battle.cpp 442 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <cmath>
  5. #include <cstdlib>
  6. #include <common/cbasetypes.hpp>
  7. #include <common/ers.hpp>
  8. #include <common/malloc.hpp>
  9. #include <common/nullpo.hpp>
  10. #include <common/random.hpp>
  11. #include <common/showmsg.hpp>
  12. #include <common/socket.hpp>
  13. #include <common/strlib.hpp>
  14. #include <common/timer.hpp>
  15. #include <common/utils.hpp>
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. using namespace rathena;
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. // Early declaration
  36. 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);
  37. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  38. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  39. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv);
  40. /**
  41. * Returns the current/list skill used by the bl
  42. * @param bl
  43. * @return skill_id
  44. */
  45. uint16 battle_getcurrentskill(struct block_list *bl)
  46. {
  47. struct unit_data *ud;
  48. if( bl->type == BL_SKILL ) {
  49. struct skill_unit *su = (struct skill_unit*)bl;
  50. return (su && su->group?su->group->skill_id:0);
  51. }
  52. ud = unit_bl2ud(bl);
  53. return (ud?ud->skill_id:0);
  54. }
  55. /**
  56. * Get random targeting enemy
  57. * @param bl
  58. * @param ap
  59. * @return Found target (1) or not found (0)
  60. */
  61. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  62. {
  63. struct block_list **bl_list;
  64. struct unit_data *ud;
  65. int target_id;
  66. int *c;
  67. bl_list = va_arg(ap, struct block_list **);
  68. c = va_arg(ap, int *);
  69. target_id = va_arg(ap, int);
  70. if (bl->id == target_id)
  71. return 0;
  72. if (*c >= 24)
  73. return 0;
  74. if ( !(ud = unit_bl2ud(bl)) )
  75. return 0;
  76. if (ud->target == target_id || ud->skilltarget == target_id) {
  77. bl_list[(*c)++] = bl;
  78. return 1;
  79. }
  80. return 0;
  81. }
  82. /**
  83. * Returns list of targets
  84. * @param target
  85. * @return Target list
  86. */
  87. struct block_list* battle_gettargeted(struct block_list *target)
  88. {
  89. struct block_list *bl_list[24];
  90. int c = 0;
  91. nullpo_retr(nullptr, target);
  92. memset(bl_list, 0, sizeof(bl_list));
  93. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  94. if ( c == 0 )
  95. return nullptr;
  96. if( c > 24 )
  97. c = 24;
  98. return bl_list[rnd()%c];
  99. }
  100. /**
  101. * Returns the ID of the current targeted character of the passed bl
  102. * @param bl
  103. * @return Target Unit ID
  104. * @author [Skotlex]
  105. */
  106. int battle_gettarget(struct block_list* bl)
  107. {
  108. switch (bl->type) {
  109. case BL_PC: return ((map_session_data*)bl)->ud.target;
  110. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  111. case BL_PET: return ((struct pet_data*)bl)->target_id;
  112. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  113. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  114. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  115. }
  116. return 0;
  117. }
  118. /**
  119. * Get random enemy
  120. * @param bl
  121. * @param ap
  122. * @return Found target (1) or not found (0)
  123. */
  124. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  125. {
  126. struct block_list **bl_list;
  127. struct block_list *target;
  128. int *c;
  129. bl_list = va_arg(ap, struct block_list **);
  130. c = va_arg(ap, int *);
  131. target = va_arg(ap, struct block_list *);
  132. if (bl->id == target->id)
  133. return 0;
  134. if (*c >= 24)
  135. return 0;
  136. if (status_isdead(bl))
  137. return 0;
  138. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  139. bl_list[(*c)++] = bl;
  140. return 1;
  141. }
  142. return 0;
  143. }
  144. /**
  145. * Returns list of enemies within given range
  146. * @param target
  147. * @param type
  148. * @param range
  149. * @return Target list
  150. * @author [Skotlex]
  151. */
  152. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  153. {
  154. struct block_list *bl_list[24];
  155. int c = 0;
  156. memset(bl_list, 0, sizeof(bl_list));
  157. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  158. if ( c == 0 )
  159. return nullptr;
  160. if( c > 24 )
  161. c = 24;
  162. return bl_list[rnd()%c];
  163. }
  164. /**
  165. * Get random enemy within area
  166. * @param bl
  167. * @param ap
  168. * @return Found target (1) or not found (0)
  169. */
  170. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  171. {
  172. struct block_list **bl_list, *src;
  173. int *c, ignore_id;
  174. bl_list = va_arg(ap, struct block_list **);
  175. c = va_arg(ap, int *);
  176. src = va_arg(ap, struct block_list *);
  177. ignore_id = va_arg(ap, int);
  178. if( bl->id == src->id || bl->id == ignore_id )
  179. return 0; // Ignores Caster and a possible pre-target
  180. if( *c >= 23 )
  181. return 0;
  182. if( status_isdead(bl) )
  183. return 0;
  184. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  185. bl_list[(*c)++] = bl;
  186. return 1;
  187. }
  188. return 0;
  189. }
  190. /**
  191. * Returns list of enemies within an area
  192. * @param src
  193. * @param x
  194. * @param y
  195. * @param range
  196. * @param type
  197. * @param ignore_id
  198. * @return Target list
  199. */
  200. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  201. {
  202. struct block_list *bl_list[24];
  203. int c = 0;
  204. memset(bl_list, 0, sizeof(bl_list));
  205. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  206. if( c == 0 )
  207. return nullptr;
  208. if( c >= 24 )
  209. c = 23;
  210. return bl_list[rnd()%c];
  211. }
  212. /**
  213. * Deals damage without delay, applies additional effects and triggers monster events
  214. * This function is called from battle_delay_damage or battle_delay_damage_sub
  215. * All other instances of battle damage should also go through this function (i.e. anything that displays a damage number)
  216. * Consider calling this function or battle_fix_damage instead status_fix_damage directly
  217. * @param src: Source of damage
  218. * @param target: Target of damage
  219. * @param damage: Damage to be dealt
  220. * @param delay: Damage delay
  221. * @param skill_lv: Level of skill used
  222. * @param skill_id: ID of skill used
  223. * @param dmg_lv: State of the attack (miss, etc.)
  224. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  225. * @param additional_effects: Whether additional effects should be applied (otherwise it's just damage+coma)
  226. * @param isspdamage: If the damage is done to SP
  227. * @param tick: Current tick
  228. * @return HP+SP+AP (0 if HP/SP/AP remained unchanged)
  229. */
  230. int battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  231. int dmg_change;
  232. map_session_data* sd = nullptr;
  233. if (src)
  234. sd = BL_CAST(BL_PC, src);
  235. map_freeblock_lock();
  236. if (isspdamage)
  237. dmg_change = status_fix_spdamage(src, target, damage, delay, skill_id);
  238. else if (sd && battle_check_coma(*sd, *target, (e_battle_flag)attack_type))
  239. dmg_change = status_damage(src, target, damage, 0, delay, 16, skill_id); // Coma attack
  240. else
  241. dmg_change = status_fix_damage(src, target, damage, delay, skill_id);
  242. if (attack_type && !status_isdead(target) && additional_effects)
  243. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  244. if (dmg_lv > ATK_BLOCK && attack_type && additional_effects)
  245. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  246. // 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
  247. if (target->type == BL_MOB && additional_effects) {
  248. mob_data *md = BL_CAST(BL_MOB, target);
  249. if (md != nullptr) {
  250. // Trigger monster skill condition for non-skill attacks.
  251. if (!status_isdead(target) && src != target) {
  252. if (damage > 0)
  253. mobskill_event(md, src, tick, attack_type, damage);
  254. if (skill_id > 0)
  255. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  256. }
  257. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  258. if (damage > 0 && (attack_type & BF_NORMAL))
  259. md->norm_attacked_id = md->attacked_id;
  260. }
  261. }
  262. map_freeblock_unlock();
  263. return dmg_change;
  264. }
  265. /// Damage Delayed Structure
  266. struct delay_damage {
  267. int src_id;
  268. int target_id;
  269. int64 damage;
  270. t_tick delay;
  271. unsigned short distance;
  272. uint16 skill_lv;
  273. uint16 skill_id;
  274. enum damage_lv dmg_lv;
  275. unsigned short attack_type;
  276. bool additional_effects;
  277. enum bl_type src_type;
  278. bool isspdamage;
  279. };
  280. TIMER_FUNC(battle_delay_damage_sub){
  281. struct delay_damage *dat = (struct delay_damage *)data;
  282. if ( dat ) {
  283. struct block_list* src = map_id2bl(dat->src_id);
  284. struct block_list* target = map_id2bl(dat->target_id);
  285. if (target && !status_isdead(target)) {
  286. if( src && target->m == src->m &&
  287. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  288. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  289. {
  290. //Deal damage
  291. 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);
  292. } 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
  293. battle_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  294. }
  295. }
  296. map_session_data *sd = BL_CAST(BL_PC, src);
  297. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  298. sd->state.hold_recalc = false;
  299. status_calc_pc(sd, SCO_FORCE);
  300. }
  301. }
  302. ers_free(delay_damage_ers, dat);
  303. return 0;
  304. }
  305. int battle_delay_damage(t_tick tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, t_tick ddelay, bool additional_effects, bool isspdamage)
  306. {
  307. struct delay_damage *dat;
  308. status_change *sc;
  309. struct block_list *d_tbl = nullptr;
  310. struct block_list *e_tbl = nullptr;
  311. nullpo_ret(src);
  312. nullpo_ret(target);
  313. sc = status_get_sc(target);
  314. if (sc) {
  315. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  316. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  317. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  318. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  319. }
  320. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  321. damage > 0 && skill_id != CR_REFLECTSHIELD
  322. #ifndef RENEWAL
  323. && skill_id != PA_PRESSURE
  324. #endif
  325. ) {
  326. map_session_data* tsd = BL_CAST( BL_PC, target );
  327. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  328. pc_setstand( tsd, true );
  329. skill_sit( tsd, 0 );
  330. }
  331. damage = 0;
  332. }
  333. // The client refuses to display animations slower than 1x speed
  334. // So we need to shorten AttackMotion to be in-sync with the client in this case
  335. if (battle_config.synchronize_damage && skill_id == 0 && src->type == BL_MOB && amotion > status_get_clientamotion(src))
  336. amotion = status_get_clientamotion(src);
  337. // Check for delay battle damage config
  338. else if (!battle_config.delay_battle_damage)
  339. amotion = 1;
  340. // Aegis places a damage-delay cap of 1 sec to non player attacks
  341. // We only want to apply this cap if damage was not synchronized
  342. else if (src->type != BL_PC && amotion > 1000)
  343. amotion = 1000;
  344. // Skip creation of timer
  345. if (amotion <= 1) {
  346. //Deal damage
  347. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  348. return 0;
  349. }
  350. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  351. dat->src_id = src->id;
  352. dat->target_id = target->id;
  353. dat->skill_id = skill_id;
  354. dat->skill_lv = skill_lv;
  355. dat->attack_type = attack_type;
  356. dat->damage = damage;
  357. dat->dmg_lv = dmg_lv;
  358. dat->delay = ddelay;
  359. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  360. dat->additional_effects = additional_effects;
  361. dat->src_type = src->type;
  362. dat->isspdamage = isspdamage;
  363. if( src->type == BL_PC )
  364. ((TBL_PC*)src)->delayed_damage++;
  365. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  366. return 0;
  367. }
  368. int battle_fix_damage(struct block_list* src, struct block_list* target, int64 damage, t_tick walkdelay, uint16 skill_id) {
  369. return battle_damage(src, target, damage, walkdelay, 0, skill_id, ATK_DEF, BF_MISC, false, gettick(), false);
  370. }
  371. /**
  372. * Does attribute fix modifiers.
  373. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  374. * Note: Passing src/target == nullptr is perfectly valid, it skips SC_ checks.
  375. * @param src
  376. * @param target
  377. * @param damage
  378. * @param atk_elem
  379. * @param def_type
  380. * @param def_lv
  381. * @param flag 0x1 = allow to return negative values even if config for healing through negative resist is disabled
  382. * @return damage
  383. */
  384. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv, int flag)
  385. {
  386. status_change *sc = nullptr, *tsc = nullptr;
  387. int ratio;
  388. if (src) sc = status_get_sc(src);
  389. if (target) tsc = status_get_sc(target);
  390. if (!CHK_ELEMENT(atk_elem))
  391. atk_elem = rnd()%ELE_ALL;
  392. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  393. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  394. return damage;
  395. }
  396. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  397. if (sc && sc->count) { //increase dmg by src status
  398. switch(atk_elem){
  399. case ELE_FIRE:
  400. if (sc->getSCE(SC_VOLCANO))
  401. #ifdef RENEWAL
  402. ratio += sc->getSCE(SC_VOLCANO)->val3;
  403. #else
  404. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  405. #endif
  406. break;
  407. case ELE_WIND:
  408. if (sc->getSCE(SC_VIOLENTGALE))
  409. #ifdef RENEWAL
  410. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  411. #else
  412. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  413. #endif
  414. break;
  415. case ELE_WATER:
  416. if (sc->getSCE(SC_DELUGE))
  417. #ifdef RENEWAL
  418. ratio += sc->getSCE(SC_DELUGE)->val3;
  419. #else
  420. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  421. #endif
  422. break;
  423. case ELE_GHOST:
  424. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  425. ratio += sc->getSCE(SC_TELEKINESIS_INTENSE)->val3;
  426. break;
  427. }
  428. }
  429. if( target && target->type == BL_SKILL ) {
  430. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  431. struct skill_unit *su = (struct skill_unit*)target;
  432. std::shared_ptr<s_skill_unit_group> sg;
  433. struct block_list *src2;
  434. if( !su || !su->alive || (sg = su->group) == nullptr || !sg || sg->val3 == -1 ||
  435. (src2 = map_id2bl(sg->src_id)) == nullptr || status_isdead(src2) )
  436. return 0;
  437. if( sg->unit_id != UNT_FIREWALL ) {
  438. int x,y;
  439. x = sg->val3 >> 16;
  440. y = sg->val3 & 0xffff;
  441. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  442. sg->val3 = -1;
  443. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  444. }
  445. }
  446. }
  447. if (tsc && tsc->count) { //increase dmg by target status
  448. switch(atk_elem) {
  449. case ELE_FIRE:
  450. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  451. #ifdef RENEWAL
  452. ratio += 100;
  453. #else
  454. damage *= 2;
  455. #endif
  456. //Remove a unit group or end whole status change
  457. status_change_end(target, SC_SPIDERWEB);
  458. }
  459. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  460. status_change_end(target, SC_THORNSTRAP);
  461. if (tsc->getSCE(SC_CRYSTALIZE))
  462. status_change_end(target, SC_CRYSTALIZE);
  463. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  464. #ifdef RENEWAL
  465. ratio += 50;
  466. #else
  467. damage += (int64)(damage * 50 / 100);
  468. #endif
  469. if( tsc->getSCE(SC_WIDEWEB) ) {
  470. #ifdef RENEWAL
  471. ratio += 100;
  472. #else
  473. damage *= 2;
  474. #endif
  475. status_change_end(target,SC_WIDEWEB);
  476. }
  477. if( tsc->getSCE(SC_BURNT) ) {
  478. #ifdef RENEWAL
  479. ratio += 400;
  480. #else
  481. damage += (int64)(damage * 400 / 100);
  482. #endif
  483. }
  484. break;
  485. case ELE_HOLY:
  486. if (tsc->getSCE(SC_ORATIO))
  487. #ifdef RENEWAL
  488. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  489. #else
  490. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  491. #endif
  492. break;
  493. case ELE_POISON:
  494. if (tsc->getSCE(SC_VENOMIMPRESS))
  495. #ifdef RENEWAL
  496. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  497. #else
  498. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  499. #endif
  500. if (tsc->getSCE(SC_CLOUD_POISON)) {
  501. #ifdef RENEWAL
  502. ratio += 5 * tsc->getSCE(SC_CLOUD_POISON)->val1;
  503. #else
  504. damage += (int64)(damage * 5 * tsc->getSCE(SC_CLOUD_POISON)->val1 / 100);
  505. #endif
  506. }
  507. break;
  508. case ELE_WIND:
  509. if (tsc->getSCE(SC_WATER_INSIGNIA))
  510. #ifdef RENEWAL
  511. ratio += 50;
  512. #else
  513. damage += (int64)(damage * 50 / 100);
  514. #endif
  515. if (tsc->getSCE(SC_CRYSTALIZE)) {
  516. uint16 skill_id = battle_getcurrentskill(src);
  517. if (skill_get_type(skill_id)&BF_MAGIC)
  518. #ifdef RENEWAL
  519. ratio += 50;
  520. #else
  521. damage += (int64)(damage * 50 / 100);
  522. #endif
  523. }
  524. break;
  525. case ELE_WATER:
  526. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  527. #ifdef RENEWAL
  528. ratio += 50;
  529. #else
  530. damage += (int64)(damage * 50 / 100);
  531. #endif
  532. if (tsc->getSCE(SC_MISTYFROST))
  533. #ifdef RENEWAL
  534. ratio += 15;
  535. #else
  536. damage += (int64)(damage * 15 / 100);
  537. #endif
  538. break;
  539. case ELE_EARTH:
  540. if (tsc->getSCE(SC_WIND_INSIGNIA))
  541. #ifdef RENEWAL
  542. ratio += 50;
  543. #else
  544. damage += (int64)(damage * 50 / 100);
  545. #endif
  546. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  547. break;
  548. case ELE_NEUTRAL:
  549. if (tsc->getSCE(SC_ANTI_M_BLAST))
  550. #ifdef RENEWAL
  551. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  552. #else
  553. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  554. #endif
  555. break;
  556. case ELE_DARK:
  557. if (tsc->getSCE(SC_SOULCURSE)) {
  558. if (status_get_class_(target) == CLASS_BOSS)
  559. #ifdef RENEWAL
  560. ratio += 20;
  561. #else
  562. damage += (int64)(damage * 20 / 100);
  563. #endif
  564. else
  565. #ifdef RENEWAL
  566. ratio += 100;
  567. #else
  568. damage *= 2;
  569. #endif
  570. }
  571. break;
  572. }
  573. if (tsc->getSCE(SC_MAGIC_POISON))
  574. #ifdef RENEWAL
  575. ratio += 50;
  576. #else
  577. damage += (int64)(damage * 50 / 100);
  578. #endif
  579. }
  580. if (battle_config.attr_recover == 0 && !(flag & 1) && ratio < 0)
  581. ratio = 0;
  582. #ifdef RENEWAL
  583. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  584. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  585. #else
  586. damage = (int64)((damage*ratio)/100);
  587. #endif
  588. //Damage can be negative, see battle_config.attr_recover
  589. return damage;
  590. }
  591. /**
  592. * Calculates card bonuses damage adjustments.
  593. * @param attack_type @see enum e_battle_flag
  594. * @param src Attacker
  595. * @param target Target
  596. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  597. * @param rh_ele Right-hand weapon element
  598. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  599. * @param damage Original damage
  600. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  601. * 3: Calculates attacker bonuses in both hands.
  602. * 2: Calculates attacker bonuses in right-hand only.
  603. * 0 or 1: Only calculates target bonuses.
  604. * @param flag Misc value of skill & damage flags
  605. * @return damage Damage diff between original damage and after calculation
  606. */
  607. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, std::bitset<NK_MAX> nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  608. map_session_data *sd, ///< Attacker session data if BL_PC
  609. *tsd; ///< Target session data if BL_PC
  610. int cardfix = 1000;
  611. int s_class, ///< Attacker class
  612. t_class; ///< Target class
  613. std::vector<e_race2> s_race2, /// Attacker Race2
  614. t_race2; ///< Target Race2
  615. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  616. struct status_data *sstatus, ///< Attacker status data
  617. *tstatus; ///< Target status data
  618. int64 original_damage;
  619. if( !damage )
  620. return 0;
  621. original_damage = damage;
  622. sd = BL_CAST(BL_PC, src);
  623. tsd = BL_CAST(BL_PC, target);
  624. t_class = status_get_class(target);
  625. s_class = status_get_class(src);
  626. sstatus = status_get_status_data(src);
  627. tstatus = status_get_status_data(target);
  628. s_race2 = status_get_race2(src);
  629. t_race2 = status_get_race2(target);
  630. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  631. // When the attacker is a monster, then all bonuses on BF_WEAPON will work and no bonuses on BF_MAGIC
  632. // Does not impact the attack type
  633. if (src && src->type == BL_MOB && battle_config.cardfix_monster_physical) {
  634. flag |= BF_WEAPON;
  635. flag &= ~BF_MAGIC;
  636. }
  637. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  638. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  639. switch( attack_type ) {
  640. case BF_MAGIC:
  641. // Affected by attacker ATK bonuses
  642. if( sd && !nk[NK_IGNOREATKCARD] ) {
  643. int32 race2_val = 0;
  644. for (const auto &raceit : t_race2)
  645. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  646. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  647. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  648. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  649. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  650. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  651. }
  652. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  653. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  654. for (const auto &it : sd->add_mdmg) {
  655. if (it.id == t_class) {
  656. cardfix = cardfix * (100 + it.val) / 100;
  657. break;
  658. }
  659. }
  660. APPLY_CARDFIX(damage, cardfix);
  661. }
  662. // Affected by target DEF bonuses
  663. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  664. cardfix = 1000; // reset var for target
  665. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  666. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  667. for (const auto &it : tsd->subele2) {
  668. if (it.ele != ELE_ALL && it.ele != rh_ele)
  669. continue;
  670. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  671. ((it.flag)&flag)&BF_RANGEMASK &&
  672. ((it.flag)&flag)&BF_SKILLMASK))
  673. continue;
  674. ele_fix += it.rate;
  675. }
  676. if (s_defele != ELE_NONE)
  677. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  678. cardfix = cardfix * (100 - ele_fix) / 100;
  679. }
  680. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  681. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  682. int32 race_fix = 0;
  683. for (const auto &raceit : s_race2)
  684. race_fix += tsd->indexed_bonus.subrace2[raceit];
  685. cardfix = cardfix * (100 - race_fix) / 100;
  686. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  687. for (const auto &it : tsd->subrace3) {
  688. if (it.race != RC_ALL && it.race != sstatus->race)
  689. continue;
  690. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  691. ((it.flag)&flag)&BF_RANGEMASK &&
  692. ((it.flag)&flag)&BF_SKILLMASK))
  693. continue;
  694. race_fix += it.rate;
  695. }
  696. cardfix = cardfix * (100 - race_fix) / 100;
  697. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  698. for (const auto &it : tsd->add_mdef) {
  699. if (it.id == s_class) {
  700. cardfix = cardfix * (100 - it.val) / 100;
  701. break;
  702. }
  703. }
  704. #ifndef RENEWAL
  705. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  706. if( flag&BF_SHORT )
  707. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  708. else if (!nk[NK_IGNORELONGCARD])
  709. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  710. #endif
  711. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  712. if( tsd->sc.getSCE(SC_MDEF_RATE) )
  713. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_MDEF_RATE)->val1) / 100;
  714. APPLY_CARDFIX(damage, cardfix);
  715. }
  716. break;
  717. case BF_WEAPON:
  718. // Affected by attacker ATK bonuses
  719. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  720. short cardfix_ = 1000;
  721. if( sd->state.arrow_atk ) { // Ranged attack
  722. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  723. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  724. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  725. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  726. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  727. for (const auto &it : sd->right_weapon.addele2) {
  728. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  729. continue;
  730. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  731. ((it.flag)&flag)&BF_RANGEMASK &&
  732. ((it.flag)&flag)&BF_SKILLMASK))
  733. continue;
  734. ele_fix += it.rate;
  735. }
  736. cardfix = cardfix * (100 + ele_fix) / 100;
  737. }
  738. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  739. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  740. int32 race_fix = 0;
  741. for (const auto &raceit : t_race2)
  742. race_fix += sd->right_weapon.addrace2[raceit];
  743. cardfix = cardfix * (100 + race_fix) / 100;
  744. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  745. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  746. } else { // Melee attack
  747. int skill = 0;
  748. // Calculates each right & left hand weapon bonuses separatedly
  749. if( !battle_config.left_cardfix_to_right ) {
  750. // Right-handed weapon
  751. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  752. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  753. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  754. for (const auto &it : sd->right_weapon.addele2) {
  755. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  756. continue;
  757. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  758. ((it.flag)&flag)&BF_RANGEMASK &&
  759. ((it.flag)&flag)&BF_SKILLMASK))
  760. continue;
  761. ele_fix += it.rate;
  762. }
  763. cardfix = cardfix * (100 + ele_fix) / 100;
  764. }
  765. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  766. for (const auto &raceit : t_race2)
  767. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  768. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  769. if( left&1 ) { // Left-handed weapon
  770. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  771. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  772. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  773. for (const auto &it : sd->left_weapon.addele2) {
  774. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  775. continue;
  776. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  777. ((it.flag)&flag)&BF_RANGEMASK &&
  778. ((it.flag)&flag)&BF_SKILLMASK))
  779. continue;
  780. ele_fix_lh += it.rate;
  781. }
  782. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  783. }
  784. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  785. for (const auto &raceit : t_race2)
  786. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  787. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  788. }
  789. }
  790. // Calculates right & left hand weapon as unity
  791. else {
  792. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  793. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  794. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  795. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  796. for (const auto &it : sd->right_weapon.addele2) {
  797. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  798. continue;
  799. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  800. ((it.flag)&flag)&BF_RANGEMASK &&
  801. ((it.flag)&flag)&BF_SKILLMASK))
  802. continue;
  803. ele_fix += it.rate;
  804. }
  805. for (const auto &it : sd->left_weapon.addele2) {
  806. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  807. continue;
  808. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  809. ((it.flag)&flag)&BF_RANGEMASK &&
  810. ((it.flag)&flag)&BF_SKILLMASK))
  811. continue;
  812. ele_fix += it.rate;
  813. }
  814. cardfix = cardfix * (100 + ele_fix) / 100;
  815. //}
  816. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  817. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  818. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  819. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  820. for (const auto &raceit : t_race2)
  821. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  822. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  823. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  824. }
  825. #ifndef RENEWAL
  826. 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]
  827. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  828. #endif
  829. }
  830. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  831. for (const auto &it : sd->right_weapon.add_dmg) {
  832. if (it.id == t_class) {
  833. cardfix = cardfix * (100 + it.val) / 100;
  834. break;
  835. }
  836. }
  837. if( left&1 ) {
  838. for (const auto &it : sd->left_weapon.add_dmg) {
  839. if (it.id == t_class) {
  840. cardfix_ = cardfix_ * (100 + it.val) / 100;
  841. break;
  842. }
  843. }
  844. }
  845. #ifndef RENEWAL
  846. if (flag & BF_SHORT)
  847. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  848. if( flag&BF_LONG )
  849. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  850. #endif
  851. if (left&1) {
  852. APPLY_CARDFIX(damage, cardfix_);
  853. } else {
  854. APPLY_CARDFIX(damage, cardfix);
  855. }
  856. }
  857. // Affected by target DEF bonuses
  858. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  859. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  860. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  861. for (const auto &it : tsd->subele2) {
  862. if (it.ele != ELE_ALL && it.ele != rh_ele)
  863. continue;
  864. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  865. ((it.flag)&flag)&BF_RANGEMASK &&
  866. ((it.flag)&flag)&BF_SKILLMASK))
  867. continue;
  868. ele_fix += it.rate;
  869. }
  870. cardfix = cardfix * (100 - ele_fix) / 100;
  871. if( left&1 && lh_ele != rh_ele ) {
  872. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  873. for (const auto &it : tsd->subele2) {
  874. if (it.ele != ELE_ALL && it.ele != lh_ele)
  875. continue;
  876. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  877. ((it.flag)&flag)&BF_RANGEMASK &&
  878. ((it.flag)&flag)&BF_SKILLMASK))
  879. continue;
  880. ele_fix_lh += it.rate;
  881. }
  882. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  883. }
  884. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  885. }
  886. int32 race_fix = 0;
  887. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  888. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  889. for (const auto &raceit : s_race2)
  890. race_fix += tsd->indexed_bonus.subrace2[raceit];
  891. cardfix = cardfix * (100 - race_fix) / 100;
  892. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  893. for (const auto &it : tsd->subrace3) {
  894. if (it.race != RC_ALL && it.race != sstatus->race)
  895. continue;
  896. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  897. ((it.flag)&flag)&BF_RANGEMASK &&
  898. ((it.flag)&flag)&BF_SKILLMASK))
  899. continue;
  900. race_fix += it.rate;
  901. }
  902. cardfix = cardfix * (100 - race_fix) / 100;
  903. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  904. for (const auto &it : tsd->add_def) {
  905. if (it.id == s_class) {
  906. cardfix = cardfix * (100 - it.val) / 100;
  907. break;
  908. }
  909. }
  910. if( flag&BF_SHORT )
  911. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  912. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  913. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  914. if( tsd->sc.getSCE(SC_DEF_RATE) )
