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1220. }
  1221. #ifdef RENEWAL
  1222. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1223. if( sc->data[SC_STEELBODY] )
  1224. damage = damage > 10 ? damage / 10 : 1;
  1225. #endif
  1226. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1227. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1228. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1229. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1230. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1231. }
  1232. //Finally Kyrie because it may, or not, reduce damage to 0.
  1233. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1234. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1235. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1236. if(sce->val2>=0)
  1237. damage=0;
  1238. else
  1239. damage=-sce->val2;
  1240. }
  1241. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1242. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1243. }
  1244. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  1245. clif_specialeffect(bl, EF_GUARD, AREA);
  1246. sce->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1247. if (sce->val3 >= 0)
  1248. damage = 0;
  1249. else
  1250. damage = -sce->val3;
  1251. if (sce->val3 <= 0)
  1252. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  1253. }
  1254. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1255. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1256. if (sce->val2 >= 0)
  1257. damage = 0;
  1258. else
  1259. damage = -sce->val2;
  1260. if (sce->val2 <= 0)
  1261. status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER);
  1262. }
  1263. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1264. damage = 0;
  1265. if (!damage)
  1266. return 0;
  1267. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1268. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1269. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1270. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1271. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1272. clif_blown(bl);
  1273. unit_setdir(bl, dir);
  1274. }
  1275. d->dmg_lv = ATK_DEF;
  1276. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1277. return 0;
  1278. }
  1279. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1280. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1281. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1282. int spheres = 5;
  1283. if( sc->data[SC_RAISINGDRAGON] )
  1284. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1285. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1286. }
  1287. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1288. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1289. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1290. hom_addspiritball(hd, 10);
  1291. }
  1292. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1293. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1294. } //End of target SC_ check
  1295. //SC effects from caster side.
  1296. sc = status_get_sc(src);
  1297. if (sc && sc->count) {
  1298. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1299. damage += damage * 75 / 100;
  1300. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1301. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1302. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1303. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1304. // [Epoque]
  1305. if (bl->type == BL_MOB) {
  1306. if ( (((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1307. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))) &&
  1308. status_get_race2(bl) == RC2_MANUK
  1309. ) {
  1310. damage += damage * sce->val1 / 100;
  1311. }
  1312. if ( (((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1313. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))) &&
  1314. status_get_race2(bl) == RC2_SPLENDIDE
  1315. ) {
  1316. damage += damage * sce->val1 / 100;
  1317. }
  1318. }
  1319. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1320. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1321. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1322. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1323. }
  1324. if( sc->data[SC_POISONINGWEAPON]
  1325. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1326. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1327. sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1));
  1328. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1329. status_change_spread(src, bl, 0);
  1330. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1331. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1332. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1333. }
  1334. } //End of caster SC_ check
  1335. //PK damage rates
  1336. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1337. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1338. if (flag&BF_WEAPON)
  1339. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1340. if (flag&BF_MAGIC)
  1341. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1342. if (flag&BF_MISC)
  1343. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1344. } else { //Normal attacks get reductions based on range.
  1345. if (flag & BF_SHORT)
  1346. damage = damage * battle_config.pk_short_damage_rate / 100;
  1347. if (flag & BF_LONG)
  1348. damage = damage * battle_config.pk_long_damage_rate / 100;
  1349. }
  1350. damage = i64max(damage,1);
  1351. }
  1352. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1353. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1354. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1355. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1356. )
  1357. damage = div_;
  1358. }
  1359. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1360. if (damage > 0 )
  1361. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1362. if (skill_id)
  1363. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1364. }
  1365. if( sd ) {
  1366. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1367. short element = skill_get_ele(skill_id, skill_lv);
  1368. if( !skill_id || element == -1 ) { //Take weapon's element
  1369. struct status_data *sstatus = NULL;
  1370. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1371. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1372. else if( (sstatus = status_get_status_data(src)) ) {
  1373. element = sstatus->rhw.ele;
  1374. }
  1375. } else if( element == -2 ) //Use enchantment's element
  1376. element = status_get_attack_sc_element(src,status_get_sc(src));
  1377. else if( element == -3 ) //Use random element
  1378. element = rnd()%ELE_ALL;
  1379. if( element == ELE_FIRE || element == ELE_WATER )
  1380. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1381. }
  1382. }
  1383. return damage;
  1384. }
  1385. /**
  1386. * Calculates BG related damage adjustments.
  1387. * @param src
  1388. * @param bl
  1389. * @param damage
  1390. * @param skill_id
  1391. * @param flag
  1392. * @return damage
  1393. * Credits:
  1394. * Original coder Skotlex
  1395. * Initial refactoring by Baalberith
  1396. * Refined and optimized by helvetica
  1397. */
  1398. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1399. {
  1400. if( !damage )
  1401. return 0;
  1402. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1403. return damage; //skill that ignore bg map reduction
  1404. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1405. if( flag&BF_WEAPON )
  1406. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1407. if( flag&BF_MAGIC )
  1408. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1409. if( flag&BF_MISC )
  1410. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1411. } else { //Normal attacks get reductions based on range.
  1412. if( flag&BF_SHORT )
  1413. damage = damage * battle_config.bg_short_damage_rate / 100;
  1414. if( flag&BF_LONG )
  1415. damage = damage * battle_config.bg_long_damage_rate / 100;
  1416. }
  1417. damage = i64max(damage,1); //min 1 damage
  1418. return damage;
  1419. }
  1420. /**
  1421. * Determines whether target can be hit
  1422. * @param src
  1423. * @param bl
  1424. * @param skill_id
  1425. * @param flag
  1426. * @return Can be hit (true) or can't be hit (false)
  1427. */
  1428. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1429. {
  1430. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1431. struct unit_data *ud = unit_bl2ud(bl);
  1432. int class_ = status_get_class(bl);
  1433. if (ud && ud->immune_attack)
  1434. return false;
  1435. if(md && md->guardian_data) {
  1436. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && flag&BF_SKILL) //Skill immunity.
  1437. return false;
  1438. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1439. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1440. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1441. return false;
  1442. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1443. return false; // [MouseJstr]
  1444. }
  1445. }
  1446. return true;
  1447. }
  1448. /**
  1449. * Calculates GVG related damage adjustments.
  1450. * @param src
  1451. * @param bl
  1452. * @param damage
  1453. * @param skill_id
  1454. * @param flag
  1455. * @return damage
  1456. */
  1457. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1458. {
  1459. if (!damage) //No reductions to make.
  1460. return 0;
  1461. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1462. return 0;
  1463. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1464. return damage;
  1465. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1466. if (md && md->guardian_data)
  1467. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1468. */
  1469. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1470. if (flag&BF_WEAPON)
  1471. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1472. if (flag&BF_MAGIC)
  1473. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1474. if (flag&BF_MISC)
  1475. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1476. } else { //Normal attacks get reductions based on range.
  1477. if (flag & BF_SHORT)
  1478. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1479. if (flag & BF_LONG)
  1480. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1481. }
  1482. damage = i64max(damage,1);
  1483. return damage;
  1484. }
  1485. /**
  1486. * HP/SP drain calculation
  1487. * @param damage Damage inflicted to the enemy
  1488. * @param rate Success chance 1000 = 100%
  1489. * @param per HP/SP drained
  1490. * @return diff
  1491. */
  1492. static int battle_calc_drain(int64 damage, int rate, int per)
  1493. {
  1494. int64 diff = 0;
  1495. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1496. diff = (damage * per) / 100;
  1497. if (diff == 0) {
  1498. if (per > 0)
  1499. diff = 1;
  1500. else
  1501. diff = -1;
  1502. }
  1503. }
  1504. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1505. }
  1506. /**
  1507. * Passive skill damage increases
  1508. * @param sd
  1509. * @param target
  1510. * @param dmg
  1511. * @param type
  1512. * @return damage
  1513. */
  1514. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1515. {
  1516. int64 damage;
  1517. struct status_data *status = status_get_status_data(target);
  1518. int weapon, skill;
  1519. #ifdef RENEWAL
  1520. damage = 0;
  1521. #else
  1522. damage = dmg;
  1523. #endif
  1524. nullpo_ret(sd);
  1525. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1526. target->type == BL_MOB && //This bonus doesn't work against players.
  1527. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1528. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1529. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1530. damage += (skill * 5);
  1531. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1532. damage += (skill * 10);
  1533. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1534. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1535. damage += (skill * 4);
  1536. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1537. damage += sd->status.str;
  1538. }
  1539. #ifdef RENEWAL
  1540. //Weapon Research bonus applies to all weapons
  1541. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1542. damage += (skill * 2);
  1543. #endif
  1544. if(type == 0)
  1545. weapon = sd->weapontype1;
  1546. else
  1547. weapon = sd->weapontype2;
  1548. switch(weapon) {
  1549. case W_1HSWORD:
  1550. #ifdef RENEWAL
  1551. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1552. damage += (skill * 3);
  1553. #endif
  1554. case W_DAGGER:
  1555. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1556. damage += (skill * 4);
  1557. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1558. damage += skill * 10;
  1559. break;
  1560. case W_2HSWORD:
  1561. #ifdef RENEWAL
  1562. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1563. damage += (skill * 3);
  1564. #endif
  1565. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1566. damage += (skill * 4);
  1567. break;
  1568. case W_1HSPEAR:
  1569. case W_2HSPEAR:
  1570. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1571. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1572. damage += (skill * 4);
  1573. else
  1574. damage += (skill * 5);
  1575. // Increase damage by level of KN_SPEARMASTERY * 10
  1576. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1577. damage += (skill * 10);
  1578. }
  1579. break;
  1580. case W_1HAXE:
  1581. case W_2HAXE:
  1582. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1583. damage += (skill * 3);
  1584. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1585. damage += (skill * 5);
  1586. break;
  1587. case W_MACE:
  1588. case W_2HMACE:
  1589. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1590. damage += (skill * 3);
  1591. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1592. damage += (skill * 4);
  1593. break;
  1594. case W_FIST:
  1595. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1596. damage += (skill * 10);
  1597. // No break, fallthrough to Knuckles
  1598. case W_KNUCKLE:
  1599. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1600. damage += (skill * 3);
  1601. break;
  1602. case W_MUSICAL:
  1603. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1604. damage += (skill * 3);
  1605. break;
  1606. case W_WHIP:
  1607. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1608. damage += (skill * 3);
  1609. break;
  1610. case W_BOOK:
  1611. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1612. damage += (skill * 3);
  1613. break;
  1614. case W_KATAR:
  1615. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1616. damage += (skill * 3);
  1617. break;
  1618. }
  1619. return damage;
  1620. }
  1621. #ifdef RENEWAL
  1622. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1623. {
  1624. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1625. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1626. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1627. }
  1628. static int battle_calc_status_attack(struct status_data *status, short hand)
  1629. {
  1630. //left-hand penalty on sATK is always 50% [Baalberith]
  1631. if (hand == EQI_HAND_L)
  1632. return status->batk;
  1633. else
  1634. return 2 * status->batk;
  1635. }
  1636. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1637. {
  1638. struct status_data *status = status_get_status_data(src);
  1639. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1640. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1641. uint16 atkmax = atkmin;
  1642. int64 damage = atkmin;
  1643. uint16 weapon_perfection = 0;
  1644. struct status_change *sc = status_get_sc(src);
  1645. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1646. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1647. atkmin = max(0, (int)(atkmin - variance));
  1648. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1649. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1650. damage = atkmax;
  1651. else
  1652. damage = rnd_value(atkmin, atkmax);
  1653. }
  1654. if (sc && sc->data[SC_WEAPONPERFECTION])
  1655. weapon_perfection = 1;
  1656. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1657. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1658. }
  1659. #endif
  1660. /*==========================================
  1661. * Calculates the standard damage of a normal attack assuming it hits,
  1662. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1663. * This applies to pre-renewal and non-sd in renewal
  1664. *------------------------------------------
  1665. * Pass damage2 as NULL to not calc it.
  1666. * Flag values:
  1667. * &1 : Critical hit
  1668. * &2 : Arrow attack
  1669. * &4 : Skill is Magic Crasher
  1670. * &8 : Skip target size adjustment (Extremity Fist?)
  1671. * &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)
  1672. *
  1673. * Credits:
  1674. * Original coder Skotlex
  1675. * Initial refactoring by Baalberith
  1676. * Refined and optimized by helvetica
  1677. */
  1678. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1679. {
  1680. unsigned int atkmin = 0, atkmax = 0;
  1681. short type = 0;
  1682. int64 damage = 0;
  1683. struct map_session_data *sd = NULL;
  1684. nullpo_retr(damage, src);
  1685. sd = BL_CAST(BL_PC, src);
  1686. if (!sd) { //Mobs/Pets
  1687. if(flag&4) {
  1688. atkmin = status->matk_min;
  1689. atkmax = status->matk_max;
  1690. } else {
  1691. atkmin = wa->atk;
  1692. atkmax = wa->atk2;
  1693. }
  1694. if (atkmin > atkmax)
  1695. atkmin = atkmax;
  1696. } else { //PCs
  1697. atkmax = wa->atk;
  1698. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1699. if (!(flag&1) || (flag&2)) { //Normal attacks
  1700. atkmin = status->dex;
  1701. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1702. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1703. if (atkmin > atkmax)
  1704. atkmin = atkmax;
  1705. if(flag&2 && !(flag&16)) { //Bows
  1706. atkmin = atkmin*atkmax/100;
  1707. if (atkmin > atkmax)
  1708. atkmax = atkmin;
  1709. }
  1710. }
  1711. }
  1712. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1713. atkmin = atkmax;
  1714. //Weapon Damage calculation
  1715. if (!(flag&1))
  1716. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1717. else
  1718. damage = atkmax;
  1719. if (sd) {
  1720. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1721. if (flag&2 && sd->bonus.arrow_atk)
  1722. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1723. // Size fix only for players
  1724. if (!(sd->special_state.no_sizefix || (flag&8)))
  1725. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1726. } else if (src->type == BL_ELEM) {
  1727. struct status_change *ele_sc = status_get_sc(src);
  1728. int ele_class = status_get_class(src);
  1729. if (ele_sc) {
  1730. switch (ele_class) {
  1731. case ELEMENTALID_AGNI_S:
  1732. case ELEMENTALID_AGNI_M:
  1733. case ELEMENTALID_AGNI_L:
  1734. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  1735. damage += damage * 20 / 100;
  1736. break;
  1737. case ELEMENTALID_AQUA_S:
  1738. case ELEMENTALID_AQUA_M:
  1739. case ELEMENTALID_AQUA_L:
  1740. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  1741. damage += damage * 20 / 100;
  1742. break;
  1743. case ELEMENTALID_VENTUS_S:
  1744. case ELEMENTALID_VENTUS_M:
  1745. case ELEMENTALID_VENTUS_L:
  1746. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  1747. damage += damage * 20 / 100;
  1748. break;
  1749. case ELEMENTALID_TERA_S:
  1750. case ELEMENTALID_TERA_M:
  1751. case ELEMENTALID_TERA_L:
  1752. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  1753. damage += damage * 20 / 100;
  1754. break;
  1755. }
  1756. }
  1757. }
  1758. //Finally, add baseatk
  1759. if(flag&4)
  1760. damage += status->matk_min;
  1761. else
  1762. damage += status->batk;
  1763. //rodatazone says that Overrefine bonuses are part of baseatk
  1764. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1765. if(sd) {
  1766. if (type == EQI_HAND_L) {
  1767. if(sd->left_weapon.overrefine)
  1768. damage += rnd()%sd->left_weapon.overrefine+1;
  1769. if (sd->weapon_damage_rate[sd->weapontype2])
  1770. damage += damage * sd->weapon_damage_rate[sd->weapontype2] / 100;
  1771. } else { //Right hand
  1772. if(sd->right_weapon.overrefine)
  1773. damage += rnd()%sd->right_weapon.overrefine+1;
  1774. if (sd->weapon_damage_rate[sd->weapontype1])
  1775. damage += damage * sd->weapon_damage_rate[sd->weapontype1] / 100;
  1776. }
  1777. }
  1778. #ifdef RENEWAL
  1779. if (flag&1)
  1780. damage = (damage * 14) / 10;
  1781. #endif
  1782. return damage;
  1783. }
  1784. /*==========================================
  1785. * Consumes ammo for the given skill.
  1786. *------------------------------------------
  1787. * Credits:
  1788. * Original coder Skotlex
  1789. * Initial refactoring by Baalberith
  1790. * Refined and optimized by helvetica
  1791. */
  1792. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  1793. {
  1794. int qty = 1;
  1795. if (!battle_config.arrow_decrement)
  1796. return;
  1797. if (skill) {
  1798. qty = skill_get_ammo_qty(skill, lv);
  1799. if (!qty) qty = 1;
  1800. }
  1801. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1802. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1803. sd->state.arrow_atk = 0;
  1804. }
  1805. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1806. {
  1807. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1808. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1809. return BF_SHORT;
  1810. // When monsters use Arrow Shower or Bomb, it is always short range
  1811. if (src->type == BL_MOB && (skill_id == AC_SHOWER || skill_id == AM_DEMONSTRATION))
  1812. return BF_SHORT;
  1813. //Skill Range Criteria
  1814. if (battle_config.skillrange_by_distance &&
  1815. (src->type&battle_config.skillrange_by_distance)
  1816. ) { //based on distance between src/target [Skotlex]
  1817. if (check_distance_bl(src, target, 3))
  1818. return BF_SHORT;
  1819. return BF_LONG;
  1820. }
  1821. //based on used skill's range
  1822. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  1823. return BF_SHORT;
  1824. return BF_LONG;
  1825. }
  1826. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1827. {
  1828. uint8 i;
  1829. if (!sd->skillblown[0].id)
  1830. return 0;
  1831. //Apply the bonus blewcount. [Skotlex]
  1832. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1833. if (sd->skillblown[i].id == skill_id)
  1834. return sd->skillblown[i].val;
  1835. }
  1836. return 0;
  1837. }
  1838. #ifdef ADJUST_SKILL_DAMAGE
  1839. /**
  1840. * Damage calculation for adjusting skill damage
  1841. * @param caster Applied caster type for damage skill
  1842. * @param type BL_Type of attacker
  1843. */
  1844. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type src_type) {
  1845. if (caster == 0)
  1846. return false;
  1847. switch (src_type) {
  1848. case BL_PC: if (caster&SDC_PC) return true; break;
  1849. case BL_MOB: if (caster&SDC_MOB) return true; break;
  1850. case BL_PET: if (caster&SDC_PET) return true; break;
  1851. case BL_HOM: if (caster&SDC_HOM) return true; break;
  1852. case BL_MER: if (caster&SDC_MER) return true; break;
  1853. case BL_ELEM: if (caster&SDC_ELEM) return true; break;
  1854. }
  1855. return false;
  1856. }
  1857. /**
  1858. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1859. * @param src
  1860. * @param target
  1861. * @param skill_id
  1862. * @return Skill damage rate
  1863. */
  1864. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1865. uint16 idx = skill_get_index(skill_id), m = src->m;
  1866. struct s_skill_damage *damage = NULL;
  1867. struct map_data *mapd = &map[m];
  1868. if (!idx || !skill_db[idx]->damage.map)
  1869. return 0;
  1870. damage = &skill_db[idx]->damage;
  1871. //check the adjustment works for specified type
  1872. if (!battle_skill_damage_iscaster(damage->caster, src->type))
  1873. return 0;
  1874. if ((damage->map&1 && (!mapd->flag.pvp && !map_flag_gvg2(m) && !mapd->flag.battleground && !mapd->flag.skill_damage && !mapd->flag.restricted)) ||
  1875. (damage->map&2 && mapd->flag.pvp) ||
  1876. (damage->map&4 && map_flag_gvg2(m)) ||
  1877. (damage->map&8 && mapd->flag.battleground) ||
  1878. (damage->map&16 && mapd->flag.skill_damage) ||
  1879. (mapd->flag.restricted && damage->map&(8*mapd->zone)))
  1880. {
  1881. switch (target->type) {
  1882. case BL_PC:
  1883. return damage->pc;
  1884. case BL_MOB:
  1885. if (status_get_class_(target) == CLASS_BOSS)
  1886. return damage->boss;
  1887. else
  1888. return damage->mob;
  1889. default:
  1890. return damage->other;
  1891. }
  1892. }
  1893. return 0;
  1894. }
  1895. /**
  1896. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1897. * @param src
  1898. * @param target
  1899. * @param skill_id
  1900. * @return Skill damage rate
  1901. */
  1902. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1903. int rate = 0;
  1904. uint8 i = 0;
  1905. struct map_data *mapd = NULL;
  1906. mapd = &map[src->m];
  1907. if (!mapd || !mapd->flag.skill_damage)
  1908. return 0;
  1909. // Damage rate for all skills at this map
  1910. if (battle_skill_damage_iscaster(mapd->adjust.damage.caster, src->type)) {
  1911. switch (target->type) {
  1912. case BL_PC:
  1913. rate = mapd->adjust.damage.pc;
  1914. break;
  1915. case BL_MOB:
  1916. if (status_get_class_(target) == CLASS_BOSS)
  1917. rate = mapd->adjust.damage.boss;
  1918. else
  1919. rate = mapd->adjust.damage.mob;
  1920. break;
  1921. default:
  1922. rate = mapd->adjust.damage.other;
  1923. break;
  1924. }
  1925. }
  1926. if (!mapd->skill_damage.count)
  1927. return rate;
  1928. // Damage rate for specified skill at this map
  1929. for (i = 0; i < mapd->skill_damage.count; i++) {
  1930. if (mapd->skill_damage.entries[i]->skill_id == skill_id &&
  1931. battle_skill_damage_iscaster(mapd->skill_damage.entries[i]->caster, src->type))
  1932. {
  1933. switch (target->type) {
  1934. case BL_PC:
  1935. rate += mapd->skill_damage.entries[i]->pc;
  1936. break;
  1937. case BL_MOB:
  1938. if (status_get_class_(target) == CLASS_BOSS)
  1939. rate += mapd->skill_damage.entries[i]->boss;
  1940. else
  1941. rate += mapd->skill_damage.entries[i]->mob;
  1942. break;
  1943. default:
  1944. rate += mapd->skill_damage.entries[i]->other;
  1945. break;
  1946. }
  1947. }
  1948. }
  1949. return rate;
  1950. }
  1951. /**
  1952. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  1953. * @param src
  1954. * @param target
  1955. * @param skill_id
  1956. * @return Total damage rate
  1957. */
  1958. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1959. nullpo_ret(src);
  1960. if (!target || !skill_id)
  1961. return 0;
  1962. skill_id = skill_dummy2skill_id(skill_id);
  1963. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  1964. }
  1965. #endif
  1966. /**
  1967. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  1968. * @param sd: Player who has Chorus skill active
  1969. * @return Bonus value based on party count
  1970. */
  1971. int battle_calc_chorusbonus(struct map_session_data *sd) {
  1972. int members = 0;
  1973. if (!sd || !sd->status.party_id)
  1974. return 0;
  1975. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  1976. if (members < 3)
  1977. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  1978. if (members > 7)
  1979. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  1980. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  1981. }
  1982. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1983. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1984. /*=======================================================
  1985. * Should infinite defense be applied on target? (plant)
  1986. *-------------------------------------------------------
  1987. * Credits:
  1988. * Original coder Skotlex
  1989. * Initial refactoring by Baalberith
  1990. * Refined and optimized by helvetica
  1991. * flag - see e_battle_flag
  1992. */
  1993. bool is_infinite_defense(struct block_list *target, int flag)
  1994. {
  1995. struct status_data *tstatus = status_get_status_data(target);
  1996. if(target->type == BL_SKILL) {
  1997. TBL_SKILL *su = ((TBL_SKILL*)target);
  1998. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1999. return true;
  2000. }
  2001. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2002. return true;
  2003. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2004. return true;
  2005. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2006. return true;
  2007. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2008. return true;
  2009. return false;
  2010. }
  2011. /*========================
  2012. * Is attack arrow based?
  2013. *------------------------
  2014. * Credits:
  2015. * Original coder Skotlex
  2016. * Initial refactoring by Baalberith
  2017. * Refined and optimized by helvetica
  2018. */
  2019. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2020. {
  2021. if(src != NULL) {
  2022. struct status_data *sstatus = status_get_status_data(src);
  2023. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2024. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2025. } else
  2026. return false;
  2027. }
  2028. /*=========================================
  2029. * Is attack right handed? By default yes.
  2030. *-----------------------------------------
  2031. * Credits:
  2032. * Original coder Skotlex
  2033. * Initial refactoring by Baalberith
  2034. * Refined and optimized by helvetica
  2035. */
  2036. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2037. {
  2038. if(src != NULL) {
  2039. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2040. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2041. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2042. return false;
  2043. }
  2044. return true;
  2045. }
  2046. /*=======================================
  2047. * Is attack left handed? By default no.
  2048. *---------------------------------------
  2049. * Credits:
  2050. * Original coder Skotlex
  2051. * Initial refactoring by Baalberith
  2052. * Refined and optimized by helvetica
  2053. */
  2054. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2055. {
  2056. if(src != NULL) {
  2057. struct status_data *sstatus = status_get_status_data(src);
  2058. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2059. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2060. if(!skill_id) {
  2061. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2062. return true;
  2063. if (sstatus->lhw.atk)
  2064. return true;
  2065. if (sd && sd->status.weapon == W_KATAR)
  2066. return true;
  2067. }
  2068. }
  2069. return false;
  2070. }
  2071. /*=============================
  2072. * Do we score a critical hit?
  2073. *-----------------------------
  2074. * Credits:
  2075. * Original coder Skotlex
  2076. * Initial refactoring by Baalberith
  2077. * Refined and optimized by helvetica
  2078. */
  2079. static bool is_attack_critical(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2080. {
  2081. struct status_data *sstatus = status_get_status_data(src);
  2082. struct status_data *tstatus = status_get_status_data(target);
  2083. struct status_change *sc = status_get_sc(src);
  2084. struct status_change *tsc = status_get_sc(target);
  2085. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2086. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2087. if (!first_call)
  2088. return (wd.type == DMG_CRITICAL);
  2089. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2090. return true;
  2091. if( !(wd.type&DMG_MULTI_HIT) && sstatus->cri && (!skill_id ||
  2092. skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING ||
  2093. skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE))
  2094. {
  2095. short cri = sstatus->cri;
  2096. if (sd) {
  2097. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2098. if(is_skill_using_arrow(src, skill_id)) {
  2099. cri += sd->bonus.arrow_cri;
  2100. if (!skill_id)
  2101. cri += sd->bonus.critical_rangeatk;
  2102. }
  2103. }
  2104. if(sc && sc->data[SC_CAMOUFLAGE])
  2105. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2106. //The official equation is *2, but that only applies when sd's do critical.
  2107. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2108. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2109. if( tsc && tsc->data[SC_SLEEP] )
  2110. cri <<= 1;
  2111. switch(skill_id) {
  2112. case 0:
  2113. if(sc && !sc->data[SC_AUTOCOUNTER])
  2114. break;
  2115. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2116. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2117. case KN_AUTOCOUNTER:
  2118. if(battle_config.auto_counter_type &&
  2119. (battle_config.auto_counter_type&src->type))
  2120. return true;
  2121. else
  2122. cri <<= 1;
  2123. break;
  2124. case SN_SHARPSHOOTING:
  2125. case MA_SHARPSHOOTING:
  2126. cri += 200;
  2127. break;
  2128. case NJ_KIRIKAGE:
  2129. cri += 250 + 50*skill_lv;
  2130. break;
  2131. }
  2132. if(tsd && tsd->bonus.critical_def)
  2133. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2134. return (rnd()%1000 < cri);
  2135. }
  2136. return 0;
  2137. }
  2138. /*==========================================================
  2139. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2140. *----------------------------------------------------------
  2141. * Credits:
  2142. * Original coder Skotlex
  2143. * Initial refactoring by Baalberith
  2144. * Refined and optimized by helvetica
  2145. */
  2146. static int is_attack_piercing(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2147. {
  2148. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2149. return 2;
  2150. if(src != NULL) {
  2151. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2152. struct status_data *tstatus = status_get_status_data(target);
  2153. #ifdef RENEWAL
  2154. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2155. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2156. #else
  2157. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2158. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2159. #endif
  2160. { //Elemental/Racial adjustments
  2161. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2162. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2163. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2164. )
  2165. if (weapon_position == EQI_HAND_R)
  2166. return 1;
  2167. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2168. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2169. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2170. )
  2171. { //Pass effect onto right hand if configured so. [Skotlex]
  2172. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2173. if (weapon_position == EQI_HAND_R)
  2174. return 1;
  2175. }
  2176. else if (weapon_position == EQI_HAND_L)
  2177. return 1;
  2178. }
  2179. }
  2180. }
  2181. return 0;
  2182. }
  2183. static int battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2184. {
  2185. int nk = skill_get_nk(skill_id);
  2186. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  2187. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  2188. return nk;
  2189. }
  2190. /*=============================
  2191. * Checks if attack is hitting
  2192. *-----------------------------
  2193. * Credits:
  2194. * Original coder Skotlex
  2195. * Initial refactoring by Baalberith
  2196. * Refined and optimized by helvetica
  2197. */
  2198. static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2199. {
  2200. struct status_data *sstatus = status_get_status_data(src);
  2201. struct status_data *tstatus = status_get_status_data(target);
  2202. struct status_change *sc = status_get_sc(src);
  2203. struct status_change *tsc = status_get_sc(target);
  2204. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2205. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2206. short flee, hitrate;
  2207. if (!first_call)
  2208. return (wd.dmg_lv != ATK_FLEE);
  2209. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2210. return true;
  2211. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2212. return true;
  2213. else if (sc && sc->data[SC_FUSION])
  2214. return true;
  2215. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  2216. return true;
  2217. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2218. return true;
  2219. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2220. return true;
  2221. else if (nk&NK_IGNORE_FLEE)
  2222. return true;
  2223. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2224. return false;
  2225. flee = tstatus->flee;
  2226. #ifdef RENEWAL
  2227. hitrate = 0; //Default hitrate
  2228. #else
  2229. hitrate = 80; //Default hitrate
  2230. #endif
  2231. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2232. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2233. if(attacker_count >= battle_config.agi_penalty_count) {
  2234. if (battle_config.agi_penalty_type == 1)
  2235. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2236. else //assume type 2: absolute reduction
  2237. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2238. if(flee < 1)
  2239. flee = 1;
  2240. }
  2241. }
  2242. hitrate += sstatus->hit - flee;
  2243. //Fogwall's hit penalty is only for normal ranged attacks.
  2244. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2245. hitrate -= 50;
  2246. if(sd && is_skill_using_arrow(src, skill_id))
  2247. hitrate += sd->bonus.arrow_hit;
  2248. #ifdef RENEWAL
  2249. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2250. hitrate += pc_checkskill(sd,AC_VULTURE);
  2251. #endif
  2252. if(skill_id) {
  2253. switch(skill_id) { //Hit skill modifiers
  2254. //It is proven that bonus is applied on final hitrate, not hit.
  2255. case SM_BASH:
  2256. case MS_BASH:
  2257. hitrate += hitrate * 5 * skill_lv / 100;
  2258. break;
  2259. case MS_MAGNUM:
  2260. case SM_MAGNUM:
  2261. hitrate += hitrate * 10 * skill_lv / 100;
  2262. break;
  2263. case KN_AUTOCOUNTER:
  2264. case PA_SHIELDCHAIN:
  2265. case NPC_WATERATTACK:
  2266. case NPC_GROUNDATTACK:
  2267. case NPC_FIREATTACK:
  2268. case NPC_WINDATTACK:
  2269. case NPC_POISONATTACK:
  2270. case NPC_HOLYATTACK:
  2271. case NPC_DARKNESSATTACK:
  2272. case NPC_UNDEADATTACK:
  2273. case NPC_TELEKINESISATTACK:
  2274. case NPC_BLEEDING:
  2275. hitrate += hitrate * 20 / 100;
  2276. break;
  2277. case NPC_FIREBREATH:
  2278. case NPC_ICEBREATH:
  2279. case NPC_THUNDERBREATH:
  2280. case NPC_ACIDBREATH:
  2281. case NPC_DARKNESSBREATH:
  2282. hitrate *= 2;
  2283. break;
  2284. case KN_PIERCE:
  2285. case ML_PIERCE:
  2286. hitrate += hitrate * 5 * skill_lv / 100;
  2287. break;
  2288. case AS_SONICBLOW:
  2289. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2290. hitrate += hitrate * 50 / 100;
  2291. break;
  2292. case MC_CARTREVOLUTION:
  2293. case GN_CART_TORNADO:
  2294. case GN_CARTCANNON:
  2295. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2296. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2297. break;
  2298. case LG_BANISHINGPOINT:
  2299. hitrate += 3 * skill_lv;
  2300. break;
  2301. case GC_VENOMPRESSURE:
  2302. hitrate += 10 + 4 * skill_lv;
  2303. break;
  2304. case SC_FATALMENACE:
  2305. hitrate -= 35 - 5 * skill_lv;
  2306. break;
  2307. case RL_SLUGSHOT:
  2308. {
  2309. int8 dist = distance_bl(src, target);
  2310. if (dist > 3) {
  2311. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2312. // -10:-9:-8:-7:-6
  2313. dist -= 3;
  2314. hitrate -= ((11 - skill_lv) * dist);
  2315. }
  2316. }
  2317. break;
  2318. }
  2319. } else if (sd && wd.type&DMG_MULTI_HIT && wd.div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2320. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2321. if (sd) {
  2322. int skill = 0;
  2323. // Weaponry Research hidden bonus
  2324. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2325. hitrate += hitrate * ( 2 * skill ) / 100;
  2326. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2327. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2328. hitrate += 3 * skill;
  2329. }
  2330. if (sc) {
  2331. if (sc->data[SC_MTF_ASPD])
  2332. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2333. if (sc->data[SC_MTF_ASPD2])
  2334. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2335. }
  2336. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2337. return (rnd()%100 < hitrate);
  2338. }
  2339. /*==========================================
  2340. * If attack ignores def.
  2341. *------------------------------------------
  2342. * Credits:
  2343. * Original coder Skotlex
  2344. * Initial refactoring by Baalberith
  2345. * Refined and optimized by helvetica
  2346. */
  2347. static bool attack_ignores_def(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2348. {
  2349. struct status_data *tstatus = status_get_status_data(target);
  2350. struct status_change *sc = status_get_sc(src);
  2351. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2352. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2353. #ifndef RENEWAL
  2354. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2355. return true;
  2356. else
  2357. #endif
  2358. if (sc && sc->data[SC_FUSION])
  2359. return true;
  2360. #ifdef RENEWAL
  2361. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2362. #else
  2363. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2364. #endif
  2365. { //Ignore Defense?
  2366. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2367. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2368. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2369. if (weapon_position == EQI_HAND_R)
  2370. return true;
  2371. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2372. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2373. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2374. {
  2375. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2376. if (weapon_position == EQI_HAND_R)
  2377. return true;
  2378. } else if (weapon_position == EQI_HAND_L)
  2379. return true;
  2380. }
  2381. }
  2382. return (nk&NK_IGNORE_DEF) != 0;
  2383. }
  2384. /*================================================
  2385. * Should skill attack consider VVS and masteries?
  2386. *------------------------------------------------
  2387. * Credits:
  2388. * Original coder Skotlex
  2389. * Initial refactoring by Baalberith
  2390. * Refined and optimized by helvetica
  2391. */
  2392. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2393. {
  2394. if (
  2395. #ifndef RENEWAL
  2396. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2397. #endif
  2398. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2399. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2400. return false;
  2401. return true;
  2402. }
  2403. #ifdef RENEWAL
  2404. /*========================================
  2405. * Calculate equipment ATK for renewal ATK
  2406. *----------------------------------------
  2407. * Credits:
  2408. * Original coder Skotlex
  2409. * Initial refactoring by Baalberith
  2410. * Refined and optimized by helvetica
  2411. */
  2412. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2413. {
  2414. if(src != NULL) {
  2415. int eatk = 0;
  2416. struct status_data *status = status_get_status_data(src);
  2417. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2418. if (sd) // add arrow atk if using an applicable skill
  2419. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2420. return eatk + status->eatk;
  2421. }
  2422. return 0; // shouldn't happen but just in case
  2423. }
  2424. #endif
  2425. /*========================================
  2426. * Returns the element type of attack
  2427. *----------------------------------------
  2428. * Credits:
  2429. * Original coder Skotlex
  2430. * Initial refactoring by Baalberith
  2431. * Refined and optimized by helvetica
  2432. */
  2433. static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2434. {
  2435. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2436. struct status_change *sc = status_get_sc(src);
  2437. struct status_data *sstatus = status_get_status_data(src);
  2438. int element = skill_get_ele(skill_id, skill_lv);
  2439. //Take weapon's element
  2440. if( !skill_id || element == -1 ) {
  2441. if (weapon_position == EQI_HAND_R)
  2442. element = sstatus->rhw.ele;
  2443. else
  2444. element = sstatus->lhw.ele;
  2445. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2446. element = sd->bonus.arrow_ele;
  2447. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2448. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2449. // on official endows override all other elements [helvetica]
  2450. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2451. element = sc->data[SC_ENCHANTARMS]->val2;
  2452. } else if( element == -2 ) //Use enchantment's element
  2453. element = status_get_attack_sc_element(src,sc);
  2454. else if( element == -3 ) //Use random element
  2455. element = rnd()%ELE_ALL;
  2456. switch( skill_id ) {
  2457. case GS_GROUNDDRIFT:
  2458. element = wd.miscflag; //element comes in flag.
  2459. break;
  2460. case LK_SPIRALPIERCE:
  2461. if (!sd)
  2462. element = ELE_NEUTRAL; //forced neutral for monsters
  2463. break;
  2464. case LG_HESPERUSLIT:
  2465. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2466. element = ELE_HOLY;
  2467. break;
  2468. case RL_H_MINE:
  2469. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2470. element = ELE_FIRE;
  2471. break;
  2472. }
  2473. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2474. element = ELE_HOLY;
  2475. // calc_flag means the element should be calculated for damage only
  2476. if (calc_for_damage_only)
  2477. return element;
  2478. #ifdef RENEWAL
  2479. if (skill_id == CR_SHIELDBOOMERANG)
  2480. element = ELE_NEUTRAL;
  2481. #endif
  2482. return element;
  2483. }
  2484. /*========================================
  2485. * Do element damage modifier calculation
  2486. *----------------------------------------
  2487. * Credits:
  2488. * Original coder Skotlex
  2489. * Initial refactoring by Baalberith
  2490. * Refined and optimized by helvetica
  2491. */
  2492. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2493. {
  2494. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2495. struct status_change *sc = status_get_sc(src);
  2496. struct status_data *sstatus = status_get_status_data(src);
  2497. struct status_data *tstatus = status_get_status_data(target);
  2498. int element = skill_get_ele(skill_id, skill_lv);
  2499. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2500. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2501. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2502. //Elemental attribute fix
  2503. if(!(nk&NK_NO_ELEFIX)) {
  2504. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2505. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2506. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2507. if(battle_config.attack_attr_none&src->type)
  2508. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2509. (wd.flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2510. return wd;
  2511. if(wd.damage > 0) {
  2512. //Forced to its element
  2513. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2514. switch( skill_id ) {
  2515. case MC_CARTREVOLUTION:
  2516. case SR_GATEOFHELL:
  2517. case SR_TIGERCANNON:
  2518. case KO_BAKURETSU:
  2519. //Forced to neutral element
  2520. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2521. break;
  2522. case GN_CARTCANNON:
  2523. case KO_HAPPOKUNAI:
  2524. //Forced to ammo's element
  2525. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2526. break;
  2527. }
  2528. }
  2529. if (is_attack_left_handed(src, skill_id) && wd.damage2 > 0)
  2530. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2531. if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
  2532. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2533. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2534. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2535. if (is_attack_left_handed(src, skill_id)) {
  2536. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2537. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2538. }
  2539. }
  2540. }
  2541. return wd;
  2542. }
  2543. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2544. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2545. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2546. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2547. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2548. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2549. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2550. //Adds an absolute value to damage. 100 = +100 damage
  2551. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2552. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2553. #ifdef RENEWAL
  2554. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd).statusAtk, (wd).statusAtk2, a_); ATK_ADD((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_ADD((wd).equipAtk, (wd).equipAtk2, a_); ATK_ADD((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2555. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd).statusAtk, (wd).statusAtk2, a_); ATK_RATE((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_RATE((wd).equipAtk, (wd).equipAtk2, a_); ATK_RATE((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2556. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd).statusAtk, (wd).statusAtk2, a_); ATK_ADDRATE((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_ADDRATE((wd).equipAtk, (wd).equipAtk2, a_); ATK_ADDRATE((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2557. #else
  2558. #define RE_ALLATK_ADD(wd, a) {;}
  2559. #define RE_ALLATK_RATE(wd, a) {;}
  2560. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2561. #endif
  2562. /*==================================
  2563. * Calculate weapon mastery damages
  2564. *----------------------------------
  2565. * Credits:
  2566. * Original coder Skotlex
  2567. * Initial refactoring by Baalberith
  2568. * Refined and optimized by helvetica
  2569. */
  2570. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2571. {
  2572. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2573. struct status_change *sc = status_get_sc(src);
  2574. struct status_data *sstatus = status_get_status_data(src);
  2575. int t_class = status_get_class(target);
  2576. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2577. skill_id != MO_INVESTIGATE &&
  2578. skill_id != MO_EXTREMITYFIST &&
  2579. skill_id != CR_GRANDCROSS)
  2580. { //Add mastery damage
  2581. uint16 skill;
  2582. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2583. #ifdef RENEWAL
  2584. wd.masteryAtk = battle_addmastery(sd,target,wd.weaponAtk,0);
  2585. #endif
  2586. if (is_attack_left_handed(src, skill_id)) {
  2587. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2588. #ifdef RENEWAL
  2589. wd.masteryAtk2 = battle_addmastery(sd,target,wd.weaponAtk2,1);
  2590. #endif
  2591. }
  2592. #ifdef RENEWAL
  2593. //General skill masteries
  2594. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2595. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv);
  2596. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2597. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 4);
  2598. if (skill_id != CR_SHIELDBOOMERANG)
  2599. ATK_ADD2(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  2600. if (skill_id == MO_FINGEROFFENSIVE) {
  2601. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  2602. } else
  2603. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  2604. #endif
  2605. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2606. ATK_ADD(wd.damage, wd.damage2, 3 * skill);
  2607. #ifdef RENEWAL
  2608. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3 * skill);
  2609. #endif
  2610. }
  2611. switch(skill_id) {
  2612. case RA_WUGDASH:
  2613. case RA_WUGSTRIKE:
  2614. case RA_WUGBITE:
  2615. if (sd) {
  2616. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2617. ATK_ADD(wd.damage, wd.damage2, 30 * skill);
  2618. #ifdef RENEWAL
  2619. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * skill);
  2620. #endif
  2621. }
  2622. break;
  2623. }
  2624. if (sc) { // Status change considered as masteries
  2625. #ifdef RENEWAL
  2626. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2627. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2628. #endif
  2629. if(sc->data[SC_CAMOUFLAGE]) {
  2630. ATK_ADD(wd.damage, wd.damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2631. #ifdef RENEWAL
  2632. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2633. #endif
  2634. }
  2635. if(sc->data[SC_GN_CARTBOOST]) {
  2636. ATK_ADD(wd.damage, wd.damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2637. #ifdef RENEWAL
  2638. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2639. #endif
  2640. }
  2641. if (sc->data[SC_P_ALTER]) {
  2642. ATK_ADD(wd.damage, wd.damage2, sc->data[SC_P_ALTER]->val2);
  2643. #ifdef RENEWAL
  2644. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2645. #endif
  2646. }
  2647. }
  2648. }
  2649. return wd;
  2650. }
  2651. #ifdef RENEWAL
  2652. /*=========================================
  2653. * Calculate the various Renewal ATK parts
  2654. *-----------------------------------------
  2655. * Credits:
  2656. * Original coder Skotlex
  2657. * Initial refactoring by Baalberith
  2658. * Refined and optimized by helvetica
  2659. */
  2660. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2661. {
  2662. struct status_data *sstatus = status_get_status_data(src);
  2663. struct status_data *tstatus = status_get_status_data(target);
  2664. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2665. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2666. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2667. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2668. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2669. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2670. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2671. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2672. } else { // status atk is considered neutral on normal attacks [helvetica]
  2673. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2674. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2675. }
  2676. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2677. wd.weaponAtk = battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2678. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2679. wd.weaponAtk2 = battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2680. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2681. wd.equipAtk = battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2682. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2683. wd.equipAtk2 = battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2684. //Mastery ATK is a special kind of ATK that has no elemental properties
  2685. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2686. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2687. wd.damage = 0;
  2688. wd.damage2 = 0;
  2689. return wd;
  2690. }
  2691. #endif
  2692. /*==========================================================
  2693. * Calculate basic ATK that goes into the skill ATK formula
  2694. *----------------------------------------------------------
  2695. * Credits:
  2696. * Original coder Skotlex
  2697. * Initial refactoring by Baalberith
  2698. * Refined and optimized by helvetica
  2699. */
  2700. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2701. {
  2702. struct status_change *sc = status_get_sc(src);
  2703. struct status_data *sstatus = status_get_status_data(src);
  2704. struct status_data *tstatus = status_get_status_data(target);
  2705. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2706. uint16 i;
  2707. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2708. switch (skill_id) { //Calc base damage according to skill
  2709. case PA_SACRIFICE:
  2710. wd.damage = sstatus->max_hp* 9/100;
  2711. wd.damage2 = 0;
  2712. #ifdef RENEWAL
  2713. wd.weaponAtk = wd.damage;
  2714. wd.weaponAtk2 = wd.damage2;
  2715. #endif
  2716. break;
  2717. #ifdef RENEWAL
  2718. case LK_SPIRALPIERCE:
  2719. case ML_SPIRALPIERCE:
  2720. if (sd) {
  2721. short index = sd->equip_index[EQI_HAND_R];
  2722. if (index >= 0 &&
  2723. sd->inventory_data[index] &&
  2724. sd->inventory_data[index]->type == IT_WEAPON)
  2725. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2726. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2727. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2728. } else {
  2729. wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2730. }
  2731. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2732. case SZ_SMALL: //Small: 125%
  2733. ATK_RATE(wd.damage, wd.damage2, 125);
  2734. RE_ALLATK_RATE(wd, 125);
  2735. break;
  2736. //case SZ_MEDIUM: //Medium: 100%
  2737. case SZ_BIG: //Large: 75%
  2738. ATK_RATE(wd.damage, wd.damage2, 75);
  2739. RE_ALLATK_RATE(wd, 75);
  2740. break;
  2741. }
  2742. #else
  2743. case NJ_ISSEN:
  2744. wd.damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2745. wd.damage2 = 0;
  2746. break;
  2747. case LK_SPIRALPIERCE:
  2748. case ML_SPIRALPIERCE:
  2749. if (sd) {
  2750. short index = sd->equip_index[EQI_HAND_R];
  2751. if (index >= 0 &&
  2752. sd->inventory_data[index] &&
  2753. sd->inventory_data[index]->type == IT_WEAPON)
  2754. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2755. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2756. } else {
  2757. wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2758. }
  2759. i = sstatus->str/10;
  2760. i*=i;
  2761. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2762. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2763. case SZ_SMALL: //Small: 125%
  2764. ATK_RATE(wd.damage, wd.damage2, 125);
  2765. break;
  2766. //case SZ_MEDIUM: //Medium: 100%
  2767. case SZ_BIG: //Large: 75%
  2768. ATK_RATE(wd.damage, wd.damage2, 75);
  2769. break;
  2770. }
  2771. #endif
  2772. break;
  2773. case CR_SHIELDBOOMERANG:
  2774. case PA_SHIELDCHAIN:
  2775. wd.damage = sstatus->batk;
  2776. if (sd) {
  2777. short index = sd->equip_index[EQI_HAND_L];
  2778. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2779. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight / 10);
  2780. #ifdef RENEWAL
  2781. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sd->inventory_data[index]->weight / 10);
  2782. #endif
  2783. }
  2784. } else
  2785. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2786. break;
  2787. case RK_DRAGONBREATH:
  2788. case RK_DRAGONBREATH_WATER:
  2789. {
  2790. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2791. if(status_get_lv(src) > 100)
  2792. damagevalue = damagevalue * status_get_lv(src) / 150;
  2793. if(sd)
  2794. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2795. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2796. #ifdef RENEWAL
  2797. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2798. #endif
  2799. wd.flag |= BF_LONG;
  2800. }
  2801. break;
  2802. case NC_SELFDESTRUCTION: {
  2803. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2804. if(status_get_lv(src) > 100)
  2805. damagevalue = damagevalue * status_get_lv(src) / 100;
  2806. damagevalue = damagevalue + sstatus->hp;
  2807. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2808. #ifdef RENEWAL
  2809. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2810. #endif
  2811. }
  2812. break;
  2813. case KO_HAPPOKUNAI:
  2814. if(sd) {
  2815. short index = sd->equip_index[EQI_AMMO];
  2816. int damagevalue = 3 * (
  2817. #ifdef RENEWAL
  2818. 2 *
  2819. #endif
  2820. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2821. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2822. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2823. #ifdef RENEWAL
  2824. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2825. #endif
  2826. } else
  2827. ATK_ADD(wd.damage, wd.damage2, 5000);
  2828. break;
  2829. case HFLI_SBR44: //[orn]
  2830. if(src->type == BL_HOM)
  2831. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2832. break;
  2833. default:
  2834. #ifdef RENEWAL
  2835. if (sd)
  2836. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2837. else {
  2838. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2839. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2840. wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2841. if (is_attack_left_handed(src, skill_id))
  2842. wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2843. }
  2844. #else
  2845. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2846. (is_skill_using_arrow(src, skill_id)?2:0)|
  2847. (skill_id == HW_MAGICCRASHER?4:0)|
  2848. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2849. (skill_id == MO_EXTREMITYFIST?8:0)|
  2850. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2851. if (is_skill_using_arrow(src, skill_id) && sd) {
  2852. switch(sd->status.weapon) {
  2853. case W_BOW:
  2854. case W_REVOLVER:
  2855. case W_GATLING:
  2856. case W_SHOTGUN:
  2857. case W_GRENADE:
  2858. break;
  2859. default:
  2860. i |= 16; // for ex. shuriken must not be influenced by DEX
  2861. break;
  2862. }
  2863. }
  2864. wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2865. if (is_attack_left_handed(src, skill_id))
  2866. wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2867. #endif
  2868. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2869. if(wd.miscflag > 0) {
  2870. wd.damage /= wd.miscflag;
  2871. #ifdef RENEWAL
  2872. wd.statusAtk /= wd.miscflag;
  2873. wd.weaponAtk /= wd.miscflag;
  2874. wd.equipAtk /= wd.miscflag;
  2875. wd.masteryAtk /= wd.miscflag;
  2876. #endif
  2877. } else
  2878. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2879. }
  2880. //Add any bonuses that modify the base atk (pre-skills)
  2881. if(sd) {
  2882. int skill;
  2883. if (sd->bonus.atk_rate) {
  2884. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2885. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2886. }
  2887. #ifndef RENEWAL
  2888. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2889. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2890. }
  2891. #endif
  2892. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2893. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2894. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2895. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2896. }
  2897. }
  2898. }
  2899. break;
  2900. } //End switch(skill_id)
  2901. return wd;
  2902. }
  2903. //For quick div adjustment.