  915. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_DEF_RATE)->val1) / 100;
  916. APPLY_CARDFIX(damage, cardfix);
  917. }
  918. break;
  919. case BF_MISC:
  920. // Affected by target DEF bonuses
  921. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  922. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  923. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  924. for (const auto &it : tsd->subele2) {
  925. if (it.ele != rh_ele)
  926. continue;
  927. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  928. ((it.flag)&flag)&BF_RANGEMASK &&
  929. ((it.flag)&flag)&BF_SKILLMASK))
  930. continue;
  931. ele_fix += it.rate;
  932. }
  933. if (s_defele != ELE_NONE)
  934. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  935. cardfix = cardfix * (100 - ele_fix) / 100;
  936. }
  937. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  938. for (const auto &it : tsd->subrace3) {
  939. if (it.race != RC_ALL && it.race != sstatus->race)
  940. continue;
  941. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  942. ((it.flag)&flag)&BF_RANGEMASK &&
  943. ((it.flag)&flag)&BF_SKILLMASK))
  944. continue;
  945. race_fix += it.rate;
  946. }
  947. cardfix = cardfix * (100 - race_fix) / 100;
  948. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  949. race_fix = 0;
  950. for (const auto &raceit : s_race2)
  951. race_fix += tsd->indexed_bonus.subrace2[raceit];
  952. cardfix = cardfix * (100 - race_fix) / 100;
  953. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  954. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  955. if( flag&BF_SHORT )
  956. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  957. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  958. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  959. APPLY_CARDFIX(damage, cardfix);
  960. }
  961. break;
  962. }
  963. #undef APPLY_CARDFIX
  964. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  965. }
  966. /**
  967. * Absorb damage based on criteria
  968. * @param bl
  969. * @param d Damage
  970. **/
  971. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  972. int64 dmg_ori = 0, dmg_new = 0;
  973. nullpo_retv(bl);
  974. nullpo_retv(d);
  975. if (!d->damage && !d->damage2)
  976. return;
  977. switch (bl->type) {
  978. case BL_PC:
  979. {
  980. map_session_data *sd = BL_CAST(BL_PC, bl);
  981. if (!sd)
  982. return;
  983. dmg_ori = dmg_new = d->damage + d->damage2;
  984. if (sd->bonus.absorb_dmg_maxhp) {
  985. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  986. if (dmg_ori > hp)
  987. dmg_new = dmg_ori - hp;
  988. }
  989. if (sd->bonus.absorb_dmg_maxhp2) {
  990. int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  991. if (dmg_ori > hp) {
  992. dmg_new = hp;
  993. }
  994. }
  995. }
  996. break;
  997. }
  998. if (dmg_ori == dmg_new)
  999. return;
  1000. if (!d->damage2)
  1001. d->damage = dmg_new;
  1002. else if (!d->damage)
  1003. d->damage2 = dmg_new;
  1004. else {
  1005. d->damage = dmg_new;
  1006. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  1007. if (d->damage2 < 1)
  1008. d->damage2 = 1;
  1009. d->damage = d->damage - d->damage2;
  1010. }
  1011. }
  1012. /**
  1013. * Check for active statuses that block damage
  1014. * @param src: Attacker
  1015. * @param target: Target of attack
  1016. * @param sc: Status Change data
  1017. * @param d: Damage data
  1018. * @param damage: Damage received as a reference
  1019. * @param skill_id: Skill ID
  1020. * @param skill_lv: Skill level
  1021. * @return True: Damage inflicted, False: Missed
  1022. **/
  1023. bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  1024. if (!src || !target || !sc || !d)
  1025. return true;
  1026. status_change_entry *sce;
  1027. int flag = d->flag;
  1028. // SC Types that must be first because they may or may not block damage
  1029. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  1030. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1031. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  1032. if (sce->val2 >= 0)
  1033. damage = 0;
  1034. else
  1035. damage = -sce->val2;
  1036. }
  1037. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1038. status_change_end(target, SC_KYRIE);
  1039. }
  1040. int element;
  1041. if (flag & BF_WEAPON) {
  1042. struct status_data *sstatus = status_get_status_data(src);
  1043. if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
  1044. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  1045. else
  1046. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  1047. } else if(flag & BF_MAGIC)
  1048. element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
  1049. else
  1050. element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
  1051. switch( element ){
  1052. case ELE_NEUTRAL:
  1053. if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
  1054. damage = 0;
  1055. return false;
  1056. }
  1057. break;
  1058. case ELE_WATER:
  1059. if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
  1060. damage = 0;
  1061. return false;
  1062. }
  1063. break;
  1064. case ELE_EARTH:
  1065. if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
  1066. damage = 0;
  1067. return false;
  1068. }
  1069. break;
  1070. case ELE_FIRE:
  1071. if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
  1072. damage = 0;
  1073. return false;
  1074. }
  1075. break;
  1076. case ELE_WIND:
  1077. if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
  1078. damage = 0;
  1079. return false;
  1080. }
  1081. break;
  1082. case ELE_DARK:
  1083. if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
  1084. damage = 0;
  1085. return false;
  1086. }
  1087. break;
  1088. case ELE_HOLY:
  1089. if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
  1090. damage = 0;
  1091. return false;
  1092. }
  1093. break;
  1094. case ELE_POISON:
  1095. if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
  1096. damage = 0;
  1097. return false;
  1098. }
  1099. break;
  1100. case ELE_GHOST:
  1101. if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
  1102. damage = 0;
  1103. return false;
  1104. }
  1105. break;
  1106. case ELE_UNDEAD:
  1107. if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
  1108. damage = 0;
  1109. return false;
  1110. }
  1111. break;
  1112. }
  1113. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1114. clif_specialeffect(target, EF_GUARD, AREA);
  1115. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1116. if (sce->val3 >= 0)
  1117. damage = 0;
  1118. else
  1119. damage = -sce->val3;
  1120. if (sce->val3 <= 0)
  1121. status_change_end(target, SC_P_ALTER);
  1122. }
  1123. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1124. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1125. if (sce->val2 >= 0)
  1126. damage = 0;
  1127. else
  1128. damage = -sce->val2;
  1129. if (sce->val2 <= 0)
  1130. status_change_end(target, SC_TUNAPARTY);
  1131. }
  1132. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1133. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1134. if (sce->val2 <= 0)
  1135. status_change_end(target, SC_DIMENSION1);
  1136. return false;
  1137. }
  1138. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1139. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1140. if (sce->val2 <= 0)
  1141. status_change_end(target, SC_DIMENSION2);
  1142. return false;
  1143. }
  1144. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1145. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1146. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1147. if (flag & BF_WEAPON) {
  1148. if (sce->val2 >= 0)
  1149. damage = 0;
  1150. else
  1151. damage = -sce->val2;
  1152. }
  1153. if (sce->val2 <= 0)
  1154. status_change_end(target, SC_GUARDIAN_S);
  1155. }
  1156. // Weapon Blocking can be triggered while the above statuses are active.
  1157. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1158. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1159. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1160. d->dmg_lv = ATK_BLOCK;
  1161. return false;
  1162. }
  1163. if (damage == 0)
  1164. return false;
  1165. // ATK_BLOCK Type
  1166. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1167. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1168. if (group) {
  1169. d->dmg_lv = ATK_BLOCK;
  1170. switch (sce->val2) {
  1171. case MG_SAFETYWALL:
  1172. if (--group->val2 <= 0) {
  1173. skill_delunitgroup(group);
  1174. break;
  1175. }
  1176. #ifdef RENEWAL
  1177. if (group->val3 - damage > 0)
  1178. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1179. else
  1180. skill_delunitgroup(group);
  1181. #endif
  1182. break;
  1183. case MH_STEINWAND:
  1184. if (--group->val2 <= 0) {
  1185. skill_delunitgroup(group);
  1186. break;
  1187. }
  1188. if (group->val3 - damage > 0)
  1189. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1190. else
  1191. skill_delunitgroup(group);
  1192. break;
  1193. }
  1194. return false;
  1195. }
  1196. status_change_end(target, SC_SAFETYWALL);
  1197. }
  1198. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1199. #ifdef RENEWAL
  1200. (sc->getSCE(SC_BASILICA_CELL)
  1201. #else
  1202. (sc->getSCE(SC_BASILICA)
  1203. #endif
  1204. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1205. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1206. sc->getSCE(SC__MANHOLE) ||
  1207. sc->getSCE(SC_KINGS_GRACE) ||
  1208. sc->getSCE(SC_GRAVITYCONTROL)
  1209. )
  1210. {
  1211. d->dmg_lv = ATK_BLOCK;
  1212. return false;
  1213. }
  1214. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1215. if (skill_id == MG_NAPALMBEAT ||
  1216. skill_id == MG_SOULSTRIKE ||
  1217. skill_id == WL_SOULEXPANSION ||
  1218. skill_id == AG_SOUL_VC_STRIKE ||
  1219. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1220. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1221. {
  1222. if (skill_id == WL_SOULEXPANSION)
  1223. damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
  1224. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1225. } else {
  1226. d->dmg_lv = ATK_BLOCK;
  1227. return false;
  1228. }
  1229. }
  1230. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1231. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1232. d->dmg_lv = ATK_BLOCK;
  1233. if (sce->val3 <= 0) { // Shield Down
  1234. sce->val2--;
  1235. if (sce->val2 > 0) {
  1236. clif_millenniumshield(target, sce->val2);
  1237. sce->val3 = 1000; // Next shield
  1238. } else
  1239. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1240. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1241. }
  1242. return false;
  1243. }
  1244. // ATK_MISS Type
  1245. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1246. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1247. block_list *d_bl;
  1248. int delay;
  1249. // different delay depending on skill level [celest]
  1250. if (sce->val1 <= 5)
  1251. delay = 300;
  1252. else if (sce->val1 > 5 && sce->val1 <= 9)
  1253. delay = 200;
  1254. else
  1255. delay = 100;
  1256. map_session_data *sd = map_id2sd(target->id);
  1257. if (sd && pc_issit(sd))
  1258. pc_setstand(sd, true);
  1259. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1260. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1261. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1262. check_distance_bl(target, d_bl, sce_d->val3))
  1263. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1264. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1265. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1266. d->dmg_lv = ATK_MISS;
  1267. return false;
  1268. } else {
  1269. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1270. unit_set_walkdelay(target, gettick(), delay, 1);
  1271. #ifdef RENEWAL
  1272. if (sc->getSCE(SC_SHRINK))
  1273. sc_start(target, src, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1274. #else
  1275. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1276. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1277. #endif
  1278. d->dmg_lv = ATK_MISS;
  1279. return false;
  1280. }
  1281. }
  1282. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1283. #ifndef RENEWAL
  1284. || skill_id == CR_ACIDDEMONSTRATION
  1285. #endif
  1286. )) {
  1287. d->dmg_lv = ATK_MISS;
  1288. return false;
  1289. }
  1290. // ATK_DEF Type
  1291. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1292. uint8 dir = map_calc_dir(target, src->x, src->y);
  1293. if (unit_movepos(target, src->x - dirx[dir], src->y - diry[dir], 1, 1)) {
  1294. clif_blown(target);
  1295. unit_setdir(target, dir);
  1296. }
  1297. d->dmg_lv = ATK_DEF;
  1298. status_change_end(target, SC_LIGHTNINGWALK);
  1299. return false;
  1300. }
  1301. // Other
  1302. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1303. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1304. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1305. return false;
  1306. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1307. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1308. if (skill_id == LK_PARRYING) {
  1309. unit_data *ud = unit_bl2ud(target);
  1310. if (ud != nullptr) // Delay the next attack
  1311. ud->attackabletime = gettick() + status_get_adelay(target);
  1312. }
  1313. return false;
  1314. }
  1315. if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1316. map_session_data *sd = map_id2sd(target->id);
  1317. if (sd && pc_issit(sd))
  1318. pc_setstand(sd, true); //Stand it to dodge.
  1319. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1320. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1321. return false;
  1322. }
  1323. if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1324. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1325. //Shouldn't end until Breaker's non-weapon part connects.
  1326. #ifndef RENEWAL
  1327. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1328. #endif
  1329. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1330. status_change_end(target, SC_KAUPE);
  1331. return false;
  1332. }
  1333. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1334. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1335. return false;
  1336. }
  1337. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1338. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1339. if (!status_isdead(src))
  1340. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1341. if (sce) {
  1342. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1343. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1344. }
  1345. //Both need to be consumed if they are active.
  1346. if (sce && --sce->val2 <= 0)
  1347. status_change_end(target, SC_UTSUSEMI);
  1348. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1349. status_change_end(target, SC_BUNSINJYUTSU);
  1350. return false;
  1351. }
  1352. if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
  1353. if (damage > 0 && (flag & sce->val2)) {
  1354. int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
  1355. if(flag & BF_WEAPON) {
  1356. clif_specialeffect_value(target, EF_HEAL, heal, AREA);
  1357. } else {
  1358. clif_specialeffect_value(target, 1143, heal, AREA);
  1359. }
  1360. clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
  1361. status_heal(target, damage, 0, 0);
  1362. damage = 0;
  1363. return false;
  1364. }
  1365. }
  1366. return true;
  1367. }
  1368. /**
  1369. * Check damage through status.
  1370. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1371. * After this we apply bg/gvg reduction
  1372. * @param src
  1373. * @param bl
  1374. * @param d
  1375. * @param damage
  1376. * @param skill_id
  1377. * @param skill_lv
  1378. * @return damage
  1379. */
  1380. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1381. {
  1382. map_session_data *sd = nullptr, *tsd = BL_CAST(BL_PC, src);
  1383. struct status_change_entry *sce;
  1384. int div_ = d->div_, flag = d->flag;
  1385. nullpo_ret(bl);
  1386. if( !damage )
  1387. return 0;
  1388. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1389. return 0;
  1390. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1391. && skill_get_casttype(skill_id) == CAST_GROUND )
  1392. return 0;
  1393. if (bl->type == BL_PC) {
  1394. sd=(map_session_data *)bl;
  1395. //Special no damage states
  1396. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1397. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1398. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1399. damage -= damage * sd->special_state.no_magic_damage / 100;
  1400. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1401. damage -= damage * sd->special_state.no_misc_damage / 100;
  1402. if(!damage)
  1403. return 0;
  1404. }
  1405. switch (skill_id) {
  1406. #ifndef RENEWAL
  1407. case PA_PRESSURE:
  1408. case HW_GRAVITATION:
  1409. #endif
  1410. case SP_SOULEXPLOSION:
  1411. // Adjust these based on any possible PK damage rates.
  1412. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1413. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1414. return damage; //These skills bypass everything else.
  1415. }
  1416. status_change* tsc = status_get_sc(bl); //check target status
  1417. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1418. // So can defense sphere's but what the heck is that??? [Rytech]
  1419. if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1420. // Adjust this based on any possible PK damage rates.
  1421. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1422. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1423. return damage;
  1424. }
  1425. if( tsc && tsc->count ) {
  1426. // Damage increasing effects
  1427. #ifdef RENEWAL // Flat +400% damage from melee
  1428. if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1429. damage *= 4;
  1430. #endif
  1431. if (tsc->getSCE(SC_GROUNDGRAVITY) && flag&(BF_MAGIC|BF_WEAPON))
  1432. damage += damage * 15 / 100;
  1433. if (tsc->getSCE(SC_SHIELDCHAINRUSH))
  1434. damage += damage / 10;
  1435. if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1436. if (src->type != BL_MER || !skill_id)
  1437. damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1438. #ifndef RENEWAL
  1439. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1440. #endif
  1441. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1442. }
  1443. #ifdef RENEWAL
  1444. if( tsc->getSCE(SC_RAID) ) {
  1445. if (status_get_class_(bl) == CLASS_BOSS)
  1446. damage += damage * 15 / 100;
  1447. else
  1448. damage += damage * 30 / 100;
  1449. }
  1450. #endif
  1451. if( damage ) {
  1452. if( tsc->getSCE(SC_DEEPSLEEP) ) {
  1453. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1454. status_change_end(bl,SC_DEEPSLEEP);
  1455. }
  1456. if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1457. switch(tsd->status.weapon) {
  1458. case W_MACE:
  1459. case W_2HMACE:
  1460. case W_1HAXE:
  1461. case W_2HAXE:
  1462. damage += damage / 2;
  1463. break;
  1464. case W_MUSICAL:
  1465. case W_WHIP:
  1466. if(!tsd->state.arrow_atk)
  1467. break;
  1468. [[fallthrough]];
  1469. case W_BOW:
  1470. case W_REVOLVER:
  1471. case W_RIFLE:
  1472. case W_GATLING:
  1473. case W_SHOTGUN:
  1474. case W_GRENADE:
  1475. case W_DAGGER:
  1476. case W_1HSWORD:
  1477. case W_2HSWORD:
  1478. damage -= damage / 2;
  1479. break;
  1480. }
  1481. }
  1482. if( tsc->getSCE(SC_VOICEOFSIREN) )
  1483. status_change_end(bl,SC_VOICEOFSIREN);
  1484. }
  1485. if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
  1486. damage *= 2;
  1487. if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1488. int bonus = tsc->getSCE(SC_DARKCROW)->val2;
  1489. if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1490. damage += damage * 666 / 100; //Custom value
  1491. if (status_get_class_(bl) == CLASS_BOSS)
  1492. bonus /= 2;
  1493. damage += damage * bonus / 100;
  1494. }
  1495. if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1496. damage += damage * 50 / 100;// Need official adjustment. [Rytech]
  1497. if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
  1498. damage += damage * 50 / 100;
  1499. }
  1500. if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1501. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1502. // Damage reductions
  1503. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1504. #ifndef RENEWAL
  1505. if( tsc->getSCE(SC_ASSUMPTIO) ) {
  1506. if( map_flag_vs(bl->m) )
  1507. damage = (int64)damage*2/3; //Receive 66% damage
  1508. else
  1509. damage /= 2; //Receive 50% damage
  1510. }
  1511. #endif
  1512. if (tsc->getSCE(SC_DEFENDER) &&
  1513. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1514. #ifdef RENEWAL
  1515. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1516. #else
  1517. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1518. #endif
  1519. damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
  1520. if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1521. damage -= damage * 20 / 100;
  1522. if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1523. if(flag&BF_SKILL) //25% reduction
  1524. damage -= damage * 25 / 100;
  1525. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1526. damage /= 4; //75% reduction
  1527. }
  1528. if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1529. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1530. if(tsc->getSCE(SC_ARMORCHANGE)) {
  1531. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1532. if(flag&BF_WEAPON)
  1533. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1534. else if(flag&BF_MAGIC)
  1535. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1536. }
  1537. if(tsc->getSCE(SC_SMOKEPOWDER)) {
  1538. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1539. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1540. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1541. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1542. }
  1543. if (tsc->getSCE(SC_WATER_BARRIER))
  1544. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1545. if (tsc->getSCE(SC_SU_STOOP))
  1546. damage -= damage * 90 / 100;
  1547. // Compressed code, fixed by map.hpp [Epoque]
  1548. if (src->type == BL_MOB) {
  1549. std::vector<e_race2> race2 = status_get_race2(src);
  1550. for (const auto &raceit : race2) {
  1551. switch (raceit) {
  1552. case RC2_MANUK:
  1553. if (sce = tsc->getSCE(SC_MANU_DEF))
  1554. damage -= damage * sce->val1 / 100;
  1555. break;
  1556. case RC2_SPLENDIDE:
  1557. if (sce = tsc->getSCE(SC_SPL_DEF))
  1558. damage -= damage * sce->val1 / 100;
  1559. break;
  1560. case RC2_OGH_ATK_DEF:
  1561. if (tsc->getSCE(SC_GLASTHEIM_DEF))
  1562. return 0;
  1563. break;
  1564. case RC2_OGH_HIDDEN:
  1565. if (sce = tsc->getSCE(SC_GLASTHEIM_HIDDEN))
  1566. damage -= damage * sce->val1 / 100;
  1567. break;
  1568. case RC2_BIO5_ACOLYTE_MERCHANT:
  1569. if (sce = tsc->getSCE(SC_LHZ_DUN_N1))
  1570. damage -= damage * sce->val2 / 100;
  1571. break;
  1572. case RC2_BIO5_MAGE_ARCHER:
  1573. if (sce = tsc->getSCE(SC_LHZ_DUN_N2))
  1574. damage -= damage * sce->val2 / 100;
  1575. break;
  1576. case RC2_BIO5_SWORDMAN_THIEF:
  1577. if (sce = tsc->getSCE(SC_LHZ_DUN_N3))
  1578. damage -= damage * sce->val2 / 100;
  1579. break;
  1580. case RC2_BIO5_MVP:
  1581. if (sce = tsc->getSCE(SC_LHZ_DUN_N4))
  1582. damage -= damage * sce->val2 / 100;
  1583. break;
  1584. }
  1585. }
  1586. }
  1587. if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1588. sce->val3&flag && sce->val4&flag)
  1589. damage /= tsc->getSCE(SC_ARMOR)->val2;
  1590. if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1591. #ifdef RENEWAL
  1592. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1593. #else
  1594. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1595. #endif
  1596. ) )
  1597. {
  1598. struct status_data *status = status_get_status_data(bl);
  1599. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1600. per /=20; //Uses 20% SP intervals.
  1601. //SP Cost: 1% + 0.5% per every 20% SP
  1602. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1603. status_change_end(bl, SC_ENERGYCOAT);
  1604. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1605. }
  1606. if(tsc->getSCE(SC_GRANITIC_ARMOR))
  1607. damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1608. if(tsc->getSCE(SC_PAIN_KILLER)) {
  1609. damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
  1610. damage = i64max(damage, 1);
  1611. }
  1612. if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1613. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1614. if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
  1615. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1616. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1617. else if (flag&(BF_WEAPON|BF_SHORT))
  1618. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1619. }
  1620. if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
  1621. if (flag&BF_WEAPON)
  1622. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1623. if (flag&BF_MAGIC)
  1624. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1625. }
  1626. #ifdef RENEWAL
  1627. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1628. if( tsc->getSCE(SC_STEELBODY) )
  1629. damage = damage > 10 ? damage / 10 : 1;
  1630. #endif
  1631. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1632. if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1633. status_change_end(bl, SC_BITE);
  1634. status_change_end(bl, SC_ANKLE);
  1635. status_change_end(bl, SC_ELECTRICSHOCKER);
  1636. }
  1637. if (!damage)
  1638. return 0;
  1639. if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1640. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1641. if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1642. int spheres = 5;
  1643. if( tsc->getSCE(SC_RAISINGDRAGON) )
  1644. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  1645. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1646. }
  1647. if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1648. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1649. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1650. hom_addspiritball(hd, 10);
  1651. }
  1652. if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
  1653. status_change_spread(bl, src);
  1654. } //End of target SC_ check
  1655. //SC effects from caster side.
  1656. status_change* sc = status_get_sc(src);
  1657. if (sc && sc->count) {
  1658. if (sc->getSCE(SC_BREAKINGLIMIT)) {
  1659. switch (skill_id) {
  1660. case HN_SHIELD_CHAIN_RUSH:
  1661. case HN_DOUBLEBOWLINGBASH:
  1662. damage += damage * 120 / 100;
  1663. break;
  1664. case HN_MEGA_SONIC_BLOW:
  1665. case HN_SPIRAL_PIERCE_MAX:
  1666. damage *= 2;
  1667. break;
  1668. }
  1669. }
  1670. if (sc->getSCE(SC_RULEBREAK)) {
  1671. switch (skill_id) {
  1672. case HN_METEOR_STORM_BUSTER:
  1673. case HN_GROUND_GRAVITATION:
  1674. damage += damage / 2;
  1675. break;
  1676. case HN_JUPITEL_THUNDER_STORM:
  1677. case HN_JACK_FROST_NOVA:
  1678. case HN_HELLS_DRIVE:
  1679. damage += damage * 70 / 100;
  1680. break;
  1681. case HN_NAPALM_VULCAN_STRIKE:
  1682. damage += damage * 40 / 100;
  1683. break;
  1684. }
  1685. }
  1686. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1687. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1688. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1689. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1690. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1691. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1692. // [Epoque]
  1693. if (bl->type == BL_MOB) {
  1694. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1695. std::vector<e_race2> race2 = status_get_race2(bl);
  1696. for (const auto &raceit : race2) {
  1697. switch (raceit) {
  1698. case RC2_MANUK:
  1699. if (sce = sc->getSCE(SC_MANU_ATK))
  1700. damage += damage * sce->val1 / 100;
  1701. break;
  1702. case RC2_SPLENDIDE:
  1703. if (sce = sc->getSCE(SC_SPL_ATK))
  1704. damage += damage * sce->val1 / 100;
  1705. break;
  1706. case RC2_OGH_ATK_DEF:
  1707. if (sc->getSCE(SC_GLASTHEIM_ATK))
  1708. damage *= 2;
  1709. break;
  1710. case RC2_BIO5_SWORDMAN_THIEF:
  1711. if (sce = sc->getSCE(SC_LHZ_DUN_N1))
  1712. damage += damage * sce->val1 / 100;
  1713. break;
  1714. case RC2_BIO5_ACOLYTE_MERCHANT:
  1715. if (sce = sc->getSCE(SC_LHZ_DUN_N2))
  1716. damage += damage * sce->val1 / 100;
  1717. break;
  1718. case RC2_BIO5_MAGE_ARCHER:
  1719. if (sce = sc->getSCE(SC_LHZ_DUN_N3))
  1720. damage += damage * sce->val1 / 100;
  1721. break;
  1722. case RC2_BIO5_MVP:
  1723. if (sce = sc->getSCE(SC_LHZ_DUN_N4))
  1724. damage += damage * sce->val1 / 100;
  1725. break;
  1726. }
  1727. }
  1728. }
  1729. }
  1730. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1731. damage += damage * 10 / 100;
  1732. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1733. sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
  1734. }
  1735. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1736. status_change_spread(src, bl);
  1737. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1738. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1739. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1740. }
  1741. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1742. damage += damage * sce->val1 / 100;
  1743. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1744. damage += damage * sce->val1 / 100;
  1745. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1746. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1747. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1748. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1749. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1750. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1751. clif_specialeffect(src, 1208, AREA);
  1752. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1753. }
  1754. }
  1755. } //End of caster SC_ check
  1756. //PK damage rates
  1757. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1758. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1759. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1760. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1761. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1762. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1763. )
  1764. damage = div_;
  1765. }
  1766. if (sd && pc_ismadogear(sd)) {
  1767. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1768. }
  1769. // Target status (again), required for RELIEVE
  1770. sc = status_get_sc(bl);
  1771. // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
  1772. if (sc && sc->count) {
  1773. if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
  1774. damage = i64max((damage - damage * sce->val2 / 100), 1);
  1775. }
  1776. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1777. mob_data *md = BL_CAST(BL_MOB, bl);
  1778. if (md && md->damagetaken != 100)
  1779. damage = i64max(damage * md->damagetaken / 100, 1);
  1780. }
  1781. if (tsc && tsc->count) {
  1782. if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1783. return 0;
  1784. }
  1785. return damage;
  1786. }
  1787. /**
  1788. * Determines whether battleground target can be hit
  1789. * @param src: Source of attack
  1790. * @param bl: Target of attack
  1791. * @param skill_id: Skill ID used
  1792. * @param flag: Special flags
  1793. * @return Can be hit (true) or can't be hit (false)
  1794. */
  1795. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1796. {
  1797. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1798. struct unit_data *ud = unit_bl2ud(bl);
  1799. if (ud && ud->immune_attack)
  1800. return false;
  1801. if (md && md->bg_id) {
  1802. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1803. return false;
  1804. if (src->type == BL_PC) {
  1805. map_session_data *sd = map_id2sd(src->id);
  1806. if (sd && sd->bg_id == md->bg_id)
  1807. return false;
  1808. }
  1809. }
  1810. return true;
  1811. }
  1812. /**
  1813. * Calculates BG related damage adjustments.