  2904. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  2905. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  2906. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0);
  2907. /*================================================= [Playtester]
  2908. * Applies DAMAGE_DIV_FIX and checks for min damage
  2909. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  2910. * @param skill_id: ID of the skill that deals damage
  2911. * @return Modified damage struct
  2912. *------------------------------------------------*/
  2913. static struct Damage battle_apply_div_fix(struct Damage d, uint16 skill_id)
  2914. {
  2915. if(d.damage) {
  2916. DAMAGE_DIV_FIX(d.damage, d.div_);
  2917. //Min damage
  2918. if(d.damage < d.div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_CN_METEOR || (battle_config.skill_min_damage&d.flag)))
  2919. d.damage = d.div_;
  2920. } else if (d.div_ < 0) {
  2921. d.div_ *= -1;
  2922. }
  2923. return d;
  2924. }
  2925. /*=======================================
  2926. * Check for and calculate multi attacks
  2927. *---------------------------------------
  2928. * Credits:
  2929. * Original coder Skotlex
  2930. * Initial refactoring by Baalberith
  2931. * Refined and optimized by helvetica
  2932. */
  2933. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2934. {
  2935. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2936. struct status_change *sc = status_get_sc(src);
  2937. struct status_change *tsc = status_get_sc(target);
  2938. struct status_data *tstatus = status_get_status_data(target);
  2939. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2940. short i;
  2941. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2942. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  2943. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  2944. { //Success chance is not added, the higher one is used [Skotlex]
  2945. int max_rate = 0;
  2946. if (sc && sc->data[SC_KAGEMUSYA])
  2947. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  2948. else
  2949. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  2950. if( rnd()%100 < max_rate ) {
  2951. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2952. wd.type = DMG_MULTI_HIT;
  2953. }
  2954. }
  2955. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2956. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  2957. && rnd()%100 < 5*skill_lv ) //Success rate
  2958. {
  2959. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2960. wd.type = DMG_MULTI_HIT;
  2961. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2962. }
  2963. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2964. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  2965. {
  2966. int chance = rnd()%100;
  2967. switch(sc->data[SC_FEARBREEZE]->val1) {
  2968. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2969. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2970. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2971. case 2:
  2972. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2973. }
  2974. wd.div_ = min(wd.div_,sd->inventory.u.items_inventory[i].amount);
  2975. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2976. if (wd.div_ > 1)
  2977. wd.type = DMG_MULTI_HIT;
  2978. }
  2979. }
  2980. switch (skill_id) {
  2981. case RA_AIMEDBOLT:
  2982. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2983. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2984. break;
  2985. case RL_QD_SHOT:
  2986. wd.div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  2987. break;
  2988. case SC_JYUMONJIKIRI:
  2989. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2990. wd.div_ = wd.div_ * -1;// needs more info
  2991. break;
  2992. }
  2993. return wd;
  2994. }
  2995. /*======================================================
  2996. * Calculate skill level ratios for weapon-based skills
  2997. *------------------------------------------------------
  2998. * Credits:
  2999. * Original coder Skotlex
  3000. * Initial refactoring by Baalberith
  3001. * Refined and optimized by helvetica
  3002. */
  3003. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3004. {
  3005. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3006. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3007. struct status_change *sc = status_get_sc(src);
  3008. struct status_change *tsc = status_get_sc(target);
  3009. struct status_data *sstatus = status_get_status_data(src);
  3010. struct status_data *tstatus = status_get_status_data(target);
  3011. int skillratio = 100;
  3012. int i;
  3013. //Skill damage modifiers that stack linearly
  3014. if(sc && skill_id != PA_SACRIFICE) {
  3015. if(sc->data[SC_OVERTHRUST])
  3016. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3017. if(sc->data[SC_MAXOVERTHRUST])
  3018. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3019. if(sc->data[SC_BERSERK])
  3020. #ifndef RENEWAL
  3021. skillratio += 100;
  3022. #else
  3023. skillratio += 200;
  3024. if (sc && sc->data[SC_TRUESIGHT])
  3025. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3026. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3027. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3028. #endif
  3029. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3030. if (sc->data[SC_CRUSHSTRIKE]) {
  3031. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3032. short index = sd->equip_index[EQI_HAND_R];
  3033. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3034. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3035. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3036. }
  3037. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3038. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3039. } else {
  3040. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3041. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3042. skillratio += 125;
  3043. else
  3044. skillratio += 250;
  3045. }
  3046. }
  3047. }
  3048. }
  3049. switch(skill_id) {
  3050. case SM_BASH:
  3051. case MS_BASH:
  3052. skillratio += 30 * skill_lv;
  3053. break;
  3054. case SM_MAGNUM:
  3055. case MS_MAGNUM:
  3056. if(wd.miscflag == 1)
  3057. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3058. else
  3059. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3060. break;
  3061. case MC_MAMMONITE:
  3062. skillratio += 50 * skill_lv;
  3063. break;
  3064. case HT_POWER:
  3065. skillratio += -50 + 8 * sstatus->str;
  3066. break;
  3067. case AC_DOUBLE:
  3068. case MA_DOUBLE:
  3069. skillratio += 10 * (skill_lv - 1);
  3070. break;
  3071. case AC_SHOWER:
  3072. case MA_SHOWER:
  3073. #ifdef RENEWAL
  3074. skillratio += 50 + 10 * skill_lv;
  3075. #else
  3076. skillratio += -25 + 5 * skill_lv;
  3077. #endif
  3078. break;
  3079. case AC_CHARGEARROW:
  3080. case MA_CHARGEARROW:
  3081. skillratio += 50;
  3082. break;
  3083. #ifndef RENEWAL
  3084. case HT_FREEZINGTRAP:
  3085. case MA_FREEZINGTRAP:
  3086. skillratio += -50 + 10 * skill_lv;
  3087. break;
  3088. #endif
  3089. case KN_PIERCE:
  3090. case ML_PIERCE:
  3091. skillratio += 10 * skill_lv;
  3092. break;
  3093. case MER_CRASH:
  3094. skillratio += 10 * skill_lv;
  3095. break;
  3096. case KN_SPEARSTAB:
  3097. skillratio += 20 * skill_lv;
  3098. break;
  3099. case KN_SPEARBOOMERANG:
  3100. skillratio += 50 * skill_lv;
  3101. break;
  3102. case KN_BRANDISHSPEAR:
  3103. case ML_BRANDISH: {
  3104. int ratio = 100 + 20 * skill_lv;
  3105. skillratio += -100 + ratio;
  3106. if(skill_lv > 3 && wd.miscflag == 0)
  3107. skillratio += ratio / 2;
  3108. if(skill_lv > 6 && wd.miscflag == 0)
  3109. skillratio += ratio / 4;
  3110. if(skill_lv > 9 && wd.miscflag == 0)
  3111. skillratio += ratio / 8;
  3112. if(skill_lv > 6 && wd.miscflag == 1)
  3113. skillratio += ratio / 2;
  3114. if(skill_lv > 9 && wd.miscflag == 1)
  3115. skillratio += ratio / 4;
  3116. if(skill_lv > 9 && wd.miscflag == 2)
  3117. skillratio += ratio / 2;
  3118. break;
  3119. }
  3120. case KN_BOWLINGBASH:
  3121. case MS_BOWLINGBASH:
  3122. skillratio += 40 * skill_lv;
  3123. break;
  3124. case AS_GRIMTOOTH:
  3125. skillratio += 20 * skill_lv;
  3126. break;
  3127. case AS_POISONREACT:
  3128. skillratio += 30 * skill_lv;
  3129. break;
  3130. case AS_SONICBLOW:
  3131. skillratio += 300 + 40 * skill_lv;
  3132. break;
  3133. case TF_SPRINKLESAND:
  3134. skillratio += 30;
  3135. break;
  3136. case MC_CARTREVOLUTION:
  3137. skillratio += 50;
  3138. if(sd && sd->cart_weight)
  3139. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3140. else if (!sd)
  3141. skillratio += 100; //Max damage for non players.
  3142. break;
  3143. case NPC_PIERCINGATT:
  3144. skillratio += -25; //75% base damage
  3145. break;
  3146. case NPC_COMBOATTACK:
  3147. skillratio += 25 * skill_lv;
  3148. break;
  3149. case NPC_RANDOMATTACK:
  3150. case NPC_WATERATTACK:
  3151. case NPC_GROUNDATTACK:
  3152. case NPC_FIREATTACK:
  3153. case NPC_WINDATTACK:
  3154. case NPC_POISONATTACK:
  3155. case NPC_HOLYATTACK:
  3156. case NPC_DARKNESSATTACK:
  3157. case NPC_UNDEADATTACK:
  3158. case NPC_TELEKINESISATTACK:
  3159. case NPC_BLOODDRAIN:
  3160. case NPC_ACIDBREATH:
  3161. case NPC_DARKNESSBREATH:
  3162. case NPC_FIREBREATH:
  3163. case NPC_ICEBREATH:
  3164. case NPC_THUNDERBREATH:
  3165. case NPC_HELLJUDGEMENT:
  3166. case NPC_PULSESTRIKE:
  3167. skillratio += 100 * (skill_lv - 1);
  3168. break;
  3169. case RG_BACKSTAP:
  3170. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3171. skillratio += (200 + 40 * skill_lv) / 2;
  3172. else
  3173. skillratio += 200 + 40 * skill_lv;
  3174. break;
  3175. case RG_RAID:
  3176. skillratio += 40 * skill_lv;
  3177. break;
  3178. case RG_INTIMIDATE:
  3179. skillratio += 30 * skill_lv;
  3180. break;
  3181. case CR_SHIELDCHARGE:
  3182. skillratio += 20 * skill_lv;
  3183. break;
  3184. case CR_SHIELDBOOMERANG:
  3185. skillratio += 30 * skill_lv;
  3186. break;
  3187. case NPC_DARKCROSS:
  3188. case CR_HOLYCROSS:
  3189. #ifdef RENEWAL
  3190. if(sd && sd->status.weapon == W_2HSPEAR)
  3191. skillratio += 70 * skill_lv;
  3192. else
  3193. #endif
  3194. skillratio += 35 * skill_lv;
  3195. break;
  3196. case AM_DEMONSTRATION:
  3197. skillratio += 20 * skill_lv;
  3198. break;
  3199. case AM_ACIDTERROR:
  3200. skillratio += 40 * skill_lv;
  3201. break;
  3202. case MO_FINGEROFFENSIVE:
  3203. skillratio += 50 * skill_lv;
  3204. break;
  3205. case MO_INVESTIGATE:
  3206. skillratio += 75 * skill_lv;
  3207. break;
  3208. case MO_EXTREMITYFIST:
  3209. skillratio += 100 * (7 + sstatus->sp / 10);
  3210. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3211. break;
  3212. case MO_TRIPLEATTACK:
  3213. skillratio += 20 * skill_lv;
  3214. break;
  3215. case MO_CHAINCOMBO:
  3216. skillratio += 50 + 50 * skill_lv;
  3217. break;
  3218. case MO_COMBOFINISH:
  3219. skillratio += 140 + 60 * skill_lv;
  3220. break;
  3221. case BA_MUSICALSTRIKE:
  3222. case DC_THROWARROW:
  3223. skillratio += 25 + 25 * skill_lv;
  3224. break;
  3225. case CH_TIGERFIST:
  3226. skillratio += -60 + 100 * skill_lv;
  3227. break;
  3228. case CH_CHAINCRUSH:
  3229. skillratio += 300 + 100 * skill_lv;
  3230. break;
  3231. case CH_PALMSTRIKE:
  3232. skillratio += 100 + 100 * skill_lv;
  3233. break;
  3234. case LK_HEADCRUSH:
  3235. skillratio += 40 * skill_lv;
  3236. break;
  3237. case LK_JOINTBEAT:
  3238. i = 10 * skill_lv - 50;
  3239. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  3240. if (wd.miscflag&BREAK_NECK)
  3241. i *= 2;
  3242. skillratio += i;
  3243. break;
  3244. #ifdef RENEWAL
  3245. // Renewal: skill ratio applies to entire damage [helvetica]
  3246. case LK_SPIRALPIERCE:
  3247. case ML_SPIRALPIERCE:
  3248. skillratio += 50 * skill_lv;
  3249. break;
  3250. #endif
  3251. case ASC_METEORASSAULT:
  3252. skillratio += -60 + 40 * skill_lv;
  3253. break;
  3254. case SN_SHARPSHOOTING:
  3255. case MA_SHARPSHOOTING:
  3256. skillratio += 100 + 50 * skill_lv;
  3257. break;
  3258. case CG_ARROWVULCAN:
  3259. skillratio += 100 + 100 * skill_lv;
  3260. break;
  3261. case AS_SPLASHER:
  3262. skillratio += 400 + 50 * skill_lv;
  3263. if(sd)
  3264. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3265. break;
  3266. #ifndef RENEWAL
  3267. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3268. case ASC_BREAKER:
  3269. skillratio += -100 + 100 * skill_lv;
  3270. break;
  3271. #endif
  3272. case PA_SACRIFICE:
  3273. skillratio += -10 + 10 * skill_lv;
  3274. break;
  3275. case PA_SHIELDCHAIN:
  3276. skillratio += 30 * skill_lv;
  3277. break;
  3278. case WS_CARTTERMINATION:
  3279. i = 10 * (16 - skill_lv);
  3280. if (i < 1) i = 1;
  3281. //Preserve damage ratio when max cart weight is changed.
  3282. if (sd && sd->cart_weight)
  3283. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3284. else if (!sd)
  3285. skillratio += 80000 / i - 100;
  3286. break;
  3287. case TK_DOWNKICK:
  3288. case TK_STORMKICK:
  3289. skillratio += 60 + 20 * skill_lv;
  3290. break;
  3291. case TK_TURNKICK:
  3292. case TK_COUNTER:
  3293. skillratio += 90 + 30 * skill_lv;
  3294. break;
  3295. case TK_JUMPKICK:
  3296. //Different damage formulas depending on damage trigger
  3297. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3298. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3299. else if (wd.miscflag) {
  3300. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3301. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3302. skillratio *= 2;
  3303. }
  3304. else
  3305. skillratio += -70 + 10 * skill_lv;
  3306. break;
  3307. case GS_TRIPLEACTION:
  3308. skillratio += 50 * skill_lv;
  3309. break;
  3310. case GS_BULLSEYE:
  3311. //Only works well against brute/demihumans non bosses.
  3312. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3313. skillratio += 400;
  3314. break;
  3315. case GS_TRACKING:
  3316. skillratio += 100 * (skill_lv + 1);
  3317. break;
  3318. case GS_PIERCINGSHOT:
  3319. #ifdef RENEWAL
  3320. if (sd && sd->weapontype1 == W_RIFLE)
  3321. skillratio += 150 + 30 * skill_lv;
  3322. else
  3323. skillratio += 100 + 20 * skill_lv;
  3324. #else
  3325. skillratio += 20 * skill_lv;
  3326. #endif
  3327. break;
  3328. case GS_RAPIDSHOWER:
  3329. skillratio += 400 + 50 * skill_lv;
  3330. break;
  3331. case GS_DESPERADO:
  3332. skillratio += 50 * (skill_lv - 1);
  3333. if (sc && sc->data[SC_FALLEN_ANGEL])
  3334. skillratio *= 2;
  3335. break;
  3336. case GS_DUST:
  3337. skillratio += 50 * skill_lv;
  3338. break;
  3339. case GS_FULLBUSTER:
  3340. skillratio += 100 * (skill_lv + 2);
  3341. break;
  3342. case GS_SPREADATTACK:
  3343. #ifdef RENEWAL
  3344. skillratio += 30 * skill_lv;
  3345. #else
  3346. skillratio += 20 * (skill_lv - 1);
  3347. #endif
  3348. break;
  3349. #ifdef RENEWAL
  3350. case GS_GROUNDDRIFT:
  3351. skillratio += 100 + 20 * skill_lv;
  3352. break;
  3353. #endif
  3354. case NJ_HUUMA:
  3355. skillratio += 50 + 150 * skill_lv;
  3356. break;
  3357. case NJ_TATAMIGAESHI:
  3358. skillratio += 10 * skill_lv;
  3359. #ifdef RENEWAL
  3360. skillratio *= 2;
  3361. #endif
  3362. break;
  3363. case NJ_KASUMIKIRI:
  3364. skillratio += 10 * skill_lv;
  3365. break;
  3366. case NJ_KIRIKAGE:
  3367. skillratio += 100 * (skill_lv - 1);
  3368. break;
  3369. #ifdef RENEWAL
  3370. case NJ_KUNAI:
  3371. skillratio += 200;
  3372. break;
  3373. #endif
  3374. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3375. int k = (wd.miscflag-1)/3;
  3376. if (k < 0)
  3377. k = 0;
  3378. else if (k > 4)
  3379. k = 4;
  3380. skillratio += 100 * k;
  3381. }
  3382. break;
  3383. case HT_PHANTASMIC:
  3384. skillratio += 50;
  3385. break;
  3386. case MO_BALKYOUNG:
  3387. skillratio += 200;
  3388. break;
  3389. case HFLI_MOON: //[orn]
  3390. skillratio += 10 + 110 * skill_lv;
  3391. break;
  3392. case HFLI_SBR44: //[orn]
  3393. skillratio += 100 * (skill_lv - 1);
  3394. break;
  3395. case NPC_VAMPIRE_GIFT:
  3396. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3397. break;
  3398. case RK_SONICWAVE:
  3399. skillratio += -100 + (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3400. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3401. break;
  3402. case RK_HUNDREDSPEAR:
  3403. skillratio += 500 + (80 * skill_lv);
  3404. if (sd) {
  3405. short index = sd->equip_index[EQI_HAND_R];
  3406. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3407. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3408. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3409. } // (1 + [(Casters Base Level - 100) / 200])
  3410. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3411. break;
  3412. case RK_WINDCUTTER:
  3413. skillratio += -100 + (skill_lv + 2) * 50;
  3414. RE_LVL_DMOD(100);
  3415. break;
  3416. case RK_IGNITIONBREAK:
  3417. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3418. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3419. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3420. i = distance_bl(src,target);
  3421. if (i < 2)
  3422. skillratio += -100 + 300 * skill_lv;
  3423. else if (i < 4)
  3424. skillratio += -100 + 250 * skill_lv;
  3425. else
  3426. skillratio += -100 + 200 * skill_lv;
  3427. skillratio = skillratio * status_get_lv(src) / 100;
  3428. // Elemental check, 1.5x damage if your weapon element is fire.
  3429. if (sstatus->rhw.ele == ELE_FIRE)
  3430. skillratio += 100 * skill_lv;
  3431. break;
  3432. case RK_STORMBLAST:
  3433. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + status_get_str(src) / 8) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 8)} x 100] %
  3434. break;
  3435. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3436. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3437. RE_LVL_DMOD(150); // Base level bonus.
  3438. break;
  3439. case GC_CROSSIMPACT:
  3440. skillratio += 900 + 100 * skill_lv;
  3441. RE_LVL_DMOD(120);
  3442. break;
  3443. case GC_COUNTERSLASH:
  3444. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3445. skillratio += 200 + (100 * skill_lv);
  3446. RE_LVL_DMOD(120);
  3447. break;
  3448. case GC_VENOMPRESSURE:
  3449. skillratio += 900;
  3450. break;
  3451. case GC_PHANTOMMENACE:
  3452. skillratio += 200;
  3453. break;
  3454. case GC_ROLLINGCUTTER:
  3455. skillratio += -50 + 50 * skill_lv;
  3456. RE_LVL_DMOD(100);
  3457. break;
  3458. case GC_CROSSRIPPERSLASHER:
  3459. skillratio += 300 + 80 * skill_lv;
  3460. RE_LVL_DMOD(100);
  3461. if (sc && sc->data[SC_ROLLINGCUTTER])
  3462. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3463. break;
  3464. case GC_DARKCROW:
  3465. skillratio += 100 * (skill_lv - 1);
  3466. break;
  3467. case AB_DUPLELIGHT_MELEE:
  3468. skillratio += 10 * skill_lv;
  3469. break;
  3470. case RA_ARROWSTORM:
  3471. skillratio += 900 + 80 * skill_lv;
  3472. RE_LVL_DMOD(100);
  3473. break;
  3474. case RA_AIMEDBOLT:
  3475. skillratio += 400 + 50 * skill_lv;
  3476. RE_LVL_DMOD(100);
  3477. break;
  3478. case RA_CLUSTERBOMB:
  3479. skillratio += 100 + 100 * skill_lv;
  3480. break;
  3481. case RA_WUGDASH:// ATK 300%
  3482. skillratio += 200;
  3483. break;
  3484. case RA_WUGSTRIKE:
  3485. skillratio += -100 + 200 * skill_lv;
  3486. break;
  3487. case RA_WUGBITE:
  3488. skillratio += 300 + 200 * skill_lv;
  3489. if (skill_lv == 5)
  3490. skillratio += 100;
  3491. break;
  3492. case RA_SENSITIVEKEEN:
  3493. skillratio += 50 * skill_lv;
  3494. break;
  3495. case NC_BOOSTKNUCKLE:
  3496. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3497. RE_LVL_DMOD(120);
  3498. break;
  3499. case NC_PILEBUNKER:
  3500. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3501. RE_LVL_DMOD(100);
  3502. break;
  3503. case NC_VULCANARM:
  3504. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3505. RE_LVL_DMOD(120);
  3506. break;
  3507. case NC_FLAMELAUNCHER:
  3508. case NC_COLDSLOWER:
  3509. skillratio += 200 + 300 * skill_lv;
  3510. RE_LVL_DMOD(150);
  3511. break;
  3512. case NC_ARMSCANNON:
  3513. switch( tstatus->size ) {
  3514. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3515. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3516. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3517. }
  3518. RE_LVL_DMOD(120);
  3519. break;
  3520. case NC_AXEBOOMERANG:
  3521. skillratio += 150 + 50 * skill_lv;
  3522. if (sd) {
  3523. short index = sd->equip_index[EQI_HAND_R];
  3524. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3525. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3526. }
  3527. RE_LVL_DMOD(100);
  3528. break;
  3529. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3530. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3531. RE_LVL_DMOD(100);
  3532. skillratio += 300 + 100 * skill_lv;
  3533. break;
  3534. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3535. skillratio += 450 + 50 * skill_lv;
  3536. RE_LVL_DMOD(100);
  3537. break;
  3538. case NC_AXETORNADO:
  3539. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3540. RE_LVL_DMOD(100);
  3541. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3542. skillratio = skillratio * 75 / 100;
  3543. break;
  3544. case SC_FATALMENACE:
  3545. skillratio += 100 * skill_lv;
  3546. RE_LVL_DMOD(100);
  3547. break;
  3548. case SC_TRIANGLESHOT:
  3549. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3550. RE_LVL_DMOD(120);
  3551. break;
  3552. case SC_FEINTBOMB:
  3553. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3554. RE_LVL_DMOD(120);
  3555. break;
  3556. case LG_CANNONSPEAR:
  3557. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3558. RE_LVL_DMOD(100);
  3559. break;
  3560. case LG_BANISHINGPOINT:
  3561. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3562. RE_LVL_DMOD(100);
  3563. break;
  3564. case LG_SHIELDPRESS:
  3565. skillratio += -100 + 150 * skill_lv + status_get_str(src);
  3566. if (sd) {
  3567. short index = sd->equip_index[EQI_HAND_L];
  3568. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3569. skillratio += sd->inventory_data[index]->weight / 10;
  3570. }
  3571. RE_LVL_DMOD(100);
  3572. break;
  3573. case LG_PINPOINTATTACK:
  3574. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3575. RE_LVL_DMOD(120);
  3576. break;
  3577. case LG_RAGEBURST:
  3578. if (sd && sd->spiritball_old)
  3579. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3580. else
  3581. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3582. RE_LVL_DMOD(100);
  3583. break;
  3584. case LG_SHIELDSPELL:
  3585. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3586. short index = sd->equip_index[EQI_HAND_L];
  3587. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3588. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3589. skillratio += sd->inventory_data[index]->def * 10;
  3590. } else
  3591. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3592. break;
  3593. case LG_MOONSLASHER:
  3594. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3595. RE_LVL_DMOD(100);
  3596. break;
  3597. case LG_OVERBRAND:
  3598. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3599. RE_LVL_DMOD(100);
  3600. break;
  3601. case LG_OVERBRAND_BRANDISH:
  3602. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3603. RE_LVL_DMOD(100);
  3604. break;
  3605. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3606. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3607. break;
  3608. case LG_RAYOFGENESIS:
  3609. skillratio += 200 + 300 * skill_lv;
  3610. RE_LVL_DMOD(100);
  3611. break;
  3612. case LG_EARTHDRIVE:
  3613. if (sd) {
  3614. short index = sd->equip_index[EQI_HAND_L];
  3615. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3616. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3617. }
  3618. RE_LVL_DMOD(100);
  3619. break;
  3620. case LG_HESPERUSLIT:
  3621. if (sc) {
  3622. if (sc->data[SC_INSPIRATION])
  3623. skillratio += 1100;
  3624. if (sc->data[SC_BANDING]) {
  3625. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3626. if (sc->data[SC_BANDING]->val2 > 5)
  3627. skillratio = skillratio * 150 / 100;
  3628. }
  3629. RE_LVL_DMOD(100);
  3630. }
  3631. break;
  3632. case SR_EARTHSHAKER:
  3633. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3634. //[(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3635. skillratio += -100 + 150 * skill_lv;
  3636. RE_LVL_DMOD(100);
  3637. skillratio += status_get_int(src) * 3;
  3638. } else { //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3639. skillratio += -100 + 50 * skill_lv;
  3640. RE_LVL_DMOD(100);
  3641. skillratio += status_get_int(src) * 2;
  3642. }
  3643. break;
  3644. case SR_DRAGONCOMBO:
  3645. skillratio += 40 * skill_lv;
  3646. RE_LVL_DMOD(100);
  3647. break;
  3648. case SR_FALLENEMPIRE:
  3649. // ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3650. skillratio += 150 * skill_lv;
  3651. RE_LVL_DMOD(150);
  3652. break;
  3653. case SR_TIGERCANNON:
  3654. {
  3655. unsigned int hp = sstatus->max_hp * abs(skill_get_hp_rate(skill_id, skill_lv)) / 100,
  3656. sp = sstatus->max_sp * abs(skill_get_sp_rate(skill_id, skill_lv)) / 100;
  3657. if (wd.miscflag&8)
  3658. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3659. skillratio += -100 + (hp + sp) / 2;
  3660. else
  3661. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3662. skillratio += -100 + (hp + sp) / 4;
  3663. RE_LVL_DMOD(100);
  3664. }
  3665. break;
  3666. case SR_SKYNETBLOW:
  3667. if (wd.miscflag&8)
  3668. //ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3669. skillratio += -100 + 100 * skill_lv + sstatus->agi + 150;
  3670. else
  3671. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3672. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  3673. RE_LVL_DMOD(100);
  3674. break;
  3675. case SR_RAMPAGEBLASTER:
  3676. if (sc && sc->data[SC_EXPLOSIONSPIRITS]) {
  3677. skillratio += -100 + (20 * sc->data[SC_EXPLOSIONSPIRITS]->val1 + 20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3678. RE_LVL_DMOD(120);
  3679. } else {
  3680. skillratio += -100 + (20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3681. RE_LVL_DMOD(150);
  3682. }
  3683. break;
  3684. case SR_KNUCKLEARROW:
  3685. if (wd.miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  3686. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  3687. if (tsd && tsd->weight)
  3688. skillratio += 100 * tsd->weight / tsd->max_weight;
  3689. RE_LVL_DMOD(150);
  3690. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3691. skillratio += 400 + 100 * skill_lv;
  3692. RE_LVL_DMOD(100);
  3693. }
  3694. break;
  3695. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3696. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  3697. RE_LVL_DMOD(100);
  3698. break;
  3699. case SR_GATEOFHELL:
  3700. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3701. skillratio += -100 + 800 * skill_lv;
  3702. else
  3703. skillratio += -100 + 500 * skill_lv;
  3704. RE_LVL_DMOD(100);
  3705. break;
  3706. case SR_GENTLETOUCH_QUIET:
  3707. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  3708. RE_LVL_DMOD(100);
  3709. break;
  3710. case SR_HOWLINGOFLION:
  3711. skillratio += -100 + 300 * skill_lv;
  3712. RE_LVL_DMOD(150);
  3713. break;
  3714. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3715. skillratio += -100 + 200 * skill_lv;
  3716. if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND)
  3717. skillratio += skill_lv * 50;
  3718. RE_LVL_DMOD(100);
  3719. break;
  3720. case WM_REVERBERATION_MELEE:
  3721. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3722. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3723. RE_LVL_DMOD(100);
  3724. break;
  3725. case WM_SEVERE_RAINSTORM_MELEE:
  3726. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3727. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3728. RE_LVL_DMOD(100);
  3729. break;
  3730. case WM_GREAT_ECHO:
  3731. skillratio += 300 + 200 * skill_lv;
  3732. if (sd) {
  3733. int chorusbonus = battle_calc_chorusbonus(sd);
  3734. // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech]
  3735. if (chorusbonus >= 1 && chorusbonus <= 5)
  3736. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  3737. }
  3738. RE_LVL_DMOD(100);
  3739. break;
  3740. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3741. skillratio += -100 + 50 * skill_lv;
  3742. if(sd && sd->cart_weight)
  3743. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3744. }
  3745. break;
  3746. case GN_CARTCANNON:
  3747. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3748. skillratio += -100 + 60 * skill_lv + ((sd) ? pc_checkskill(sd, GN_REMODELING_CART) : 1) * 50 * status_get_int(src) / 40;
  3749. break;
  3750. case GN_SPORE_EXPLOSION:
  3751. skillratio += 100 + status_get_int(src) + 100 * skill_lv;
  3752. RE_LVL_DMOD(100);
  3753. break;
  3754. case GN_WALLOFTHORN:
  3755. skillratio += 10 * skill_lv;
  3756. break;
  3757. case GN_CRAZYWEED_ATK:
  3758. skillratio += 400 + 100 * skill_lv;
  3759. break;
  3760. case GN_SLINGITEM_RANGEMELEEATK:
  3761. if( sd ) {
  3762. switch( sd->itemid ) {
  3763. case ITEMID_APPLE_BOMB:
  3764. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  3765. break;
  3766. case ITEMID_COCONUT_BOMB:
  3767. case ITEMID_PINEAPPLE_BOMB:
  3768. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  3769. break;
  3770. case ITEMID_MELON_BOMB:
  3771. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  3772. break;
  3773. case ITEMID_BANANA_BOMB:
  3774. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  3775. break;
  3776. case ITEMID_BLACK_LUMP:
  3777. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3778. break;
  3779. case ITEMID_BLACK_HARD_LUMP:
  3780. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3781. break;
  3782. case ITEMID_VERY_HARD_LUMP:
  3783. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3784. break;
  3785. }
  3786. RE_LVL_DMOD(100);
  3787. }
  3788. break;
  3789. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3790. skillratio += -100 + 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : 0);
  3791. RE_LVL_DMOD(100);
  3792. if (sc && sc->data[SC_BLAST_OPTION])
  3793. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3794. break;
  3795. // Physical Elemantal Spirits Attack Skills
  3796. case EL_CIRCLE_OF_FIRE:
  3797. case EL_FIRE_BOMB_ATK:
  3798. case EL_STONE_RAIN:
  3799. skillratio += 200;
  3800. break;
  3801. case EL_FIRE_WAVE_ATK:
  3802. skillratio += 500;
  3803. break;
  3804. case EL_TIDAL_WEAPON:
  3805. skillratio += 1400;
  3806. break;
  3807. case EL_WIND_SLASH:
  3808. skillratio += 100;
  3809. break;
  3810. case EL_HURRICANE:
  3811. skillratio += 600;
  3812. break;
  3813. case EL_TYPOON_MIS:
  3814. case EL_WATER_SCREW_ATK:
  3815. skillratio += 900;
  3816. break;
  3817. case EL_STONE_HAMMER:
  3818. skillratio += 400;
  3819. break;
  3820. case EL_ROCK_CRUSHER:
  3821. skillratio += 700;
  3822. break;
  3823. case KO_JYUMONJIKIRI:
  3824. skillratio += -100 + 150 * skill_lv;
  3825. RE_LVL_DMOD(120);
  3826. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3827. skillratio += skill_lv * status_get_lv(src);
  3828. break;
  3829. case KO_HUUMARANKA:
  3830. skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3831. break;
  3832. case KO_SETSUDAN:
  3833. skillratio += 100 * (skill_lv - 1);
  3834. RE_LVL_DMOD(100);
  3835. if(tsc && tsc->data[SC_SPIRIT])
  3836. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3837. break;
  3838. case KO_BAKURETSU:
  3839. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3840. RE_LVL_DMOD(120);
  3841. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3842. break;
  3843. case KO_MAKIBISHI:
  3844. skillratio += -100 + 20 * skill_lv;
  3845. break;
  3846. case MH_NEEDLE_OF_PARALYZE:
  3847. skillratio += 600 + 100 * skill_lv;
  3848. break;
  3849. case MH_STAHL_HORN:
  3850. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3851. break;
  3852. case MH_LAVA_SLIDE:
  3853. skillratio += -100 + 70 * skill_lv;
  3854. break;
  3855. case MH_SONIC_CRAW:
  3856. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 150;
  3857. break;
  3858. case MH_SILVERVEIN_RUSH:
  3859. skillratio += -100 + 150 * skill_lv * status_get_lv(src) / 100;
  3860. break;
  3861. case MH_MIDNIGHT_FRENZY:
  3862. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 150;
  3863. break;
  3864. case MH_TINDER_BREAKER:
  3865. skillratio += -100 + (100 * skill_lv + 3 * status_get_str(src)) * status_get_lv(src) / 120;
  3866. break;
  3867. case MH_CBC:
  3868. skillratio += 300 * skill_lv + 4 * status_get_lv(src);
  3869. break;
  3870. case MH_MAGMA_FLOW:
  3871. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  3872. break;
  3873. case RL_MASS_SPIRAL:
  3874. skillratio += -100 + 200 * skill_lv;
  3875. break;
  3876. case RL_FIREDANCE:
  3877. skillratio += -100 + 200 * skill_lv;
  3878. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 50 : 0);
  3879. break;
  3880. case RL_BANISHING_BUSTER:
  3881. skillratio += -100 + 2000 + 300 * skill_lv;
  3882. break;
  3883. case RL_S_STORM:
  3884. skillratio += -100 + 1700 + 200 * skill_lv;
  3885. break;
  3886. case RL_SLUGSHOT: {
  3887. uint16 w = 0;
  3888. if (sd) {
  3889. unsigned short slug[] = { ITEMID_SLUG_AMMUNITION_XH, ITEMID_SLUG_AMMUNITION_SH, ITEMID_SLUG_AMMUNITION_H, ITEMID_SLUG_AMMUNITION_M, ITEMID_SLUG_AMMUNITION_L }; // In order of priority
  3890. int16 index = -1;
  3891. for (i = 0; i < ARRAYLENGTH(slug); i++) {
  3892. if ((index = pc_search_inventory(sd, slug[i])) >= 0) {
  3893. w = (sd->inventory_data[index]->weight / 10) * 32;
  3894. break;
  3895. }
  3896. }
  3897. }
  3898. if (target->type != BL_PC) // Monster
  3899. skillratio += -100 + 1200 * skill_lv;
  3900. else // Player
  3901. skillratio += -100 + 2000 * skill_lv;
  3902. switch(tstatus->size) {
  3903. case SZ_SMALL: skillratio += w * 2; break;
  3904. case SZ_MEDIUM: skillratio += w * 3; break;
  3905. case SZ_BIG: skillratio += w * 4; break;
  3906. }
  3907. }
  3908. break;
  3909. case RL_D_TAIL:
  3910. skillratio += -100 + 4000 + 1000 * skill_lv;
  3911. break;
  3912. case RL_R_TRIP:
  3913. skillratio += -100 + 1000 + 300 * skill_lv;
  3914. break;
  3915. case RL_R_TRIP_PLUSATK:
  3916. skillratio += -100 + 300 + 300 * skill_lv;
  3917. break;
  3918. case RL_H_MINE:
  3919. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  3920. skillratio += -100 + 500 + 300 * skill_lv;
  3921. else // 200 + 200 * SkillLv
  3922. skillratio += -100 + 200 + 200 * skill_lv;
  3923. break;
  3924. case RL_HAMMER_OF_GOD:
  3925. skillratio += -100 + 2800 + 1400 * skill_lv;
  3926. if (sd) {
  3927. if (tsc && tsc->data[SC_C_MARKER])
  3928. skillratio += 100 * sd->spiritball_old;
  3929. else if (sd->spiritball_old)
  3930. skillratio += 10 * sd->spiritball_old;
  3931. }
  3932. break;
  3933. case RL_FIRE_RAIN:
  3934. case RL_AM_BLAST:
  3935. skillratio += -100 + 3500 + 300 * skill_lv;
  3936. break;
  3937. case SU_BITE:
  3938. skillratio += 100;
  3939. break;
  3940. case SU_SCRATCH:
  3941. skillratio += -50 + 50 * skill_lv;
  3942. break;
  3943. case SU_SCAROFTAROU:
  3944. skillratio += -100 + 100 * skill_lv;
  3945. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  3946. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  3947. break;
  3948. case SU_PICKYPECK:
  3949. case SU_PICKYPECK_DOUBLE_ATK:
  3950. skillratio += 100 + 100 * skill_lv;
  3951. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  3952. skillratio *= 2;
  3953. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  3954. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  3955. break;
  3956. case SU_LUNATICCARROTBEAT:
  3957. skillratio += 100 + 100 * skill_lv;
  3958. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  3959. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  3960. break;
  3961. case SU_SVG_SPIRIT:
  3962. skillratio += 150 + 150 * skill_lv;
  3963. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  3964. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  3965. break;
  3966. }
  3967. return skillratio;
  3968. }
  3969. /*==================================================================================================
  3970. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3971. *--------------------------------------------------------------------------------------------------*
  3972. * Credits:
  3973. * Original coder Skotlex
  3974. * Initial refactoring by Baalberith
  3975. * Refined and optimized by helvetica
  3976. */
  3977. static int64 battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3978. {
  3979. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3980. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3981. struct status_data *sstatus = status_get_status_data(src);
  3982. struct status_data *tstatus = status_get_status_data(target);
  3983. int64 atk = 0;
  3984. //Constant/misc additions from skills
  3985. switch (skill_id) {
  3986. case MO_EXTREMITYFIST:
  3987. atk = 250 + 150 * skill_lv;
  3988. break;
  3989. #ifndef RENEWAL
  3990. case GS_MAGICALBULLET:
  3991. if (sstatus->matk_max > sstatus->matk_min)
  3992. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  3993. else
  3994. atk = sstatus->matk_min;
  3995. break;
  3996. #endif
  3997. case NJ_SYURIKEN:
  3998. atk = 4 * skill_lv;
  3999. break;
  4000. #ifdef RENEWAL
  4001. case HT_FREEZINGTRAP:
  4002. if(sd)
  4003. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4004. break;
  4005. #endif
  4006. case GC_COUNTERSLASH:
  4007. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4008. break;
  4009. case LG_SHIELDPRESS:
  4010. if (sd) {
  4011. int damagevalue = 0;
  4012. short index = sd->equip_index[EQI_HAND_L];
  4013. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4014. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4015. atk = damagevalue;
  4016. }
  4017. break;
  4018. case SR_FALLENEMPIRE:
  4019. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  4020. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  4021. if( tsd && tsd->weight )
  4022. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  4023. else
  4024. atk += ( status_get_lv(target) * 50 ); //mobs
  4025. break;
  4026. }
  4027. return atk;
  4028. }
  4029. /*==============================================================
  4030. * Stackable SC bonuses added on top of calculated skill damage
  4031. *--------------------------------------------------------------
  4032. * Credits:
  4033. * Original coder Skotlex
  4034. * Initial refactoring by Baalberith
  4035. * Refined and optimized by helvetica
  4036. */
  4037. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4038. {
  4039. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4040. struct status_change *sc = status_get_sc(src);
  4041. struct status_data *sstatus = status_get_status_data(src);
  4042. struct status_data *tstatus = status_get_status_data(target);
  4043. int inf3 = skill_get_inf3(skill_id);
  4044. uint8 anger_id = 0; // SLS Anger
  4045. // Kagerou/Oboro Earth Charm effect +15% wATK
  4046. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4047. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->spiritcharm);
  4048. #ifdef RENEWAL
  4049. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->spiritcharm);
  4050. #endif
  4051. }
  4052. //The following are applied on top of current damage and are stackable.
  4053. if (sc) {
  4054. #ifdef RENEWAL
  4055. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4056. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4057. if (sc->data[SC_IMPOSITIO])
  4058. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_IMPOSITIO]->val2);
  4059. if (sc->data[SC_VOLCANO])
  4060. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_VOLCANO]->val2);
  4061. if (sc->data[SC_DRUMBATTLE])
  4062. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4063. if (sc->data[SC_MADNESSCANCEL])
  4064. ATK_ADD(wd.equipAtk, wd.equipAtk2, 100);
  4065. if (sc->data[SC_MAGICALBULLET]) {
  4066. short tmdef = tstatus->mdef + tstatus->mdef2;
  4067. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4068. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4069. } else {
  4070. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4071. }
  4072. }
  4073. if (sc->data[SC_GATLINGFEVER]) {
  4074. if (tstatus->size == SZ_SMALL) {
  4075. ATK_ADD(wd.equipAtk, wd.equipAtk2, 10 * sc->data[SC_GATLINGFEVER]->val1);
  4076. } else if (tstatus->size == SZ_MEDIUM) {
  4077. ATK_ADD(wd.equipAtk, wd.equipAtk2, 5 * sc->data[SC_GATLINGFEVER]->val1);
  4078. } else if (tstatus->size == SZ_BIG)
  4079. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_GATLINGFEVER]->val1);
  4080. }
  4081. #else
  4082. if (sc->data[SC_TRUESIGHT])
  4083. ATK_ADDRATE(wd.damage, wd.damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4084. #endif
  4085. if (sc->data[SC_SPIRIT]) {
  4086. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4087. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4088. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4089. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4090. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  4091. RE_ALLATK_ADDRATE(wd, 100);
  4092. }
  4093. }
  4094. if (sc->data[SC_EDP]) {
  4095. switch(skill_id) {
  4096. case AS_SPLASHER:
  4097. case ASC_METEORASSAULT:
  4098. // Pre-Renewal only: Soul Breaker ignores EDP
  4099. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4100. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4101. #ifndef RENEWAL
  4102. case ASC_BREAKER:
  4103. #else
  4104. case AS_GRIMTOOTH:
  4105. case AS_VENOMKNIFE:
  4106. #endif
  4107. break; // skills above have no effect with EDP
  4108. #ifdef RENEWAL
  4109. // renewal EDP mode requires renewal enabled as well
  4110. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  4111. // * Sonic Blow
  4112. // * Soul Breaker
  4113. // * Counter Slash
  4114. // * Cross Impact
  4115. case AS_SONICBLOW:
  4116. case ASC_BREAKER:
  4117. case GC_COUNTERSLASH:
  4118. case GC_CROSSIMPACT:
  4119. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  4120. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  4121. default: // fall through to apply EDP bonuses
  4122. // Renewal EDP formula [helvetica]
  4123. // weapon atk * (1 + (edp level * .8))
  4124. // equip atk * (1 + (edp level * .6))
  4125. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4126. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4127. break;
  4128. #else
  4129. default:
  4130. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  4131. #endif
  4132. }
  4133. }
  4134. if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
  4135. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  4136. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  4137. }
  4138. if (sc->data[SC_DANCEWITHWUG]) {
  4139. if (inf3&INF3_SC_DANCEWITHWUG) {
  4140. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4141. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4142. }
  4143. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4144. #ifdef RENEWAL
  4145. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4146. #endif
  4147. }
  4148. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4149. ATK_ADD(wd.damage, wd.damage2, 200);
  4150. #ifdef RENEWAL
  4151. ATK_ADD(wd.equipAtk, wd.equipAtk2, 200);
  4152. #endif
  4153. }
  4154. if (sc->data[SC_EQC]) {
  4155. ATK_ADDRATE(wd.damage, wd.damage2, -sc->data[SC_EQC]->val2);
  4156. #ifdef RENEWAL
  4157. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, -sc->data[SC_EQC]->val2);
  4158. #endif
  4159. }
  4160. if(sc->data[SC_STYLE_CHANGE]) {
  4161. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4162. if(hd) {
  4163. ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  4164. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4165. }
  4166. }
  4167. if(sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4168. switch(skill_id) {
  4169. case RA_WUGDASH:
  4170. case RA_WUGSTRIKE:
  4171. case RA_WUGBITE:
  4172. break;
  4173. default:
  4174. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_UNLIMIT]->val2);
  4175. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4176. break;
  4177. }
  4178. }
  4179. if (sc->data[SC_HEAT_BARREL]) {
  4180. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_HEAT_BARREL]->val3);
  4181. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4182. }
  4183. if((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4184. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4185. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4186. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4187. }
  4188. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4189. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4190. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4191. }
  4192. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4193. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4194. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4195. }
  4196. }
  4197. if (sd && wd.flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4198. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GVG_GIANT]->val3);
  4199. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4200. }
  4201. if (sc->data[SC_MIRACLE])
  4202. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4203. }
  4204. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4205. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0) {
  4206. if ((pc_checkskill(sd, SU_SCAROFTAROU) + pc_checkskill(sd, SU_PICKYPECK) + pc_checkskill(sd, SU_ARCLOUSEDASH) + pc_checkskill(sd, SU_LUNATICCARROTBEAT) +
  4207. pc_checkskill(sd, SU_HISS) + pc_checkskill(sd, SU_POWEROFFLOCK) + pc_checkskill(sd, SU_SVG_SPIRIT)) > 19) {
  4208. ATK_ADDRATE(wd.damage, wd.damage2, 20);
  4209. RE_ALLATK_ADDRATE(wd, 20);
  4210. }
  4211. }
  4212. }
  4213. if (sd != nullptr && !anger_id)
  4214. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4215. uint16 anger_level;
  4216. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4217. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4218. if (anger_id == 2)
  4219. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4220. if (anger_level < 4)
  4221. skillratio /= 12 - 3 * anger_level;
  4222. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  4223. #ifdef RENEWAL
  4224. RE_ALLATK_ADDRATE(wd, skillratio);
  4225. #endif
  4226. }
  4227. return wd;
  4228. }
  4229. /*====================================
  4230. * Calc defense damage reduction
  4231. *------------------------------------
  4232. * Credits:
  4233. * Original coder Skotlex
  4234. * Initial refactoring by Baalberith
  4235. * Refined and optimized by helvetica
  4236. */
  4237. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4238. {
  4239. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4240. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4241. struct status_change *sc = status_get_sc(src);
  4242. struct status_change *tsc = status_get_sc(target);
  4243. struct status_data *sstatus = status_get_status_data(src);
  4244. struct status_data *tstatus = status_get_status_data(target);
  4245. //Defense reduction
  4246. short vit_def;
  4247. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4248. short def2 = tstatus->def2;
  4249. #ifdef RENEWAL
  4250. if( tsc && tsc->data[SC_ASSUMPTIO] )
  4251. def1 <<= 1; // only eDEF is doubled
  4252. #endif
  4253. if (sd) {
  4254. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4255. i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL];
  4256. if (i) {
  4257. i = min(i,100); //cap it to 100 for 0 def min
  4258. def1 -= def1 * i / 100;
  4259. def2 -= def2 * i / 100;
  4260. }
  4261. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4262. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4263. short si = 10 * sd->spiritcharm;
  4264. def1 = (def1 * (100 + si)) / 100;
  4265. }
  4266. }
  4267. if (sc && sc->data[SC_EXPIATIO]) {
  4268. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4269. i = min(i,100); //cap it to 100 for 0 def min
  4270. def1 = (def1*(100-i))/100;
  4271. def2 = (def2*(100-i))/100;
  4272. }
  4273. if (tsc) {
  4274. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4275. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4276. def1 = (def1 * (100 + i)) / 100;
  4277. }
  4278. if( tsc->data[SC_CAMOUFLAGE] ){
  4279. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4280. i = min(i,100); //cap it to 100 for 0 def min
  4281. def1 = (def1*(100-i))/100;
  4282. def2 = (def2*(100-i))/100;
  4283. }
  4284. if (tsc->data[SC_GT_REVITALIZE])
  4285. def2 += tsc->data[SC_GT_REVITALIZE]->val4;
  4286. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4287. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4288. }
  4289. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4290. unsigned char target_count; //256 max targets should be a sane max
  4291. //Official servers limit the count to 22 targets
  4292. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4293. if(target_count >= battle_config.vit_penalty_count) {
  4294. if(battle_config.vit_penalty_type == 1) {
  4295. if( !tsc || !tsc->data[SC_STEELBODY] )
  4296. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4297. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4298. } else { //Assume type 2
  4299. if( !tsc || !tsc->data[SC_STEELBODY] )
  4300. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4301. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4302. }
  4303. }
  4304. if (skill_id == AM_ACIDTERROR)
  4305. #ifdef RENEWAL
  4306. def2 = 0; //Ignore only status defense. [FatalEror]
  4307. #else
  4308. def1 = 0; //Ignores only armor defense. [Skotlex]
  4309. #endif
  4310. if(def2 < 1)
  4311. def2 = 1;
  4312. }
  4313. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4314. if (tsd) { //Sd vit-eq
  4315. int skill;
  4316. #ifndef RENEWAL
  4317. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4318. vit_def = def2*(def2-15)/150;
  4319. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4320. #else
  4321. vit_def = def2;
  4322. #endif
  4323. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4324. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4325. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4326. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4327. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4328. vit_def += skill*5;
  4329. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4330. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4331. vit_def += skill * 10;
  4332. } else { //Mob-Pet vit-eq
  4333. #ifndef RENEWAL
  4334. //VIT + rnd(0,[VIT/20]^2-1)
  4335. vit_def = (def2/20)*(def2/20);
  4336. if (tsc && tsc->data[SC_SKA])
  4337. vit_def += 100; //Eska increases the random part of the formula by 100
  4338. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4339. #else
  4340. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4341. vit_def = def2;
  4342. #endif
  4343. }
  4344. if (battle_config.weapon_defense_type) {
  4345. vit_def += def1*battle_config.weapon_defense_type;
  4346. def1 = 0;
  4347. }
  4348. #ifdef RENEWAL
  4349. /**
  4350. * RE DEF Reduction
  4351. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4352. * Pierce defence gains 1 atk per def/2
  4353. */
  4354. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4355. def1 = -399;
  4356. ATK_ADD2(wd.damage, wd.damage2,
  4357. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0,
  4358. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1*battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv))/200 : 0
  4359. );