  1814. * @param src
  1815. * @param bl
  1816. * @param damage
  1817. * @param skill_id
  1818. * @param flag
  1819. * @return damage
  1820. * Credits:
  1821. * Original coder Skotlex
  1822. * Initial refactoring by Baalberith
  1823. * Refined and optimized by helvetica
  1824. */
  1825. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1826. {
  1827. if( !damage )
  1828. return 0;
  1829. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1830. return 0;
  1831. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1832. return damage; //skill that ignore bg map reduction
  1833. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1834. if( flag&BF_WEAPON )
  1835. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1836. if( flag&BF_MAGIC )
  1837. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1838. if( flag&BF_MISC )
  1839. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1840. } else { //Normal attacks get reductions based on range.
  1841. if( flag&BF_SHORT )
  1842. damage = damage * battle_config.bg_short_damage_rate / 100;
  1843. if( flag&BF_LONG )
  1844. damage = damage * battle_config.bg_long_damage_rate / 100;
  1845. }
  1846. damage = i64max(damage,1); //min 1 damage
  1847. return damage;
  1848. }
  1849. /**
  1850. * Determines whether target can be hit
  1851. * @param src
  1852. * @param bl
  1853. * @param skill_id
  1854. * @param flag
  1855. * @return Can be hit (true) or can't be hit (false)
  1856. */
  1857. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1858. {
  1859. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1860. struct unit_data *ud = unit_bl2ud(bl);
  1861. int class_ = status_get_class(bl);
  1862. if (ud && ud->immune_attack)
  1863. return false;
  1864. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1865. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1866. return false;
  1867. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1868. auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1869. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
  1870. return false;
  1871. if (g != nullptr) {
  1872. if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
  1873. return false; // [MouseJstr]
  1874. if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
  1875. return false;
  1876. }
  1877. }
  1878. }
  1879. return true;
  1880. }
  1881. /**
  1882. * Calculates GVG related damage adjustments.
  1883. * @param src
  1884. * @param bl
  1885. * @param damage
  1886. * @param skill_id
  1887. * @param flag
  1888. * @return damage
  1889. */
  1890. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1891. {
  1892. if (!damage) //No reductions to make.
  1893. return 0;
  1894. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1895. return 0;
  1896. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1897. return damage;
  1898. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1899. if (flag&BF_WEAPON)
  1900. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1901. if (flag&BF_MAGIC)
  1902. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1903. if (flag&BF_MISC)
  1904. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1905. } else { //Normal attacks get reductions based on range.
  1906. if (flag & BF_SHORT)
  1907. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1908. if (flag & BF_LONG)
  1909. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1910. }
  1911. damage = i64max(damage,1);
  1912. return damage;
  1913. }
  1914. /**
  1915. * Calculates PK related damage adjustments (between players only).
  1916. * @param src: Source object
  1917. * @param bl: Target object
  1918. * @param damage: Damage being done
  1919. * @param skill_id: Skill used
  1920. * @param flag: Battle flag type
  1921. * @return Modified damage
  1922. */
  1923. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
  1924. if (damage == 0) // No reductions to make.
  1925. return 0;
  1926. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1927. return damage;
  1928. if (src.type == BL_PC && bl.type == BL_PC) {
  1929. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1930. if (flag & BF_WEAPON)
  1931. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1932. if (flag & BF_MAGIC)
  1933. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1934. if (flag & BF_MISC)
  1935. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1936. } else { //Normal attacks get reductions based on range.
  1937. if (flag & BF_SHORT)
  1938. damage = damage * battle_config.pk_short_damage_rate / 100;
  1939. if (flag & BF_LONG)
  1940. damage = damage * battle_config.pk_long_damage_rate / 100;
  1941. }
  1942. }
  1943. return i64max(damage, 1);
  1944. }
  1945. /**
  1946. * HP/SP drain calculation
  1947. * @param damage Damage inflicted to the enemy
  1948. * @param rate Success chance 1000 = 100%
  1949. * @param per HP/SP drained
  1950. * @return diff
  1951. */
  1952. static int battle_calc_drain(int64 damage, int rate, int per)
  1953. {
  1954. int64 diff = 0;
  1955. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1956. diff = (damage * per) / 100;
  1957. if (diff == 0) {
  1958. if (per > 0)
  1959. diff = 1;
  1960. else
  1961. diff = -1;
  1962. }
  1963. }
  1964. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1965. }
  1966. /**
  1967. * Passive skill damage increases
  1968. * @param sd
  1969. * @param target
  1970. * @param dmg
  1971. * @param type
  1972. * @return damage
  1973. */
  1974. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1975. {
  1976. int64 damage;
  1977. struct status_data *status = status_get_status_data(target);
  1978. int weapon, skill;
  1979. #ifdef RENEWAL
  1980. damage = 0;
  1981. #else
  1982. damage = dmg;
  1983. #endif
  1984. nullpo_ret(sd);
  1985. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1986. target->type == BL_MOB && //This bonus doesn't work against players.
  1987. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1988. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1989. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1990. damage += (skill * 5);
  1991. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1992. damage += (skill * 10);
  1993. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1994. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1995. damage += (skill * 4);
  1996. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1997. damage += sd->status.str;
  1998. }
  1999. #ifdef RENEWAL
  2000. //Weapon Research bonus applies to all weapons
  2001. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2002. damage += (skill * 2);
  2003. #endif
  2004. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  2005. damage += 15 * skill + (skill > 4 ? 25 : 0);
  2006. // Kagerou/Oboro Spirit Charm bonus
  2007. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  2008. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  2009. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  2010. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  2011. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  2012. damage += damage * 30 / 100;
  2013. }
  2014. if(type == 0)
  2015. weapon = sd->weapontype1;
  2016. else
  2017. weapon = sd->weapontype2;
  2018. switch(weapon) {
  2019. case W_1HSWORD:
  2020. #ifdef RENEWAL
  2021. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2022. damage += (skill * 3);
  2023. #endif
  2024. case W_DAGGER:
  2025. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  2026. damage += (skill * 4);
  2027. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  2028. damage += skill * 10;
  2029. break;
  2030. case W_2HSWORD:
  2031. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  2032. damage += (skill * 4);
  2033. break;
  2034. case W_1HSPEAR:
  2035. case W_2HSPEAR:
  2036. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  2037. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  2038. damage += (skill * 4);
  2039. else
  2040. damage += (skill * 5);
  2041. // Increase damage by level of KN_SPEARMASTERY * 10
  2042. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  2043. damage += (skill * 10);
  2044. }
  2045. break;
  2046. case W_1HAXE:
  2047. case W_2HAXE:
  2048. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2049. damage += (skill * 3);
  2050. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2051. damage += (skill * 5);
  2052. break;
  2053. case W_MACE:
  2054. case W_2HMACE:
  2055. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  2056. damage += (skill * 3);
  2057. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2058. damage += (skill * 4);
  2059. break;
  2060. case W_FIST:
  2061. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  2062. damage += (skill * 10);
  2063. [[fallthrough]];
  2064. case W_KNUCKLE:
  2065. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  2066. damage += (skill * 3);
  2067. break;
  2068. case W_MUSICAL:
  2069. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  2070. damage += (skill * 3);
  2071. break;
  2072. case W_WHIP:
  2073. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  2074. damage += (skill * 3);
  2075. break;
  2076. case W_BOOK:
  2077. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  2078. damage += (skill * 3);
  2079. break;
  2080. case W_KATAR:
  2081. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  2082. damage += (skill * 3);
  2083. break;
  2084. }
  2085. return damage;
  2086. }
  2087. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  2088. * @param sd Player
  2089. * @param damage Current damage
  2090. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  2091. */
  2092. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int lr_type) {
  2093. if (!sd)
  2094. return;
  2095. //rodatazone says that Overrefine bonuses are part of baseatk
  2096. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  2097. if (lr_type == EQI_HAND_L) {
  2098. if (sd->left_weapon.overrefine)
  2099. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  2100. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  2101. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  2102. }
  2103. else if (lr_type == EQI_HAND_R) {
  2104. if (sd->right_weapon.overrefine)
  2105. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  2106. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  2107. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  2108. }
  2109. }
  2110. #ifdef RENEWAL
  2111. static int battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  2112. {
  2113. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  2114. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2115. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2116. }
  2117. /**
  2118. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  2119. * @param src Block list of attacker
  2120. * @param tstatus Target's status data
  2121. * @param wa Weapon attack data
  2122. * @param sd Player
  2123. * @return Base weapon damage
  2124. */
  2125. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
  2126. {
  2127. struct status_data *status = status_get_status_data(src);
  2128. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2129. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  2130. uint16 atkmax = atkmin;
  2131. int64 damage = atkmin;
  2132. bool weapon_perfection = false;
  2133. status_change *sc = status_get_sc(src);
  2134. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  2135. short base_stat;
  2136. switch (sd->status.weapon) {
  2137. case W_BOW:
  2138. case W_MUSICAL:
  2139. case W_WHIP:
  2140. case W_REVOLVER:
  2141. case W_RIFLE:
  2142. case W_GATLING:
  2143. case W_SHOTGUN:
  2144. case W_GRENADE:
  2145. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  2146. base_stat = status->str;
  2147. else
  2148. base_stat = status->dex;
  2149. break;
  2150. default:
  2151. base_stat = status->str;
  2152. break;
  2153. }
  2154. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2155. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2156. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  2157. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  2158. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2159. damage = atkmax;
  2160. else
  2161. damage = rnd_value(atkmin, atkmax);
  2162. }
  2163. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2164. weapon_perfection = true;
  2165. battle_add_weapon_damage(sd, &damage, type);
  2166. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2167. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2168. }
  2169. #endif
  2170. /*==========================================
  2171. * Calculates the standard damage of a normal attack assuming it hits
  2172. * This applies to pre-renewal and non-sd in renewal
  2173. *------------------------------------------
  2174. * Pass damage2 as nullptr to not calc it.
  2175. * Flag values (see e_base_damage_flag):
  2176. * &1 : Critical hit
  2177. * &2 : Arrow attack
  2178. * &4 : Skill is Magic Crasher
  2179. * &8 : Skip target size adjustment (Weapon Perfection)
  2180. * &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)
  2181. *
  2182. * Credits:
  2183. * Original coder Skotlex
  2184. * Initial refactoring by Baalberith
  2185. * Refined and optimized by helvetica
  2186. */
  2187. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, unsigned short t_size, int flag)
  2188. {
  2189. unsigned int atkmin = 0, atkmax = 0;
  2190. short type = 0;
  2191. int64 damage = 0;
  2192. map_session_data *sd = nullptr;
  2193. nullpo_retr(damage, src);
  2194. sd = BL_CAST(BL_PC, src);
  2195. if (!sd) { //Mobs/Pets
  2196. #ifndef RENEWAL
  2197. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2198. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2199. #endif
  2200. if(flag&BDMG_MAGIC) {
  2201. atkmin = status->matk_min;
  2202. atkmax = status->matk_max;
  2203. } else {
  2204. atkmin = wa->atk;
  2205. atkmax = wa->atk2;
  2206. }
  2207. if (atkmin > atkmax)
  2208. atkmin = atkmax;
  2209. } else { //PCs
  2210. atkmax = wa->atk;
  2211. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2212. if (!(flag&BDMG_CRIT) || (flag&BDMG_ARROW)) { //Normal attacks
  2213. atkmin = status->dex;
  2214. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2215. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2216. if (atkmin > atkmax)
  2217. atkmin = atkmax;
  2218. if(flag&BDMG_ARROW) { //Bows
  2219. atkmin = atkmin*atkmax/100;
  2220. if (atkmin > atkmax)
  2221. atkmax = atkmin;
  2222. }
  2223. }
  2224. }
  2225. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2226. atkmin = atkmax;
  2227. //Weapon Damage calculation
  2228. if (!(flag&BDMG_CRIT))
  2229. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2230. else
  2231. damage = atkmax;
  2232. if (sd) {
  2233. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2234. if (flag&BDMG_ARROW && sd->bonus.arrow_atk)
  2235. damage += ( (flag&BDMG_CRIT) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2236. // Size fix only for players
  2237. if (!(sd->special_state.no_sizefix || (flag&BDMG_NOSIZE)))
  2238. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2239. } else if (src->type == BL_ELEM) {
  2240. status_change *ele_sc = status_get_sc(src);
  2241. int ele_class = status_get_class(src);
  2242. if (ele_sc) {
  2243. switch (ele_class) {
  2244. case ELEMENTALID_AGNI_S:
  2245. case ELEMENTALID_AGNI_M:
  2246. case ELEMENTALID_AGNI_L:
  2247. case ELEMENTALID_ARDOR:
  2248. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2249. damage += damage * 20 / 100;
  2250. break;
  2251. case ELEMENTALID_AQUA_S:
  2252. case ELEMENTALID_AQUA_M:
  2253. case ELEMENTALID_AQUA_L:
  2254. case ELEMENTALID_DILUVIO:
  2255. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2256. damage += damage * 20 / 100;
  2257. break;
  2258. case ELEMENTALID_VENTUS_S:
  2259. case ELEMENTALID_VENTUS_M:
  2260. case ELEMENTALID_VENTUS_L:
  2261. case ELEMENTALID_PROCELLA:
  2262. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2263. damage += damage * 20 / 100;
  2264. break;
  2265. case ELEMENTALID_TERA_S:
  2266. case ELEMENTALID_TERA_M:
  2267. case ELEMENTALID_TERA_L:
  2268. case ELEMENTALID_TERREMOTUS:
  2269. case ELEMENTALID_SERPENS:
  2270. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2271. damage += damage * 20 / 100;
  2272. break;
  2273. }
  2274. }
  2275. }
  2276. //Finally, add baseatk
  2277. if(flag&BDMG_MAGIC)
  2278. damage += status->matk_min;
  2279. else
  2280. damage += status->batk;
  2281. if (sd)
  2282. battle_add_weapon_damage(sd, &damage, type);
  2283. #ifdef RENEWAL
  2284. if (flag&BDMG_CRIT)
  2285. damage = (damage * 14) / 10;
  2286. #endif
  2287. return damage;
  2288. }
  2289. /*==========================================
  2290. * Consumes ammo for the given skill.
  2291. *------------------------------------------
  2292. * Credits:
  2293. * Original coder Skotlex
  2294. * Initial refactoring by Baalberith
  2295. * Refined and optimized by helvetica
  2296. */
  2297. void battle_consume_ammo(map_session_data*sd, int skill, int lv)
  2298. {
  2299. int qty = 1;
  2300. if( sd == nullptr ){
  2301. return;
  2302. }
  2303. if (!battle_config.arrow_decrement)
  2304. return;
  2305. if (skill) {
  2306. qty = skill_get_ammo_qty(skill, lv);
  2307. if (!qty) qty = 1;
  2308. if( skill == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING ){
  2309. qty += 4;
  2310. }
  2311. }
  2312. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2313. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2314. sd->state.arrow_atk = 0;
  2315. }
  2316. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2317. {
  2318. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2319. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2320. return BF_SHORT;
  2321. switch (skill_id) {
  2322. case AC_SHOWER:
  2323. case AM_DEMONSTRATION:
  2324. // When monsters use Arrow Shower or Bomb, it is always short range
  2325. if (src->type == BL_MOB)
  2326. return BF_SHORT;
  2327. break;
  2328. #ifdef RENEWAL
  2329. case KN_BRANDISHSPEAR:
  2330. // Renewal changes to ranged physical damage
  2331. #endif
  2332. case SR_RAMPAGEBLASTER:
  2333. case BO_ACIDIFIED_ZONE_WATER_ATK:
  2334. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  2335. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  2336. case BO_ACIDIFIED_ZONE_WIND_ATK:
  2337. case NW_THE_VIGILANTE_AT_NIGHT:
  2338. return BF_LONG;
  2339. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2340. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2341. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2342. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2343. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2344. case MT_RUSH_QUAKE: // 9 cell cast range.
  2345. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2346. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
  2347. //case ABC_DEFT_STAB: // 2 cell cast range???
  2348. case NPC_MAXPAIN_ATK:
  2349. return BF_SHORT;
  2350. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2351. map_session_data *sd = BL_CAST(BL_PC, src);
  2352. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2353. return BF_LONG;
  2354. break;
  2355. }
  2356. case DK_HACKANDSLASHER:
  2357. case DK_HACKANDSLASHER_ATK: {
  2358. map_session_data* sd = BL_CAST( BL_PC, src );
  2359. if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
  2360. return BF_LONG;
  2361. }
  2362. break;
  2363. }
  2364. }
  2365. //Skill Range Criteria
  2366. if (battle_config.skillrange_by_distance &&
  2367. (src->type&battle_config.skillrange_by_distance)
  2368. ) { //based on distance between src/target [Skotlex]
  2369. if (check_distance_bl(src, target, 3))
  2370. return BF_SHORT;
  2371. return BF_LONG;
  2372. }
  2373. //based on used skill's range
  2374. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2375. return BF_SHORT;
  2376. return BF_LONG;
  2377. }
  2378. static int battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2379. {
  2380. if (sd->skillblown.empty())
  2381. return 0;
  2382. //Apply the bonus blewcount. [Skotlex]
  2383. for (const auto &it : sd->skillblown) {
  2384. if (it.id == skill_id)
  2385. return it.val;
  2386. }
  2387. return 0;
  2388. }
  2389. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2390. switch( bl->type ){
  2391. case BL_PC:
  2392. return SKILLDMG_PC;
  2393. case BL_MOB:
  2394. if( status_get_class_(bl) == CLASS_BOSS ){
  2395. return SKILLDMG_BOSS;
  2396. }else{
  2397. return SKILLDMG_MOB;
  2398. }
  2399. default:
  2400. return SKILLDMG_OTHER;
  2401. }
  2402. }
  2403. /**
  2404. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2405. * @param src
  2406. * @param target
  2407. * @param skill_id
  2408. * @return Skill damage rate
  2409. */
  2410. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2411. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2412. if (!skill || !skill->damage.map)
  2413. return 0;
  2414. s_skill_damage *damage = &skill->damage;
  2415. //check the adjustment works for specified type
  2416. if (!(damage->caster&src->type))
  2417. return 0;
  2418. map_data *mapdata = map_getmapdata(src->m);
  2419. if ((damage->map&1 && (!mapdata->getMapFlag(MF_PVP) && !mapdata_flag_gvg2(mapdata) && !mapdata->getMapFlag(MF_BATTLEGROUND) && !mapdata->getMapFlag(MF_SKILL_DAMAGE) && !mapdata->getMapFlag(MF_RESTRICTED))) ||
  2420. (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
  2421. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2422. (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  2423. (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
  2424. (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
  2425. {
  2426. return damage->rate[battle_skill_damage_type(target)];
  2427. }
  2428. return 0;
  2429. }
  2430. /**
  2431. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2432. * @param src
  2433. * @param target
  2434. * @param skill_id
  2435. * @return Skill damage rate
  2436. */
  2437. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2438. map_data *mapdata = map_getmapdata(src->m);
  2439. if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
  2440. return 0;
  2441. int rate = 0;
  2442. // Damage rate for all skills at this map
  2443. if (mapdata->damage_adjust.caster&src->type)
  2444. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2445. if (mapdata->skill_damage.empty())
  2446. return rate;
  2447. // Damage rate for specified skill at this map
  2448. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2449. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2450. }
  2451. return rate;
  2452. }
  2453. /**
  2454. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2455. * @param src
  2456. * @param target
  2457. * @param skill_id
  2458. * @return Total damage rate
  2459. */
  2460. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2461. nullpo_ret(src);
  2462. if (!target || !skill_id)
  2463. return 0;
  2464. skill_id = skill_dummy2skill_id(skill_id);
  2465. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2466. }
  2467. /**
  2468. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2469. * @param sd: Player who has Chorus skill active
  2470. * @return Bonus value based on party count
  2471. */
  2472. int battle_calc_chorusbonus(map_session_data *sd) {
  2473. #ifdef RENEWAL // No bonus in renewal
  2474. return 0;
  2475. #endif
  2476. int members = 0;
  2477. if (!sd || !sd->status.party_id)
  2478. return 0;
  2479. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2480. if (members < 3)
  2481. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2482. if (members > 7)
  2483. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2484. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2485. }
  2486. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2487. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2488. /*=======================================================
  2489. * Should infinite defense be applied on target? (plant)
  2490. *-------------------------------------------------------
  2491. * Credits:
  2492. * Original coder Skotlex
  2493. * Initial refactoring by Baalberith
  2494. * Refined and optimized by helvetica
  2495. * flag - see e_battle_flag
  2496. */
  2497. bool is_infinite_defense(struct block_list *target, int flag)
  2498. {
  2499. struct status_data *tstatus = status_get_status_data(target);
  2500. if(target->type == BL_SKILL) {
  2501. TBL_SKILL *su = ((TBL_SKILL*)target);
  2502. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2503. return true;
  2504. }
  2505. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2506. return true;
  2507. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2508. return true;
  2509. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2510. return true;
  2511. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2512. return true;
  2513. status_change* tsc = status_get_sc(target);
  2514. if (tsc && tsc->getSCE(SC_INVINCIBLE))
  2515. return true;
  2516. return false;
  2517. }
  2518. /*========================
  2519. * Is attack arrow based?
  2520. *------------------------
  2521. * Credits:
  2522. * Original coder Skotlex
  2523. * Initial refactoring by Baalberith
  2524. * Refined and optimized by helvetica
  2525. */
  2526. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2527. {
  2528. if(src != nullptr) {
  2529. struct status_data *sstatus = status_get_status_data(src);
  2530. map_session_data *sd = BL_CAST(BL_PC, src);
  2531. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3))
  2532. || skill_id == HT_FREEZINGTRAP || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2533. } else
  2534. return false;
  2535. }
  2536. /*=========================================
  2537. * Is attack right handed? By default yes.
  2538. *-----------------------------------------
  2539. * Credits:
  2540. * Original coder Skotlex
  2541. * Initial refactoring by Baalberith
  2542. * Refined and optimized by helvetica
  2543. */
  2544. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2545. {
  2546. if(src != nullptr) {
  2547. map_session_data *sd = BL_CAST(BL_PC, src);
  2548. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2549. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2550. return false;
  2551. }
  2552. return true;
  2553. }
  2554. /*=======================================
  2555. * Is attack left handed? By default no.
  2556. *---------------------------------------
  2557. * Credits:
  2558. * Original coder Skotlex
  2559. * Initial refactoring by Baalberith
  2560. * Refined and optimized by helvetica
  2561. */
  2562. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2563. {
  2564. if(src != nullptr) {
  2565. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2566. if(!skill_id) {
  2567. map_session_data *sd = BL_CAST(BL_PC, src);
  2568. if (sd) {
  2569. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2570. return true;
  2571. if (sd->status.weapon == W_KATAR)
  2572. return true;
  2573. }
  2574. struct status_data *sstatus = status_get_status_data(src);
  2575. if (sstatus->lhw.atk)
  2576. return true;
  2577. }
  2578. }
  2579. return false;
  2580. }
  2581. /*=============================
  2582. * Do we score a critical hit?
  2583. *-----------------------------
  2584. * Credits:
  2585. * Original coder Skotlex
  2586. * Initial refactoring by Baalberith
  2587. * Refined and optimized by helvetica
  2588. */
  2589. 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)
  2590. {
  2591. if (!first_call)
  2592. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2593. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2594. return true;
  2595. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2596. return false;
  2597. struct status_data *sstatus = status_get_status_data(src);
  2598. if( sstatus->cri )
  2599. {
  2600. map_session_data *sd = BL_CAST(BL_PC, src);
  2601. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2602. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2603. return false;
  2604. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2605. return false;
  2606. }
  2607. struct status_data *tstatus = status_get_status_data(target);
  2608. status_change *sc = status_get_sc(src);
  2609. status_change *tsc = status_get_sc(target);
  2610. map_session_data *tsd = BL_CAST(BL_PC, target);
  2611. short cri = sstatus->cri;
  2612. if (sd) {
  2613. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2614. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2615. cri += sd->bonus.arrow_cri;
  2616. cri += sd->bonus.critical_rangeatk;
  2617. }
  2618. }
  2619. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2620. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2621. //The official equation is *2, but that only applies when sd's do critical.
  2622. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2623. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2624. if( tsc && tsc->getSCE(SC_SLEEP) )
  2625. cri *= 2;
  2626. switch(skill_id) {
  2627. case 0:
  2628. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2629. break;
  2630. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2631. status_change_end(src, SC_AUTOCOUNTER);
  2632. [[fallthrough]];
  2633. case KN_AUTOCOUNTER:
  2634. if(battle_config.auto_counter_type &&
  2635. (battle_config.auto_counter_type&src->type))
  2636. return true;
  2637. else
  2638. cri *= 2;
  2639. break;
  2640. case SN_SHARPSHOOTING:
  2641. case MA_SHARPSHOOTING:
  2642. #ifdef RENEWAL
  2643. cri += 300; // !TODO: Confirm new bonus
  2644. #else
  2645. cri += 200;
  2646. #endif
  2647. break;
  2648. case NJ_KIRIKAGE:
  2649. cri += 250 + 50*skill_lv;
  2650. break;
  2651. #ifdef RENEWAL
  2652. case ASC_BREAKER:
  2653. #endif
  2654. case GC_CROSSIMPACT:
  2655. case SHC_SAVAGE_IMPACT:
  2656. case SHC_ETERNAL_SLASH:
  2657. case SHC_IMPACT_CRATER:
  2658. cri /= 2;
  2659. break;
  2660. case WH_GALESTORM:
  2661. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2662. return false;
  2663. break;
  2664. case NW_ONLY_ONE_BULLET:
  2665. case NW_SPIRAL_SHOOTING:
  2666. if( sd == nullptr || sd->weapontype1 != W_RIFLE ){
  2667. return false;
  2668. }
  2669. break;
  2670. case NW_MAGAZINE_FOR_ONE:
  2671. if( sd == nullptr || sd->weapontype1 != W_REVOLVER ){
  2672. return false;
  2673. }
  2674. break;
  2675. }
  2676. if(tsd && tsd->bonus.critical_def)
  2677. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2678. return (rnd()%1000 < cri);
  2679. }
  2680. return false;
  2681. }
  2682. /*==========================================================
  2683. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2684. *----------------------------------------------------------
  2685. * Credits:
  2686. * Original coder Skotlex
  2687. * Initial refactoring by Baalberith
  2688. * Refined and optimized by helvetica
  2689. */
  2690. 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)
  2691. {
  2692. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2693. return 2;
  2694. if(src != nullptr) {
  2695. map_session_data *sd = BL_CAST(BL_PC, src);
  2696. struct status_data *tstatus = status_get_status_data(target);
  2697. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2698. #ifndef RENEWAL
  2699. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2700. #endif
  2701. )
  2702. { //Elemental/Racial adjustments
  2703. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2704. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2705. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2706. )
  2707. if (weapon_position == EQI_HAND_R)
  2708. return 1;
  2709. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2710. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2711. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2712. )
  2713. { //Pass effect onto right hand if configured so. [Skotlex]
  2714. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2715. if (weapon_position == EQI_HAND_R)
  2716. return 1;
  2717. }
  2718. else if (weapon_position == EQI_HAND_L)
  2719. return 1;
  2720. }
  2721. }
  2722. }
  2723. return 0;
  2724. }
  2725. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2726. {
  2727. if (skill_id == 0) {
  2728. if (is_splash) {
  2729. std::bitset<NK_MAX> tmp_nk;
  2730. tmp_nk.set(NK_IGNOREATKCARD);
  2731. tmp_nk.set(NK_IGNOREFLEE);
  2732. return tmp_nk;
  2733. } else
  2734. return 0;
  2735. } else
  2736. return skill_db.find(skill_id)->nk;
  2737. }
  2738. /*=============================
  2739. * Checks if attack is hitting
  2740. *-----------------------------
  2741. * Credits:
  2742. * Original coder Skotlex
  2743. * Initial refactoring by Baalberith
  2744. * Refined and optimized by helvetica
  2745. */
  2746. 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)
  2747. {
  2748. struct status_data *sstatus = status_get_status_data(src);
  2749. struct status_data *tstatus = status_get_status_data(target);
  2750. status_change *sc = status_get_sc(src);
  2751. status_change *tsc = status_get_sc(target);
  2752. map_session_data *sd = BL_CAST(BL_PC, src);
  2753. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2754. short flee, hitrate;
  2755. if (!first_call)
  2756. return (wd->dmg_lv != ATK_FLEE);
  2757. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2758. return true;
  2759. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2760. return true;
  2761. else if (sc && sc->getSCE(SC_FUSION))
  2762. return true;
  2763. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2764. return true;
  2765. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2766. return true;
  2767. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2768. return true;
  2769. else if (nk[NK_IGNOREFLEE])
  2770. return true;
  2771. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2772. return false;
  2773. flee = tstatus->flee;
  2774. #ifdef RENEWAL
  2775. hitrate = 0; //Default hitrate
  2776. #else
  2777. hitrate = 80; //Default hitrate
  2778. #endif
  2779. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2780. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2781. if(attacker_count >= battle_config.agi_penalty_count) {
  2782. if (battle_config.agi_penalty_type == 1)
  2783. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2784. else //assume type 2: absolute reduction
  2785. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2786. if(flee < 1)
  2787. flee = 1;
  2788. }
  2789. }
  2790. hitrate += sstatus->hit - flee;
  2791. //Fogwall's hit penalty is only for normal ranged attacks.
  2792. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2793. hitrate -= 50;
  2794. if(sd && is_skill_using_arrow(src, skill_id))
  2795. hitrate += sd->bonus.arrow_hit;
  2796. #ifdef RENEWAL
  2797. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2798. hitrate += pc_checkskill(sd,AC_VULTURE);
  2799. #endif
  2800. if(skill_id) {
  2801. switch(skill_id) { //Hit skill modifiers
  2802. //It is proven that bonus is applied on final hitrate, not hit.
  2803. case SM_BASH:
  2804. case MS_BASH:
  2805. hitrate += hitrate * 5 * skill_lv / 100;
  2806. break;
  2807. case MS_MAGNUM:
  2808. case SM_MAGNUM:
  2809. hitrate += hitrate * 10 * skill_lv / 100;
  2810. break;
  2811. case KN_AUTOCOUNTER:
  2812. case NPC_WATERATTACK:
  2813. case NPC_GROUNDATTACK:
  2814. case NPC_FIREATTACK:
  2815. case NPC_WINDATTACK:
  2816. case NPC_POISONATTACK:
  2817. case NPC_HOLYATTACK:
  2818. case NPC_DARKNESSATTACK:
  2819. case NPC_TELEKINESISATTACK:
  2820. case NPC_UNDEADATTACK:
  2821. case NPC_CHANGEUNDEAD:
  2822. case NPC_EARTHQUAKE:
  2823. case NPC_POISON:
  2824. case NPC_BLINDATTACK:
  2825. case NPC_SILENCEATTACK:
  2826. case NPC_STUNATTACK:
  2827. case NPC_PETRIFYATTACK:
  2828. case NPC_CURSEATTACK:
  2829. case NPC_SLEEPATTACK:
  2830. case NPC_BLEEDING:
  2831. case NPC_BLEEDING2:
  2832. hitrate += hitrate * 20 / 100;
  2833. break;
  2834. case NPC_FIREBREATH:
  2835. case NPC_ICEBREATH:
  2836. case NPC_ICEBREATH2:
  2837. case NPC_THUNDERBREATH:
  2838. case NPC_ACIDBREATH:
  2839. case NPC_DARKNESSBREATH:
  2840. hitrate *= 2;
  2841. break;
  2842. case KN_PIERCE:
  2843. case ML_PIERCE:
  2844. hitrate += hitrate * 5 * skill_lv / 100;
  2845. break;
  2846. case AS_SONICBLOW:
  2847. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2848. #ifdef RENEWAL
  2849. hitrate += hitrate * 90 / 100;
  2850. #else
  2851. hitrate += hitrate * 50 / 100;
  2852. #endif
  2853. break;
  2854. #ifdef RENEWAL
  2855. case RG_BACKSTAP:
  2856. hitrate += skill_lv; // !TODO: What's the rate increase?
  2857. break;
  2858. #endif
  2859. case RK_SONICWAVE:
  2860. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2861. break;
  2862. case MC_CARTREVOLUTION:
  2863. case GN_CART_TORNADO:
  2864. case GN_CARTCANNON:
  2865. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2866. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2867. break;
  2868. case LG_BANISHINGPOINT:
  2869. hitrate += 5 * skill_lv;
  2870. break;
  2871. case GC_VENOMPRESSURE:
  2872. hitrate += 10 + 4 * skill_lv;
  2873. break;
  2874. case SC_FATALMENACE:
  2875. if (skill_lv < 6)
  2876. hitrate -= 35 - 5 * skill_lv;
  2877. else if (skill_lv > 6)
  2878. hitrate += 5 * skill_lv - 30;
  2879. break;
  2880. case RL_SLUGSHOT:
  2881. {
  2882. int8 dist = distance_bl(src, target);
  2883. if (dist > 3) {
  2884. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2885. // -10:-9:-8:-7:-6
  2886. dist -= 3;
  2887. hitrate -= ((11 - skill_lv) * dist);
  2888. }
  2889. }
  2890. break;
  2891. }
  2892. } 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]
  2893. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2894. if (sd) {
  2895. int skill = 0;
  2896. // Weaponry Research hidden bonus
  2897. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2898. hitrate += hitrate * ( 2 * skill ) / 100;
  2899. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2900. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2901. hitrate += 3 * skill;
  2902. }
  2903. if (sc) {
  2904. if (sc->getSCE(SC_MTF_ASPD))
  2905. hitrate += sc->getSCE(SC_MTF_ASPD)->val2;
  2906. if (sc->getSCE(SC_MTF_ASPD2))
  2907. hitrate += sc->getSCE(SC_MTF_ASPD2)->val2;
  2908. }
  2909. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2910. if(skill_id == PA_SHIELDCHAIN)
  2911. hitrate += 20; //Rapid Smiting gives a flat +20 hit after the hitrate was capped
  2912. return (rnd()%100 < hitrate);
  2913. }
  2914. /*==========================================
  2915. * If attack ignores def.
  2916. *------------------------------------------
  2917. * Credits:
  2918. * Original coder Skotlex
  2919. * Initial refactoring by Baalberith
  2920. * Refined and optimized by helvetica
  2921. */
  2922. 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)
  2923. {
  2924. struct status_data *tstatus = status_get_status_data(target);
  2925. status_change *sc = status_get_sc(src);
  2926. map_session_data *sd = BL_CAST(BL_PC, src);
  2927. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2928. #ifndef RENEWAL
  2929. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2930. return true;
  2931. else
  2932. #endif
  2933. if (sc && sc->getSCE(SC_FUSION))
  2934. return true;
  2935. if( sd != nullptr ){
  2936. switch( skill_id ){
  2937. case RK_WINDCUTTER:
  2938. if( sd->status.weapon == W_2HSWORD ){
  2939. return true;
  2940. }
  2941. break;
  2942. case NW_THE_VIGILANTE_AT_NIGHT:
  2943. if( sd->status.weapon == W_GATLING ){
  2944. return true;
  2945. }
  2946. break;
  2947. case NW_ONLY_ONE_BULLET:
  2948. if( sd->status.weapon == W_REVOLVER ){
  2949. return true;
  2950. }
  2951. break;
  2952. }
  2953. }
  2954. if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2955. { //Ignore Defense?
  2956. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2957. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2958. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2959. if (weapon_position == EQI_HAND_R)
  2960. return true;
  2961. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2962. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2963. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2964. {
  2965. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2966. if (weapon_position == EQI_HAND_R)
  2967. return true;
  2968. } else if (weapon_position == EQI_HAND_L)
  2969. return true;
  2970. }
  2971. }
  2972. return nk[NK_IGNOREDEFENSE] != 0;
  2973. }
  2974. /**
  2975. * This function lists which skills are unaffected by refine bonus, masteries, Star Crumbs and Spirit Spheres
  2976. * This function is also used to determine if atkpercent applies
  2977. * @param skill_id: Skill being used
  2978. * @param chk_flag: The bonus that is currently being checked for, see e_bonus_chk_flag
  2979. * @return true = bonus applies; false = bonus does not apply
  2980. */
  2981. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id, e_bonus_chk_flag chk_flag)
  2982. {
  2983. switch (skill_id) {
  2984. // PC skills that are unaffected
  2985. case PA_SHIELDCHAIN:
  2986. case CR_SHIELDBOOMERANG:
  2987. case AM_ACIDTERROR:
  2988. case MO_INVESTIGATE:
  2989. case MO_EXTREMITYFIST:
  2990. case PA_SACRIFICE:
  2991. case RK_DRAGONBREATH:
  2992. case RK_DRAGONBREATH_WATER:
  2993. case NC_SELFDESTRUCTION:
  2994. case LG_SHIELDPRESS:
  2995. case LG_EARTHDRIVE:
  2996. case NPC_DRAGONBREATH:
  2997. return false;
  2998. #ifndef RENEWAL
  2999. case LK_SPIRALPIERCE:
  3000. // In Pre-Renewal Spiral Pierce is influenced only by refine bonus and Star Crumbs for players
  3001. if (chk_flag != BCHK_REFINE && chk_flag != BCHK_STAR)
  3002. return false;
  3003. #endif
  3004. break;
  3005. }
  3006. return true;
  3007. }
  3008. #ifdef RENEWAL
  3009. /*========================================
  3010. * Calculate equipment ATK for renewal ATK
  3011. *----------------------------------------
  3012. * Credits:
  3013. * Original coder Skotlex
  3014. * Initial refactoring by Baalberith
  3015. * Refined and optimized by helvetica
  3016. */
  3017. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  3018. {
  3019. if(src != nullptr) {
  3020. int eatk = 0;
  3021. struct status_data *status = status_get_status_data(src);
  3022. map_session_data *sd = BL_CAST(BL_PC, src);
  3023. // Add arrow atk if using an applicable skill
  3024. if (sd != nullptr && is_skill_using_arrow(src, skill_id)) {
  3025. int16 ammo_idx = sd->equip_index[EQI_AMMO];
  3026. // Attack of cannon balls is not added to equip attack, it needs to be added by the skills that use them
  3027. if (ammo_idx >= 0 && sd->inventory_data[ammo_idx] != nullptr && sd->inventory_data[ammo_idx]->subtype != AMMO_CANNONBALL)
  3028. eatk += sd->bonus.arrow_atk;
  3029. }
  3030. return eatk + status->eatk;
  3031. }
  3032. return 0; // shouldn't happen but just in case
  3033. }
  3034. #endif
  3035. /*========================================
  3036. * Returns the element type of attack
  3037. *----------------------------------------
  3038. * Credits:
  3039. * Original coder Skotlex
  3040. * Initial refactoring by Baalberith
  3041. * Refined and optimized by helvetica
  3042. */
  3043. 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)
  3044. {
  3045. map_session_data *sd = BL_CAST(BL_PC, src);
  3046. status_change *sc = status_get_sc(src);
  3047. struct status_data *sstatus = status_get_status_data(src);
  3048. int element = skill_get_ele(skill_id, skill_lv);
  3049. //Take weapon's element
  3050. if( !skill_id || element == ELE_WEAPON ) {
  3051. if (weapon_position == EQI_HAND_R)
  3052. element = sstatus->rhw.ele;
  3053. else
  3054. element = sstatus->lhw.ele;
  3055. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  3056. element = sd->bonus.arrow_ele;
  3057. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3058. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3059. // on official endows override all other elements [helvetica]
  3060. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  3061. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  3062. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  3063. element = status_get_attack_sc_element(src,sc);
  3064. else if( element == ELE_RANDOM ) //Use random element
  3065. element = rnd()%ELE_ALL;
  3066. switch( skill_id ) {
  3067. case GS_GROUNDDRIFT:
  3068. element = wd->miscflag; //element comes in flag.
  3069. break;
  3070. case LK_SPIRALPIERCE:
  3071. if (!sd)
  3072. element = ELE_NEUTRAL; //forced neutral for monsters
  3073. break;
  3074. case RK_DRAGONBREATH:
  3075. if (sc) {
  3076. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  3077. element = ELE_DARK;
  3078. else if (sc->getSCE(SC_GIANTGROWTH))
  3079. element = ELE_HOLY;
  3080. }
  3081. break;
  3082. case RK_DRAGONBREATH_WATER:
  3083. if (sc) {
  3084. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  3085. element = ELE_NEUTRAL;
  3086. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  3087. element = ELE_GHOST;
  3088. }
  3089. break;
  3090. case LG_HESPERUSLIT:
  3091. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  3092. element = ELE_HOLY;
  3093. break;
  3094. case GN_CARTCANNON:
  3095. case NC_ARMSCANNON:
  3096. if (sd && sd->state.arrow_atk > 0)
  3097. element = sd->bonus.arrow_ele;
  3098. break;
  3099. case SJ_PROMINENCEKICK:
  3100. element = ELE_FIRE;
  3101. break;
  3102. case RL_H_MINE:
  3103. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  3104. element = ELE_FIRE;
  3105. break;
  3106. case NW_BASIC_GRENADE:
  3107. case NW_HASTY_FIRE_IN_THE_HOLE:
  3108. case NW_GRENADES_DROPPING:
  3109. case NW_MISSION_BOMBARD:
  3110. // Night Watch Grenade Fragment elementals affecting those skills.
  3111. if( sc != nullptr ){
  3112. if( sc->getSCE( SC_GRENADE_FRAGMENT_1 ) != nullptr ){
  3113. element = ELE_WATER;
  3114. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_2 ) != nullptr ){
  3115. element = ELE_WIND;
  3116. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_3 ) != nullptr ){
  3117. element = ELE_EARTH;
  3118. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_4 ) != nullptr ){
  3119. element = ELE_FIRE;
  3120. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_5 ) != nullptr ){
  3121. element = ELE_DARK;
  3122. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_6 ) != nullptr ){
  3123. element = ELE_HOLY;
  3124. }
  3125. }
  3126. break;
  3127. }
  3128. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  3129. element = ELE_HOLY;
  3130. // calc_flag means the element should be calculated for damage only
  3131. if (calc_for_damage_only)
  3132. return element;
  3133. #ifdef RENEWAL
  3134. if (skill_id == CR_SHIELDBOOMERANG)
  3135. element = ELE_NEUTRAL;
  3136. #endif
  3137. return element;
  3138. }
  3139. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3140. int element = skill_get_ele(skill_id, skill_lv);
  3141. map_session_data *sd = BL_CAST(BL_PC, src);
  3142. status_change *sc = status_get_sc(src);
  3143. struct status_data *sstatus = status_get_status_data(src);
  3144. if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  3145. element = sstatus->rhw.ele;
  3146. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3147. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3148. } else if (element == ELE_ENDOWED) //Use status element
  3149. element = status_get_attack_sc_element(src,status_get_sc(src));
  3150. else if (element == ELE_RANDOM) //Use random element
  3151. element = rnd()%ELE_ALL;
  3152. switch(skill_id) {
  3153. case NPC_EARTHQUAKE:
  3154. element = ELE_NEUTRAL;
  3155. break;
  3156. case WL_HELLINFERNO:
  3157. if (mflag & 2) { // ELE_DARK
  3158. element = ELE_DARK;
  3159. }
  3160. break;
  3161. case NPC_PSYCHIC_WAVE:
  3162. case SO_PSYCHIC_WAVE:
  3163. if( sc && sc->count ) {
  3164. static const std::vector<sc_type> types = {
  3165. SC_HEATER_OPTION,
  3166. SC_COOLER_OPTION,
  3167. SC_BLAST_OPTION,
  3168. SC_CURSED_SOIL_OPTION,
  3169. SC_FLAMETECHNIC_OPTION,
  3170. SC_COLD_FORCE_OPTION,
  3171. SC_GRACE_BREEZE_OPTION,
  3172. SC_EARTH_CARE_OPTION,
  3173. SC_DEEP_POISONING_OPTION
  3174. };
  3175. for( sc_type type : types ){
  3176. if( sc->getSCE( type ) ){
  3177. element = sc->getSCE( type )->val3;
  3178. break;
  3179. }
  3180. }
  3181. }
  3182. break;
  3183. case KO_KAIHOU:
  3184. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  3185. element = sd->spiritcharm_type;
  3186. break;
  3187. case AB_ADORAMUS:
  3188. if (sc && sc->getSCE(SC_ANCILLA))
  3189. element = ELE_NEUTRAL;
  3190. break;
  3191. case LG_RAYOFGENESIS:
  3192. if (sc && sc->getSCE(SC_INSPIRATION))
  3193. element = ELE_NEUTRAL;
  3194. break;
  3195. case WM_REVERBERATION:
  3196. case TR_METALIC_FURY:
  3197. case TR_SOUNDBLEND:
  3198. if (sd)
  3199. element = sd->bonus.arrow_ele;
  3200. break;
  3201. }
  3202. return element;
  3203. }
  3204. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3205. int element = skill_get_ele(skill_id, skill_lv);
  3206. if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3207. element = ELE_NEUTRAL;
  3208. else if (element == ELE_RANDOM) //Use random element
  3209. element = rnd()%ELE_ALL;
  3210. return element;
  3211. }
  3212. #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);
  3213. #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);
  3214. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  3215. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  3216. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3217. #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);
  3218. #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);
  3219. //Adds an absolute value to damage. 100 = +100 damage
  3220. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  3221. #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);
  3222. #ifdef RENEWAL
  3223. #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);
  3224. #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);
  3225. #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);
  3226. #else
  3227. #define RE_ALLATK_ADD(wd, a) {;}
  3228. #define RE_ALLATK_RATE(wd, a) {;}
  3229. #define RE_ALLATK_ADDRATE(wd, a) {;}
  3230. #endif
  3231. /**
  3232. * Cap both damage and basedamage of damage struct to a minimum value
  3233. * @param wd: Weapon damage structure
  3234. * @param src: Source of the attack
  3235. * @param skill_id: Skill ID of the skill used by source
  3236. * @param min: Minimum value to which damage should be capped
  3237. */
  3238. static void battle_min_damage(struct Damage &wd, struct block_list &src, uint16 skill_id, int64 min) {
  3239. if (is_attack_right_handed(&src, skill_id)) {
  3240. wd.damage = cap_value(wd.damage, min, INT64_MAX);
  3241. #ifndef RENEWAL
  3242. wd.basedamage = cap_value(wd.basedamage, min, INT64_MAX);
  3243. #endif
  3244. }
  3245. // Left-hand damage is always capped to 0
  3246. if (is_attack_left_handed(&src, skill_id)) {
  3247. wd.damage2 = cap_value(wd.damage2, 0, INT64_MAX);
  3248. }
  3249. }
  3250. /**
  3251. * Returns the bonus damage granted by Spirit Spheres
  3252. * As we delete the spheres before calculating the damage, we need some kind of logic to figure out how many were available
  3253. * Each skill handles this in its own way, this function handles the different cases
  3254. * @param wd: Weapon damage structure
  3255. * @param src: Source of the attack
  3256. * @param skill_id: Skill ID of the skill used by source
  3257. * @param min: Minimum value to which damage should be capped
  3258. */
  3259. static int battle_get_spiritball_damage(struct Damage& wd, struct block_list& src, uint16 skill_id) {
  3260. map_session_data* sd = BL_CAST(BL_PC, &src);
  3261. // Return 0 for non-players
  3262. if (!sd)
  3263. return 0;
  3264. int damage = 0;
  3265. switch (skill_id) {
  3266. case MO_INVESTIGATE:
  3267. #ifndef RENEWAL
  3268. case MO_FINGEROFFENSIVE:
  3269. #endif
  3270. // These skills used as many spheres as they do hits
  3271. damage = (wd.div_ + sd->spiritball) * 3;
  3272. break;
  3273. case MO_EXTREMITYFIST:
  3274. // These skills store the number of spheres the player had before cast
  3275. damage = sd->spiritball_old * 3;
  3276. break;
  3277. default:
  3278. // Any skills that do not consume spheres or do not care
  3279. damage = sd->spiritball * 3;
  3280. break;
  3281. }
  3282. return damage;
  3283. }
  3284. /*========================================
  3285. * Do element damage modifier calculation
  3286. *----------------------------------------
  3287. * Credits:
  3288. * Original coder Skotlex
  3289. * Initial refactoring by Baalberith
  3290. * Refined and optimized by helvetica
  3291. */
  3292. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3293. {
  3294. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3295. map_session_data* sd = BL_CAST(BL_PC, src);
  3296. status_change* sc = status_get_sc(src);
  3297. struct status_data* sstatus = status_get_status_data(src);
  3298. struct status_data* tstatus = status_get_status_data(target);
  3299. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  3300. // Elemental attribute fix
  3301. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  3302. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  3303. switch (skill_id) {
  3304. case PA_SACRIFICE:
  3305. case RK_DRAGONBREATH:
  3306. case RK_DRAGONBREATH_WATER:
  3307. case NC_SELFDESTRUCTION:
  3308. case HFLI_SBR44:
  3309. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3310. if (is_attack_left_handed(src, skill_id))
  3311. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3312. break;
  3313. default:
  3314. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  3315. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  3316. #ifdef RENEWAL
  3317. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  3318. #endif
  3319. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3320. if (is_attack_left_handed(src, skill_id))
  3321. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3322. #ifdef RENEWAL
  3323. }
  3324. #endif
  3325. break;
  3326. }
  3327. // Forced to neutral skills [helvetica]
  3328. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  3329. switch (skill_id) {
  3330. #ifdef RENEWAL
  3331. case MO_INVESTIGATE:
  3332. case CR_SHIELDBOOMERANG:
  3333. case PA_SHIELDCHAIN:
  3334. #endif
  3335. case MC_CARTREVOLUTION:
  3336. case HW_MAGICCRASHER:
  3337. case SR_FALLENEMPIRE:
  3338. case SR_CRESCENTELBOW_AUTOSPELL:
  3339. case SR_GATEOFHELL:
  3340. case GN_FIRE_EXPANSION_ACID:
  3341. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3342. if (is_attack_left_handed(src, skill_id))
  3343. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3344. break;
  3345. }
  3346. }
  3347. #ifndef RENEWAL
  3348. // These mastery bonuses are non-elemental and should apply even if the attack misses
  3349. // They are still increased by the EDP/Magnum Break bonus damage (WATK_ELEMENT)
  3350. // In renewal these bonuses do not apply when the attack misses
  3351. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_STAR)) {
  3352. // Star Crumb bonus damage
  3353. ATK_ADD2(wd->damage, wd->damage2, sd->right_weapon.star, sd->left_weapon.star);
  3354. }
  3355. // Check if general mastery bonuses apply (above check is only for Star Crumb)
  3356. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL)) {
  3357. // Spirit Sphere bonus damage
  3358. ATK_ADD(wd->damage, wd->damage2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3359. // Skill-specific bonuses
  3360. switch(skill_id) {
  3361. case TF_POISON:
  3362. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv);
  3363. // Envenom applies the attribute table to the base damage and then again to the final damage
  3364. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv, 1);
  3365. break;
  3366. case NJ_SYURIKEN:
  3367. ATK_ADD(wd->damage, wd->damage2, 4 * skill_lv);
  3368. if (sd) {
  3369. ATK_ADD(wd->damage, wd->damage2, 3 * pc_checkskill(sd, NJ_TOBIDOUGU));
  3370. ATK_ADD(wd->damage, wd->damage2, sd->bonus.arrow_atk);
  3371. }
  3372. // Applies attribute table on neutral element to the final damage
  3373. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3374. break;
  3375. case NJ_KUNAI:
  3376. if (sd) {
  3377. ATK_ADD(wd->damage, wd->damage2, 3 * sd->bonus.arrow_atk);
  3378. }
  3379. // Applies attribute table on neutral element to the final damage
  3380. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv, 1);
  3381. break;
  3382. }
  3383. }
  3384. // These bonuses do not apply to skills that ignore +% damage cards
  3385. // If damage was reduced below 0 and was not increased again to a positive value through mastery bonuses, these bonuses are ignored
  3386. // Any of these are only applied to your right hand weapon in pre-renewal
  3387. if (!nk[NK_IGNOREELEMENT] && !nk[NK_IGNOREATKCARD] && (wd->damage > 0 || wd->damage2 > 0) && sc) {
  3388. // EDP bonus damage
  3389. // This has to be applied after mastery bonuses but still before the elemental extra damage
  3390. if (sc->getSCE(SC_EDP))
  3391. wd->damage += (wd->damage * sc->getSCE(SC_EDP)->val3) / 100;
  3392. // This adds a percentual damage bonus based on the damage you would deal with a normal attack
  3393. // Applies only to player damage; monsters and mercenaries don't get this damage boost
  3394. if (sd && sc->getSCE(SC_WATK_ELEMENT)) {
  3395. // Pretend the normal attack was of the element stored in the status change
  3396. wd->basedamage = battle_attr_fix(src, target, wd->basedamage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv, 1);
  3397. // Star Crumb bonus damage
  3398. wd->basedamage += sd->right_weapon.star;
  3399. // Spirit Sphere bonus damage
  3400. wd->basedamage += battle_get_spiritball_damage(*wd, *src, skill_id);
  3401. // Add percent of the base damage to the damage
  3402. wd->damage += (wd->basedamage * sc->getSCE(SC_WATK_ELEMENT)->val2) / 100;
  3403. }
  3404. }
  3405. #endif
  3406. // Cap damage to 0
  3407. if (battle_config.attr_recover == 0)
  3408. battle_min_damage(*wd, *src, skill_id, 0);
  3409. }
  3410. /*==================================
  3411. * Calculate weapon mastery damages