  4360. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4361. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  4362. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4363. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4364. #else
  4365. if (def1 > 100) def1 = 100;
  4366. ATK_RATE2(wd.damage, wd.damage2,
  4367. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4368. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4369. );
  4370. ATK_ADD2(wd.damage, wd.damage2,
  4371. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4372. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4373. );
  4374. #endif
  4375. return wd;
  4376. }
  4377. /*====================================
  4378. * Modifiers ignoring DEF
  4379. *------------------------------------
  4380. * Credits:
  4381. * Original coder Skotlex
  4382. * Initial refactoring by Baalberith
  4383. * Refined and optimized by helvetica
  4384. */
  4385. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4386. {
  4387. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4388. struct status_change *sc = status_get_sc(src);
  4389. struct status_data *sstatus = status_get_status_data(src);
  4390. // Post skill/vit reduction damage increases
  4391. if( sc ) { // SC skill damages
  4392. if(sc->data[SC_AURABLADE]
  4393. #ifndef RENEWAL
  4394. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4395. #endif
  4396. ) {
  4397. int lv = sc->data[SC_AURABLADE]->val1;
  4398. #ifdef RENEWAL
  4399. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  4400. #endif
  4401. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  4402. }
  4403. }
  4404. #ifndef RENEWAL
  4405. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4406. //Refine bonus
  4407. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4408. if (skill_id == MO_FINGEROFFENSIVE) {
  4409. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  4410. } else {
  4411. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4412. }
  4413. }
  4414. #endif
  4415. //Set to min of 1
  4416. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  4417. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  4418. switch (skill_id) {
  4419. case AS_SONICBLOW:
  4420. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4421. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  4422. break;
  4423. case NC_AXETORNADO:
  4424. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4425. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  4426. break;
  4427. }
  4428. return wd;
  4429. }
  4430. /*=================================================================================
  4431. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4432. *---------------------------------------------------------------------------------
  4433. * Credits:
  4434. * Original coder Skotlex
  4435. * Initial refactoring by Baalberith
  4436. * Refined and optimized by helvetica
  4437. */
  4438. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4439. {
  4440. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4441. struct status_data *tstatus = status_get_status_data(target);
  4442. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4443. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4444. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4445. short class_ = status_get_class(target);
  4446. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4447. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4448. //Plants receive 1 damage when hit
  4449. if( attack_hits || wd.damage > 0 )
  4450. wd.damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4451. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) {
  4452. if(sd->status.weapon == W_KATAR)
  4453. wd.damage2 = 0; //No backhand damage against plants
  4454. else {
  4455. wd.damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4456. }
  4457. }
  4458. if (attack_hits && target->type == BL_MOB) {
  4459. struct status_change *sc = status_get_sc(target);
  4460. if (sc && !battle_check_sc(src, target, sc, &wd, 1, skill_id, skill_lv)) {
  4461. wd.damage = wd.damage2 = 0;
  4462. return wd;
  4463. }
  4464. }
  4465. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4466. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  4467. wd.damage = wd.damage2 = 0;
  4468. return wd;
  4469. }
  4470. if (wd.damage > 0) {
  4471. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4472. wd.damage = battle_calc_gvg_damage(src, target, wd.damage, skill_id, wd.flag);
  4473. } else if (wd.damage2 > 0) {
  4474. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4475. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, skill_id, wd.flag);
  4476. }
  4477. return wd;
  4478. }
  4479. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4480. wd = battle_apply_div_fix(wd, skill_id);
  4481. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4482. if(wd.damage > 1 && wd.damage2 > 0) {
  4483. wd.damage = 1;
  4484. wd.damage2 = 1;
  4485. }
  4486. return wd;
  4487. }
  4488. /*========================================================================================
  4489. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4490. *----------------------------------------------------------------------------------------
  4491. * Credits:
  4492. * Original coder Skotlex
  4493. * Initial refactoring by Baalberith
  4494. * Refined and optimized by helvetica
  4495. */
  4496. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4497. {
  4498. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4499. if (sd) {
  4500. int skill;
  4501. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4502. wd.damage = wd.damage2;
  4503. wd.damage2 = 0;
  4504. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4505. skill = pc_checkskill(sd,TF_DOUBLE);
  4506. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  4507. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4508. if (wd.damage) {
  4509. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4510. skill = pc_checkskill(sd,AS_RIGHT);
  4511. ATK_RATER(wd.damage, 50 + (skill * 10))
  4512. }
  4513. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4514. skill = pc_checkskill(sd,KO_RIGHT);
  4515. ATK_RATER(wd.damage, 70 + (skill * 10))
  4516. }
  4517. if(wd.damage < 1)
  4518. wd.damage = 1;
  4519. }
  4520. if (wd.damage2) {
  4521. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4522. skill = pc_checkskill(sd,AS_LEFT);
  4523. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  4524. }
  4525. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4526. skill = pc_checkskill(sd,KO_LEFT);
  4527. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  4528. }
  4529. if(wd.damage2 < 1)
  4530. wd.damage2 = 1;
  4531. }
  4532. }
  4533. }
  4534. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  4535. wd.damage=0;
  4536. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  4537. wd.damage2=0;
  4538. return wd;
  4539. }
  4540. /**
  4541. * Check if bl is devoted by someone
  4542. * @param bl
  4543. * @return 'd_bl' if devoted or NULL if not devoted
  4544. */
  4545. struct block_list *battle_check_devotion(struct block_list *bl) {
  4546. struct block_list *d_bl = NULL;
  4547. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4548. struct status_change *sc = status_get_sc(bl);
  4549. if (sc && sc->data[SC_DEVOTION])
  4550. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4551. }
  4552. return d_bl;
  4553. }
  4554. /*==========================================
  4555. * BG/GvG attack modifiers
  4556. *------------------------------------------
  4557. * Credits:
  4558. * Original coder Skotlex
  4559. * Initial refactoring by Baalberith
  4560. * Refined and optimized by helvetica
  4561. */
  4562. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4563. {
  4564. if( wd.damage + wd.damage2 ) { //There is a total damage value
  4565. if( src != target && //Don't reflect your own damage (Grand Cross)
  4566. (!skill_id || skill_id ||
  4567. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4568. int64 damage = wd.damage + wd.damage2, rdamage = 0;
  4569. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4570. struct status_data *sstatus = status_get_status_data(src);
  4571. int tick = gettick(), rdelay = 0;
  4572. rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, false);
  4573. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4574. struct block_list *d_bl = battle_check_devotion(src);
  4575. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd.amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4576. if( tsd )
  4577. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4578. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4579. battle_delay_damage(tick, wd.amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4580. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4581. }
  4582. }
  4583. if(!wd.damage2) {
  4584. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  4585. if( map_flag_gvg2(target->m) )
  4586. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4587. else if( map[target->m].flag.battleground )
  4588. wd.damage=battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4589. }
  4590. else if(!wd.damage) {
  4591. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  4592. if( map_flag_gvg2(target->m) )
  4593. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4594. else if( map[target->m].flag.battleground )
  4595. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4596. }
  4597. else {
  4598. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  4599. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  4600. if( map_flag_gvg2(target->m) )
  4601. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4602. else if( map[target->m].flag.battleground )
  4603. wd.damage = battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4604. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  4605. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  4606. wd.damage-=wd.damage2;
  4607. }
  4608. }
  4609. return wd;
  4610. }
  4611. /*==========================================
  4612. * final ATK modifiers - after BG/GvG calc
  4613. *------------------------------------------
  4614. * Credits:
  4615. * Original coder Skotlex
  4616. * Initial refactoring by Baalberith
  4617. * Refined and optimized by helvetica
  4618. */
  4619. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4620. {
  4621. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4622. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4623. struct status_change *sc = status_get_sc(src);
  4624. struct status_change *tsc = status_get_sc(target);
  4625. struct status_data *sstatus = status_get_status_data(src);
  4626. struct status_data *tstatus = status_get_status_data(target);
  4627. #ifdef ADJUST_SKILL_DAMAGE
  4628. int skill_damage = 0;
  4629. #endif
  4630. //Reject Sword bugreport:4493 by Daegaladh
  4631. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4632. (src->type!=BL_PC || (
  4633. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4634. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4635. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4636. )) &&
  4637. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4638. )
  4639. {
  4640. ATK_RATER(wd.damage, 50)
  4641. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0,false));
  4642. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4643. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4644. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4645. }
  4646. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd.flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4647. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4648. int64 rdamage = 0;
  4649. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4650. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4651. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  4652. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4653. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  4654. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4655. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SKILL); // This is how official does
  4656. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  4657. status_damage(target, src, rdamage, 0, 0, 0);
  4658. status_damage(src, target, rdamage/10, 0, 0, 1);
  4659. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4660. }
  4661. if( sc ) {
  4662. //SC_FUSION hp penalty [Komurka]
  4663. if (sc->data[SC_FUSION]) {
  4664. int hp= sstatus->max_hp;
  4665. if (sd && tsd) {
  4666. hp = 8*hp/100;
  4667. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4668. hp = sstatus->hp;
  4669. } else
  4670. hp = 2*hp/100; //2% hp loss per hit
  4671. status_zap(src, hp, 0);
  4672. }
  4673. // Only affecting non-skills
  4674. if (!skill_id && wd.dmg_lv > ATK_BLOCK) {
  4675. if (sc->data[SC_ENCHANTBLADE]) {
  4676. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  4677. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  4678. if (sstatus->matk_max > sstatus->matk_min)
  4679. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  4680. else
  4681. enchant_dmg = enchant_dmg + sstatus->matk_min;
  4682. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  4683. if (enchant_dmg > 0)
  4684. ATK_ADD(wd.damage, wd.damage2, enchant_dmg);
  4685. }
  4686. }
  4687. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4688. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4689. }
  4690. switch (skill_id) {
  4691. case LG_RAYOFGENESIS:
  4692. {
  4693. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4694. wd.damage += md.damage;
  4695. }
  4696. break;
  4697. #ifndef RENEWAL
  4698. case ASC_BREAKER:
  4699. { //Breaker's int-based damage (a misc attack?)
  4700. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4701. wd.damage += md.damage;
  4702. }
  4703. break;
  4704. #endif
  4705. }
  4706. // Skill damage adjustment
  4707. #ifdef ADJUST_SKILL_DAMAGE
  4708. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4709. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4710. #endif
  4711. return wd;
  4712. }
  4713. /*====================================================
  4714. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4715. *----------------------------------------------------
  4716. * Credits:
  4717. * Original coder Skotlex
  4718. * Initial refactoring by Baalberith
  4719. * Refined and optimized by helvetica
  4720. */
  4721. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4722. {
  4723. struct status_data *sstatus = status_get_status_data(src);
  4724. struct status_data *tstatus = status_get_status_data(target);
  4725. struct status_change *sc = status_get_sc(src);
  4726. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4727. struct Damage wd;
  4728. wd.type = DMG_NORMAL; //Normal attack
  4729. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4730. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4731. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4732. /*if(skill_id == KN_AUTOCOUNTER)
  4733. wd.amotion >>= 1; */
  4734. wd.dmotion = tstatus->dmotion;
  4735. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4736. wd.miscflag = wflag;
  4737. wd.flag = BF_WEAPON; //Initial Flag
  4738. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4739. wd.damage = wd.damage2 =
  4740. #ifdef RENEWAL
  4741. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4742. #endif
  4743. 0;
  4744. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4745. if(sd)
  4746. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4747. if (skill_id) {
  4748. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4749. switch(skill_id)
  4750. {
  4751. case MH_SONIC_CRAW:{
  4752. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4753. wd.div_ = hd->homunculus.spiritball;
  4754. }
  4755. break;
  4756. case MO_FINGEROFFENSIVE:
  4757. if(sd) {
  4758. if (battle_config.finger_offensive_type)
  4759. wd.div_ = 1;
  4760. else
  4761. wd.div_ = sd->spiritball_old;
  4762. }
  4763. break;
  4764. case KN_PIERCE:
  4765. case ML_PIERCE:
  4766. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4767. break;
  4768. case TF_DOUBLE: //For NPC used skill.
  4769. case GS_CHAINACTION:
  4770. wd.type = DMG_MULTI_HIT;
  4771. break;
  4772. case GS_GROUNDDRIFT:
  4773. wd.amotion = sstatus->amotion;
  4774. //Fall through
  4775. case KN_SPEARSTAB:
  4776. case KN_BOWLINGBASH:
  4777. case MS_BOWLINGBASH:
  4778. case MO_BALKYOUNG:
  4779. case TK_TURNKICK:
  4780. wd.blewcount = 0;
  4781. break;
  4782. case KN_AUTOCOUNTER:
  4783. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4784. break;
  4785. case LK_SPIRALPIERCE:
  4786. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4787. break;
  4788. // The number of hits is set to 3 by default for use in Inspiration status.
  4789. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4790. case LG_HESPERUSLIT:
  4791. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4792. wd.div_ = sc->data[SC_BANDING]->val2;
  4793. break;
  4794. }
  4795. } else {
  4796. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4797. }
  4798. return wd;
  4799. }
  4800. /**
  4801. * Check if we should reflect the damage and calculate it if so
  4802. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4803. * @param wd : weapon damage
  4804. * @param src : bl who did the attack
  4805. * @param target : target of the attack
  4806. * @param skill_id : id of casted skill, 0 = basic atk
  4807. * @param skill_lv : lvl of skill casted
  4808. */
  4809. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  4810. {
  4811. // Don't reflect your own damage (Grand Cross)
  4812. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  4813. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  4814. {
  4815. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4816. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4817. struct status_change *tsc = status_get_sc(target);
  4818. struct status_data *sstatus = status_get_status_data(src);
  4819. struct unit_data *ud = unit_bl2ud(target);
  4820. int tick = gettick(), rdelay = 0;
  4821. if (!tsc)
  4822. return;
  4823. // Calculate skill reflect damage separately
  4824. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE))
  4825. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  4826. if( rdamage > 0 ) {
  4827. struct block_list *d_bl = battle_check_devotion(src);
  4828. if (tsc->data[SC_MAXPAIN]) {
  4829. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  4830. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  4831. tsc->data[SC_MAXPAIN]->val2 = 0;
  4832. }
  4833. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4834. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  4835. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4836. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4837. if( tsd )
  4838. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4839. // It appears that official servers give skill reflect damage a longer delay
  4840. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  4841. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4842. }
  4843. }
  4844. }
  4845. }
  4846. /*============================================
  4847. * Calculate "weapon"-type attacks and skills
  4848. *--------------------------------------------
  4849. * Credits:
  4850. * Original coder Skotlex
  4851. * Initial refactoring by Baalberith
  4852. * Refined and optimized by helvetica
  4853. */
  4854. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4855. {
  4856. struct map_session_data *sd, *tsd;
  4857. struct Damage wd;
  4858. struct status_change *sc = status_get_sc(src);
  4859. struct status_change *tsc = status_get_sc(target);
  4860. struct status_data *tstatus = status_get_status_data(target);
  4861. int right_element, left_element;
  4862. bool infdef = false;
  4863. memset(&wd,0,sizeof(wd));
  4864. if (src == NULL || target == NULL) {
  4865. nullpo_info(NLP_MARK);
  4866. return wd;
  4867. }
  4868. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4869. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4870. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4871. if (sc && !sc->count)
  4872. sc = NULL; //Skip checking as there are no status changes active.
  4873. if (tsc && !tsc->count)
  4874. tsc = NULL; //Skip checking as there are no status changes active.
  4875. sd = BL_CAST(BL_PC, src);
  4876. tsd = BL_CAST(BL_PC, target);
  4877. //Check for Lucky Dodge
  4878. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4879. wd.type = DMG_LUCY_DODGE;
  4880. wd.dmg_lv = ATK_LUCKY;
  4881. if(wd.div_ < 0)
  4882. wd.div_ *= -1;
  4883. return wd;
  4884. }
  4885. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4886. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4887. // crit check is next since crits always hit on official [helvetica]
  4888. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4889. wd.type = DMG_CRITICAL;
  4890. // check if we're landing a hit
  4891. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4892. wd.dmg_lv = ATK_FLEE;
  4893. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  4894. int64 ratio = 0;
  4895. int i = 0;
  4896. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4897. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4898. ATK_RATE(wd.damage, wd.damage2, ratio);
  4899. RE_ALLATK_RATE(wd, ratio);
  4900. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4901. ATK_ADD(wd.damage, wd.damage2, ratio);
  4902. RE_ALLATK_ADD(wd, ratio);
  4903. #ifdef RENEWAL
  4904. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4905. struct status_data *sstatus = status_get_status_data(src);
  4906. if (sstatus->matk_max > sstatus->matk_min) {
  4907. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4908. } else
  4909. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4910. }
  4911. #endif
  4912. // add any miscellaneous player ATK bonuses
  4913. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4914. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4915. RE_ALLATK_ADDRATE(wd, i);
  4916. }
  4917. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  4918. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  4919. RE_ALLATK_ADDRATE(wd, -i);
  4920. }
  4921. #ifdef RENEWAL
  4922. // In Renewal we only cardfix to the weapon and equip ATK
  4923. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4924. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4925. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4926. if (is_attack_left_handed(src, skill_id)) {
  4927. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4928. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4929. }
  4930. // final attack bonuses that aren't affected by cards
  4931. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4932. if (sd) { //monsters, homuns and pets have their damage computed directly
  4933. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4934. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4935. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  4936. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4937. }
  4938. #else
  4939. // final attack bonuses that aren't affected by cards
  4940. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4941. #endif
  4942. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  4943. if(!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  4944. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4945. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4946. }
  4947. }
  4948. #ifdef RENEWAL
  4949. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4950. #endif
  4951. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4952. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4953. return wd; //Enough, rest is not needed.
  4954. #ifdef RENEWAL
  4955. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4956. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4957. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4958. if (is_attack_left_handed(src, skill_id))
  4959. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4960. } else
  4961. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  4962. }
  4963. #endif
  4964. #ifndef RENEWAL
  4965. if (skill_id == NJ_KUNAI) {
  4966. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  4967. ATK_ADD(wd.damage, wd.damage2, 90);
  4968. nk |= NK_IGNORE_DEF;
  4969. }
  4970. #endif
  4971. switch (skill_id) {
  4972. case TK_DOWNKICK:
  4973. case TK_STORMKICK:
  4974. case TK_TURNKICK:
  4975. case TK_COUNTER:
  4976. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4977. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  4978. break;
  4979. case SR_TIGERCANNON:
  4980. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  4981. if (wd.miscflag&8) {
  4982. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  4983. } else
  4984. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  4985. break;
  4986. case SR_GATEOFHELL: {
  4987. struct status_data *sstatus = status_get_status_data(src);
  4988. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  4989. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  4990. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  4991. } else
  4992. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  4993. }
  4994. break;
  4995. }
  4996. if(sd) {
  4997. #ifndef RENEWAL
  4998. uint16 skill;
  4999. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5000. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5001. if (skill_id == TF_POISON)
  5002. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5003. if (skill_id == GS_GROUNDDRIFT)
  5004. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5005. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5006. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  5007. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5008. ATK_ADD(wd.damage, wd.damage2, 4);
  5009. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5010. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5011. } else
  5012. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5013. #endif
  5014. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5015. short index = sd->equip_index[EQI_HAND_L];
  5016. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5017. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5018. }
  5019. #ifndef RENEWAL
  5020. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5021. switch(skill_id) {
  5022. case RK_DRAGONBREATH:
  5023. case RK_DRAGONBREATH_WATER:
  5024. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5025. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5026. if(is_attack_left_handed(src, skill_id))
  5027. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5028. }
  5029. break;
  5030. default:
  5031. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  5032. if( is_attack_left_handed(src, skill_id ))
  5033. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  5034. break;
  5035. }
  5036. #endif
  5037. }
  5038. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5039. switch(skill_id) {
  5040. #ifdef RENEWAL
  5041. case NJ_ISSEN:
  5042. case ASC_BREAKER:
  5043. case CR_ACIDDEMONSTRATION:
  5044. case GN_FIRE_EXPANSION_ACID:
  5045. #endif
  5046. case SO_VARETYR_SPEAR:
  5047. break; //These skills will do a card fix later
  5048. default:
  5049. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  5050. if(is_attack_left_handed(src, skill_id))
  5051. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  5052. break;
  5053. }
  5054. }
  5055. #ifdef RENEWAL
  5056. // forced to neutral skills [helvetica]
  5057. // skills forced to neutral gain benefits from weapon element
  5058. // but final damage is considered "neutral" and resistances are applied again
  5059. switch (skill_id) {
  5060. case MC_CARTREVOLUTION:
  5061. case MO_INVESTIGATE:
  5062. case CR_ACIDDEMONSTRATION:
  5063. case SR_GATEOFHELL:
  5064. case GN_FIRE_EXPANSION_ACID:
  5065. case KO_BAKURETSU:
  5066. // Forced to neutral element
  5067. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5068. break;
  5069. case CR_SHIELDBOOMERANG:
  5070. case LK_SPIRALPIERCE:
  5071. case ML_SPIRALPIERCE:
  5072. case PA_SHIELDCHAIN:
  5073. case PA_SACRIFICE:
  5074. case RK_DRAGONBREATH:
  5075. case RK_DRAGONBREATH_WATER:
  5076. case NC_SELFDESTRUCTION:
  5077. case KO_HAPPOKUNAI: {
  5078. int64 tmp = wd.damage;
  5079. if (sd) {
  5080. if (skill_id == PA_SHIELDCHAIN) {
  5081. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5082. if (wd.damage > 0) {
  5083. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5084. if (!wd.damage)
  5085. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5086. }
  5087. } else if (skill_id == KO_HAPPOKUNAI) {
  5088. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5089. if (wd.damage > 0) {
  5090. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5091. if (!wd.damage)
  5092. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5093. }
  5094. } else
  5095. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5096. }
  5097. }
  5098. break;
  5099. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  5100. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5101. break;
  5102. }
  5103. // perform multihit calculations
  5104. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  5105. #endif
  5106. // only do 1 dmg to plant, no need to calculate rest
  5107. if(infdef)
  5108. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  5109. //Apply DAMAGE_DIV_FIX and check for min damage
  5110. wd = battle_apply_div_fix(wd, skill_id);
  5111. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  5112. switch (skill_id) {
  5113. #ifdef RENEWAL
  5114. case NJ_ISSEN:
  5115. case ASC_BREAKER:
  5116. case CR_ACIDDEMONSTRATION:
  5117. case GN_FIRE_EXPANSION_ACID:
  5118. #endif
  5119. case SO_VARETYR_SPEAR:
  5120. return wd; //These skills will do a GVG fix later
  5121. default:
  5122. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  5123. break;
  5124. }
  5125. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  5126. battle_absorb_damage(target, &wd);
  5127. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5128. return wd;
  5129. }
  5130. /*==========================================
  5131. * Calculate "magic"-type attacks and skills
  5132. *------------------------------------------
  5133. * Credits:
  5134. * Original coder DracoRPG
  5135. * Refined and optimized by helvetica
  5136. */
  5137. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5138. {
  5139. int i, nk;
  5140. #ifdef ADJUST_SKILL_DAMAGE
  5141. int skill_damage = 0;
  5142. #endif
  5143. short s_ele = 0;
  5144. TBL_PC *sd;
  5145. TBL_PC *tsd;
  5146. struct status_change *sc, *tsc;
  5147. struct Damage ad;
  5148. struct status_data *sstatus = status_get_status_data(src);
  5149. struct status_data *tstatus = status_get_status_data(target);
  5150. struct {
  5151. unsigned imdef : 1;
  5152. unsigned infdef : 1;
  5153. } flag;
  5154. memset(&ad,0,sizeof(ad));
  5155. memset(&flag,0,sizeof(flag));
  5156. if (src == NULL || target == NULL) {
  5157. nullpo_info(NLP_MARK);
  5158. return ad;
  5159. }
  5160. //Initial Values
  5161. ad.damage = 1;
  5162. ad.div_ = skill_get_num(skill_id,skill_lv);
  5163. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5164. ad.dmotion = tstatus->dmotion;
  5165. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5166. ad.flag = BF_MAGIC|BF_SKILL;
  5167. ad.dmg_lv = ATK_DEF;
  5168. nk = skill_get_nk(skill_id);
  5169. flag.imdef = (nk&NK_IGNORE_DEF ? 1 : 0);
  5170. sd = BL_CAST(BL_PC, src);
  5171. tsd = BL_CAST(BL_PC, target);
  5172. sc = status_get_sc(src);
  5173. tsc = status_get_sc(target);
  5174. //Initialize variables that will be used afterwards
  5175. s_ele = skill_get_ele(skill_id, skill_lv);
  5176. if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element
  5177. s_ele = sstatus->rhw.ele;
  5178. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5179. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5180. } else if (s_ele == -2) //Use status element
  5181. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5182. else if (s_ele == -3) //Use random element
  5183. s_ele = rnd()%ELE_ALL;
  5184. switch(skill_id) {
  5185. case LG_SHIELDSPELL:
  5186. if (skill_lv == 2)
  5187. s_ele = ELE_HOLY;
  5188. break;
  5189. case WL_HELLINFERNO:
  5190. if (mflag&ELE_DARK)
  5191. s_ele = ELE_DARK;
  5192. break;
  5193. case SO_PSYCHIC_WAVE:
  5194. if( sc && sc->count ) {
  5195. if( sc->data[SC_HEATER_OPTION] )
  5196. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5197. else if( sc->data[SC_COOLER_OPTION] )
  5198. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5199. else if( sc->data[SC_BLAST_OPTION] )
  5200. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5201. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5202. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5203. }
  5204. break;
  5205. case KO_KAIHOU:
  5206. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5207. s_ele = sd->spiritcharm_type;
  5208. break;
  5209. }
  5210. //Set miscellaneous data that needs be filled
  5211. if(sd) {
  5212. sd->state.arrow_atk = 0;
  5213. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5214. }
  5215. //Skill Range Criteria
  5216. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5217. //Infinite defense (plant mode)
  5218. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5219. switch(skill_id) {
  5220. case MG_FIREWALL:
  5221. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5222. ad.blewcount = 0; //No knockback
  5223. //Fall through
  5224. case NJ_KAENSIN:
  5225. case PR_SANCTUARY:
  5226. ad.dmotion = 1; //No flinch animation.