  3412. *----------------------------------
  3413. * Credits:
  3414. * Original coder Skotlex
  3415. * Initial refactoring by Baalberith
  3416. * Refined and optimized by helvetica
  3417. */
  3418. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3419. {
  3420. map_session_data *sd = BL_CAST(BL_PC, src);
  3421. status_change *sc = status_get_sc(src);
  3422. struct status_data *sstatus = status_get_status_data(src);
  3423. int t_class = status_get_class(target);
  3424. #ifndef RENEWAL
  3425. if (sd) {
  3426. wd->basedamage = battle_addmastery(sd, target, wd->basedamage, 0);
  3427. }
  3428. #endif
  3429. // Check if mastery damage applies to current skill
  3430. if (sd && battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  3431. { //Add mastery damage
  3432. uint16 skill;
  3433. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3434. #ifdef RENEWAL
  3435. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3436. #endif
  3437. if (is_attack_left_handed(src, skill_id)) {
  3438. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3439. #ifdef RENEWAL
  3440. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3441. #endif
  3442. }
  3443. #ifdef RENEWAL
  3444. //General skill masteries
  3445. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3446. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3447. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3448. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3449. // Star Crumb bonus damage
  3450. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, sd->right_weapon.star, sd->left_weapon.star);
  3451. // Spirit Sphere bonus damage
  3452. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_get_spiritball_damage(*wd, *src, skill_id));
  3453. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  3454. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3455. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3456. }
  3457. #endif
  3458. switch(skill_id) {
  3459. case RA_WUGDASH:
  3460. case RA_WUGSTRIKE:
  3461. case RA_WUGBITE:
  3462. if (sd) {
  3463. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3464. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3465. #ifdef RENEWAL
  3466. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3467. #endif
  3468. }
  3469. break;
  3470. #ifdef RENEWAL
  3471. case GN_CARTCANNON:
  3472. case NC_ARMSCANNON:
  3473. // Arrow attack of these skills is not influenced by P.ATK so we add it as mastery attack
  3474. if (sd != nullptr) {
  3475. struct status_data* tstatus = status_get_status_data(target);
  3476. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, battle_attr_fix(src, target, sd->bonus.arrow_atk, sd->bonus.arrow_ele, tstatus->def_ele, tstatus->ele_lv));
  3477. }
  3478. break;
  3479. #endif
  3480. }
  3481. if (sc) { // Status change considered as masteries
  3482. #ifdef RENEWAL
  3483. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3484. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3485. #endif
  3486. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3487. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3488. #ifdef RENEWAL
  3489. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3490. #endif
  3491. }
  3492. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3493. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3494. #ifdef RENEWAL
  3495. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3496. #endif
  3497. }
  3498. if (sc->getSCE(SC_P_ALTER)) {
  3499. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3500. #ifdef RENEWAL
  3501. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3502. #endif
  3503. }
  3504. }
  3505. }
  3506. }
  3507. #ifdef RENEWAL
  3508. /*=========================================
  3509. * Calculate the various Renewal ATK parts
  3510. *-----------------------------------------
  3511. * Credits:
  3512. * Original coder Skotlex
  3513. * Initial refactoring by Baalberith
  3514. * Refined and optimized by helvetica
  3515. */
  3516. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3517. {
  3518. struct status_data *sstatus = status_get_status_data(src);
  3519. struct status_data *tstatus = status_get_status_data(target);
  3520. map_session_data *sd = BL_CAST(BL_PC, src);
  3521. bool critical = false;
  3522. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3523. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3524. wd->statusAtk += sstatus->batk;
  3525. wd->statusAtk2 += sstatus->batk;
  3526. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3527. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3528. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3529. } else { // status atk is considered neutral on normal attacks [helvetica]
  3530. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3531. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3532. }
  3533. // Right-hand status attack is doubled after elemental adjustments
  3534. wd->statusAtk *= 2;
  3535. // Check critical
  3536. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3537. critical = true;
  3538. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3539. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3540. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3541. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3542. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3543. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3544. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3545. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3546. wd->weaponAtk += bonus_atk;
  3547. wd->weaponAtk2 += bonus_atk2;
  3548. }
  3549. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3550. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3551. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3552. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3553. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3554. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3555. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3556. if (sd && sd->bonus.atk_rate) {
  3557. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3558. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3559. }
  3560. //Mastery ATK is a special kind of ATK that has no elemental properties
  3561. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3562. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3563. wd->damage = 0;
  3564. wd->damage2 = 0;
  3565. }
  3566. #endif
  3567. /*==========================================================
  3568. * Calculate basic ATK that goes into the skill ATK formula
  3569. *----------------------------------------------------------
  3570. * Credits:
  3571. * Original coder Skotlex
  3572. * Initial refactoring by Baalberith
  3573. * Refined and optimized by helvetica
  3574. */
  3575. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3576. {
  3577. status_change *sc = status_get_sc(src);
  3578. struct status_data *sstatus = status_get_status_data(src);
  3579. struct status_data *tstatus = status_get_status_data(target);
  3580. map_session_data *sd = BL_CAST(BL_PC, src);
  3581. map_session_data *tsd = BL_CAST(BL_PC, target);
  3582. uint16 bflag = BDMG_NONE;
  3583. #ifndef RENEWAL
  3584. uint16 i;
  3585. #endif
  3586. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3587. switch (skill_id) { //Calc base damage according to skill
  3588. case PA_SACRIFICE:
  3589. wd->damage = sstatus->max_hp* 9/100;
  3590. wd->damage2 = 0;
  3591. #ifdef RENEWAL
  3592. wd->weaponAtk = wd->damage;
  3593. wd->weaponAtk2 = wd->damage2;
  3594. #endif
  3595. break;
  3596. #ifdef RENEWAL
  3597. case LK_SPIRALPIERCE:
  3598. case ML_SPIRALPIERCE:
  3599. if (sd) {
  3600. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3601. // Officially statusAtk + weaponAtk + equipAtk make base attack
  3602. // We simulate this here by adding them all into equip attack
  3603. ATK_ADD2(wd->equipAtk, wd->equipAtk2, wd->statusAtk + wd->weaponAtk, wd->statusAtk2 + wd->weaponAtk2);
  3604. // Set statusAtk and weaponAtk to 0
  3605. ATK_RATE(wd->statusAtk, wd->statusAtk2, 0);
  3606. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 0);
  3607. // Add weight
  3608. short index = sd->equip_index[EQI_HAND_R];
  3609. if (index >= 0 &&
  3610. sd->inventory_data[index] &&
  3611. sd->inventory_data[index]->type == IT_WEAPON)
  3612. wd->equipAtk += sd->inventory_data[index]->weight / 10;
  3613. // 70% damage modifier is applied to base attack + weight
  3614. ATK_RATE(wd->equipAtk, wd->equipAtk2, 70);
  3615. // Additional skill-specific size fix
  3616. switch (tstatus->size) {
  3617. case SZ_SMALL: //Small: 130%
  3618. ATK_RATE(wd->equipAtk, wd->equipAtk2, 130);
  3619. break;
  3620. case SZ_MEDIUM: //Medium: 115%
  3621. ATK_RATE(wd->equipAtk, wd->equipAtk2, 115);
  3622. break;
  3623. //case SZ_BIG: //Large: 100%
  3624. }
  3625. } else {
  3626. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3627. }
  3628. #else
  3629. case NJ_ISSEN:
  3630. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3631. wd->damage2 = 0;
  3632. break;
  3633. case LK_SPIRALPIERCE:
  3634. case ML_SPIRALPIERCE:
  3635. if (sd) {
  3636. short index = sd->equip_index[EQI_HAND_R];
  3637. if (index >= 0 &&
  3638. sd->inventory_data[index] &&
  3639. sd->inventory_data[index]->type == IT_WEAPON)
  3640. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3641. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3642. } else {
  3643. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3644. }
  3645. i = sstatus->str/10;
  3646. i*=i;
  3647. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3648. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3649. case SZ_SMALL: //Small: 125%
  3650. ATK_RATE(wd->damage, wd->damage2, 125);
  3651. break;
  3652. //case SZ_MEDIUM: //Medium: 100%
  3653. case SZ_BIG: //Large: 75%
  3654. ATK_RATE(wd->damage, wd->damage2, 75);
  3655. break;
  3656. }
  3657. #endif
  3658. break;
  3659. case CR_SHIELDBOOMERANG:
  3660. case PA_SHIELDCHAIN:
  3661. wd->damage = sstatus->batk;
  3662. if (sd) {
  3663. short index = sd->equip_index[EQI_HAND_L];
  3664. //Base damage of shield skills is [batk + 4*refine + weight]
  3665. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3666. ATK_ADD(wd->damage, wd->damage2, 4 * sd->inventory.u.items_inventory[index].refine);
  3667. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3668. #ifdef RENEWAL
  3669. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, 4 * sd->inventory.u.items_inventory[index].refine);
  3670. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3671. #endif
  3672. }
  3673. #ifndef RENEWAL
  3674. // Shield Boomerang and Rapid Smiting calculate DEF before the skill ratio
  3675. battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  3676. #endif
  3677. } else
  3678. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3679. break;
  3680. case RK_DRAGONBREATH:
  3681. case RK_DRAGONBREATH_WATER:
  3682. {
  3683. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3684. if(status_get_lv(src) > 100)
  3685. damagevalue = damagevalue * status_get_lv(src) / 100;
  3686. if(sd) {
  3687. if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
  3688. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
  3689. } else {
  3690. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
  3691. }
  3692. }
  3693. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  3694. damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
  3695. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3696. #ifdef RENEWAL
  3697. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3698. #endif
  3699. wd->flag |= BF_LONG;
  3700. }
  3701. break;
  3702. case NC_SELFDESTRUCTION: {
  3703. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3704. if(status_get_lv(src) > 100)
  3705. damagevalue = damagevalue * status_get_lv(src) / 100;
  3706. damagevalue = damagevalue + sstatus->hp;
  3707. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3708. #ifdef RENEWAL
  3709. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3710. #endif
  3711. }
  3712. break;
  3713. case KO_HAPPOKUNAI:
  3714. if(sd) {
  3715. short index = sd->equip_index[EQI_AMMO];
  3716. int damagevalue = 3 * (
  3717. #ifdef RENEWAL
  3718. 2 *
  3719. #endif
  3720. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3721. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3722. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3723. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3724. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3725. #ifdef RENEWAL
  3726. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3727. #endif
  3728. } else
  3729. ATK_ADD(wd->damage, wd->damage2, 5000);
  3730. break;
  3731. case HFLI_SBR44: //[orn]
  3732. if(src->type == BL_HOM)
  3733. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3734. break;
  3735. default:
  3736. // Flags that apply to both pre-renewal and renewal
  3737. bflag = BDMG_NONE;
  3738. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) bflag |= BDMG_CRIT;
  3739. if (!skill_id && sc && sc->getSCE(SC_CHANGE)) bflag |= BDMG_MAGIC;
  3740. #ifdef RENEWAL
  3741. if (sd)
  3742. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3743. else {
  3744. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3745. if (is_attack_left_handed(src, skill_id))
  3746. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3747. }
  3748. #else
  3749. // Pre-renewal exclusive flags
  3750. if (skill_id == HW_MAGICCRASHER) bflag |= BDMG_MAGIC;
  3751. if (sc && sc->getSCE(SC_WEAPONPERFECTION)) bflag |= BDMG_NOSIZE;
  3752. if (is_skill_using_arrow(src, skill_id) && sd) {
  3753. switch(sd->status.weapon) {
  3754. case W_BOW:
  3755. bflag |= BDMG_ARROW;
  3756. break;
  3757. case W_REVOLVER:
  3758. case W_RIFLE:
  3759. case W_GATLING:
  3760. case W_SHOTGUN:
  3761. case W_GRENADE:
  3762. // Criticals with any guns are calculated like melee criticals
  3763. if (!(bflag & BDMG_CRIT)) {
  3764. bflag |= BDMG_ARROW;
  3765. }
  3766. break;
  3767. default:
  3768. // Attacks that use ammo are calculated like melee attacks as long as no ranged weapon is equipped
  3769. // Some skills manually add arrow_atk as mastery bonus later (e.g. Throw Shuriken, Throw Kunai)
  3770. break;
  3771. }
  3772. }
  3773. if (skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING)
  3774. bflag &= ~(BDMG_CRIT); // Sharpshooting just ignores DEF/FLEE but damage is like a normal attack
  3775. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, bflag);
  3776. if (is_attack_left_handed(src, skill_id))
  3777. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, bflag);
  3778. #endif
  3779. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3780. if(wd->miscflag > 0) {
  3781. wd->damage /= wd->miscflag;
  3782. #ifdef RENEWAL
  3783. wd->statusAtk /= wd->miscflag;
  3784. wd->weaponAtk /= wd->miscflag;
  3785. wd->equipAtk /= wd->miscflag;
  3786. wd->masteryAtk /= wd->miscflag;
  3787. #endif
  3788. } else
  3789. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3790. }
  3791. //Add any bonuses that modify the base atk (pre-skills)
  3792. if(sd) {
  3793. int skill;
  3794. #ifndef RENEWAL
  3795. if (sd->bonus.crit_atk_rate && (bflag & BDMG_CRIT)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3796. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3797. }
  3798. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3799. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3800. // Reduce count by one (self) [Tydus1]
  3801. i -= 1;
  3802. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3803. }
  3804. }
  3805. #else
  3806. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3807. ATK_ADDRATE(wd->damage, wd->damage2, 10 + 15 * skill);
  3808. RE_ALLATK_ADDRATE(wd, 10 + 15 * skill);
  3809. }
  3810. #endif
  3811. }
  3812. #ifndef RENEWAL
  3813. if (tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && (bflag & BDMG_CRIT)) {
  3814. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3815. }
  3816. //Acid Terror ignores DEF but will substract VIT from base attack value instead
  3817. if (skill_id == AM_ACIDTERROR)
  3818. ATK_ADD(wd->damage, wd->damage2, -tstatus->def2);
  3819. #endif
  3820. break;
  3821. } //End switch(skill_id)
  3822. }
  3823. //For quick div adjustment.
  3824. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3825. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3826. /*================================================= [Playtester]
  3827. * Applies DAMAGE_DIV_FIX and checks for min damage
  3828. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3829. * @param skill_id: ID of the skill that deals damage
  3830. * @return Modified damage struct
  3831. *------------------------------------------------*/
  3832. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3833. {
  3834. if(d->damage) {
  3835. DAMAGE_DIV_FIX(d->damage, d->div_);
  3836. //Min damage
  3837. if(d->damage < d->div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_LUNATICCARROTBEAT2 || skill_id == SU_CN_METEOR || skill_id == SU_CN_METEOR2 || (battle_config.skill_min_damage&d->flag)))
  3838. d->damage = d->div_;
  3839. } else if (d->div_ < 0) {
  3840. d->div_ *= -1;
  3841. }
  3842. }
  3843. /*=======================================
  3844. * Check for and calculate multi attacks
  3845. *---------------------------------------
  3846. * Credits:
  3847. * Original coder Skotlex
  3848. * Initial refactoring by Baalberith
  3849. * Refined and optimized by helvetica
  3850. */
  3851. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3852. {
  3853. map_session_data *sd = BL_CAST(BL_PC, src);
  3854. status_change *sc = status_get_sc(src);
  3855. status_change *tsc = status_get_sc(target);
  3856. struct status_data *tstatus = status_get_status_data(target);
  3857. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3858. short i;
  3859. if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3860. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3861. {
  3862. int chance = rnd()%100;
  3863. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3864. case 5:
  3865. if (chance < 4) {
  3866. wd->div_ = 5;
  3867. break;
  3868. } // 3 % chance to attack 5 times.
  3869. [[fallthrough]];
  3870. case 4:
  3871. if (chance < 7) {
  3872. wd->div_ = 4;
  3873. break;
  3874. } // 6 % chance to attack 4 times.
  3875. [[fallthrough]];
  3876. case 3:
  3877. if (chance < 10) {
  3878. wd->div_ = 3;
  3879. break;
  3880. } // 9 % chance to attack 3 times.
  3881. [[fallthrough]];
  3882. case 2:
  3883. case 1:
  3884. if (chance < 13) {
  3885. wd->div_ = 2;
  3886. break;
  3887. } // 12 % chance to attack 2 times.
  3888. }
  3889. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3890. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3891. if (wd->div_ > 1)
  3892. wd->type = DMG_MULTI_HIT;
  3893. }
  3894. if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3895. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3896. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3897. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3898. { //Success chance is not added, the higher one is used [Skotlex]
  3899. int max_rate = 0;
  3900. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3901. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3902. else
  3903. #ifdef RENEWAL
  3904. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3905. #else
  3906. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3907. #endif
  3908. if( rnd()%100 < max_rate ) {
  3909. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3910. wd->type = DMG_MULTI_HIT;
  3911. }
  3912. }
  3913. if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3914. || (sc && sc->count && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3915. && rnd()%100 < 5*skill_lv ) //Success rate
  3916. {
  3917. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3918. wd->type = DMG_MULTI_HIT;
  3919. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3920. }
  3921. }
  3922. switch (skill_id) {
  3923. case RK_WINDCUTTER:
  3924. if (sd && sd->weapontype1 == W_2HSWORD)
  3925. wd->div_ = 2;
  3926. break;
  3927. case SC_FATALMENACE:
  3928. if (sd && sd->weapontype1 == W_DAGGER)
  3929. wd->div_++;
  3930. break;
  3931. case SR_RIDEINLIGHTNING:
  3932. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3933. break;
  3934. case RL_QD_SHOT:
  3935. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3936. break;
  3937. case KO_JYUMONJIKIRI:
  3938. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3939. wd->div_ = wd->div_ * -1;// needs more info
  3940. break;
  3941. case MH_BLAZING_AND_FURIOUS: {
  3942. struct homun_data *hd = BL_CAST(BL_HOM, src);
  3943. if (hd) {
  3944. wd->div_ = hd->homunculus.spiritball;
  3945. hom_delspiritball(hd, MAX_SPIRITBALL, 1);
  3946. }
  3947. break;
  3948. }
  3949. case ABC_FRENZY_SHOT:
  3950. if( rnd_chance( 5 * skill_lv, 100 ) ){
  3951. wd->div_ = 3;
  3952. }
  3953. break;
  3954. #ifdef RENEWAL
  3955. case AS_POISONREACT:
  3956. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3957. if (skill_lv > 0) {
  3958. if(rnd()%100 < (7 * skill_lv)) {
  3959. wd->div_++;
  3960. }
  3961. }
  3962. break;
  3963. #endif
  3964. case NW_SPIRAL_SHOOTING:
  3965. if (sd && sd->weapontype1 == W_GRENADE)
  3966. wd->div_ += 1;
  3967. break;
  3968. case NW_MAGAZINE_FOR_ONE:
  3969. if (sd && sd->weapontype1 == W_GATLING)
  3970. wd->div_ += 4;
  3971. break;
  3972. case NW_THE_VIGILANTE_AT_NIGHT:
  3973. if (sd && sd->weapontype1 == W_GATLING)
  3974. wd->div_ += 3;
  3975. break;
  3976. }
  3977. }
  3978. /**
  3979. * Calculates the percentual attack modificator (ATKpercent) based on status changes
  3980. * These bonuses are added together and the percent is applied to the damage before the defense reduction in pre-renewal
  3981. * In renewal this simply sets the base skillratio before the actual skill ratio of the skill used is added
  3982. * This bonus works as a separate unit to the rest (e.g., if one of these is not applied to a skill, then we know none are)
  3983. * Do not add additional status changes here unless they are confirmed to use ATKpercent
  3984. * @param bl: Object to calc atkpercent for
  3985. * @param skill_id: Skill used by object
  3986. * @param sc: Object's status change information
  3987. * @return atkpercent with cap_value(watk,0,USHRT_MAX)
  3988. */
  3989. static unsigned short battle_get_atkpercent(struct block_list& bl, uint16 skill_id, status_change& sc)
  3990. {
  3991. if (bl.type == BL_PC && !battle_skill_stacks_masteries_vvs(skill_id, BCHK_ALL))
  3992. return 100;
  3993. int atkpercent = 100;
  3994. if (sc.getSCE(SC_CURSE))
  3995. atkpercent -= 25;
  3996. if (sc.getSCE(SC_PROVOKE))
  3997. atkpercent += sc.getSCE(SC_PROVOKE)->val2;
  3998. if (sc.getSCE(SC_STRIPWEAPON) && bl.type != BL_PC)
  3999. atkpercent -= sc.getSCE(SC_STRIPWEAPON)->val2;
  4000. if (sc.getSCE(SC_CONCENTRATION))
  4001. atkpercent += sc.getSCE(SC_CONCENTRATION)->val2;
  4002. if (sc.getSCE(SC_TRUESIGHT))
  4003. atkpercent += 2 * sc.getSCE(SC_TRUESIGHT)->val1;
  4004. if (sc.getSCE(SC_JOINTBEAT) && sc.getSCE(SC_JOINTBEAT)->val2 & BREAK_WAIST)
  4005. atkpercent -= 25;
  4006. if (sc.getSCE(SC_INCATKRATE))
  4007. atkpercent += sc.getSCE(SC_INCATKRATE)->val1;
  4008. if (sc.getSCE(SC_POWERUP))
  4009. atkpercent += sc.getSCE(SC_POWERUP)->val1;
  4010. if (sc.getSCE(SC_SKE))
  4011. atkpercent += 300;
  4012. if (sc.getSCE(SC_BLOODLUST))
  4013. atkpercent += sc.getSCE(SC_BLOODLUST)->val2;
  4014. if (sc.getSCE(SC_FLEET))
  4015. atkpercent += sc.getSCE(SC_FLEET)->val3;
  4016. if (sc.getSCE(SC_INVINCIBLE))
  4017. atkpercent += sc.getSCE(SC_INVINCIBLE)->val2;
  4018. /* Only few selected skills should use this function, DO NOT ADD any that are not caused by the skills listed below
  4019. * TODO:
  4020. * GD_GUARDUP (2*skLevel+8)
  4021. * EL_WATERBARRIER (-3)
  4022. * SC_ENERVATION (-30/-40/-50)
  4023. * MH_EQC (skLevel*5)
  4024. * MH_VOLCANIC_ASH (-50)
  4025. */
  4026. return (unsigned short)cap_value(atkpercent, 0, USHRT_MAX);
  4027. }
  4028. /*======================================================
  4029. * Calculate skill level ratios for weapon-based skills
  4030. *------------------------------------------------------
  4031. * Credits:
  4032. * Original coder Skotlex
  4033. * Initial refactoring by Baalberith
  4034. * Refined and optimized by helvetica
  4035. */
  4036. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4037. {
  4038. map_session_data *sd = BL_CAST(BL_PC, src);
  4039. map_session_data *tsd = BL_CAST(BL_PC, target);
  4040. status_change *sc = status_get_sc(src);
  4041. status_change *tsc = status_get_sc(target);
  4042. struct status_data *sstatus = status_get_status_data(src);
  4043. struct status_data *tstatus = status_get_status_data(target);
  4044. int skillratio = 100;
  4045. int i;
  4046. //Skill damage modifiers that stack linearly
  4047. if(sc && skill_id != PA_SACRIFICE) {
  4048. #ifdef RENEWAL
  4049. //ATK percent modifier (in renewal, it's applied before the skillratio)
  4050. skillratio = battle_get_atkpercent(*src, skill_id, *sc);
  4051. #endif
  4052. if(sc->getSCE(SC_OVERTHRUST))
  4053. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  4054. if(sc->getSCE(SC_MAXOVERTHRUST))
  4055. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  4056. if(sc->getSCE(SC_BERSERK))
  4057. #ifndef RENEWAL
  4058. skillratio += 100;
  4059. #else
  4060. skillratio += 200;
  4061. #endif
  4062. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  4063. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  4064. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  4065. short index = sd->equip_index[EQI_HAND_R];
  4066. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4067. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  4068. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  4069. }
  4070. status_change_end(src,SC_CRUSHSTRIKE);
  4071. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  4072. } else {
  4073. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  4074. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  4075. skillratio += 125;
  4076. else
  4077. skillratio += 250;
  4078. }
  4079. }
  4080. }
  4081. }
  4082. switch(skill_id) {
  4083. case SM_BASH:
  4084. case MS_BASH:
  4085. skillratio += 30 * skill_lv;
  4086. break;
  4087. case SM_MAGNUM:
  4088. case MS_MAGNUM:
  4089. if(wd->miscflag == 1)
  4090. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  4091. else
  4092. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  4093. break;
  4094. case MC_MAMMONITE:
  4095. skillratio += 50 * skill_lv;
  4096. break;
  4097. case HT_POWER:
  4098. skillratio += -50 + 8 * sstatus->str;
  4099. break;
  4100. case AC_DOUBLE:
  4101. case MA_DOUBLE:
  4102. skillratio += 10 * (skill_lv - 1);
  4103. break;
  4104. case AC_SHOWER:
  4105. case MA_SHOWER:
  4106. #ifdef RENEWAL
  4107. skillratio += 50 + 10 * skill_lv;
  4108. #else
  4109. skillratio += -25 + 5 * skill_lv;
  4110. #endif
  4111. break;
  4112. case AC_CHARGEARROW:
  4113. case MA_CHARGEARROW:
  4114. skillratio += 50;
  4115. break;
  4116. case KN_PIERCE:
  4117. skillratio += 10 * skill_lv;
  4118. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4119. skillratio *= 2;
  4120. break;
  4121. case ML_PIERCE:
  4122. skillratio += 10 * skill_lv;
  4123. break;
  4124. case MER_CRASH:
  4125. skillratio += 10 * skill_lv;
  4126. break;
  4127. case KN_SPEARSTAB:
  4128. skillratio += 20 * skill_lv;
  4129. break;
  4130. case KN_SPEARBOOMERANG:
  4131. skillratio += 50 * skill_lv;
  4132. break;
  4133. #ifdef RENEWAL
  4134. case KN_BRANDISHSPEAR:
  4135. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  4136. break;
  4137. #else
  4138. case KN_BRANDISHSPEAR:
  4139. #endif
  4140. case ML_BRANDISH:
  4141. {
  4142. int ratio = 100 + 20 * skill_lv;
  4143. skillratio += -100 + ratio;
  4144. if(skill_lv > 3 && wd->miscflag == 0)
  4145. skillratio += ratio / 2;
  4146. if(skill_lv > 6 && wd->miscflag == 0)
  4147. skillratio += ratio / 4;
  4148. if(skill_lv > 9 && wd->miscflag == 0)
  4149. skillratio += ratio / 8;
  4150. if(skill_lv > 6 && wd->miscflag == 1)
  4151. skillratio += ratio / 2;
  4152. if(skill_lv > 9 && wd->miscflag == 1)
  4153. skillratio += ratio / 4;
  4154. if(skill_lv > 9 && wd->miscflag == 2)
  4155. skillratio += ratio / 2;
  4156. }
  4157. break;
  4158. case KN_BOWLINGBASH:
  4159. case MS_BOWLINGBASH:
  4160. skillratio += 40 * skill_lv;
  4161. break;
  4162. case AS_GRIMTOOTH:
  4163. skillratio += 20 * skill_lv;
  4164. break;
  4165. case AS_POISONREACT:
  4166. skillratio += 30 * skill_lv;
  4167. break;
  4168. case AS_SONICBLOW:
  4169. #ifdef RENEWAL
  4170. skillratio += 100 + 100 * skill_lv;
  4171. if (tstatus->hp < (tstatus->max_hp / 2))
  4172. skillratio += skillratio / 2;
  4173. #else
  4174. skillratio += 200 + 50 * skill_lv;
  4175. if (sd && pc_checkskill(sd, AS_SONICACCEL) > 0)
  4176. skillratio += skillratio / 10;
  4177. #endif
  4178. break;
  4179. case TF_SPRINKLESAND:
  4180. skillratio += 30;
  4181. break;
  4182. case MC_CARTREVOLUTION:
  4183. skillratio += 50;
  4184. if(sd && sd->cart_weight)
  4185. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  4186. else if (!sd)
  4187. skillratio += 100; //Max damage for non players.
  4188. break;
  4189. case NPC_PIERCINGATT:
  4190. skillratio += -25; //75% base damage
  4191. break;
  4192. case NPC_COMBOATTACK:
  4193. skillratio += 25 * skill_lv;
  4194. break;
  4195. case NPC_RANDOMATTACK:
  4196. case NPC_WATERATTACK:
  4197. case NPC_GROUNDATTACK:
  4198. case NPC_FIREATTACK:
  4199. case NPC_WINDATTACK:
  4200. case NPC_POISONATTACK:
  4201. case NPC_HOLYATTACK:
  4202. case NPC_DARKNESSATTACK:
  4203. case NPC_UNDEADATTACK:
  4204. case NPC_TELEKINESISATTACK:
  4205. case NPC_BLOODDRAIN:
  4206. case NPC_ACIDBREATH:
  4207. case NPC_DARKNESSBREATH:
  4208. case NPC_FIREBREATH:
  4209. case NPC_ICEBREATH:
  4210. case NPC_ICEBREATH2:
  4211. case NPC_THUNDERBREATH:
  4212. case NPC_HELLJUDGEMENT:
  4213. case NPC_HELLJUDGEMENT2:
  4214. case NPC_PULSESTRIKE:
  4215. skillratio += 100 * (skill_lv - 1);
  4216. break;
  4217. case NPC_REVERBERATION_ATK:
  4218. skillratio += 400 + 200 * skill_lv;
  4219. break;
  4220. case RG_BACKSTAP:
  4221. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  4222. skillratio += (200 + 40 * skill_lv) / 2;
  4223. else
  4224. skillratio += 200 + 40 * skill_lv;
  4225. break;
  4226. case RG_RAID:
  4227. #ifdef RENEWAL
  4228. skillratio += -100 + 50 + skill_lv * 150;
  4229. #else
  4230. skillratio += 40 * skill_lv;
  4231. #endif
  4232. break;
  4233. case RG_INTIMIDATE:
  4234. skillratio += 30 * skill_lv;
  4235. break;
  4236. case CR_SHIELDCHARGE:
  4237. skillratio += 20 * skill_lv;
  4238. break;
  4239. case CR_SHIELDBOOMERANG:
  4240. #ifdef RENEWAL
  4241. skillratio += -100 + skill_lv * 80;
  4242. #else
  4243. skillratio += 30 * skill_lv;
  4244. #endif
  4245. break;
  4246. case NPC_DARKCROSS:
  4247. case CR_HOLYCROSS:
  4248. #ifdef RENEWAL
  4249. if(sd && sd->status.weapon == W_2HSPEAR)
  4250. skillratio += 70 * skill_lv;
  4251. else
  4252. #endif
  4253. skillratio += 35 * skill_lv;
  4254. break;
  4255. case AM_DEMONSTRATION:
  4256. skillratio += 20 * skill_lv;
  4257. break;
  4258. case AM_ACIDTERROR:
  4259. #ifdef RENEWAL
  4260. skillratio += -100 + 200 * skill_lv;
  4261. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  4262. skillratio += 100; // !TODO: What's this bonus increase?
  4263. #else
  4264. skillratio += -50 + 50 * skill_lv;
  4265. #endif
  4266. break;
  4267. case MO_FINGEROFFENSIVE:
  4268. #ifdef RENEWAL
  4269. skillratio += 500 + skill_lv * 200;
  4270. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4271. skillratio += skillratio / 2;
  4272. #else
  4273. skillratio += 50 * skill_lv;
  4274. #endif
  4275. break;
  4276. case MO_INVESTIGATE:
  4277. #ifdef RENEWAL
  4278. skillratio += -100 + 100 * skill_lv;
  4279. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4280. skillratio += skillratio / 2;
  4281. #else
  4282. skillratio += 75 * skill_lv;
  4283. #endif
  4284. break;
  4285. case MO_EXTREMITYFIST:
  4286. skillratio += 700 + sstatus->sp * 10;
  4287. #ifdef RENEWAL
  4288. if (wd->miscflag&1)
  4289. skillratio *= 2; // More than 5 spirit balls active
  4290. #endif
  4291. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  4292. break;
  4293. case MO_TRIPLEATTACK:
  4294. skillratio += 20 * skill_lv;
  4295. break;
  4296. case MO_CHAINCOMBO:
  4297. #ifdef RENEWAL
  4298. skillratio += 150 + 50 * skill_lv;
  4299. if (sd && sd->status.weapon == W_KNUCKLE)
  4300. skillratio *= 2;
  4301. #else
  4302. skillratio += 50 + 50 * skill_lv;
  4303. #endif
  4304. break;
  4305. case MO_COMBOFINISH:
  4306. #ifdef RENEWAL
  4307. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4308. #else
  4309. skillratio += 140 + 60 * skill_lv;
  4310. #endif
  4311. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4312. skillratio += skillratio * 50 / 100;
  4313. break;
  4314. case BA_MUSICALSTRIKE:
  4315. case DC_THROWARROW:
  4316. #ifdef RENEWAL
  4317. skillratio += 10 + 40 * skill_lv;
  4318. #else
  4319. skillratio += 25 + 25 * skill_lv;
  4320. #endif
  4321. break;
  4322. case CH_TIGERFIST:
  4323. #ifdef RENEWAL
  4324. skillratio += 400 + 150 * skill_lv;
  4325. RE_LVL_DMOD(100);
  4326. #else
  4327. skillratio += -60 + 100 * skill_lv;
  4328. #endif
  4329. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4330. skillratio += skillratio * 50 / 100;
  4331. break;
  4332. case CH_CHAINCRUSH:
  4333. #ifdef RENEWAL
  4334. skillratio += -100 + 200 * skill_lv;
  4335. RE_LVL_DMOD(100);
  4336. #else
  4337. skillratio += 300 + 100 * skill_lv;
  4338. #endif
  4339. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4340. skillratio += skillratio * 50 / 100;
  4341. break;
  4342. case CH_PALMSTRIKE:
  4343. #ifdef RENEWAL
  4344. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4345. RE_LVL_DMOD(100);
  4346. #else
  4347. skillratio += 100 + 100 * skill_lv;
  4348. #endif
  4349. break;
  4350. case LK_HEADCRUSH:
  4351. skillratio += 40 * skill_lv;
  4352. break;
  4353. case LK_JOINTBEAT:
  4354. skillratio += 10 * skill_lv - 50;
  4355. if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  4356. skillratio *= 2;
  4357. break;
  4358. #ifdef RENEWAL
  4359. // Renewal: skill ratio applies to entire damage [helvetica]
  4360. case LK_SPIRALPIERCE:
  4361. skillratio += 50 + 50 * skill_lv;
  4362. RE_LVL_DMOD(100);
  4363. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4364. skillratio *= 2;
  4365. break;
  4366. case ML_SPIRALPIERCE:
  4367. skillratio += 50 + 50 * skill_lv;
  4368. RE_LVL_DMOD(100);
  4369. break;
  4370. #endif
  4371. case ASC_METEORASSAULT:
  4372. #ifdef RENEWAL
  4373. skillratio += 100 + 120 * skill_lv;
  4374. RE_LVL_DMOD(100);
  4375. #else
  4376. skillratio += -60 + 40 * skill_lv;
  4377. #endif
  4378. break;
  4379. case SN_SHARPSHOOTING:
  4380. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  4381. if (wd->miscflag & 2) // Splash damage bonus
  4382. skillratio += -100 + 140 * skill_lv;
  4383. else
  4384. skillratio += 100 + 50 * skill_lv;
  4385. break;
  4386. }
  4387. [[fallthrough]];
  4388. case MA_SHARPSHOOTING:
  4389. #ifdef RENEWAL
  4390. skillratio += -100 + 300 + 300 * skill_lv;
  4391. RE_LVL_DMOD(100);
  4392. #else
  4393. skillratio += 100 + 50 * skill_lv;
  4394. #endif
  4395. break;
  4396. #ifdef RENEWAL
  4397. case CR_ACIDDEMONSTRATION:
  4398. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  4399. if (target->type == BL_PC)
  4400. skillratio /= 2;
  4401. break;
  4402. #endif
  4403. case CG_ARROWVULCAN:
  4404. #ifdef RENEWAL
  4405. skillratio += 400 + 100 * skill_lv;
  4406. RE_LVL_DMOD(100);
  4407. #else
  4408. skillratio += 100 + 100 * skill_lv;
  4409. #endif
  4410. break;
  4411. case AS_SPLASHER:
  4412. #ifdef RENEWAL
  4413. skillratio += -100 + 400 + 100 * skill_lv;
  4414. #else
  4415. skillratio += 400 + 50 * skill_lv;
  4416. #endif
  4417. if(sd)
  4418. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  4419. break;
  4420. case ASC_BREAKER:
  4421. #ifdef RENEWAL
  4422. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  4423. RE_LVL_DMOD(100);
  4424. #else
  4425. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  4426. skillratio += -100 + 100 * skill_lv;
  4427. #endif
  4428. break;
  4429. case PA_SACRIFICE:
  4430. skillratio += -10 + 10 * skill_lv;
  4431. break;
  4432. case PA_SHIELDCHAIN:
  4433. #ifdef RENEWAL
  4434. skillratio = -100 + 300 + 200 * skill_lv;
  4435. if( sd != nullptr ){
  4436. int16 index = sd->equip_index[EQI_HAND_L];
  4437. // Damage affected by the shield's weight and refine.
  4438. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
  4439. skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
  4440. }
  4441. // Damage affected by shield mastery
  4442. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4443. skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4444. }
  4445. }
  4446. RE_LVL_DMOD(100);
  4447. #else
  4448. skillratio += 30 * skill_lv;
  4449. #endif
  4450. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4451. skillratio += skillratio * 50 / 100;
  4452. break;
  4453. case WS_CARTTERMINATION:
  4454. i = 10 * (16 - skill_lv);
  4455. if (i < 1) i = 1;
  4456. //Preserve damage ratio when max cart weight is changed.
  4457. if (sd && sd->cart_weight)
  4458. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  4459. else if (!sd)
  4460. skillratio += 80000 / i - 100;
  4461. break;
  4462. case TK_DOWNKICK:
  4463. case TK_STORMKICK:
  4464. skillratio += 60 + 20 * skill_lv;
  4465. break;
  4466. case TK_TURNKICK:
  4467. case TK_COUNTER:
  4468. skillratio += 90 + 30 * skill_lv;
  4469. break;
  4470. case TK_JUMPKICK:
  4471. //Different damage formulas depending on damage trigger
  4472. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  4473. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  4474. else if (wd->miscflag) {
  4475. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  4476. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  4477. skillratio *= 2;
  4478. }
  4479. else
  4480. skillratio += -70 + 10 * skill_lv;
  4481. break;
  4482. case GS_TRIPLEACTION:
  4483. skillratio += 50 * skill_lv;
  4484. break;
  4485. case GS_BULLSEYE:
  4486. //Only works well against brute/demihumans non bosses.
  4487. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  4488. skillratio += 400;
  4489. break;
  4490. case GS_TRACKING:
  4491. skillratio += 100 * (skill_lv + 1);
  4492. break;
  4493. case GS_PIERCINGSHOT:
  4494. #ifdef RENEWAL
  4495. if (sd && sd->weapontype1 == W_RIFLE)
  4496. skillratio += 150 + 30 * skill_lv;
  4497. else
  4498. skillratio += 100 + 20 * skill_lv;
  4499. #else
  4500. skillratio += 20 * skill_lv;
  4501. #endif
  4502. break;
  4503. case GS_RAPIDSHOWER:
  4504. skillratio += 400 + 50 * skill_lv;
  4505. break;
  4506. case GS_DESPERADO:
  4507. skillratio += 50 * (skill_lv - 1);
  4508. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  4509. skillratio *= 2;
  4510. break;
  4511. case GS_DUST:
  4512. skillratio += 50 * skill_lv;
  4513. break;
  4514. case GS_FULLBUSTER:
  4515. skillratio += 100 * (skill_lv + 2);
  4516. break;
  4517. case GS_SPREADATTACK:
  4518. #ifdef RENEWAL
  4519. skillratio += 30 * skill_lv;
  4520. #else
  4521. skillratio += 20 * (skill_lv - 1);
  4522. #endif
  4523. break;
  4524. #ifdef RENEWAL
  4525. case GS_GROUNDDRIFT:
  4526. skillratio += 100 + 20 * skill_lv;
  4527. break;
  4528. #endif
  4529. case NJ_HUUMA:
  4530. #ifdef RENEWAL
  4531. skillratio += -150 + 250 * skill_lv;
  4532. #else
  4533. skillratio += 50 + 150 * skill_lv;
  4534. #endif
  4535. break;
  4536. case NJ_TATAMIGAESHI:
  4537. skillratio += 10 * skill_lv;
  4538. #ifdef RENEWAL
  4539. skillratio *= 2;
  4540. #endif
  4541. break;
  4542. case NJ_KASUMIKIRI:
  4543. #ifdef RENEWAL
  4544. skillratio += 20 * skill_lv;
  4545. #else
  4546. skillratio += 10 * skill_lv;
  4547. #endif
  4548. break;
  4549. case NJ_KIRIKAGE:
  4550. #ifdef RENEWAL
  4551. skillratio += -50 + 150 * skill_lv;
  4552. #else
  4553. skillratio += 100 * (skill_lv - 1);
  4554. #endif
  4555. break;
  4556. #ifdef RENEWAL
  4557. case NJ_SYURIKEN:
  4558. skillratio += 5 * skill_lv;
  4559. break;
  4560. case NJ_KUNAI:
  4561. skillratio += -100 + 100 * skill_lv;
  4562. break;
  4563. case KN_CHARGEATK:
  4564. skillratio += 600;
  4565. break;
  4566. case AS_VENOMKNIFE:
  4567. skillratio += 400;
  4568. break;
  4569. #else
  4570. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4571. int k = (wd->miscflag-1)/3;
  4572. if (k < 0)
  4573. k = 0;
  4574. else if (k > 4)
  4575. k = 4;
  4576. skillratio += 100 * k;
  4577. }
  4578. break;
  4579. #endif
  4580. case HT_PHANTASMIC:
  4581. #ifdef RENEWAL
  4582. skillratio += 400;
  4583. #else
  4584. skillratio += 50;
  4585. #endif
  4586. break;
  4587. case MO_BALKYOUNG:
  4588. #ifdef RENEWAL
  4589. skillratio += 700;
  4590. #else
  4591. skillratio += 200;
  4592. #endif
  4593. break;
  4594. case HFLI_MOON: //[orn]
  4595. skillratio += 10 + 110 * skill_lv;
  4596. break;
  4597. case HFLI_SBR44: //[orn]
  4598. skillratio += 100 * (skill_lv - 1);
  4599. break;
  4600. case NPC_VAMPIRE_GIFT:
  4601. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4602. break;
  4603. case RK_SONICWAVE:
  4604. skillratio += -100 + 1050 + 150 * skill_lv;
  4605. RE_LVL_DMOD(100);
  4606. break;
  4607. case RK_HUNDREDSPEAR:
  4608. skillratio += -100 + 600 + 200 * skill_lv;
  4609. if (sd)
  4610. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4611. if (sc) {
  4612. if( sc->getSCE( SC_DRAGONIC_AURA ) ){
  4613. skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
  4614. }
  4615. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4616. skillratio *= 2;
  4617. }
  4618. RE_LVL_DMOD(100);
  4619. break;
  4620. case RK_WINDCUTTER:
  4621. if (sd) {
  4622. if (sd->weapontype1 == W_2HSWORD)
  4623. skillratio += -100 + 250 * skill_lv;
  4624. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4625. skillratio += -100 + 400 * skill_lv;
  4626. else
  4627. skillratio += -100 + 300 * skill_lv;
  4628. } else
  4629. skillratio += -100 + 300 * skill_lv;
  4630. RE_LVL_DMOD(100);
  4631. break;
  4632. case RK_IGNITIONBREAK:
  4633. skillratio += -100 + 450 * skill_lv;
  4634. RE_LVL_DMOD(100);
  4635. break;
  4636. case NPC_IGNITIONBREAK:
  4637. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4638. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4639. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4640. i = distance_bl(src,target);
  4641. if (i < 2)
  4642. skillratio += -100 + 500 * (skill_lv + 1);
  4643. else if (i < 4)
  4644. skillratio += -100 + 250 + 500 * skill_lv;
  4645. else
  4646. skillratio += -100 + 500 * skill_lv;
  4647. break;
  4648. case RK_STORMBLAST:
  4649. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4650. RE_LVL_DMOD(100);
  4651. break;
  4652. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4653. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4654. RE_LVL_DMOD(150); // Base level bonus.
  4655. break;
  4656. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4657. case GC_CROSSIMPACT:
  4658. skillratio += -100 + 1400 + 150 * skill_lv;
  4659. RE_LVL_DMOD(100);
  4660. break;
  4661. case GC_COUNTERSLASH:
  4662. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4663. skillratio += -100 + 300 + 150 * skill_lv;
  4664. RE_LVL_DMOD(120);
  4665. skillratio += sstatus->agi * 2;
  4666. // If 4th job, job level of your 3rd job counts
  4667. skillratio += (sd ? (sd->class_&JOBL_FOURTH ? sd->change_level_4th : sd->status.job_level) * 4 : 0);
  4668. break;
  4669. case GC_VENOMPRESSURE:
  4670. skillratio += 900;
  4671. break;
  4672. case GC_PHANTOMMENACE:
  4673. skillratio += 200;
  4674. break;
  4675. case GC_ROLLINGCUTTER:
  4676. skillratio += -100 + 50 + 80 * skill_lv;
  4677. RE_LVL_DMOD(100);
  4678. break;
  4679. case GC_CROSSRIPPERSLASHER:
  4680. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4681. RE_LVL_DMOD(100);
  4682. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4683. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4684. break;
  4685. case GC_DARKCROW:
  4686. skillratio += 100 * (skill_lv - 1);
  4687. break;
  4688. case AB_DUPLELIGHT_MELEE:
  4689. skillratio += 50 + 15 * skill_lv;
  4690. break;
  4691. case NPC_ARROWSTORM:
  4692. if (skill_lv > 4)
  4693. skillratio += 1900;
  4694. else
  4695. skillratio += 900;
  4696. break;
  4697. case NPC_DRAGONBREATH:
  4698. if (skill_lv > 5)
  4699. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4700. else
  4701. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4702. break;
  4703. case RA_ARROWSTORM:
  4704. if (sc && sc->getSCE(SC_FEARBREEZE))
  4705. skillratio += -100 + 200 + 250 * skill_lv;
  4706. else
  4707. skillratio += -100 + 200 + 180 * skill_lv;
  4708. RE_LVL_DMOD(100);
  4709. break;
  4710. case RA_AIMEDBOLT:
  4711. if (sc && sc->getSCE(SC_FEARBREEZE))
  4712. skillratio += -100 + 800 + 35 * skill_lv;
  4713. else
  4714. skillratio += -100 + 500 + 20 * skill_lv;
  4715. RE_LVL_DMOD(100);
  4716. break;
  4717. case RA_CLUSTERBOMB:
  4718. skillratio += 100 + 100 * skill_lv;
  4719. break;
  4720. case RA_WUGDASH:// ATK 300%
  4721. skillratio += 200;
  4722. break;
  4723. case RA_WUGSTRIKE:
  4724. skillratio += -100 + 200 * skill_lv;
  4725. break;
  4726. case RA_WUGBITE:
  4727. skillratio += 300 + 200 * skill_lv;
  4728. if (skill_lv == 5)
  4729. skillratio += 100;
  4730. break;
  4731. case RA_SENSITIVEKEEN:
  4732. skillratio += 50 * skill_lv;
  4733. break;
  4734. case NC_BOOSTKNUCKLE:
  4735. skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4736. RE_LVL_DMOD(100);
  4737. break;
  4738. case NC_PILEBUNKER:
  4739. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4740. RE_LVL_DMOD(100);
  4741. break;
  4742. case NC_VULCANARM:
  4743. skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4744. RE_LVL_DMOD(100);
  4745. break;
  4746. case NC_FLAMELAUNCHER:
  4747. case NC_COLDSLOWER:
  4748. skillratio += 200 + 300 * skill_lv;
  4749. RE_LVL_DMOD(150);
  4750. break;
  4751. case NC_ARMSCANNON:
  4752. skillratio += -100 + 400 + 350 * skill_lv;
  4753. RE_LVL_DMOD(100);
  4754. break;
  4755. case NC_AXEBOOMERANG:
  4756. skillratio += 150 + 50 * skill_lv;
  4757. if (sd) {
  4758. short index = sd->equip_index[EQI_HAND_R];
  4759. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4760. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4761. }
  4762. RE_LVL_DMOD(100);
  4763. break;
  4764. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4765. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4766. RE_LVL_DMOD(100);
  4767. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4768. skillratio *= 2;
  4769. break;
  4770. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4771. skillratio += 350 + 50 * skill_lv;
  4772. break;
  4773. case NC_AXETORNADO:
  4774. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
  4775. if (sc && sc->getSCE(SC_AXE_STOMP))
  4776. skillratio += 380;
  4777. RE_LVL_DMOD(100);
  4778. break;
  4779. case SC_FATALMENACE:
  4780. skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
  4781. if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
  4782. skillratio += 30 * skill_lv;
  4783. }
  4784. RE_LVL_DMOD(100);
  4785. break;
  4786. case SC_TRIANGLESHOT:
  4787. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4788. RE_LVL_DMOD(100);
  4789. break;
  4790. case SC_FEINTBOMB:
  4791. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4792. RE_LVL_DMOD(120);
  4793. break;
  4794. case LG_CANNONSPEAR:
  4795. skillratio += -100 + skill_lv * ( 120 + sstatus->str );
  4796. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4797. skillratio += 400;
  4798. }
  4799. RE_LVL_DMOD(100);
  4800. break;
  4801. case LG_BANISHINGPOINT:
  4802. skillratio += -100 + ( 100 * skill_lv );
  4803. if( sd != nullptr ){
  4804. skillratio += pc_checkskill( sd, SM_BASH ) * 70;
  4805. }
  4806. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4807. skillratio += 800;
  4808. }
  4809. RE_LVL_DMOD(100);
  4810. break;
  4811. case LG_SHIELDPRESS:
  4812. skillratio += -100 + 200 * skill_lv;
  4813. if (sd) {
  4814. // Shield Press only considers base STR without job bonus
  4815. skillratio += sd->status.str;
  4816. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4817. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4818. }
  4819. short index = sd->equip_index[EQI_HAND_L];
  4820. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4821. skillratio += sd->inventory_data[index]->weight / 10;
  4822. }
  4823. RE_LVL_DMOD(100);
  4824. break;
  4825. case LG_PINPOINTATTACK:
  4826. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4827. RE_LVL_DMOD(120);
  4828. break;
  4829. case LG_RAGEBURST:
  4830. if (sd && sd->spiritball_old)
  4831. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4832. else
  4833. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4834. RE_LVL_DMOD(100);
  4835. break;
  4836. case LG_MOONSLASHER:
  4837. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4838. RE_LVL_DMOD(100);
  4839. break;
  4840. case LG_OVERBRAND:
  4841. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4842. skillratio += -100 + 500 * skill_lv;
  4843. else
  4844. skillratio += -100 + 350 * skill_lv;
  4845. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4846. RE_LVL_DMOD(100);
  4847. break;
  4848. case LG_EARTHDRIVE:
  4849. skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4850. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4851. skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4852. }
  4853. RE_LVL_DMOD(100);
  4854. break;
  4855. case LG_HESPERUSLIT:
  4856. if (sc && sc->getSCE(SC_INSPIRATION))
  4857. skillratio += -100 + 450 * skill_lv;
  4858. else
  4859. skillratio += -100 + 300 * skill_lv;
  4860. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4861. RE_LVL_DMOD(100);
  4862. break;
  4863. case SR_EARTHSHAKER:
  4864. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4865. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4866. skillratio += -100 + 300 * skill_lv;
  4867. RE_LVL_DMOD(100);
  4868. skillratio += status_get_str(src) * 3;
  4869. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4870. skillratio += -100 + 400 * skill_lv;
  4871. RE_LVL_DMOD(100);
  4872. skillratio += status_get_str(src) * 2;
  4873. }
  4874. break;
  4875. case SR_DRAGONCOMBO:
  4876. skillratio += 100 + 80 * skill_lv;
  4877. RE_LVL_DMOD(100);
  4878. break;
  4879. case SR_FALLENEMPIRE:
  4880. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4881. skillratio += 300 * skill_lv;
  4882. RE_LVL_DMOD(150);
  4883. break;
  4884. case SR_TIGERCANNON:
  4885. {
  4886. unsigned int hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4887. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4888. if (wd->miscflag&8)
  4889. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4890. skillratio += -100 + (hp + sp) / 2;
  4891. else
  4892. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4893. skillratio += -100 + (hp + sp) / 4;
  4894. RE_LVL_DMOD(100);
  4895. }
  4896. if (sc->getSCE(SC_GT_REVITALIZE))
  4897. skillratio += skillratio * 30 / 100;
  4898. break;
  4899. case SR_SKYNETBLOW:
  4900. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4901. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4902. RE_LVL_DMOD(100);
  4903. break;
  4904. case SR_RAMPAGEBLASTER:
  4905. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4906. skillratio += 1400 + 550 * skill_lv;
  4907. RE_LVL_DMOD(120);
  4908. } else {
  4909. skillratio += 900 + 350 * skill_lv;
  4910. RE_LVL_DMOD(150);
  4911. }
  4912. if (sc->getSCE(SC_GT_CHANGE))
  4913. skillratio += skillratio * 30 / 100;
  4914. break;
  4915. case SR_KNUCKLEARROW:
  4916. 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)] %
  4917. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4918. if (tsd && tsd->weight)
  4919. skillratio += 100 * tsd->weight / tsd->max_weight;
  4920. RE_LVL_DMOD(150);
  4921. } else {
  4922. if (status_get_class_(target) == CLASS_BOSS)
  4923. skillratio += 400 + 200 * skill_lv;
  4924. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4925. skillratio += 400 + 100 * skill_lv;
  4926. RE_LVL_DMOD(100);
  4927. }
  4928. if (sc->getSCE(SC_GT_CHANGE))
  4929. skillratio += skillratio * 30 / 100;
  4930. break;
  4931. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4932. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4933. RE_LVL_DMOD(100);
  4934. break;
  4935. case SR_GATEOFHELL:
  4936. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4937. skillratio += -100 + 800 * skill_lv;
  4938. else
  4939. skillratio += -100 + 500 * skill_lv;
  4940. RE_LVL_DMOD(100);
  4941. if (sc->getSCE(SC_GT_REVITALIZE))
  4942. skillratio += skillratio * 30 / 100;
  4943. break;