  5227. break;
  5228. }
  5229. if (!flag.infdef) { //No need to do the math for plants
  5230. unsigned int skillratio = 100; //Skill dmg modifiers.
  5231. #ifdef RENEWAL
  5232. ad.damage = 0; //reinitialize..
  5233. #endif
  5234. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5235. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5236. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5237. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5238. //Adds an absolute value to damage. 100 = +100 damage
  5239. #define MATK_ADD(a) { ad.damage += a; }
  5240. //Calc base damage according to skill
  5241. switch (skill_id) {
  5242. case AL_HEAL:
  5243. case PR_BENEDICTIO:
  5244. case PR_SANCTUARY:
  5245. case AB_HIGHNESSHEAL:
  5246. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5247. break;
  5248. case PR_ASPERSIO:
  5249. ad.damage = 40;
  5250. break;
  5251. case ALL_RESURRECTION:
  5252. case PR_TURNUNDEAD:
  5253. //Undead check is on skill_castend_damageid code.
  5254. #ifdef RENEWAL
  5255. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5256. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5257. #else
  5258. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5259. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5260. #endif
  5261. if(i > 700)
  5262. i = 700;
  5263. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5264. ad.damage = tstatus->hp;
  5265. else {
  5266. #ifdef RENEWAL
  5267. if (sstatus->matk_max > sstatus->matk_min) {
  5268. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5269. } else {
  5270. MATK_ADD(sstatus->matk_min);
  5271. }
  5272. MATK_RATE(skill_lv);
  5273. #else
  5274. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5275. #endif
  5276. }
  5277. break;
  5278. case PF_SOULBURN:
  5279. ad.damage = tstatus->sp * 2;
  5280. break;
  5281. case AB_RENOVATIO:
  5282. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5283. break;
  5284. default: {
  5285. if (sstatus->matk_max > sstatus->matk_min) {
  5286. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5287. } else {
  5288. MATK_ADD(sstatus->matk_min);
  5289. }
  5290. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  5291. if (mflag>0)
  5292. ad.damage /= mflag;
  5293. else
  5294. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5295. }
  5296. switch(skill_id) {
  5297. case MG_NAPALMBEAT:
  5298. skillratio += -30 + 10 * skill_lv;
  5299. break;
  5300. case MG_FIREBALL:
  5301. #ifdef RENEWAL
  5302. skillratio += 40 + 20 * skill_lv;
  5303. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5304. skillratio = skillratio * 3 / 4;
  5305. #else
  5306. skillratio += -30 + 10 * skill_lv;
  5307. #endif
  5308. break;
  5309. case MG_SOULSTRIKE:
  5310. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5311. skillratio += 5 * skill_lv;
  5312. break;
  5313. case MG_FIREWALL:
  5314. skillratio -= 50;
  5315. break;
  5316. case MG_FIREBOLT:
  5317. case MG_COLDBOLT:
  5318. case MG_LIGHTNINGBOLT:
  5319. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5320. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5321. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5322. ad.flag = BF_WEAPON|BF_SHORT;
  5323. ad.type = DMG_NORMAL;
  5324. }
  5325. break;
  5326. case MG_THUNDERSTORM:
  5327. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5328. #ifndef RENEWAL
  5329. skillratio -= 20;
  5330. #endif
  5331. break;
  5332. case MG_FROSTDIVER:
  5333. skillratio += 10 * skill_lv;
  5334. break;
  5335. case AL_HOLYLIGHT:
  5336. skillratio += 25;
  5337. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5338. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5339. break;
  5340. case AL_RUWACH:
  5341. skillratio += 45;
  5342. break;
  5343. case WZ_FROSTNOVA:
  5344. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5345. break;
  5346. case WZ_FIREPILLAR:
  5347. if (sd && ad.div_ > 0)
  5348. ad.div_ *= -1; //For players, damage is divided by number of hits
  5349. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5350. break;
  5351. case WZ_SIGHTRASHER:
  5352. skillratio += 20 * skill_lv;
  5353. break;
  5354. case WZ_WATERBALL:
  5355. skillratio += 30 * skill_lv;
  5356. break;
  5357. case WZ_STORMGUST:
  5358. skillratio += 40 * skill_lv;
  5359. break;
  5360. case HW_NAPALMVULCAN:
  5361. skillratio += 25;
  5362. break;
  5363. case SL_STIN: //Target size must be small (0) for full damage
  5364. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5365. break;
  5366. case SL_STUN: //Full damage is dealt on small/medium targets
  5367. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5368. break;
  5369. case SL_SMA: //Base damage is 40% + lv%
  5370. skillratio += -60 + status_get_lv(src);
  5371. break;
  5372. case NJ_KOUENKA:
  5373. skillratio -= 10;
  5374. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5375. skillratio += 20 * sd->spiritcharm;
  5376. break;
  5377. case NJ_KAENSIN:
  5378. skillratio -= 50;
  5379. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5380. skillratio += 10 * sd->spiritcharm;
  5381. break;
  5382. case NJ_BAKUENRYU:
  5383. skillratio += 50 + 150 * skill_lv;
  5384. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5385. skillratio += 45 * sd->spiritcharm;
  5386. break;
  5387. case NJ_HYOUSENSOU:
  5388. #ifdef RENEWAL
  5389. skillratio -= 30;
  5390. #endif
  5391. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5392. skillratio += 5 * sd->spiritcharm;
  5393. break;
  5394. case NJ_HYOUSYOURAKU:
  5395. skillratio += 50 * skill_lv;
  5396. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5397. skillratio += 25 * sd->spiritcharm;
  5398. break;
  5399. case NJ_RAIGEKISAI:
  5400. skillratio += 60 + 40 * skill_lv;
  5401. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5402. skillratio += 15 * sd->spiritcharm;
  5403. break;
  5404. case NJ_KAMAITACHI:
  5405. skillratio += 100 * skill_lv;
  5406. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5407. skillratio += 10 * sd->spiritcharm;
  5408. break;
  5409. case NJ_HUUJIN:
  5410. #ifdef RENEWAL
  5411. skillratio += 50;
  5412. #endif
  5413. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5414. skillratio += 20 * sd->spiritcharm;
  5415. break;
  5416. case NPC_ENERGYDRAIN:
  5417. skillratio += 100 * skill_lv;
  5418. break;
  5419. case NPC_EARTHQUAKE:
  5420. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0);
  5421. break;
  5422. #ifdef RENEWAL
  5423. case WZ_HEAVENDRIVE:
  5424. case WZ_METEOR:
  5425. skillratio += 25;
  5426. break;
  5427. case WZ_VERMILION:
  5428. if(sd) {
  5429. int per = 0;
  5430. while ((++per) < skill_lv)
  5431. skillratio += per * 5; //100% 105% 115% 130% 150% 175% 205% 240% 280% 325%
  5432. } else {
  5433. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5434. }
  5435. break;
  5436. #else
  5437. case WZ_VERMILION:
  5438. skillratio += 20 * skill_lv - 20;
  5439. break;
  5440. #endif
  5441. case AB_JUDEX:
  5442. skillratio += 200 + 20 * skill_lv;
  5443. RE_LVL_DMOD(100);
  5444. break;
  5445. case AB_ADORAMUS:
  5446. skillratio += 400 + 100 * skill_lv;
  5447. RE_LVL_DMOD(100);
  5448. break;
  5449. case AB_DUPLELIGHT_MAGIC:
  5450. skillratio += 100 + 20 * skill_lv;
  5451. break;
  5452. case WL_SOULEXPANSION:
  5453. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5454. RE_LVL_DMOD(100);
  5455. break;
  5456. case WL_FROSTMISTY:
  5457. skillratio += 100 + 100 * skill_lv;
  5458. RE_LVL_DMOD(100);
  5459. break;
  5460. case WL_JACKFROST:
  5461. if (tsc && tsc->data[SC_FREEZING]) {
  5462. skillratio += 900 + 300 * skill_lv;
  5463. RE_LVL_DMOD(100);
  5464. } else {
  5465. skillratio += 400 + 100 * skill_lv;
  5466. RE_LVL_DMOD(150);
  5467. }
  5468. break;
  5469. case WL_DRAINLIFE:
  5470. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5471. RE_LVL_DMOD(100);
  5472. break;
  5473. case WL_CRIMSONROCK:
  5474. skillratio += 1200 + 300 * skill_lv;
  5475. RE_LVL_DMOD(100);
  5476. break;
  5477. case WL_HELLINFERNO:
  5478. skillratio += -100 + 300 * skill_lv;
  5479. RE_LVL_DMOD(100);
  5480. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5481. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5482. if (mflag&ELE_DARK)
  5483. skillratio *= 4;
  5484. skillratio /= 5;
  5485. break;
  5486. case WL_COMET:
  5487. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5488. if (i <= 3)
  5489. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5490. else if (i <= 5)
  5491. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5492. else if (i <= 7)
  5493. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5494. else
  5495. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5496. if (sd && sd->status.party_id) {
  5497. struct map_session_data* psd;
  5498. int p_sd[MAX_PARTY], c;
  5499. c = 0;
  5500. memset(p_sd, 0, sizeof(p_sd));
  5501. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5502. c = (c > 1 ? rnd()%c : 0);
  5503. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5504. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5505. RE_LVL_DMOD(120);
  5506. skillratio += 2500;
  5507. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5508. }
  5509. }
  5510. break;
  5511. case WL_CHAINLIGHTNING_ATK:
  5512. skillratio += 400 + 100 * skill_lv;
  5513. RE_LVL_DMOD(100);
  5514. if (mflag > 0)
  5515. skillratio += 100 * mflag;
  5516. break;
  5517. case WL_EARTHSTRAIN:
  5518. skillratio += 1900 + 100 * skill_lv;
  5519. RE_LVL_DMOD(100);
  5520. break;
  5521. case WL_TETRAVORTEX_FIRE:
  5522. case WL_TETRAVORTEX_WATER:
  5523. case WL_TETRAVORTEX_WIND:
  5524. case WL_TETRAVORTEX_GROUND:
  5525. skillratio += 400 + 500 * skill_lv;
  5526. break;
  5527. case WL_SUMMON_ATK_FIRE:
  5528. case WL_SUMMON_ATK_WATER:
  5529. case WL_SUMMON_ATK_WIND:
  5530. case WL_SUMMON_ATK_GROUND:
  5531. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5532. RE_LVL_DMOD(100);
  5533. break;
  5534. case LG_RAYOFGENESIS:
  5535. if(sc) {
  5536. if(sc->data[SC_INSPIRATION])
  5537. skillratio += 1400;
  5538. if(sc->data[SC_BANDING])
  5539. skillratio += -100 + 300 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  5540. skillratio = skillratio * ((sd) ? sd->status.job_level / 25 : 1);
  5541. }
  5542. break;
  5543. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5544. if (sd && skill_lv == 2)
  5545. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5546. else
  5547. skillratio = 0;
  5548. break;
  5549. case WM_METALICSOUND:
  5550. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5551. RE_LVL_DMOD(100);
  5552. break;
  5553. case WM_REVERBERATION_MAGIC:
  5554. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5555. skillratio += 100 * skill_lv;
  5556. RE_LVL_DMOD(100);
  5557. break;
  5558. case SO_FIREWALK:
  5559. skillratio += -100 + 60 * skill_lv;
  5560. RE_LVL_DMOD(100);
  5561. if( sc && sc->data[SC_HEATER_OPTION] )
  5562. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5563. break;
  5564. case SO_ELECTRICWALK:
  5565. skillratio += -100 + 60 * skill_lv;
  5566. RE_LVL_DMOD(100);
  5567. if( sc && sc->data[SC_BLAST_OPTION] )
  5568. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5569. break;
  5570. case SO_EARTHGRAVE:
  5571. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5572. RE_LVL_DMOD(100);
  5573. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5574. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5575. break;
  5576. case SO_DIAMONDDUST:
  5577. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5578. RE_LVL_DMOD(100);
  5579. if( sc && sc->data[SC_COOLER_OPTION] )
  5580. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5581. break;
  5582. case SO_POISON_BUSTER:
  5583. skillratio += 900 + 300 * skill_lv;
  5584. RE_LVL_DMOD(120);
  5585. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5586. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5587. break;
  5588. case SO_PSYCHIC_WAVE:
  5589. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5590. RE_LVL_DMOD(100);
  5591. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5592. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5593. skillratio += 20;
  5594. break;
  5595. case SO_CLOUD_KILL:
  5596. skillratio += -100 + 40 * skill_lv;
  5597. RE_LVL_DMOD(100);
  5598. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5599. skillratio += (sd ? sd->status.job_level : 0);
  5600. break;
  5601. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5602. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5603. RE_LVL_DMOD(100);
  5604. if (sc && sc->data[SC_BLAST_OPTION])
  5605. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5606. break;
  5607. case GN_DEMONIC_FIRE:
  5608. if (skill_lv > 20) // Fire expansion Lv.2
  5609. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5610. else if (skill_lv > 10) { // Fire expansion Lv.1
  5611. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5612. RE_LVL_DMOD(100);
  5613. } else
  5614. skillratio += 10 + 20 * skill_lv;
  5615. break;
  5616. case KO_KAIHOU:
  5617. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5618. skillratio += -100 + 200 * sd->spiritcharm;
  5619. RE_LVL_DMOD(100);
  5620. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5621. }
  5622. break;
  5623. // Magical Elemental Spirits Attack Skills
  5624. case EL_FIRE_MANTLE:
  5625. case EL_WATER_SCREW:
  5626. skillratio += 900;
  5627. break;
  5628. case EL_FIRE_ARROW:
  5629. case EL_ROCK_CRUSHER_ATK:
  5630. skillratio += 200;
  5631. break;
  5632. case EL_FIRE_BOMB:
  5633. case EL_ICE_NEEDLE:
  5634. case EL_HURRICANE_ATK:
  5635. skillratio += 400;
  5636. break;
  5637. case EL_FIRE_WAVE:
  5638. case EL_TYPOON_MIS_ATK:
  5639. skillratio += 1100;
  5640. break;
  5641. case MH_ERASER_CUTTER:
  5642. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5643. break;
  5644. case MH_XENO_SLASHER:
  5645. if(skill_lv%2)
  5646. skillratio += 350 + 50 * skill_lv; //500:600:700
  5647. else
  5648. skillratio += 400 + 100 * skill_lv; //700:900
  5649. break;
  5650. case MH_HEILIGE_STANGE:
  5651. skillratio += 400 + 250 * skill_lv;
  5652. skillratio = (skillratio * status_get_lv(src)) / 150;
  5653. break;
  5654. case MH_POISON_MIST:
  5655. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5656. break;
  5657. case SU_SV_STEMSPEAR:
  5658. skillratio += 600;
  5659. break;
  5660. case SU_CN_METEOR:
  5661. skillratio += 100 + 100 * skill_lv;
  5662. break;
  5663. case NPC_VENOMFOG:
  5664. skillratio += 600 + 100 * skill_lv;
  5665. break;
  5666. case NPC_COMET:
  5667. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  5668. i = cap_value(i, 1, 4);
  5669. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  5670. break;
  5671. }
  5672. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  5673. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  5674. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  5675. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  5676. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  5677. skillratio += 25;
  5678. }
  5679. MATK_RATE(skillratio);
  5680. //Constant/misc additions from skills
  5681. if (skill_id == WZ_FIREPILLAR)
  5682. MATK_ADD(100 + 50 * skill_lv);
  5683. break;
  5684. }
  5685. }
  5686. #ifdef RENEWAL
  5687. switch(skill_id) { // These skills will do a card fix later
  5688. case CR_ACIDDEMONSTRATION:
  5689. case ASC_BREAKER:
  5690. break;
  5691. default:
  5692. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5693. break;
  5694. }
  5695. #endif
  5696. if(sd) {
  5697. //Damage bonuses
  5698. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5699. ad.damage += (int64)ad.damage*i/100;
  5700. //Ignore Defense?
  5701. if (!flag.imdef && (
  5702. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5703. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5704. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5705. ))
  5706. flag.imdef = 1;
  5707. }
  5708. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5709. ad.damage -= (int64)ad.damage*i/100;
  5710. if(!flag.imdef){
  5711. defType mdef = tstatus->mdef;
  5712. int mdef2= tstatus->mdef2;
  5713. #ifdef RENEWAL
  5714. if(tsc && tsc->data[SC_ASSUMPTIO])
  5715. mdef <<= 1; // only eMDEF is doubled
  5716. #endif
  5717. if(sd) {
  5718. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5719. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5720. i += sd->ignore_mdef_by_race2[status_get_race2(target)];
  5721. if (i)
  5722. {
  5723. if (i > 100) i = 100;
  5724. mdef -= mdef * i/100;
  5725. //mdef2-= mdef2* i/100;
  5726. }
  5727. }
  5728. #ifdef RENEWAL
  5729. /**
  5730. * RE MDEF Reduction
  5731. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5732. */
  5733. if (mdef < -99)
  5734. mdef = -99; // Avoid divide by 0
  5735. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5736. #else
  5737. if(battle_config.magic_defense_type)
  5738. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5739. else
  5740. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5741. #endif
  5742. }
  5743. #if 0 // Doesn't seem to be official
  5744. if (skill_id == NPC_EARTHQUAKE) {
  5745. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5746. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5747. if(mflag>0)
  5748. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5749. else
  5750. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5751. }
  5752. #endif
  5753. if(ad.damage<1)
  5754. ad.damage=1;
  5755. else if(sc) { //only applies when hit
  5756. switch(skill_id) {
  5757. case MG_LIGHTNINGBOLT:
  5758. case MG_THUNDERSTORM:
  5759. if(sc->data[SC_GUST_OPTION])
  5760. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5761. break;
  5762. case MG_FIREBOLT:
  5763. case MG_FIREWALL:
  5764. if(sc->data[SC_PYROTECHNIC_OPTION])
  5765. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5766. break;
  5767. case MG_COLDBOLT:
  5768. case MG_FROSTDIVER:
  5769. if(sc->data[SC_AQUAPLAY_OPTION])
  5770. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5771. break;
  5772. case WZ_EARTHSPIKE:
  5773. case WZ_HEAVENDRIVE:
  5774. if(sc->data[SC_PETROLOGY_OPTION])
  5775. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5776. break;
  5777. }
  5778. }
  5779. if (!(nk&NK_NO_ELEFIX) && skill_id != ASC_BREAKER) // Soul Breaker's magic portion is non-elemental. [Secret]
  5780. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5781. //Apply the physical part of the skill's damage. [Skotlex]
  5782. switch(skill_id) {
  5783. case CR_GRANDCROSS:
  5784. case NPC_GRANDDARKNESS: {
  5785. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5786. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5787. if(src == target) {
  5788. if(src->type == BL_PC)
  5789. ad.damage = ad.damage / 2;
  5790. else
  5791. ad.damage = 0;
  5792. }
  5793. }
  5794. break;
  5795. case SO_VARETYR_SPEAR: {
  5796. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5797. ad.damage += wd.damage;
  5798. }
  5799. break;
  5800. }
  5801. #ifndef RENEWAL
  5802. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5803. #endif
  5804. } //Hint: Against plants damage will still be 1 at this point
  5805. //Apply DAMAGE_DIV_FIX and check for min damage
  5806. ad = battle_apply_div_fix(ad, skill_id);
  5807. #ifdef RENEWAL
  5808. switch(skill_id) {
  5809. case ASC_BREAKER:
  5810. case CR_ACIDDEMONSTRATION:
  5811. return ad; //These skills will do a GVG fix later
  5812. }
  5813. #endif
  5814. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5815. if (map_flag_gvg2(target->m))
  5816. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5817. else if (map[target->m].flag.battleground)
  5818. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5819. // Skill damage adjustment
  5820. #ifdef ADJUST_SKILL_DAMAGE
  5821. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5822. MATK_ADDRATE(skill_damage);
  5823. #endif
  5824. battle_absorb_damage(target, &ad);
  5825. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5826. return ad;
  5827. }
  5828. /*==========================================
  5829. * Calculate "misc"-type attacks and skills
  5830. *------------------------------------------
  5831. * Credits:
  5832. * Original coder Skotlex
  5833. * Refined and optimized by helvetica
  5834. */
  5835. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5836. {
  5837. #ifdef ADJUST_SKILL_DAMAGE
  5838. int skill_damage = 0;
  5839. #endif
  5840. short i, nk;
  5841. short s_ele;
  5842. struct map_session_data *sd, *tsd;
  5843. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5844. struct status_data *sstatus = status_get_status_data(src);
  5845. struct status_data *tstatus = status_get_status_data(target);
  5846. struct status_change *ssc = status_get_sc(src);
  5847. memset(&md,0,sizeof(md));
  5848. if (src == NULL || target == NULL) {
  5849. nullpo_info(NLP_MARK);
  5850. return md;
  5851. }
  5852. //Some initial values
  5853. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  5854. md.dmotion = tstatus->dmotion;
  5855. md.div_ = skill_get_num(skill_id,skill_lv);
  5856. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  5857. md.dmg_lv = ATK_DEF;
  5858. md.flag = BF_MISC|BF_SKILL;
  5859. nk = skill_get_nk(skill_id);
  5860. sd = BL_CAST(BL_PC, src);
  5861. tsd = BL_CAST(BL_PC, target);
  5862. if(sd) {
  5863. sd->state.arrow_atk = 0;
  5864. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5865. }
  5866. s_ele = skill_get_ele(skill_id, skill_lv);
  5867. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5868. s_ele = ELE_NEUTRAL;
  5869. else if (s_ele == -3) //Use random element
  5870. s_ele = rnd()%ELE_ALL;
  5871. //Skill Range Criteria
  5872. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5873. switch (skill_id) {
  5874. case NC_MAGMA_ERUPTION: // 'Eruption' damage
  5875. md.damage = 800 + 200 * skill_lv;
  5876. break;
  5877. case TF_THROWSTONE:
  5878. md.damage = 50;
  5879. md.flag |= BF_WEAPON;
  5880. break;
  5881. #ifdef RENEWAL
  5882. case HT_LANDMINE:
  5883. case MA_LANDMINE:
  5884. case HT_BLASTMINE:
  5885. case HT_CLAYMORETRAP:
  5886. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  5887. md.damage += md.damage * (rnd()%20 - 10) / 100;
  5888. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  5889. break;
  5890. #else
  5891. case HT_LANDMINE:
  5892. case MA_LANDMINE:
  5893. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  5894. break;
  5895. case HT_BLASTMINE:
  5896. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  5897. break;
  5898. case HT_CLAYMORETRAP:
  5899. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  5900. break;
  5901. #endif
  5902. case HT_BLITZBEAT:
  5903. case SN_FALCONASSAULT:
  5904. {
  5905. uint16 skill;
  5906. //Blitz-beat Damage
  5907. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  5908. skill = 0;
  5909. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  5910. if(mflag > 1) //Autocasted Blitz
  5911. nk |= NK_SPLASHSPLIT;
  5912. if (skill_id == SN_FALCONASSAULT) {
  5913. //Div fix of Blitzbeat
  5914. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5915. //Falcon Assault Modifier
  5916. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  5917. }
  5918. }
  5919. break;
  5920. case BA_DISSONANCE:
  5921. md.damage = 30 + skill_lv * 10;
  5922. if (sd)
  5923. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  5924. break;
  5925. case NPC_SELFDESTRUCTION:
  5926. md.damage = sstatus->hp;
  5927. break;
  5928. case NPC_SMOKING:
  5929. md.damage = 3;
  5930. break;
  5931. case NPC_DARKBREATH:
  5932. md.damage = tstatus->max_hp * skill_lv * 10 / 100;
  5933. break;
  5934. case NPC_EVILLAND:
  5935. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5936. break;
  5937. case ASC_BREAKER:
  5938. #ifdef RENEWAL
  5939. // Official Renewal formula [helvetica]
  5940. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5941. // atk part takes weapon element, matk part is non-elemental
  5942. // modified def formula
  5943. {
  5944. short totaldef, totalmdef;
  5945. struct Damage atk, matk;
  5946. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5947. nk |= NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5948. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5949. // (atk + matk) * (3 + (.5 * skill level))
  5950. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5951. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5952. totaldef = tstatus->def2 + (short)status_get_def(target);
  5953. totalmdef = tstatus->mdef + tstatus->mdef2;
  5954. md.damage -= totaldef + totalmdef;
  5955. }
  5956. #else
  5957. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  5958. nk |= NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5959. #endif
  5960. break;
  5961. case HW_GRAVITATION:
  5962. #ifdef RENEWAL
  5963. md.damage = 500 + 100 * skill_lv;
  5964. #else
  5965. md.damage = 200 + 200 * skill_lv;
  5966. #endif
  5967. md.dmotion = 0; //No flinch animation
  5968. break;
  5969. case PA_PRESSURE:
  5970. md.damage = 500 + 300 * skill_lv;
  5971. break;
  5972. case PA_GOSPEL:
  5973. if (mflag > 0)
  5974. md.damage = (rnd() % 4000) + 1500;
  5975. else {
  5976. md.damage = (rnd() % 5000) + 3000;
  5977. #ifdef RENEWAL
  5978. md.damage -= (int64)status_get_def(target);
  5979. #else
  5980. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  5981. #endif