  4944. case SR_GENTLETOUCH_QUIET:
  4945. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4946. RE_LVL_DMOD(100);
  4947. break;
  4948. case SR_HOWLINGOFLION:
  4949. skillratio += -100 + 500 * skill_lv;
  4950. RE_LVL_DMOD(100);
  4951. break;
  4952. case SR_RIDEINLIGHTNING:
  4953. skillratio += -100 + 40 * skill_lv;
  4954. if (sd && sd->status.weapon == W_KNUCKLE)
  4955. skillratio += 50 * skill_lv;
  4956. RE_LVL_DMOD(100);
  4957. break;
  4958. case WM_SEVERE_RAINSTORM_MELEE:
  4959. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4960. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4961. if (wd->miscflag&4) // Whip/Instrument equipped
  4962. skillratio += 20 * skill_lv;
  4963. RE_LVL_DMOD(100);
  4964. break;
  4965. case WM_GREAT_ECHO:
  4966. skillratio += -100 + 250 + 500 * skill_lv;
  4967. if (sd) {
  4968. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4969. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4970. skillratio *= 2;
  4971. }
  4972. RE_LVL_DMOD(100);
  4973. break;
  4974. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4975. skillratio += -100 + 200 * skill_lv;
  4976. if(sd && sd->cart_weight)
  4977. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4978. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  4979. skillratio *= 2;
  4980. }
  4981. break;
  4982. case GN_CARTCANNON:
  4983. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4984. RE_LVL_DMOD(100);
  4985. break;
  4986. case GN_SPORE_EXPLOSION:
  4987. skillratio += -100 + 400 + 200 * skill_lv;
  4988. RE_LVL_DMOD(100);
  4989. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  4990. skillratio *= 2;
  4991. break;
  4992. case GN_WALLOFTHORN:
  4993. skillratio += 10 * skill_lv;
  4994. break;
  4995. case GN_CRAZYWEED_ATK:
  4996. skillratio += -100 + 700 + 100 * skill_lv;
  4997. RE_LVL_DMOD(100);
  4998. break;
  4999. case GN_SLINGITEM_RANGEMELEEATK:
  5000. if( sd ) {
  5001. switch( sd->itemid ) {
  5002. case ITEMID_APPLE_BOMB:
  5003. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  5004. break;
  5005. case ITEMID_COCONUT_BOMB:
  5006. case ITEMID_PINEAPPLE_BOMB:
  5007. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  5008. break;
  5009. case ITEMID_MELON_BOMB:
  5010. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  5011. break;
  5012. case ITEMID_BANANA_BOMB:
  5013. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  5014. break;
  5015. case ITEMID_BLACK_LUMP:
  5016. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  5017. break;
  5018. case ITEMID_BLACK_HARD_LUMP:
  5019. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  5020. break;
  5021. case ITEMID_VERY_HARD_LUMP:
  5022. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  5023. break;
  5024. }
  5025. RE_LVL_DMOD(100);
  5026. }
  5027. break;
  5028. case GN_HELLS_PLANT_ATK:
  5029. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  5030. RE_LVL_DMOD(100);
  5031. break;
  5032. // Physical Elemantal Spirits Attack Skills
  5033. case EL_CIRCLE_OF_FIRE:
  5034. case EL_FIRE_BOMB_ATK:
  5035. case EL_STONE_RAIN:
  5036. skillratio += 200;
  5037. break;
  5038. case EL_FIRE_WAVE_ATK:
  5039. skillratio += 500;
  5040. break;
  5041. case EL_TIDAL_WEAPON:
  5042. skillratio += 1400;
  5043. break;
  5044. case EL_WIND_SLASH:
  5045. skillratio += 100;
  5046. break;
  5047. case EL_HURRICANE:
  5048. skillratio += 600;
  5049. break;
  5050. case EL_TYPOON_MIS:
  5051. case EL_WATER_SCREW_ATK:
  5052. skillratio += 900;
  5053. break;
  5054. case EL_STONE_HAMMER:
  5055. skillratio += 400;
  5056. break;
  5057. case EL_ROCK_CRUSHER:
  5058. skillratio += 700;
  5059. break;
  5060. case KO_JYUMONJIKIRI:
  5061. skillratio += -100 + 200 * skill_lv;
  5062. RE_LVL_DMOD(120);
  5063. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  5064. skillratio += skill_lv * status_get_lv(src);
  5065. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5066. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5067. break;
  5068. case KO_HUUMARANKA:
  5069. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  5070. RE_LVL_DMOD(100);
  5071. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5072. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5073. break;
  5074. case KO_SETSUDAN:
  5075. skillratio += 100 * (skill_lv - 1);
  5076. RE_LVL_DMOD(100);
  5077. if (tsc) {
  5078. struct status_change_entry *sce;
  5079. if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
  5080. skillratio += 200 * sce->val1;
  5081. }
  5082. break;
  5083. case KO_BAKURETSU:
  5084. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  5085. RE_LVL_DMOD(120);
  5086. skillratio += 10 * (sd ? sd->status.job_level : 1);
  5087. if (sc && sc->getSCE(SC_KAGEMUSYA))
  5088. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  5089. break;
  5090. case KO_MAKIBISHI:
  5091. skillratio += -100 + 20 * skill_lv;
  5092. break;
  5093. case MH_NEEDLE_OF_PARALYZE:
  5094. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5095. break;
  5096. case MH_TOXIN_OF_MANDARA:
  5097. skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5098. break;
  5099. case MH_NEEDLE_STINGER:
  5100. skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  5101. break;
  5102. case MH_STAHL_HORN:
  5103. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  5104. break;
  5105. case MH_GLANZEN_SPIES:
  5106. skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  5107. break;
  5108. case MH_LAVA_SLIDE:
  5109. skillratio += -100 + 50 * skill_lv;
  5110. break;
  5111. case MH_BLAST_FORGE:
  5112. skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5113. break;
  5114. case MH_SONIC_CRAW:
  5115. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  5116. break;
  5117. case MH_BLAZING_AND_FURIOUS:
  5118. skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5119. break;
  5120. case MH_THE_ONE_FIGHTER_RISES:
  5121. skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  5122. break;
  5123. case MH_SILVERVEIN_RUSH:
  5124. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  5125. break;
  5126. case MH_MIDNIGHT_FRENZY:
  5127. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  5128. break;
  5129. case MH_MAGMA_FLOW:
  5130. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  5131. break;
  5132. case RL_MASS_SPIRAL:
  5133. skillratio += -100 + 200 * skill_lv;
  5134. break;
  5135. case RL_FIREDANCE:
  5136. skillratio += 100 + 100 * skill_lv;
  5137. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  5138. RE_LVL_DMOD(100);
  5139. break;
  5140. case RL_BANISHING_BUSTER:
  5141. skillratio += -100 + 1000 + 200 * skill_lv;
  5142. RE_LVL_DMOD(100);
  5143. break;
  5144. case RL_S_STORM:
  5145. skillratio += -100 + 1700 + 200 * skill_lv;
  5146. break;
  5147. case RL_SLUGSHOT:
  5148. if (target->type == BL_MOB)
  5149. skillratio += -100 + 1200 * skill_lv;
  5150. else
  5151. skillratio += -100 + 2000 * skill_lv;
  5152. skillratio *= 2 + tstatus->size;
  5153. break;
  5154. case RL_D_TAIL:
  5155. skillratio += -100 + 500 + 200 * skill_lv;
  5156. if (sd && (wd->miscflag & 8))
  5157. skillratio *= 2;
  5158. RE_LVL_DMOD(100);
  5159. break;
  5160. case RL_R_TRIP:
  5161. skillratio += -100 + 350 * skill_lv;
  5162. RE_LVL_DMOD(100);
  5163. break;
  5164. case RL_R_TRIP_PLUSATK:
  5165. skillratio += -100 + 300 + 300 * skill_lv;
  5166. break;
  5167. case RL_H_MINE:
  5168. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  5169. skillratio += -100 + 500 + 300 * skill_lv;
  5170. else // 200 + 200 * SkillLv
  5171. skillratio += -100 + 200 + 200 * skill_lv;
  5172. break;
  5173. case RL_HAMMER_OF_GOD:
  5174. skillratio += -100 + 100 * skill_lv;
  5175. if (sd) {
  5176. if (wd->miscflag & 8)
  5177. skillratio += 400 * sd->spiritball_old;
  5178. else
  5179. skillratio += 150 * sd->spiritball_old;
  5180. }
  5181. RE_LVL_DMOD(100);
  5182. break;
  5183. case RL_FIRE_RAIN:
  5184. case RL_AM_BLAST:
  5185. skillratio += -100 + 3500 + 300 * skill_lv;
  5186. break;
  5187. case SU_BITE:
  5188. skillratio += 100;
  5189. break;
  5190. case SU_SCRATCH:
  5191. skillratio += -50 + 50 * skill_lv;
  5192. break;
  5193. case SU_SCAROFTAROU:
  5194. skillratio += -100 + 100 * skill_lv;
  5195. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5196. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5197. break;
  5198. case SU_PICKYPECK:
  5199. case SU_PICKYPECK_DOUBLE_ATK:
  5200. skillratio += 100 + 100 * skill_lv;
  5201. if (status_get_hp(target) < (status_get_max_hp(target) / 2))
  5202. skillratio *= 2;
  5203. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5204. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5205. break;
  5206. case SU_LUNATICCARROTBEAT:
  5207. case SU_LUNATICCARROTBEAT2:
  5208. skillratio += 100 + 100 * skill_lv;
  5209. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5210. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5211. if (status_get_lv(src) > 99)
  5212. skillratio += sstatus->str;
  5213. RE_LVL_DMOD(100);
  5214. break;
  5215. case SU_SVG_SPIRIT:
  5216. skillratio += 150 + 150 * skill_lv;
  5217. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  5218. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  5219. break;
  5220. case SJ_FULLMOONKICK:
  5221. skillratio += 1000 + 100 * skill_lv;
  5222. RE_LVL_DMOD(100);
  5223. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  5224. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  5225. break;
  5226. case SJ_NEWMOONKICK:
  5227. skillratio += 600 + 100 * skill_lv;
  5228. break;
  5229. case SJ_STAREMPEROR:
  5230. skillratio += 700 + 200 * skill_lv;
  5231. break;
  5232. case SJ_SOLARBURST:
  5233. skillratio += 900 + 220 * skill_lv;
  5234. RE_LVL_DMOD(100);
  5235. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  5236. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  5237. break;
  5238. case SJ_PROMINENCEKICK:
  5239. skillratio += 50 + 50 * skill_lv;
  5240. break;
  5241. case SJ_FALLINGSTAR_ATK:
  5242. case SJ_FALLINGSTAR_ATK2:
  5243. skillratio += 100 * skill_lv;
  5244. RE_LVL_DMOD(100);
  5245. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  5246. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  5247. break;
  5248. case DK_SERVANTWEAPON_ATK:
  5249. skillratio += -100 + 600 + 850 * skill_lv;
  5250. skillratio += 5 * sstatus->pow;
  5251. RE_LVL_DMOD(100);
  5252. break;
  5253. case DK_SERVANT_W_PHANTOM:
  5254. skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
  5255. RE_LVL_DMOD(100);
  5256. break;
  5257. case DK_SERVANT_W_DEMOL:
  5258. skillratio += -100 + 500 * skill_lv;
  5259. RE_LVL_DMOD(100);
  5260. break;
  5261. case DK_HACKANDSLASHER:
  5262. case DK_HACKANDSLASHER_ATK:
  5263. skillratio += -100 + 350 + 820 * skill_lv;
  5264. skillratio += 7 * sstatus->pow;
  5265. RE_LVL_DMOD(100);
  5266. break;
  5267. case DK_DRAGONIC_AURA:
  5268. skillratio += 3650 * skill_lv + 10 * sstatus->pow;
  5269. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5270. skillratio += 150 * skill_lv;
  5271. RE_LVL_DMOD(100);
  5272. break;
  5273. case DK_MADNESS_CRUSHER:
  5274. skillratio += -100 + 1000 + 3800 * skill_lv;
  5275. skillratio += 10 * sstatus->pow;
  5276. if( sd != nullptr ){
  5277. int16 index = sd->equip_index[EQI_HAND_R];
  5278. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  5279. skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
  5280. }
  5281. }
  5282. RE_LVL_DMOD(100);
  5283. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  5284. skillratio *= 2;
  5285. break;
  5286. case DK_STORMSLASH:
  5287. skillratio += -100 + 300 + 750 * skill_lv;
  5288. skillratio += 5 * sstatus->pow;
  5289. RE_LVL_DMOD(100);
  5290. if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100))
  5291. skillratio *= 2;
  5292. break;
  5293. case DK_DRAGONIC_BREATH:
  5294. skillratio += -100 + 50 + 350 * skill_lv;
  5295. skillratio += 7 * sstatus->pow;
  5296. if (sc && sc->getSCE(SC_DRAGONIC_AURA)) {
  5297. skillratio += 3 * sstatus->pow;
  5298. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 7) / 100; // Skill level x 0.07 x ((MaxHP / 4) + (MaxSP / 2))
  5299. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 7) / 100;
  5300. } else {
  5301. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 5) / 100; // Skill level x 0.05 x ((MaxHP / 4) + (MaxSP / 2))
  5302. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 5) / 100;
  5303. }
  5304. RE_LVL_DMOD(100);
  5305. break;
  5306. case IQ_OLEUM_SANCTUM:
  5307. skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
  5308. RE_LVL_DMOD(100);
  5309. break;
  5310. case IQ_MASSIVE_F_BLASTER:
  5311. skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow;
  5312. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  5313. skillratio += 150 * skill_lv;
  5314. RE_LVL_DMOD(100);
  5315. break;
  5316. case IQ_EXPOSION_BLASTER:
  5317. skillratio += -100 + 450 + 2600 * skill_lv;
  5318. skillratio += 10 * sstatus->pow;
  5319. if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
  5320. skillratio += 950 * skill_lv;
  5321. }
  5322. RE_LVL_DMOD(100);
  5323. break;
  5324. case IQ_FIRST_BRAND:
  5325. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
  5326. RE_LVL_DMOD(100);
  5327. break;
  5328. case IQ_SECOND_FLAME:
  5329. skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
  5330. RE_LVL_DMOD(100);
  5331. break;
  5332. case IQ_SECOND_FAITH:
  5333. skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
  5334. RE_LVL_DMOD(100);
  5335. break;
  5336. case IQ_SECOND_JUDGEMENT:
  5337. skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
  5338. RE_LVL_DMOD(100);
  5339. break;
  5340. case IQ_THIRD_PUNISH:
  5341. skillratio += -100 + 450 + 1800 * skill_lv;
  5342. skillratio += 10 * sstatus->pow;
  5343. RE_LVL_DMOD(100);
  5344. break;
  5345. case IQ_THIRD_FLAME_BOMB:
  5346. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  5347. skillratio += sstatus->max_hp * 20 / 100;
  5348. RE_LVL_DMOD(100);
  5349. break;
  5350. case IQ_THIRD_CONSECRATION:
  5351. skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
  5352. RE_LVL_DMOD(100);
  5353. break;
  5354. case IG_GRAND_JUDGEMENT:
  5355. skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
  5356. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  5357. skillratio += 100 + 150 * skill_lv;
  5358. RE_LVL_DMOD(100);
  5359. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5360. skillratio += skillratio * i / 100;
  5361. break;
  5362. case IG_SHIELD_SHOOTING:
  5363. skillratio += -100 + 1000 + 3500 * skill_lv;
  5364. skillratio += 10 * sstatus->pow;
  5365. skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  5366. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  5367. short index = sd->equip_index[EQI_HAND_L];
  5368. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5369. skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
  5370. skillratio += sd->inventory.u.items_inventory[index].refine * 100;
  5371. }
  5372. }
  5373. RE_LVL_DMOD(100);
  5374. break;
  5375. case IG_OVERSLASH:
  5376. skillratio += -100 + 220 * skill_lv;
  5377. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv;
  5378. skillratio += 7 * sstatus->pow;
  5379. RE_LVL_DMOD(100);
  5380. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5381. skillratio += skillratio * i / 100;
  5382. break;
  5383. case CD_EFFLIGO:
  5384. skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
  5385. skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5386. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  5387. skillratio += 150 * skill_lv;
  5388. skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5389. }
  5390. RE_LVL_DMOD(100);
  5391. break;
  5392. case CD_PETITIO:
  5393. skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow;
  5394. RE_LVL_DMOD(100);
  5395. break;
  5396. case SHC_DANCING_KNIFE:
  5397. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5398. RE_LVL_DMOD(100);
  5399. break;
  5400. case SHC_SAVAGE_IMPACT:
  5401. skillratio += -100 + 105 * skill_lv + 5 * sstatus->pow;
  5402. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5403. skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
  5404. }
  5405. RE_LVL_DMOD(100);
  5406. break;
  5407. case SHC_ETERNAL_SLASH:
  5408. skillratio += -100 + 300 * skill_lv + 2 * sstatus->pow;
  5409. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5410. skillratio += 120 * skill_lv + sstatus->pow;
  5411. }
  5412. RE_LVL_DMOD(100);
  5413. break;
  5414. case SHC_SHADOW_STAB:
  5415. skillratio += -100 + 550 * skill_lv;
  5416. skillratio += 5 * sstatus->pow;
  5417. if (wd->miscflag & SKILL_ALTDMG_FLAG) {
  5418. skillratio += 100 * skill_lv + 2 * sstatus->pow;
  5419. }
  5420. RE_LVL_DMOD(100);
  5421. break;
  5422. case SHC_IMPACT_CRATER:
  5423. skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
  5424. RE_LVL_DMOD(100);
  5425. break;
  5426. case SHC_FATAL_SHADOW_CROW:
  5427. skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
  5428. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  5429. skillratio += 150 * skill_lv;
  5430. RE_LVL_DMOD(100);
  5431. break;
  5432. case MT_AXE_STOMP:
  5433. skillratio += -100 + 450 + 1150 * skill_lv;
  5434. skillratio += 5 * sstatus->pow;
  5435. RE_LVL_DMOD(100);
  5436. break;
  5437. case MT_MIGHTY_SMASH:
  5438. skillratio += -100 + 80 + 240 * skill_lv;
  5439. skillratio += 5 * sstatus->pow;
  5440. if (sc && sc->getSCE(SC_AXE_STOMP)) {
  5441. skillratio += 20;
  5442. skillratio += 5 * sstatus->pow;
  5443. }
  5444. RE_LVL_DMOD(100);
  5445. break;
  5446. case MT_RUSH_QUAKE:
  5447. skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
  5448. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  5449. skillratio += 150 * skill_lv;
  5450. RE_LVL_DMOD(100);
  5451. break;
  5452. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  5453. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5454. RE_LVL_DMOD(100);
  5455. break;
  5456. case MT_SPARK_BLASTER:
  5457. skillratio += -100 + 600 + 1400 * skill_lv;
  5458. skillratio += 5 * sstatus->pow;
  5459. RE_LVL_DMOD(100);
  5460. break;
  5461. case MT_TRIPLE_LASER:
  5462. skillratio += -100 + 650 + 1150 * skill_lv;
  5463. skillratio += 12 * sstatus->pow;
  5464. RE_LVL_DMOD(100);
  5465. break;
  5466. case ABC_ABYSS_DAGGER:
  5467. skillratio += -100 + 350 + 1400 * skill_lv;
  5468. skillratio += 5 * sstatus->pow;
  5469. RE_LVL_DMOD(100);
  5470. break;
  5471. case ABC_UNLUCKY_RUSH:
  5472. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  5473. RE_LVL_DMOD(100);
  5474. break;
  5475. case ABC_CHAIN_REACTION_SHOT:
  5476. skillratio += -100 + 850 * skill_lv;
  5477. skillratio += 15 * sstatus->con;
  5478. RE_LVL_DMOD(100);
  5479. break;
  5480. case ABC_CHAIN_REACTION_SHOT_ATK:
  5481. skillratio += -100 + 800 + 2550 * skill_lv;
  5482. skillratio += 15 * sstatus->con;
  5483. RE_LVL_DMOD(100);
  5484. break;
  5485. case ABC_DEFT_STAB:
  5486. skillratio += -100 + 700 + 550 * skill_lv;
  5487. skillratio += 7 * sstatus->pow;
  5488. RE_LVL_DMOD(100);
  5489. break;
  5490. case ABC_FRENZY_SHOT:
  5491. skillratio += -100 + 250 + 800 * skill_lv;
  5492. skillratio += 15 * sstatus->con;
  5493. RE_LVL_DMOD(100);
  5494. break;
  5495. case WH_HAWKRUSH:
  5496. skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
  5497. if (sd)
  5498. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5499. RE_LVL_DMOD(100);
  5500. break;
  5501. case WH_HAWKBOOMERANG:
  5502. skillratio += -100 + 600 * skill_lv + 10 * sstatus->con;
  5503. if (sd)
  5504. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5505. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5506. skillratio += skillratio * 50 / 100;
  5507. RE_LVL_DMOD(100);
  5508. break;
  5509. case WH_GALESTORM:
  5510. skillratio += -100 + 1350 * skill_lv;
  5511. skillratio += 10 * sstatus->con;
  5512. RE_LVL_DMOD(100);
  5513. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  5514. skillratio += skillratio * 50 / 100;
  5515. break;
  5516. case WH_CRESCIVE_BOLT:
  5517. skillratio += -100 + 500 + 1300 * skill_lv;
  5518. skillratio += 5 * sstatus->con;
  5519. RE_LVL_DMOD(100);
  5520. if (sc) {
  5521. if (sc->getSCE(SC_CRESCIVEBOLT))
  5522. skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  5523. if (sc->getSCE(SC_CALAMITYGALE)) {
  5524. skillratio += skillratio * 20 / 100;
  5525. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5526. skillratio += skillratio * 50 / 100;
  5527. }
  5528. }
  5529. break;
  5530. case WH_DEEPBLINDTRAP:
  5531. case WH_SOLIDTRAP:
  5532. case WH_SWIFTTRAP:
  5533. case WH_FLAMETRAP:
  5534. skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
  5535. RE_LVL_DMOD(100);
  5536. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  5537. break;
  5538. case BO_ACIDIFIED_ZONE_WATER:
  5539. case BO_ACIDIFIED_ZONE_GROUND:
  5540. case BO_ACIDIFIED_ZONE_WIND:
  5541. case BO_ACIDIFIED_ZONE_FIRE:
  5542. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  5543. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  5544. case BO_ACIDIFIED_ZONE_WIND_ATK:
  5545. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  5546. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  5547. if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
  5548. skillratio += skillratio * 50 / 100;
  5549. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  5550. skillratio += skillratio * 50 / 100;
  5551. }
  5552. RE_LVL_DMOD(100);
  5553. break;
  5554. case BO_EXPLOSIVE_POWDER:
  5555. skillratio += -100 + 500 + 650 * skill_lv;
  5556. skillratio += 5 * sstatus->pow;
  5557. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5558. skillratio += 100 * skill_lv;
  5559. RE_LVL_DMOD(100);
  5560. break;
  5561. case BO_MAYHEMIC_THORNS:
  5562. skillratio += -100 + 200 + 300 * skill_lv;
  5563. skillratio += 5 * sstatus->pow;
  5564. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5565. skillratio += 150;
  5566. RE_LVL_DMOD(100);
  5567. break;
  5568. case TR_ROSEBLOSSOM:
  5569. skillratio += -100 + 200 + 2000 * skill_lv;
  5570. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5571. skillratio += 3 * sstatus->con;
  5572. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5573. skillratio += 200 * skill_lv;
  5574. }
  5575. RE_LVL_DMOD(100);
  5576. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5577. skillratio *= 2;
  5578. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5579. skillratio += skillratio * 50 / 100;
  5580. }
  5581. break;
  5582. case TR_ROSEBLOSSOM_ATK:
  5583. skillratio += -100 + 250 + 2800 * skill_lv;
  5584. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5585. skillratio += 3 * sstatus->con;
  5586. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5587. skillratio += 200 * skill_lv;
  5588. }
  5589. RE_LVL_DMOD(100);
  5590. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5591. skillratio *= 2;
  5592. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5593. skillratio += skillratio * 50 / 100;
  5594. }
  5595. break;
  5596. case TR_RHYTHMSHOOTING:
  5597. skillratio += -100 + 550 + 950 * skill_lv;
  5598. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5599. skillratio += 5 * sstatus->con;
  5600. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  5601. skillratio += 300 + 100 * skill_lv;
  5602. skillratio += 2 * sstatus->con;
  5603. }
  5604. RE_LVL_DMOD(100);
  5605. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5606. skillratio *= 2;
  5607. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5608. skillratio += skillratio * 50 / 100;
  5609. }
  5610. break;
  5611. case ABR_BATTLE_BUSTER:// Need official formula.
  5612. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  5613. skillratio += -100 + 8000;
  5614. break;
  5615. case ABR_INFINITY_BUSTER:// Need official formula.