  5982. md.damage -= tstatus->def2;
  5983. if (md.damage < 0)
  5984. md.damage = 0;
  5985. }
  5986. break;
  5987. case CR_ACIDDEMONSTRATION:
  5988. case GN_FIRE_EXPANSION_ACID:
  5989. #ifdef RENEWAL
  5990. // Official Renewal formula [helvetica]
  5991. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5992. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5993. // is considered "neutral" for purposes of resistances
  5994. {
  5995. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5996. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5997. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5998. // AD benefits from endow/element but damage is forced back to neutral
  5999. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  6000. }
  6001. #else
  6002. if(tstatus->vit+sstatus->int_) //crash fix
  6003. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6004. else
  6005. md.damage = 0;
  6006. if (tsd) md.damage>>=1;
  6007. #endif
  6008. break;
  6009. case NJ_ZENYNAGE:
  6010. case KO_MUCHANAGE:
  6011. md.damage = skill_get_zeny(skill_id, skill_lv);
  6012. if (!md.damage)
  6013. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6014. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6015. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6016. md.damage = md.damage / 2;
  6017. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6018. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6019. else if (tsd && skill_id == NJ_ZENYNAGE)
  6020. md.damage = md.damage / 2;
  6021. break;
  6022. #ifdef RENEWAL
  6023. case NJ_ISSEN:
  6024. // Official Renewal formula [helvetica]
  6025. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6026. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6027. // modified def formula
  6028. {
  6029. short totaldef;
  6030. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6031. struct status_change *sc = status_get_sc(src);
  6032. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6033. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6034. md.div_ = -(i + 2); // mirror image count + 2
  6035. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6036. }
  6037. // modified def reduction, final damage = base damage - (edef + sdef)
  6038. totaldef = tstatus->def2 + (short)status_get_def(target);
  6039. md.damage -= totaldef;
  6040. md.flag |= BF_WEAPON;
  6041. }
  6042. break;
  6043. #endif
  6044. case GS_FLING:
  6045. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6046. break;
  6047. case HVAN_EXPLOSION: //[orn]
  6048. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6049. break;
  6050. case RA_CLUSTERBOMB:
  6051. case RA_FIRINGTRAP:
  6052. case RA_ICEBOUNDTRAP:
  6053. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6054. RE_LVL_TMDMOD();
  6055. if(sd) {
  6056. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6057. if(researchskill_lv)
  6058. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6059. else
  6060. md.damage = 0;
  6061. } else
  6062. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6063. nk |= NK_NO_ELEFIX|NK_IGNORE_FLEE|NK_NO_CARDFIX_DEF;
  6064. break;
  6065. case WM_SOUND_OF_DESTRUCTION:
  6066. md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1);
  6067. md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0);
  6068. break;
  6069. case GN_THORNS_TRAP:
  6070. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6071. break;
  6072. case GN_HELLS_PLANT_ATK:
  6073. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  6074. md.damage = skill_lv * status_get_lv(src) * 10 + status_get_int(src) * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * 5 / (10 - (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 0));
  6075. break;
  6076. case RL_B_TRAP:
  6077. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6078. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6079. if (status_bl_has_mode(target, MD_STATUS_IMMUNE))
  6080. md.damage /= 10;
  6081. break;
  6082. case MH_EQC:
  6083. md.damage = max(tstatus->hp - sstatus->hp, 0);
  6084. break;
  6085. case NPC_MAXPAIN_ATK:
  6086. if (ssc && ssc->data[SC_MAXPAIN])
  6087. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6088. else
  6089. md.damage = 0;
  6090. break;
  6091. case SU_SV_ROOTTWIST_ATK:
  6092. md.damage = 100;
  6093. break;
  6094. }
  6095. if (nk&NK_SPLASHSPLIT) { // Divide ATK among targets
  6096. if(mflag > 0)
  6097. md.damage /= mflag;
  6098. else
  6099. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6100. }
  6101. if (!(nk&NK_IGNORE_FLEE)) {
  6102. struct status_change *sc = status_get_sc(target);
  6103. i = 0; //Temp for "hit or no hit"
  6104. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6105. i = 1;
  6106. else {
  6107. short
  6108. flee = tstatus->flee,
  6109. #ifdef RENEWAL
  6110. hitrate = 0; //Default hitrate
  6111. #else
  6112. hitrate = 80; //Default hitrate
  6113. #endif
  6114. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6115. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6116. if(attacker_count >= battle_config.agi_penalty_count) {
  6117. if (battle_config.agi_penalty_type == 1)
  6118. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6119. else //assume type 2: absolute reduction
  6120. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6121. if(flee < 1)
  6122. flee = 1;
  6123. }
  6124. }
  6125. hitrate += sstatus->hit - flee;
  6126. #ifdef RENEWAL
  6127. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6128. hitrate += pc_checkskill(sd,AC_VULTURE);
  6129. #endif
  6130. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6131. if(rnd()%100 < hitrate)
  6132. i = 1;
  6133. }
  6134. if (!i) {
  6135. md.damage = 0;
  6136. md.dmg_lv = ATK_FLEE;
  6137. }
  6138. }
  6139. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6140. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6141. md.damage += (int64)md.damage*i/100;
  6142. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6143. md.damage -= (int64)md.damage*i/100;
  6144. if(!(nk&NK_NO_ELEFIX))
  6145. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6146. //Plant damage
  6147. if(md.damage < 0)
  6148. md.damage = 0;
  6149. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6150. md.damage = 1;
  6151. }
  6152. //Apply DAMAGE_DIV_FIX and check for min damage
  6153. md = battle_apply_div_fix(md, skill_id);
  6154. switch(skill_id) {
  6155. case RA_FIRINGTRAP:
  6156. case RA_ICEBOUNDTRAP:
  6157. if (md.damage == 1)
  6158. break;
  6159. case RA_CLUSTERBOMB:
  6160. {
  6161. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6162. md.damage += wd.damage;
  6163. }
  6164. break;
  6165. case NJ_ZENYNAGE:
  6166. if (sd) {
  6167. if (md.damage > sd->status.zeny)
  6168. md.damage = sd->status.zeny;
  6169. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6170. }
  6171. break;
  6172. }
  6173. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6174. if(map_flag_gvg2(target->m))
  6175. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6176. else if(map[target->m].flag.battleground)
  6177. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6178. // Skill damage adjustment
  6179. #ifdef ADJUST_SKILL_DAMAGE
  6180. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6181. md.damage += (int64)md.damage * skill_damage / 100;
  6182. #endif
  6183. battle_absorb_damage(target, &md);
  6184. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6185. return md;
  6186. }
  6187. /*==========================================
  6188. * Battle main entry, from skill_attack
  6189. *------------------------------------------
  6190. * Credits:
  6191. * Original coder unknown
  6192. * Initial refactoring by Baalberith
  6193. * Refined and optimized by helvetica
  6194. */
  6195. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6196. {
  6197. struct Damage d;
  6198. switch(attack_type) {
  6199. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6200. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6201. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6202. default:
  6203. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6204. memset(&d,0,sizeof(d));
  6205. break;
  6206. }
  6207. if( d.damage + d.damage2 < 1 )
  6208. { //Miss/Absorbed
  6209. //Weapon attacks should go through to cause additional effects.
  6210. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6211. d.dmg_lv = ATK_MISS;
  6212. d.dmotion = 0;
  6213. }
  6214. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6215. d.dmg_lv = ATK_DEF;
  6216. return d;
  6217. }
  6218. /*==========================================
  6219. * Final damage return function
  6220. *------------------------------------------
  6221. * Credits:
  6222. * Original coder unknown
  6223. * Initial refactoring by Baalberith
  6224. * Refined and optimized by helvetica
  6225. */
  6226. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6227. struct map_session_data* sd;
  6228. int64 rdamage = 0, damage = *dmg;
  6229. int max_damage = status_get_max_hp(bl);
  6230. struct status_change *sc, *ssc;
  6231. sd = BL_CAST(BL_PC, bl);
  6232. sc = status_get_sc(bl);
  6233. ssc = status_get_sc(src);
  6234. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6235. if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6236. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6237. rdamage = i64max(rdamage,1);
  6238. } else if( status_reflect && sc && sc->count ) {
  6239. if( sc->data[SC_REFLECTSHIELD] ) {
  6240. struct status_change_entry *sce_d;
  6241. struct block_list *d_bl = NULL;
  6242. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6243. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6244. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6245. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6246. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6247. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6248. return 0;
  6249. }
  6250. }
  6251. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  6252. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6253. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6254. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6255. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6256. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6257. }
  6258. } else {
  6259. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6260. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6261. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6262. rdamage = 0;
  6263. else {
  6264. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6265. if (rdamage < 1)
  6266. rdamage = 1;
  6267. }
  6268. }
  6269. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6270. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6271. int64 rd1 = 0;
  6272. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6273. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6274. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SKILL);
  6275. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6276. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6277. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6278. }
  6279. }
  6280. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6281. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6282. if (rdamage < 1) rdamage = 1;
  6283. }
  6284. }
  6285. }
  6286. } else {
  6287. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6288. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6289. if (rdamage < 1) rdamage = 1;
  6290. }
  6291. }
  6292. if (ssc && ssc->data[SC_INSPIRATION]) {
  6293. rdamage += damage / 100;
  6294. #ifdef RENEWAL
  6295. rdamage = cap_value(rdamage, 1, max_damage);
  6296. #else
  6297. rdamage = i64max(rdamage,1);
  6298. #endif
  6299. }
  6300. if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def
  6301. rdamage = 0;
  6302. if (sc && sc->data[SC_MAXPAIN]) {
  6303. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6304. }
  6305. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6306. }
  6307. /**
  6308. * Calculate vanish from target
  6309. * @param sd: Player with vanish item
  6310. * @param target: Target to vanish HP/SP
  6311. * @param wd: Reference to Damage struct
  6312. */
  6313. bool battle_vanish(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6314. {
  6315. struct status_data *tstatus;
  6316. int race;
  6317. nullpo_retr(false, sd);
  6318. nullpo_retr(false, target);
  6319. nullpo_retr(false, wd);
  6320. tstatus = status_get_status_data(target);
  6321. race = status_get_race(target);
  6322. wd->isspdamage = false;
  6323. if (wd->flag) {
  6324. // bHPVanishRaceRate
  6325. short vellum_rate_hp = cap_value(sd->hp_vanish_race[race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, SHRT_MAX);
  6326. short vellum_hp = cap_value(sd->hp_vanish_race[race].per + sd->hp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6327. // bSPVanishRaceRate
  6328. short vellum_rate_sp = cap_value(sd->sp_vanish_race[race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, SHRT_MAX);
  6329. short vellum_sp = cap_value(sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6330. // The HP and SP vanish bonus from these items can't stack because of the special damage display.
  6331. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 10000 || rnd()%10000 < vellum_rate_hp)) {
  6332. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6333. wd->damage2 = 0;
  6334. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 10000 || rnd()%10000 < vellum_rate_sp)) {
  6335. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6336. wd->damage2 = 0;
  6337. wd->isspdamage = true;
  6338. } else // No damage
  6339. return false;
  6340. return true;
  6341. } else {
  6342. // bHPVanishRate
  6343. short vrate_hp = cap_value(sd->bonus.hp_vanish_rate * 10, 0, SHRT_MAX);
  6344. short v_hp = cap_value(sd->bonus.hp_vanish_per, SHRT_MIN, SHRT_MAX);
  6345. // bSPVanishRate
  6346. short vrate_sp = cap_value(sd->bonus.sp_vanish_rate * 10, 0, SHRT_MAX);
  6347. short v_sp = cap_value(sd->bonus.sp_vanish_per + sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6348. if (v_hp && vrate_hp && (vrate_hp >= 10000 || rnd()%10000 < vrate_hp))
  6349. v_hp = -v_hp;
  6350. else
  6351. v_hp = 0;
  6352. if (v_sp && vrate_sp && (vrate_sp >= 10000 || rnd()%10000 < vrate_sp))
  6353. v_sp = -v_sp;
  6354. else
  6355. v_sp = 0;
  6356. if ( v_hp < 0 || v_sp < 0 )
  6357. status_percent_damage(&sd->bl, target, (int8)v_hp, (int8)v_sp, false);
  6358. return false;
  6359. }
  6360. }
  6361. /*===========================================
  6362. * Perform battle drain effects (HP/SP loss)
  6363. *-------------------------------------------*/
  6364. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6365. {
  6366. struct weapon_data *wd;
  6367. struct Damage d;
  6368. int64 *damage;
  6369. int thp = 0, // HP gained
  6370. tsp = 0, // SP gained
  6371. //rhp = 0, // HP reduced from target
  6372. //rsp = 0, // SP reduced from target
  6373. hp = 0, sp = 0;
  6374. uint8 i = 0;
  6375. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6376. return;
  6377. memset(&d, 0, sizeof(d));
  6378. // Check for vanish HP/SP. !CHECKME: Which first, drain or vanish?
  6379. battle_vanish(sd, tbl, &d);
  6380. // Check for drain HP/SP
  6381. hp = sp = i = 0;
  6382. for (i = 0; i < 4; i++) {
  6383. //First two iterations: Right hand
  6384. if (i < 2) {
  6385. wd = &sd->right_weapon;
  6386. damage = &rdamage;
  6387. }
  6388. else {
  6389. wd = &sd->left_weapon;
  6390. damage = &ldamage;
  6391. }
  6392. if (*damage <= 0)
  6393. continue;
  6394. if( i == 1 || i == 3 ) {
  6395. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6396. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6397. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6398. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6399. if( hp ) {
  6400. //rhp += hp;
  6401. thp += hp;
  6402. }
  6403. if( sp ) {
  6404. //rsp += sp;
  6405. tsp += sp;
  6406. }
  6407. } else {
  6408. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6409. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6410. if( hp ) {
  6411. //rhp += hp;
  6412. thp += hp;
  6413. }
  6414. if( sp ) {
  6415. //rsp += sp;
  6416. tsp += sp;
  6417. }
  6418. }
  6419. }
  6420. if (!thp && !tsp)
  6421. return;
  6422. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6423. //if (rhp || rsp)
  6424. // status_zap(tbl, rhp, rsp);
  6425. }
  6426. /*===========================================
  6427. * Deals the same damage to targets in area.
  6428. *-------------------------------------------
  6429. * Credits:
  6430. * Original coder pakpil
  6431. */
  6432. int battle_damage_area(struct block_list *bl, va_list ap) {
  6433. unsigned int tick;
  6434. int64 damage;
  6435. int amotion, dmotion;
  6436. struct block_list *src;
  6437. nullpo_ret(bl);
  6438. tick = va_arg(ap, unsigned int);
  6439. src = va_arg(ap,struct block_list *);
  6440. amotion = va_arg(ap,int);
  6441. dmotion = va_arg(ap,int);
  6442. damage = va_arg(ap,int);
  6443. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6444. return 0;
  6445. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6446. map_freeblock_lock();
  6447. if( src->type == BL_PC )
  6448. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6449. if( amotion )
  6450. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6451. else
  6452. status_fix_damage(src,bl,damage,0);
  6453. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6454. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6455. map_freeblock_unlock();
  6456. }
  6457. return 0;
  6458. }
  6459. /*==========================================
  6460. * Do a basic physical attack (call through unit_attack_timer)
  6461. *------------------------------------------*/
  6462. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  6463. struct map_session_data *sd = NULL, *tsd = NULL;
  6464. struct status_data *sstatus, *tstatus;
  6465. struct status_change *sc, *tsc;
  6466. int64 damage;
  6467. int skillv;
  6468. struct Damage wd;
  6469. bool vanish_damage = false;
  6470. nullpo_retr(ATK_NONE, src);
  6471. nullpo_retr(ATK_NONE, target);
  6472. if (src->prev == NULL || target->prev == NULL)
  6473. return ATK_NONE;
  6474. sd = BL_CAST(BL_PC, src);
  6475. tsd = BL_CAST(BL_PC, target);
  6476. sstatus = status_get_status_data(src);
  6477. tstatus = status_get_status_data(target);
  6478. sc = status_get_sc(src);
  6479. tsc = status_get_sc(target);
  6480. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6481. sc = NULL;
  6482. if (tsc && !tsc->count)
  6483. tsc = NULL;
  6484. if (sd)
  6485. {
  6486. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6487. if (sd->state.arrow_atk)
  6488. {
  6489. short index = sd->equip_index[EQI_AMMO];
  6490. if (index < 0) {
  6491. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6492. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6493. else
  6494. clif_arrow_fail(sd,0);
  6495. return ATK_NONE;
  6496. }
  6497. //Ammo check by Ishizu-chan
  6498. if (sd->inventory_data[index]) {
  6499. switch (sd->status.weapon) {
  6500. case W_BOW:
  6501. if (sd->inventory_data[index]->look != A_ARROW) {
  6502. clif_arrow_fail(sd,0);
  6503. return ATK_NONE;
  6504. }
  6505. break;
  6506. case W_REVOLVER:
  6507. case W_RIFLE:
  6508. case W_GATLING:
  6509. case W_SHOTGUN:
  6510. if (sd->inventory_data[index]->look != A_BULLET) {
  6511. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6512. return ATK_NONE;
  6513. }
  6514. break;
  6515. case W_GRENADE:
  6516. if (sd->inventory_data[index]->look != A_GRENADE) {
  6517. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6518. return ATK_NONE;
  6519. }
  6520. break;
  6521. }
  6522. }
  6523. }
  6524. }
  6525. if (sc && sc->count) {
  6526. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6527. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6528. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6529. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6530. }
  6531. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6532. uint8 dir = map_calc_dir(target,src->x,src->y);
  6533. int t_dir = unit_getdir(target);
  6534. int dist = distance_bl(src, target);
  6535. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6536. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6537. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6538. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6539. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6540. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6541. return ATK_BLOCK;
  6542. }
  6543. }
  6544. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && status_get_class_(src) != CLASS_BOSS && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6545. {
  6546. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6547. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6548. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6549. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6550. { //Target locked.
  6551. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6552. clif_bladestop(target, src->id, 1);
  6553. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6554. return ATK_BLOCK;
  6555. }
  6556. }
  6557. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6558. int triple_rate= 30 - skillv; //Base Rate
  6559. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6560. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6561. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6562. }
  6563. if (rnd()%100 < triple_rate) {
  6564. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6565. sd->ud.canact_tick = max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6566. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6567. return ATK_DEF;
  6568. return ATK_MISS;
  6569. }
  6570. }
  6571. if (sc) {
  6572. if (sc->data[SC_SACRIFICE]) {
  6573. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6574. damage_lv ret_val;
  6575. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6576. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6577. /**
  6578. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6579. * For further information: bugreport:4950
  6580. */
  6581. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6582. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6583. if( ret_val == ATK_NONE )
  6584. return ATK_MISS;
  6585. return ret_val;
  6586. }
  6587. if (sc->data[SC_MAGICALATTACK]) {
  6588. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6589. return ATK_DEF;
  6590. return ATK_MISS;
  6591. }
  6592. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6593. int spheres = 5;
  6594. if( sc->data[SC_RAISINGDRAGON] )
  6595. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6596. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6597. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6598. }
  6599. }
  6600. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6601. int spheres = 5;
  6602. if( tsc->data[SC_RAISINGDRAGON] )
  6603. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6604. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6605. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6606. }
  6607. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6608. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  6609. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6610. int hp_heal = tstatus->max_hp - tstatus->hp;
  6611. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6612. hp_heal = tsc->data[SC_KAAHI]->val2;
  6613. if (hp_heal)
  6614. status_heal(target, hp_heal, 0, 2);
  6615. }
  6616. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6617. wd.isspdamage = false; // Default normal attacks to non-SP Damage attack until battle_vanish is determined
  6618. if (sd && wd.damage + wd.damage2 > 0)
  6619. vanish_damage = battle_vanish(sd, target, &wd);
  6620. if( sc && sc->count ) {
  6621. if (sc->data[SC_EXEEDBREAK]) {
  6622. if (!is_infinite_defense(target, wd.flag) && !vanish_damage)
  6623. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  6624. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  6625. }
  6626. if( sc->data[SC_SPELLFIST] ) {
  6627. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vanish_damage ){
  6628. if (!is_infinite_defense(target, wd.flag)) {
  6629. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  6630. wd.damage = ad.damage;
  6631. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  6632. } else {
  6633. wd.damage = 1;
  6634. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  6635. }
  6636. } else
  6637. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6638. }
  6639. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vanish_damage) {
  6640. wd.damage <<= 1; // Double Damage
  6641. skill_break_equip(src, src, EQP_WEAPON, 10, BCT_SELF); // Break chance happens on successful damage increase
  6642. }
  6643. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6644. short idx = sd->equip_index[EQI_AMMO];
  6645. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6646. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6647. sc->data[SC_FEARBREEZE]->val4 = 0;
  6648. }
  6649. }
  6650. }
  6651. if (sd && sd->state.arrow_atk) //Consume arrow.
  6652. battle_consume_ammo(sd, 0, 0);
  6653. damage = wd.damage + wd.damage2;
  6654. if( damage > 0 && src != target )
  6655. {
  6656. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6657. { // Activates it only from melee damage
  6658. uint16 skill_id;
  6659. if( rnd()%2 == 1 )
  6660. skill_id = AB_DUPLELIGHT_MELEE;
  6661. else
  6662. skill_id = AB_DUPLELIGHT_MAGIC;
  6663. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6664. }
  6665. }
  6666. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  6667. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6668. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6669. if ( target->type == BL_SKILL && damage > 0 ) {
  6670. TBL_SKILL *su = (TBL_SKILL*)target;
  6671. if (su && su->group) {
  6672. if (su->group->skill_id == HT_BLASTMINE)
  6673. skill_blown(src, target, 3, -1, BLOWN_NONE);
  6674. if (su->group->skill_id == GN_WALLOFTHORN) {
  6675. if (--su->val2 <= 0)
  6676. skill_delunit(su);
  6677. }
  6678. }
  6679. }
  6680. map_freeblock_lock();
  6681. if( !(tsc && tsc->data[SC_DEVOTION]) && !vanish_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  6682. if( !status_isdead(target) )
  6683. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6684. if( wd.dmg_lv > ATK_BLOCK )
  6685. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6686. } else
  6687. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  6688. if( tsc ) {
  6689. if( tsc->data[SC_DEVOTION] ) {
  6690. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6691. struct block_list *d_bl = map_id2bl(sce->val1);
  6692. if( d_bl && (
  6693. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6694. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6695. ) && check_distance_bl(target, d_bl, sce->val3) )
  6696. {
  6697. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  6698. status_fix_damage(NULL, d_bl, damage, 0);
  6699. }
  6700. else
  6701. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6702. }
  6703. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  6704. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6705. if (ed) {
  6706. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SKILL);
  6707. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6708. }
  6709. }
  6710. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  6711. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6712. if (e_bl && !status_isdead(e_bl)) {
  6713. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  6714. status_fix_damage(NULL, e_bl, damage, 0);
  6715. }
  6716. }
  6717. }
  6718. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6719. int sp = 0;
  6720. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6721. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6722. int i = rnd()%100;
  6723. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6724. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6725. //reduction only for skill_lv > 1
  6726. if (skill_lv > 1) {
  6727. if (i >= 50) skill_lv /= 2;
  6728. else if (i >= 15) skill_lv--;
  6729. }
  6730. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6731. if (status_charge(src, 0, sp)) {
  6732. struct unit_data *ud = unit_bl2ud(src);
  6733. switch (skill_get_casttype(skill_id)) {
  6734. case CAST_GROUND:
  6735. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6736. break;
  6737. case CAST_NODAMAGE:
  6738. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6739. break;
  6740. case CAST_DAMAGE:
  6741. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6742. break;
  6743. }
  6744. if (ud) {
  6745. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  6746. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  6747. ud->canact_tick = max(tick + autospell_tick, ud->canact_tick);
  6748. if (battle_config.display_status_timers && sd)
  6749. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  6750. }
  6751. }
  6752. }
  6753. }
  6754. if (sd) {
  6755. uint16 r_skill = 0, sk_idx = 0;
  6756. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6757. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  6758. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  6759. {
  6760. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6761. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6762. int type;
  6763. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6764. int maxcount = 0;
  6765. if( !(BL_PC&battle_config.skill_reiteration) &&
  6766. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6767. type = -1;
  6768. if( BL_PC&battle_config.skill_nofootset &&
  6769. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6770. type = -1;
  6771. if( BL_PC&battle_config.land_skill_limit &&
  6772. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6773. ) {
  6774. int v;
  6775. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6776. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6777. maxcount--;
  6778. }
  6779. if( maxcount == 0 )
  6780. type = -1;
  6781. }
  6782. if( type != CAST_GROUND ){
  6783. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6784. map_freeblock_unlock();
  6785. return wd.dmg_lv;
  6786. }
  6787. }
  6788. if (sd->state.autocast == 0) {
  6789. sd->state.autocast = 1;
  6790. skill_consume_requirement(sd, r_skill, r_lv, 3);
  6791. switch (type) {
  6792. case CAST_GROUND:
  6793. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6794. break;
  6795. case CAST_NODAMAGE:
  6796. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6797. break;
  6798. case CAST_DAMAGE:
  6799. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6800. break;
  6801. }
  6802. }
  6803. sd->state.autocast = 0;
  6804. sd->ud.canact_tick = max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  6805. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6806. }
  6807. }
  6808. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6809. if (battle_config.left_cardfix_to_right)
  6810. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  6811. else
  6812. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  6813. }
  6814. }
  6815. if (tsc) {
  6816. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6817. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6818. || sstatus->def_ele == ELE_POISON) &&
  6819. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6820. status_check_skilluse(target, src, TF_POISON, 0)
  6821. ) { //Poison React
  6822. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6823. if (sstatus->def_ele == ELE_POISON) {
  6824. sce->val2 = 0;
  6825. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6826. } else {
  6827. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6828. --sce->val2;
  6829. }
  6830. if (sce->val2 <= 0)
  6831. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6832. }
  6833. }
  6834. map_freeblock_unlock();
  6835. return wd.dmg_lv;
  6836. }
  6837. /*=========================
  6838. * Check for undead status
  6839. *-------------------------
  6840. * Credits:
  6841. * Original coder Skotlex
  6842. * Refactored by Baalberith
  6843. */
  6844. int battle_check_undead(int race,int element)
  6845. {
  6846. if(battle_config.undead_detect_type == 0) {
  6847. if(element == ELE_UNDEAD)
  6848. return 1;
  6849. }
  6850. else if(battle_config.undead_detect_type == 1) {
  6851. if(race == RC_UNDEAD)
  6852. return 1;
  6853. }
  6854. else {
  6855. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6856. return 1;
  6857. }
  6858. return 0;
  6859. }
  6860. /*================================================================
  6861. * Returns the upmost level master starting with the given object
  6862. *----------------------------------------------------------------*/
  6863. struct block_list* battle_get_master(struct block_list *src)
  6864. {
  6865. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6866. do {
  6867. prev = src;
  6868. switch (src->type) {
  6869. case BL_PET:
  6870. if (((TBL_PET*)src)->master)
  6871. src = (struct block_list*)((TBL_PET*)src)->master;
  6872. break;
  6873. case BL_MOB:
  6874. if (((TBL_MOB*)src)->master_id)
  6875. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6876. break;
  6877. case BL_HOM:
  6878. if (((TBL_HOM*)src)->master)
  6879. src = (struct block_list*)((TBL_HOM*)src)->master;
  6880. break;
  6881. case BL_MER:
  6882. if (((TBL_MER*)src)->master)
  6883. src = (struct block_list*)((TBL_MER*)src)->master;
  6884. break;
  6885. case BL_ELEM:
  6886. if (((TBL_ELEM*)src)->master)
  6887. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6888. break;
  6889. case BL_SKILL:
  6890. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6891. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6892. break;
  6893. }
  6894. } while (src && src != prev);
  6895. return prev;
  6896. }
  6897. /*==========================================
  6898. * Checks the state between two targets
  6899. * (enemy, friend, party, guild, etc)
  6900. *------------------------------------------
  6901. * Usage:
  6902. * See battle.hpp for possible values/combinations
  6903. * to be used here (BCT_* constants)
  6904. * Return value is:
  6905. * 1: flag holds true (is enemy, party, etc)
  6906. * -1: flag fails
  6907. * 0: Invalid target (non-targetable ever)
  6908. *
  6909. * Credits:
  6910. * Original coder unknown
  6911. * Rewritten by Skotlex
  6912. */
  6913. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6914. {
  6915. int16 m; //map
  6916. int state = 0; //Initial state none
  6917. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6918. struct block_list *s_bl = src, *t_bl = target;
  6919. struct unit_data *ud = NULL;
  6920. nullpo_ret(src);
  6921. nullpo_ret(target);
  6922. ud = unit_bl2ud(target);
  6923. m = target->m;
  6924. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6925. //objects involved.
  6926. if( (t_bl = battle_get_master(target)) == NULL )
  6927. t_bl = target;
  6928. if( (s_bl = battle_get_master(src)) == NULL )
  6929. s_bl = src;
  6930. if ( s_bl->type == BL_PC ) {
  6931. switch( t_bl->type ) {
  6932. case BL_MOB: // Source => PC, Target => MOB
  6933. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6934. return 0;
  6935. break;
  6936. case BL_PC:
  6937. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6938. return 0;
  6939. break;
  6940. default:/* anything else goes */
  6941. break;
  6942. }
  6943. }
  6944. switch( target->type ) { // Checks on actual target
  6945. case BL_PC: {
  6946. struct status_change* sc = status_get_sc(src);
  6947. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6948. return -1; //Cannot be targeted yet.
  6949. if( sc && sc->count ) {
  6950. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6951. return -1;
  6952. }
  6953. }
  6954. break;
  6955. case BL_MOB:
  6956. {
  6957. struct mob_data *md = ((TBL_MOB*)target);
  6958. if (ud && ud->immune_attack)
  6959. return 0;
  6960. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6961. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6962. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  6963. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6964. ){ //Targettable by players
  6965. state |= BCT_ENEMY;
  6966. strip_enemy = 0;
  6967. }
  6968. break;
  6969. }
  6970. case BL_SKILL:
  6971. {
  6972. TBL_SKILL *su = (TBL_SKILL*)target;
  6973. uint16 skill_id = battle_getcurrentskill(src);
  6974. if( !su || !su->group)
  6975. return 0;
  6976. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) {
  6977. if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  6978. ;
  6979. }
  6980. else if (skill_get_inf2(skill_id)&INF2_HIT_TRAP) { // Only a few skills can target traps
  6981. switch (skill_id) {
  6982. case RK_DRAGONBREATH:
  6983. case RK_DRAGONBREATH_WATER:
  6984. case NC_SELFDESTRUCTION:
  6985. case NC_AXETORNADO:
  6986. case SR_SKYNETBLOW:
  6987. // Can only hit traps in PVP/GVG maps
  6988. if (!map[m].flag.pvp && !map[m].flag.gvg)
  6989. return 0;
  6990. break;
  6991. }
  6992. }
  6993. else
  6994. return 0;
  6995. state |= BCT_ENEMY;
  6996. strip_enemy = 0;
  6997. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  6998. switch (skill_id) {
  6999. case RK_DRAGONBREATH:
  7000. case RK_DRAGONBREATH_WATER:
  7001. case NC_SELFDESTRUCTION:
  7002. case NC_AXETORNADO:
  7003. case SR_SKYNETBLOW:
  7004. // Can only hit icewall in PVP/GVG maps
  7005. if (!map[m].flag.pvp && !map[m].flag.gvg)
  7006. return 0;
  7007. break;
  7008. case HT_CLAYMORETRAP:
  7009. // Can't hit icewall
  7010. return 0;
  7011. default:
  7012. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7013. if ((flag&BCT_ALL) == BCT_ALL && !(skill_get_inf2(skill_id)&INF2_HIT_TRAP))
  7014. return -1;
  7015. }
  7016. state |= BCT_ENEMY;
  7017. strip_enemy = 0;
  7018. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7019. return 0;
  7020. }
  7021. break;
  7022. case BL_MER:
  7023. case BL_HOM:
  7024. case BL_ELEM:
  7025. if (ud && ud->immune_attack)
  7026. return 0;
  7027. break;
  7028. //All else not specified is an invalid target.
  7029. default:
  7030. return 0;
  7031. } //end switch actual target
  7032. switch( t_bl->type ) { //Checks on target master
  7033. case BL_PC: {
  7034. struct map_session_data *sd;
  7035. struct status_change *sc = NULL;
  7036. if( t_bl == s_bl )
  7037. break;
  7038. sd = BL_CAST(BL_PC, t_bl);
  7039. sc = status_get_sc(t_bl);
  7040. if( (sd->state.monster_ignore || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7041. return 0; // Global immunity only to Attacks
  7042. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7043. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7044. if( sd->state.killable ) {
  7045. state |= BCT_ENEMY; // Everything can kill it
  7046. strip_enemy = 0;
  7047. }
  7048. break;
  7049. }
  7050. case BL_MOB:
  7051. {
  7052. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7053. if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id )
  7054. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7055. break;
  7056. }
  7057. default: break; //other type doesn't have slave yet
  7058. } //end switch master target
  7059. switch( src->type ) { //Checks on actual src type
  7060. case BL_PET:
  7061. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7062. return 0; //Pet may not attack non-mobs.
  7063. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  7064. return 0; //pet may not attack Guardians/Emperium
  7065. break;
  7066. case BL_SKILL: {
  7067. struct skill_unit *su = (struct skill_unit *)src;
  7068. struct status_change* sc = status_get_sc(target);
  7069. if (!su || !su->group)
  7070. return 0;
  7071. if (su->group->src_id == target->id) {
  7072. int inf2 = skill_get_inf2(su->group->skill_id);
  7073. if (inf2&INF2_NO_TARGET_SELF)
  7074. return -1;
  7075. if (inf2&INF2_TARGET_SELF)
  7076. return 1;
  7077. }
  7078. //Status changes that prevent traps from triggering
  7079. if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  7080. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7081. return -1;
  7082. }
  7083. }
  7084. break;
  7085. case BL_MER:
  7086. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7087. return 0; //mercenary may not attack Emperium
  7088. break;
  7089. } //end switch actual src
  7090. switch( s_bl->type )
  7091. { //Checks on source master
  7092. case BL_PC:
  7093. {
  7094. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7095. if( s_bl != t_bl )
  7096. {
  7097. if( sd->state.killer )
  7098. {
  7099. state |= BCT_ENEMY; // Can kill anything
  7100. strip_enemy = 0;
  7101. }
  7102. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  7103. {
  7104. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7105. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7106. else
  7107. return 0; // You can't target anything out of your duel
  7108. }
  7109. }
  7110. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  7111. return 0; //If you don't belong to a guild, can't target emperium.
  7112. if( t_bl->type != BL_PC )
  7113. state |= BCT_ENEMY; //Natural enemy.
  7114. break;
  7115. }
  7116. case BL_MOB:
  7117. {
  7118. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7119. if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id )
  7120. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7121. if( !md->special_state.ai )
  7122. { //Normal mobs
  7123. if(
  7124. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  7125. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7126. )
  7127. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7128. else
  7129. state |= BCT_ENEMY; //However, all else are enemies.
  7130. }
  7131. else
  7132. {
  7133. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7134. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7135. }
  7136. break;
  7137. }
  7138. default:
  7139. //Need some sort of default behaviour for unhandled types.
  7140. if (t_bl->type != s_bl->type)
  7141. state |= BCT_ENEMY;
  7142. break;
  7143. } //end switch on src master
  7144. if( (flag&BCT_ALL) == BCT_ALL )
  7145. { //All actually stands for all attackable chars, icewall and traps
  7146. if(target->type&(BL_CHAR|BL_SKILL))
  7147. return 1;
  7148. else
  7149. return -1;
  7150. }
  7151. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7152. return -1;
  7153. if( t_bl == s_bl )
  7154. { //No need for further testing.
  7155. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7156. if( state&BCT_ENEMY && strip_enemy )
  7157. state&=~BCT_ENEMY;
  7158. return (flag&state)?1:-1;
  7159. }
  7160. if( map_flag_vs(m) )
  7161. { //Check rivalry settings.
  7162. int sbg_id = 0, tbg_id = 0;
  7163. if( map[m].flag.battleground )
  7164. {
  7165. sbg_id = bg_team_get_id(s_bl);
  7166. tbg_id = bg_team_get_id(t_bl);
  7167. }
  7168. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7169. {
  7170. int s_party = status_get_party_id(s_bl);
  7171. 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) )
  7172. state |= BCT_PARTY;
  7173. else
  7174. state |= BCT_ENEMY;
  7175. }
  7176. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7177. {
  7178. int s_guild = status_get_guild_id(s_bl);
  7179. int t_guild = status_get_guild_id(t_bl);
  7180. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  7181. state |= BCT_GUILD;
  7182. else
  7183. state |= BCT_ENEMY;
  7184. }
  7185. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  7186. state &= ~BCT_ENEMY;
  7187. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7188. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7189. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7190. if (
  7191. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7192. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7193. (int)sd->status.base_level < battle_config.pk_min_level ||
  7194. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7195. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7196. )
  7197. state &= ~BCT_ENEMY;
  7198. }
  7199. }//end map_flag_vs chk rivality
  7200. else
  7201. { //Non pvp/gvg, check party/guild settings.
  7202. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7203. {
  7204. int s_party = status_get_party_id(s_bl);
  7205. if(s_party && s_party == status_get_party_id(t_bl))
  7206. state |= BCT_PARTY;
  7207. }
  7208. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7209. {
  7210. int s_guild = status_get_guild_id(s_bl);
  7211. int t_guild = status_get_guild_id(t_bl);
  7212. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7213. state |= BCT_GUILD;
  7214. }
  7215. } //end non pvp/gvg chk rivality
  7216. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7217. state = BCT_NEUTRAL;
  7218. //Alliance state takes precedence over enemy one.
  7219. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7220. state&=~BCT_ENEMY;
  7221. return (flag&state)?1:-1;
  7222. }
  7223. /*==========================================
  7224. * Check if can attack from this range
  7225. * Basic check then calling path_search for obstacle etc..
  7226. *------------------------------------------
  7227. */
  7228. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7229. {
  7230. int d;
  7231. nullpo_retr(false, src);
  7232. nullpo_retr(false, bl);
  7233. if( src->m != bl->m )
  7234. return false;
  7235. #ifndef CIRCULAR_AREA
  7236. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7237. if ( !check_distance_client_bl(src, bl, range) )
  7238. return false;
  7239. } else
  7240. #endif
  7241. if( !check_distance_bl(src, bl, range) )
  7242. return false;
  7243. if( (d = distance_bl(src, bl)) < 2 )
  7244. return true; // No need for path checking.
  7245. if( d > AREA_SIZE )
  7246. return false; // Avoid targetting objects beyond your range of sight.
  7247. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7248. }
  7249. /*=============================================
  7250. * Battle.conf settings and default/max values
  7251. *---------------------------------------------
  7252. */
  7253. static const struct _battle_data {
  7254. const char* str;
  7255. int* val;
  7256. int defval;
  7257. int min;
  7258. int max;
  7259. } battle_data[] = {
  7260. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7261. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7262. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7263. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7264. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  7265. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7266. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7267. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7268. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7269. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7270. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7271. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7272. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7273. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7274. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7275. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7276. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7277. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7278. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7279. #ifdef RENEWAL
  7280. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7281. #else
  7282. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7283. #endif
  7284. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7285. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7286. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7287. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7288. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7289. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7290. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7291. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7292. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7293. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7294. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7295. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7296. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7297. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7298. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7299. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7300. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7301. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7302. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7303. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7304. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7305. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7306. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7307. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7308. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7309. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7310. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7311. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7312. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7313. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7314. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7315. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7316. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7317. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7318. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7319. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7320. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7321. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7322. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7323. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7324. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7325. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7326. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7327. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7328. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7329. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7330. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7331. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7332. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7333. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7334. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7335. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7336. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7337. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7338. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7339. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7340. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7341. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7342. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7343. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7344. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7345. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7346. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7347. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7348. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7349. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7350. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7351. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7352. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7353. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7354. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7355. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7356. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7357. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7358. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7359. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7360. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  7361. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7362. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7363. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7364. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7365. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7366. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7367. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7368. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7369. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7370. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7371. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7372. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7373. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7374. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7375. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7376. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7377. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7378. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7379. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7380. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7381. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7382. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7383. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7384. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7385. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7386. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7387. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7388. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7389. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7390. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  7391. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7392. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7393. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7394. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7395. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7396. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7397. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7398. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7399. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7400. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7401. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7402. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7403. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7404. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7405. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7406. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7407. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7408. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7409. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7410. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7411. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7412. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7413. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7414. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7415. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7416. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7417. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7418. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7419. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7420. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7421. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7422. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7423. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7424. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7425. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7426. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7427. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7428. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7429. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7430. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7431. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7432. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7433. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7434. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7435. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7436. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7437. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7438. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7439. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7440. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7441. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7442. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7443. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7444. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7445. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7446. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7447. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  7448. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7449. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7450. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7451. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7452. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7453. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7454. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7455. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7456. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7457. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7458. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7459. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7460. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7461. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7462. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7463. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7464. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7465. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7466. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  7467. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7468. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7469. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7470. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7471. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7472. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7473. // eAthena additions
  7474. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7475. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  7476. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7477. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  7478. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7479. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  7480. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7481. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  7482. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7483. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7484. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  7485. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7486. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  7487. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7488. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  7489. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7490. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  7491. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7492. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7493. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7494. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7495. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7496. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7497. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7498. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7499. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7500. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7501. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7502. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7503. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7504. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7505. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7506. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7507. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7508. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7509. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7510. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7511. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  7512. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7513. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7514. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7515. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7516. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7517. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7518. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7519. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  7520. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7521. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7522. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7523. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7524. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7525. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7526. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7527. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7528. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7529. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7530. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7531. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7532. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7533. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7534. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7535. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7536. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7537. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7538. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7539. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7540. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7541. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7542. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7543. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7544. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7545. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7546. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7547. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7548. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7549. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7550. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7551. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7552. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7553. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7554. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7555. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7556. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7557. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7558. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7559. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7560. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7561. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7562. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7563. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7564. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7565. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7566. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7567. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7568. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7569. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7570. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7571. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7572. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7573. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7574. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7575. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7576. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7577. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7578. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7579. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7580. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7581. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7582. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7583. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7584. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7585. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7586. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7587. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7588. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7589. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7590. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7591. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7592. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7593. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7594. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7595. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7596. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7597. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7598. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7599. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7600. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  7601. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7602. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7603. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7604. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7605. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7606. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7607. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7608. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7609. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7610. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7611. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7612. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7613. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7614. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7615. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7616. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7617. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  7618. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7619. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7620. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7621. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7622. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7623. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7624. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7625. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7626. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7627. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7628. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7629. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7630. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7631. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7632. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7633. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7634. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7635. // BattleGround Settings
  7636. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7637. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7638. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7639. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7640. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7641. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7642. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7643. // rAthena
  7644. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7645. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7646. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7647. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7648. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7649. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  7650. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  7651. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7652. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  7653. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7654. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7655. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7656. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7657. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7658. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7659. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7660. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7661. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7662. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7663. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7664. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7665. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7666. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7667. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7668. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7669. #ifdef VIP_ENABLE
  7670. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  7671. #else
  7672. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  7673. #endif
  7674. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  7675. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  7676. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  7677. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  7678. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  7679. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  7680. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  7681. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  7682. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7683. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7684. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7685. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7686. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7687. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7688. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7689. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7690. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7691. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7692. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7693. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7694. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7695. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  7696. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7697. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7698. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7699. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7700. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7701. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7702. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7703. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7704. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7705. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7706. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7707. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7708. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7709. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7710. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7711. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7712. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7713. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7714. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7715. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7716. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7717. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7718. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7719. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7720. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7721. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7722. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  7723. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  7724. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  7725. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  7726. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  7727. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  7728. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  7729. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  7730. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  7731. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  7732. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  7733. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  7734. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  7735. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  7736. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  7737. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  7738. { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
  7739. { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
  7740. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  7741. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  7742. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  7743. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  7744. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  7745. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  7746. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  7747. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  7748. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  7749. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  7750. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  7751. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  7752. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  7753. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  7754. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  7755. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  7756. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  7757. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  7758. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  7759. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  7760. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  7761. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  7762. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  7763. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  7764. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  7765. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0x3, },
  7766. { "event_refine_chance", &battle_config.event_refine_chance, 0, 0, 1, },
  7767. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  7768. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  7769. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  7770. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  7771. { "summoner_trait", &battle_config.summoner_trait, 3, 0, 3, },
  7772. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  7773. #include "../custom/battle_config_init.inc"
  7774. };
  7775. /*==========================
  7776. * Set battle settings
  7777. *--------------------------*/
  7778. int battle_set_value(const char* w1, const char* w2)
  7779. {
  7780. int val = config_switch(w2);
  7781. int i;
  7782. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7783. if (i == ARRAYLENGTH(battle_data))
  7784. return 0; // not found
  7785. if (val < battle_data[i].min || val > battle_data[i].max) {
  7786. 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);
  7787. val = battle_data[i].defval;
  7788. }
  7789. *battle_data[i].val = val;
  7790. return 1;
  7791. }
  7792. /*===========================
  7793. * Get battle settings
  7794. *---------------------------*/
  7795. int battle_get_value(const char* w1)
  7796. {
  7797. int i;
  7798. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7799. if (i == ARRAYLENGTH(battle_data))
  7800. return 0; // not found
  7801. else
  7802. return *battle_data[i].val;
  7803. }
  7804. /*======================
  7805. * Set default settings
  7806. *----------------------*/
  7807. void battle_set_defaults()
  7808. {
  7809. int i;
  7810. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7811. *battle_data[i].val = battle_data[i].defval;
  7812. }
  7813. /*==================================
  7814. * Cap certain battle.conf settings
  7815. *----------------------------------*/
  7816. void battle_adjust_conf()
  7817. {
  7818. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7819. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7820. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7821. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  7822. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7823. battle_config.max_cart_weight *= 10;
  7824. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7825. battle_config.max_def = 100;
  7826. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7827. battle_config.min_hitrate = battle_config.max_hitrate;
  7828. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7829. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7830. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7831. battle_config.day_duration = 60000;
  7832. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7833. battle_config.night_duration = 60000;
  7834. #if PACKETVER < 20100427
  7835. if (battle_config.feature_buying_store) {
  7836. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7837. battle_config.feature_buying_store = 0;
  7838. }
  7839. #endif
  7840. #if PACKETVER < 20100803
  7841. if (battle_config.feature_search_stores) {
  7842. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7843. battle_config.feature_search_stores = 0;
  7844. }
  7845. #endif
  7846. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7847. if (battle_config.feature_auction) {
  7848. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  7849. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7850. battle_config.feature_auction = 0;
  7851. }
  7852. #elif PACKETVER >= 20141112
  7853. if (battle_config.feature_auction) {
  7854. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  7855. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7856. battle_config.feature_auction = 0;
  7857. }
  7858. #endif
  7859. #if PACKETVER < 20130724
  7860. if (battle_config.feature_banking) {
  7861. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7862. battle_config.feature_banking = 0;
  7863. }
  7864. #endif
  7865. #if PACKETVER < 20131223
  7866. if (battle_config.mvp_exp_reward_message) {
  7867. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  7868. battle_config.mvp_exp_reward_message = 0;
  7869. }
  7870. #endif
  7871. #if PACKETVER < 20141022
  7872. if (battle_config.feature_roulette) {
  7873. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  7874. battle_config.feature_roulette = 0;
  7875. }
  7876. #endif
  7877. #if PACKETVER < 20150513
  7878. if (battle_config.feature_achievement) {
  7879. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  7880. battle_config.feature_achievement = 0;
  7881. }
  7882. #endif
  7883. #if PACKETVER < 20170920
  7884. if( battle_config.feature_homunculus_autofeed ){
  7885. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  7886. battle_config.feature_homunculus_autofeed = 0;
  7887. }
  7888. #endif
  7889. #ifndef CELL_NOSTACK
  7890. if (battle_config.custom_cell_stack_limit != 1)
  7891. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7892. #endif
  7893. }
  7894. /*=====================================
  7895. * Read battle.conf settings from file
  7896. *-------------------------------------*/
  7897. int battle_config_read(const char* cfgName)
  7898. {
  7899. FILE* fp;
  7900. static int count = 0;
  7901. if (count == 0)
  7902. battle_set_defaults();
  7903. count++;
  7904. fp = fopen(cfgName,"r");
  7905. if (fp == NULL)
  7906. ShowError("File not found: %s\n", cfgName);
  7907. else {
  7908. char line[1024], w1[1024], w2[1024];
  7909. while(fgets(line, sizeof(line), fp)) {
  7910. if (line[0] == '/' && line[1] == '/')
  7911. continue;
  7912. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7913. continue;
  7914. if (strcmpi(w1, "import") == 0)
  7915. battle_config_read(w2);
  7916. else if
  7917. (battle_set_value(w1, w2) == 0)
  7918. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7919. }
  7920. fclose(fp);
  7921. }
  7922. count--;
  7923. if (count == 0)
  7924. battle_adjust_conf();
  7925. return 0;
  7926. }
  7927. /*==========================
  7928. * initialize battle timer
  7929. *--------------------------*/
  7930. void do_init_battle(void)
  7931. {
  7932. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  7933. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7934. }
  7935. /*==================
  7936. * end battle timer
  7937. *------------------*/
  7938. void do_final_battle(void)
  7939. {
  7940. ers_destroy(delay_damage_ers);
  7941. }