  5616. skillratio += -100 + 50000;
  5617. break;
  5618. case HN_SPIRAL_PIERCE_MAX:
  5619. skillratio += -100 + 1000 + 1500 * skill_lv;
  5620. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5621. skillratio += 5 * sstatus->pow;
  5622. switch (status_get_size(target)){
  5623. case SZ_SMALL:
  5624. skillratio = skillratio * 150 / 100;
  5625. break;
  5626. case SZ_MEDIUM:
  5627. skillratio = skillratio * 130 / 100;
  5628. break;
  5629. case SZ_BIG:
  5630. skillratio = skillratio * 120 / 100;
  5631. break;
  5632. }
  5633. RE_LVL_DMOD(100);
  5634. break;
  5635. case HN_SHIELD_CHAIN_RUSH:
  5636. skillratio += -100 + 850 + 1050 * skill_lv;
  5637. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5638. skillratio += 5 * sstatus->pow;
  5639. RE_LVL_DMOD(100);
  5640. break;
  5641. case HN_MEGA_SONIC_BLOW:
  5642. skillratio += -100 + 900 + 750 * skill_lv;
  5643. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 5 * skill_lv;
  5644. skillratio += 5 * sstatus->pow;
  5645. if (status_get_hp(target) < status_get_max_hp(target) / 2)
  5646. skillratio *= 2;
  5647. RE_LVL_DMOD(100);
  5648. break;
  5649. case HN_DOUBLEBOWLINGBASH:
  5650. skillratio += -100 + 250 + 400 * skill_lv;
  5651. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5652. skillratio += 5 * sstatus->pow;
  5653. RE_LVL_DMOD(100);
  5654. break;
  5655. case NW_HASTY_FIRE_IN_THE_HOLE:
  5656. skillratio += -100 + 1500 + 1500 * skill_lv;
  5657. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
  5658. skillratio += 5 * sstatus->con;
  5659. RE_LVL_DMOD(100);
  5660. break;
  5661. case NW_BASIC_GRENADE:
  5662. skillratio += -100 + 1500 + 2100 * skill_lv;
  5663. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
  5664. skillratio += 5 * sstatus->con;
  5665. RE_LVL_DMOD(100);
  5666. break;
  5667. case NW_GRENADES_DROPPING:
  5668. skillratio += -100 + 550 + 850 * skill_lv;
  5669. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5670. skillratio += 5 * sstatus->con;
  5671. RE_LVL_DMOD(100);
  5672. break;
  5673. case NW_WILD_FIRE:
  5674. skillratio += -100 + 1500 + 3000 * skill_lv;
  5675. skillratio += 5 * sstatus->con;
  5676. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5677. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
  5678. if (sd && sd->weapontype1 == W_SHOTGUN)
  5679. skillratio += 200 * skill_lv;
  5680. RE_LVL_DMOD(100);
  5681. break;
  5682. case NW_MAGAZINE_FOR_ONE:
  5683. skillratio += -100 + 250 + 500 * skill_lv;
  5684. skillratio += 5 * sstatus->con;
  5685. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5686. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5687. if (sd && sd->weapontype1 == W_REVOLVER)
  5688. skillratio += 50 + 300 * skill_lv;
  5689. RE_LVL_DMOD(100);
  5690. break;
  5691. case NW_SPIRAL_SHOOTING:
  5692. skillratio += -100 + 1200 + 1700 * skill_lv;
  5693. skillratio += 5 * sstatus->con;
  5694. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5695. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
  5696. if (sd && sd->weapontype1 == W_RIFLE)
  5697. skillratio += 200 + 1100 * skill_lv;
  5698. RE_LVL_DMOD(100);
  5699. break;
  5700. case NW_ONLY_ONE_BULLET:
  5701. skillratio += -100 + 1200 + 3000 * skill_lv;
  5702. skillratio += 5 * sstatus->con;
  5703. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5704. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
  5705. if (sd && sd->weapontype1 == W_REVOLVER) {
  5706. skillratio += 400 * skill_lv;
  5707. }
  5708. RE_LVL_DMOD(100);
  5709. break;
  5710. case NW_THE_VIGILANTE_AT_NIGHT:
  5711. if (sd && sd->weapontype1 == W_GATLING) {
  5712. skillratio += -100 + 300 * skill_lv;
  5713. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5714. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5715. } else {
  5716. skillratio += -100 + 800 + 700 * skill_lv;
  5717. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5718. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 200 * skill_lv;
  5719. }
  5720. skillratio += 5 * sstatus->con;
  5721. RE_LVL_DMOD(100);
  5722. break;
  5723. case NW_MISSION_BOMBARD:
  5724. if( wd->miscflag&SKILL_ALTDMG_FLAG ){
  5725. skillratio += -100 + 5000 + 1800 * skill_lv;
  5726. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 100;
  5727. }else{
  5728. skillratio += -100 + 800 + 200 * skill_lv;
  5729. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5730. }
  5731. skillratio += 5 * sstatus->con;
  5732. RE_LVL_DMOD(100);
  5733. break;
  5734. }
  5735. return skillratio;
  5736. }
  5737. /*==================================================================================================
  5738. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  5739. *--------------------------------------------------------------------------------------------------*
  5740. * Credits:
  5741. * Original coder Skotlex
  5742. * Initial refactoring by Baalberith
  5743. * Refined and optimized by helvetica
  5744. */
  5745. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5746. {
  5747. map_session_data *sd = BL_CAST(BL_PC, src);
  5748. map_session_data *tsd = BL_CAST(BL_PC, target);
  5749. struct status_data *sstatus = status_get_status_data(src);
  5750. struct status_data *tstatus = status_get_status_data(target);
  5751. int64 atk = 0;
  5752. //Constant/misc additions from skills
  5753. switch (skill_id) {
  5754. case MO_EXTREMITYFIST:
  5755. atk = 250 + 150 * skill_lv;
  5756. break;
  5757. case PA_SHIELDCHAIN:
  5758. if (sd) {
  5759. short index = sd->equip_index[EQI_HAND_L];
  5760. // Bonus damage: [max(100, Random(100, 0.7*weight + pow(skill level + refine)))]
  5761. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5762. // First calculate the random part of the bonus
  5763. int bonus = (7 * sd->inventory_data[index]->weight) / 100;
  5764. bonus += static_cast<decltype(bonus)>(pow(skill_lv + sd->inventory.u.items_inventory[index].refine, 2));
  5765. // Now get a random value between 100 and the random part
  5766. atk = max(100, rnd_value(100, bonus));
  5767. }
  5768. }
  5769. break;
  5770. #ifndef RENEWAL
  5771. case GS_MAGICALBULLET:
  5772. if (sstatus->matk_max > sstatus->matk_min)
  5773. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  5774. else
  5775. atk = sstatus->matk_min;
  5776. break;
  5777. #endif
  5778. #ifdef RENEWAL
  5779. case HT_FREEZINGTRAP:
  5780. if(sd)
  5781. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  5782. break;
  5783. #endif
  5784. }
  5785. return atk;
  5786. }
  5787. /*==============================================================
  5788. * Stackable SC bonuses added on top of calculated skill damage
  5789. *--------------------------------------------------------------
  5790. * Credits:
  5791. * Original coder Skotlex
  5792. * Initial refactoring by Baalberith
  5793. * Refined and optimized by helvetica
  5794. */
  5795. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5796. {
  5797. map_session_data *sd = BL_CAST(BL_PC, src);
  5798. status_change *sc = status_get_sc(src);
  5799. struct status_data *sstatus = status_get_status_data(src);
  5800. struct status_data *tstatus = status_get_status_data(target);
  5801. uint8 anger_id = 0; // SLS Anger
  5802. // Kagerou/Oboro Earth Charm effect +15% wATK
  5803. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5804. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  5805. #ifdef RENEWAL
  5806. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  5807. #endif
  5808. }
  5809. //The following are applied on top of current damage and are stackable.
  5810. if (sc) {
  5811. #ifdef RENEWAL
  5812. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  5813. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  5814. if (sc->getSCE(SC_DRUMBATTLE))
  5815. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  5816. if (sc->getSCE(SC_MADNESSCANCEL))
  5817. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  5818. if (sc->getSCE(SC_MAGICALBULLET)) {
  5819. short tmdef = tstatus->mdef + tstatus->mdef2;
  5820. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  5821. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  5822. } else {
  5823. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  5824. }
  5825. }
  5826. if (sc->getSCE(SC_GATLINGFEVER))
  5827. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  5828. #else
  5829. //ATK percent modifier (in pre-renewal, it's applied multiplicatively after the skill ratio)
  5830. ATK_RATE(wd->damage, wd->damage2, battle_get_atkpercent(*src, skill_id, *sc));
  5831. ATK_RATER(wd->basedamage, battle_get_atkpercent(*src, 0, *sc));
  5832. #endif
  5833. if (sc->getSCE(SC_SPIRIT)) {
  5834. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  5835. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5836. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5837. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  5838. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  5839. RE_ALLATK_ADDRATE(wd, 100);
  5840. }
  5841. }
  5842. if (sc->getSCE(SC_GT_CHANGE))
  5843. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  5844. #ifdef RENEWAL
  5845. if (sc->getSCE(SC_EDP)) {
  5846. switch(skill_id) {
  5847. // Renewal: Venom Splasher, Meteor Assault, Grimtooth and Venom Knife ignore EDP
  5848. case TF_SPRINKLESAND:
  5849. case AS_SPLASHER:
  5850. case ASC_METEORASSAULT:
  5851. case AS_GRIMTOOTH:
  5852. case AS_VENOMKNIFE:
  5853. break; // skills above have no effect with EDP
  5854. default: // fall through to apply EDP bonuses
  5855. // Renewal EDP formula [helvetica]
  5856. // weapon atk * (2.5 + (edp level * .3))
  5857. // equip atk * (2.5 + (edp level * .3))
  5858. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5859. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5860. break;
  5861. }
  5862. }
  5863. #endif
  5864. if (sc->getSCE(SC_DANCEWITHWUG)) {
  5865. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  5866. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5867. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5868. }
  5869. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5870. #ifdef RENEWAL
  5871. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5872. #endif
  5873. }
  5874. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  5875. ATK_ADD(wd->damage, wd->damage2, 200);
  5876. #ifdef RENEWAL
  5877. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  5878. #endif
  5879. }
  5880. if (sc->getSCE(SC_EQC)) {
  5881. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  5882. #ifdef RENEWAL
  5883. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  5884. #endif
  5885. }
  5886. if(sc->getSCE(SC_STYLE_CHANGE)) {
  5887. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5888. if(hd) {
  5889. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  5890. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  5891. }
  5892. }
  5893. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5894. switch(skill_id) {
  5895. case RA_WUGDASH:
  5896. case RA_WUGSTRIKE:
  5897. case RA_WUGBITE:
  5898. break;
  5899. default:
  5900. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  5901. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  5902. break;
  5903. }
  5904. }
  5905. if (sc->getSCE(SC_HEAT_BARREL)) {
  5906. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  5907. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  5908. }
  5909. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5910. if (sc->getSCE(SC_MTF_RANGEATK)) { // Monster Transformation bonus
  5911. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5912. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5913. }
  5914. if (sc->getSCE(SC_MTF_RANGEATK2)) { // Monster Transformation bonus
  5915. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5916. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5917. }
  5918. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  5919. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5920. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5921. }
  5922. }
  5923. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  5924. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  5925. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  5926. }
  5927. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  5928. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  5929. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  5930. }
  5931. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  5932. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  5933. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  5934. }
  5935. if (sc->getSCE(SC_MIRACLE))
  5936. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  5937. if (sc->getSCE(SC_HIDDEN_CARD) && (wd->flag&BF_LONG) == BF_LONG)
  5938. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HIDDEN_CARD)->val3);
  5939. }
  5940. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5941. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  5942. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  5943. RE_ALLATK_ADDRATE(wd, 20);
  5944. }
  5945. }
  5946. if (sd != nullptr && !anger_id)
  5947. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  5948. uint16 anger_level;
  5949. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  5950. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  5951. if (anger_id == 2)
  5952. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  5953. if (anger_level < 4)
  5954. skillratio /= 12 - 3 * anger_level;
  5955. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  5956. #ifdef RENEWAL
  5957. RE_ALLATK_ADDRATE(wd, skillratio);
  5958. #endif
  5959. }
  5960. }
  5961. /*====================================
  5962. * Calc defense damage reduction
  5963. *------------------------------------
  5964. * Credits:
  5965. * Original coder Skotlex
  5966. * Initial refactoring by Baalberith
  5967. * Refined and optimized by helvetica
  5968. */
  5969. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5970. {
  5971. map_session_data *sd = BL_CAST(BL_PC, src);
  5972. map_session_data *tsd = BL_CAST(BL_PC, target);
  5973. status_change *sc = status_get_sc(src);
  5974. status_change *tsc = status_get_sc(target);
  5975. struct status_data *sstatus = status_get_status_data(src);
  5976. struct status_data *tstatus = status_get_status_data(target);
  5977. //Defense reduction
  5978. short vit_def;
  5979. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  5980. short def2 = tstatus->def2;
  5981. if (sd) {
  5982. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  5983. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  5984. if (i) {
  5985. i = min(i,100); //cap it to 100 for 0 def min
  5986. def1 -= def1 * i / 100;
  5987. def2 -= def2 * i / 100;
  5988. }
  5989. //Kagerou/Oboro Earth Charm effect +10% eDEF
  5990. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5991. short si = 10 * sd->spiritcharm;
  5992. def1 = (def1 * (100 + si)) / 100;
  5993. }
  5994. }
  5995. if (sc && sc->getSCE(SC_EXPIATIO)) {
  5996. short i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  5997. i = min(i,100); //cap it to 100 for 0 def min
  5998. def1 = (def1*(100-i))/100;
  5999. def2 = (def2*(100-i))/100;
  6000. }
  6001. if (tsc) {
  6002. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  6003. short i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  6004. def1 = (def1 * (100 + i)) / 100;
  6005. }
  6006. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  6007. short i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  6008. i = min(i,100); //cap it to 100 for 0 def min
  6009. def1 = (def1*(100-i))/100;
  6010. def2 = (def2*(100-i))/100;
  6011. }
  6012. if (tsc->getSCE(SC_GT_REVITALIZE))
  6013. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  6014. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  6015. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  6016. }
  6017. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  6018. unsigned char target_count; //256 max targets should be a sane max
  6019. //Official servers limit the count to 22 targets
  6020. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  6021. if(target_count >= battle_config.vit_penalty_count) {
  6022. if(battle_config.vit_penalty_type == 1) {
  6023. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6024. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6025. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  6026. } else { //Assume type 2
  6027. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  6028. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6029. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  6030. }
  6031. }
  6032. if(def2 < 1)
  6033. def2 = 1;
  6034. }
  6035. #ifdef RENEWAL
  6036. if (skill_id == AM_ACIDTERROR)
  6037. def2 = 0; // Ignore only status defense.
  6038. #endif
  6039. //Damage reduction based on vitality
  6040. if (tsd) { //Sd vit-eq
  6041. int skill;
  6042. #ifndef RENEWAL
  6043. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  6044. vit_def = ((3 * def2) / 10);
  6045. vit_def += rnd_value(0, max(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1));
  6046. vit_def += (def2 / 2);
  6047. #else
  6048. vit_def = def2;
  6049. #endif
  6050. 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
  6051. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  6052. vit_def += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  6053. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  6054. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  6055. vit_def += skill*5;
  6056. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  6057. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  6058. vit_def += skill * 10;
  6059. } else { //Mob-Pet vit-eq
  6060. #ifndef RENEWAL
  6061. //VIT + rnd(0,[VIT/20]^2-1)
  6062. vit_def = (def2/20)*(def2/20);
  6063. if (tsc && tsc->getSCE(SC_SKA))
  6064. vit_def += 100; //Eska increases the random part of the formula by 100
  6065. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  6066. #else
  6067. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  6068. vit_def = def2;
  6069. #endif
  6070. }
  6071. if (battle_config.weapon_defense_type) {
  6072. vit_def += def1*battle_config.weapon_defense_type;
  6073. def1 = 0;
  6074. }
  6075. #ifdef RENEWAL
  6076. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  6077. if (nk[NK_SIMPLEDEFENSE]) {
  6078. // Defense reduction by flat value.
  6079. // This completely bypasses the normal RE DEF Reduction formula.
  6080. wd->damage -= (def1 + vit_def);
  6081. if (is_attack_left_handed(src, skill_id))
  6082. wd->damage2 -= (def1 + vit_def);
  6083. }
  6084. else {
  6085. /**
  6086. * RE DEF Reduction
  6087. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  6088. * Pierce defence gains 1 atk per def/2
  6089. */
  6090. if (def1 == -400) /* -400 creates a division by 0 and subsequently crashes */
  6091. def1 = -399;
  6092. ATK_ADD2(wd->damage, wd->damage2,
  6093. 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,
  6094. 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
  6095. );
  6096. 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))
  6097. wd->damage = wd->damage * (4000 + def1) / (4000 + 10 * def1) - vit_def;
  6098. 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))
  6099. wd->damage2 = wd->damage2 * (4000 + def1) / (4000 + 10 * def1) - vit_def;
  6100. }
  6101. #else
  6102. if (def1 > 100) def1 = 100;
  6103. ATK_RATE2(wd->damage, wd->damage2,
  6104. 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)),
  6105. 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))
  6106. );
  6107. ATK_RATER(wd->basedamage, 100 - def1);
  6108. ATK_ADD2(wd->damage, wd->damage2,
  6109. 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,
  6110. 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
  6111. );
  6112. wd->basedamage -= vit_def;
  6113. #endif
  6114. }
  6115. /*====================================
  6116. * Modifiers ignoring DEF
  6117. *------------------------------------
  6118. * Credits:
  6119. * Original coder Skotlex
  6120. * Initial refactoring by Baalberith
  6121. * Refined and optimized by helvetica
  6122. */
  6123. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6124. {
  6125. map_session_data *sd = BL_CAST(BL_PC, src);
  6126. status_change *sc = status_get_sc(src);
  6127. struct status_data *sstatus = status_get_status_data(src);
  6128. // Post skill/vit reduction damage increases
  6129. #ifndef RENEWAL
  6130. //Refine bonus
  6131. if (sd) {
  6132. if (battle_skill_stacks_masteries_vvs(skill_id, BCHK_REFINE)) {
  6133. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  6134. }
  6135. wd->basedamage += sstatus->rhw.atk2;
  6136. }
  6137. //After DEF reduction, damage can be negative, refine bonus works against that value
  6138. //After refinement bonus was applied, damage is capped to 1, then masteries are applied
  6139. battle_min_damage(*wd, *src, skill_id, 1);
  6140. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  6141. #endif
  6142. if (sc) { // SC skill damages
  6143. if (sc->getSCE(SC_AURABLADE)
  6144. #ifndef RENEWAL
  6145. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  6146. #endif
  6147. ) {
  6148. #ifdef RENEWAL
  6149. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  6150. #else
  6151. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  6152. #endif
  6153. }
  6154. }
  6155. //Set to min of 1
  6156. battle_min_damage(*wd, *src, skill_id, 1);
  6157. #ifdef RENEWAL
  6158. switch (skill_id) {
  6159. case AS_SONICBLOW:
  6160. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  6161. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  6162. break;
  6163. }
  6164. #endif
  6165. }
  6166. /*=================================================================================
  6167. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  6168. *---------------------------------------------------------------------------------
  6169. * Credits:
  6170. * Original coder Skotlex
  6171. * Initial refactoring by Baalberith
  6172. * Refined and optimized by helvetica
  6173. */
  6174. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  6175. {
  6176. struct status_data *tstatus = status_get_status_data(target);
  6177. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  6178. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6179. status_change_end(src, SC_CAMOUFLAGE);
  6180. //Plants receive 1 damage when hit
  6181. if( attack_hits || wd->damage > 0 )
  6182. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  6183. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  6184. map_session_data *sd = BL_CAST(BL_PC, src);
  6185. if (sd && sd->status.weapon == W_KATAR)
  6186. wd->damage2 = 0; //No backhand damage against plants
  6187. else
  6188. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  6189. }
  6190. if (attack_hits && target->type == BL_MOB) {
  6191. status_change *sc = status_get_sc(target);
  6192. int64 damage_dummy = 1;
  6193. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  6194. wd->damage = wd->damage2 = 0;
  6195. return;
  6196. }
  6197. }
  6198. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  6199. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  6200. wd->damage = wd->damage2 = 0;
  6201. return;
  6202. }
  6203. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6204. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6205. if (wd->damage > 0) {
  6206. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  6207. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6208. } else if (wd->damage2 > 0) {
  6209. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  6210. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6211. }
  6212. return;
  6213. }
  6214. // Triple Attack has a special property that it does not split damage on plant mode
  6215. // In pre-renewal, it requires the monster to have exactly 100 def
  6216. if (skill_id == MO_TRIPLEATTACK && wd->div_ < 0
  6217. #ifndef RENEWAL
  6218. && tstatus->def == 100
  6219. #endif
  6220. )
  6221. wd->div_ *= -1;
  6222. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  6223. battle_apply_div_fix(wd, skill_id);
  6224. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  6225. if(wd->damage > 1 && wd->damage2 > 0) {
  6226. wd->damage = 1;
  6227. wd->damage2 = 1;
  6228. }
  6229. }
  6230. /*========================================================================================
  6231. * Perform left/right hand weapon damage calculation based on previously calculated damage
  6232. *----------------------------------------------------------------------------------------
  6233. * Credits:
  6234. * Original coder Skotlex
  6235. * Initial refactoring by Baalberith
  6236. * Refined and optimized by helvetica
  6237. */
  6238. static void battle_calc_attack_left_right_hands(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6239. {
  6240. map_session_data *sd = BL_CAST(BL_PC, src);
  6241. if (sd) {
  6242. int skill;
  6243. if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  6244. skill = pc_checkskill(sd,TF_DOUBLE);
  6245. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  6246. #ifdef RENEWAL
  6247. } else if(is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  6248. #else
  6249. } else if(is_attack_left_handed(src, skill_id)) { //Dual-wield
  6250. #endif
  6251. // If you only have a weapon in the left hand, then your main hand damage will be identical to an unarmed attack
  6252. if (is_attack_right_handed(src, skill_id) && wd->damage) {
  6253. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  6254. skill = pc_checkskill(sd,AS_RIGHT);
  6255. ATK_RATER(wd->damage, 50 + (skill * 10))
  6256. }
  6257. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6258. skill = pc_checkskill(sd,KO_RIGHT);
  6259. ATK_RATER(wd->damage, 70 + (skill * 10))
  6260. }
  6261. if(wd->damage < 1)
  6262. wd->damage = 1;
  6263. }
  6264. // Left hand damage will always be adjusted, even if you don't have a weapon in the main hand
  6265. if (wd->damage2) {
  6266. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  6267. skill = pc_checkskill(sd,AS_LEFT);
  6268. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  6269. }
  6270. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6271. skill = pc_checkskill(sd,KO_LEFT);
  6272. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  6273. }
  6274. if(wd->damage2 < 1)
  6275. wd->damage2 = 1;
  6276. }
  6277. }
  6278. }
  6279. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  6280. wd->damage=0;
  6281. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  6282. wd->damage2=0;
  6283. }
  6284. /**
  6285. * Check if bl is devoted by someone
  6286. * @param bl
  6287. * @return 'd_bl' if devoted or nullptr if not devoted
  6288. */
  6289. struct block_list *battle_check_devotion(struct block_list *bl) {
  6290. struct block_list *d_bl = nullptr;
  6291. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  6292. status_change *sc = status_get_sc(bl);
  6293. if (sc && sc->getSCE(SC_DEVOTION))
  6294. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  6295. }
  6296. return d_bl;
  6297. }
  6298. /*==========================================
  6299. * BG/GvG attack modifiers
  6300. *------------------------------------------
  6301. * Credits:
  6302. * Original coder Skotlex
  6303. * Initial refactoring by Baalberith
  6304. * Refined and optimized by helvetica
  6305. */
  6306. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6307. {
  6308. if( wd->damage + wd->damage2 ) { //There is a total damage value
  6309. if( src != target && //Don't reflect your own damage (Grand Cross)
  6310. (!skill_id || skill_id ||
  6311. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  6312. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6313. map_session_data *tsd = BL_CAST(BL_PC, target);
  6314. struct status_data *sstatus = status_get_status_data(src);
  6315. t_tick tick = gettick(), rdelay = 0;
  6316. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  6317. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  6318. struct block_list *d_bl = battle_check_devotion(src);
  6319. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6320. if( tsd )
  6321. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6322. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  6323. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  6324. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6325. }
  6326. }
  6327. struct map_data *mapdata = map_getmapdata(target->m);
  6328. if(!wd->damage2) {
  6329. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  6330. if( mapdata_flag_gvg2(mapdata) )
  6331. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  6332. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6333. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  6334. }
  6335. else if(!wd->damage) {
  6336. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  6337. if( mapdata_flag_gvg2(mapdata) )
  6338. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6339. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6340. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6341. }
  6342. else {
  6343. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  6344. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  6345. if (mapdata_flag_gvg2(mapdata)) {
  6346. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6347. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6348. }
  6349. else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
  6350. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  6351. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6352. }
  6353. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  6354. }
  6355. }
  6356. }
  6357. /*==========================================
  6358. * final ATK modifiers - after BG/GvG calc
  6359. *------------------------------------------
  6360. * Credits:
  6361. * Original coder Skotlex
  6362. * Initial refactoring by Baalberith
  6363. * Refined and optimized by helvetica
  6364. */
  6365. static void battle_calc_weapon_final_atk_modifiers(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6366. {
  6367. map_session_data *sd = BL_CAST(BL_PC, src);
  6368. map_session_data *tsd = BL_CAST(BL_PC, target);
  6369. status_change *sc = status_get_sc(src);
  6370. status_change *tsc = status_get_sc(target);
  6371. struct status_data *sstatus = status_get_status_data(src);
  6372. struct status_data *tstatus = status_get_status_data(target);
  6373. int skill_damage = 0;
  6374. //Reject Sword bugreport:4493 by Daegaladh
  6375. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  6376. (src->type!=BL_PC || (
  6377. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  6378. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  6379. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  6380. )) &&
  6381. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  6382. )
  6383. {
  6384. ATK_RATER(wd->damage, 50)
  6385. clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
  6386. battle_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  6387. if (status_isdead(target))
  6388. return;
  6389. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  6390. status_change_end(target, SC_REJECTSWORD);
  6391. }
  6392. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  6393. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  6394. int64 rdamage = 0;
  6395. int ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  6396. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  6397. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  6398. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  6399. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  6400. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  6401. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE); // This is how official does
  6402. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  6403. battle_fix_damage(target, src, rdamage, 0, SR_CRESCENTELBOW);
  6404. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  6405. status_change_end(target, SC_CRESCENTELBOW);
  6406. }
  6407. if( sc ) {
  6408. //SC_FUSION hp penalty [Komurka]
  6409. if (sc->getSCE(SC_FUSION)) {
  6410. unsigned int hp = sstatus->max_hp;
  6411. if (sd && tsd) {
  6412. hp = hp / 13;
  6413. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  6414. hp = sstatus->hp;
  6415. } else
  6416. hp = 2*hp/100; //2% hp loss per hit
  6417. status_zap(src, hp, 0);
  6418. }
  6419. if (sc->getSCE(SC_VIGOR))
  6420. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  6421. // Only affecting non-skills
  6422. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  6423. if (sc->getSCE(SC_ENCHANTBLADE)) {
  6424. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  6425. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  6426. if (sstatus->matk_max > sstatus->matk_min)
  6427. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  6428. else
  6429. enchant_dmg = enchant_dmg + sstatus->matk_min;
  6430. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  6431. if (enchant_dmg > 0)
  6432. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  6433. }
  6434. }
  6435. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6436. status_change_end(src, SC_CAMOUFLAGE);
  6437. }
  6438. #ifndef RENEWAL
  6439. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  6440. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  6441. wd->damage += md.damage;
  6442. }
  6443. #endif
  6444. // Skill damage adjustment
  6445. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  6446. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  6447. }
  6448. /*====================================================
  6449. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  6450. *----------------------------------------------------
  6451. * Credits:
  6452. * Original coder Skotlex
  6453. * Initial refactoring by Baalberith
  6454. * Refined and optimized by helvetica
  6455. */
  6456. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6457. {
  6458. struct status_data *sstatus = status_get_status_data(src);
  6459. struct status_data *tstatus = status_get_status_data(target);
  6460. status_change *sc = status_get_sc(src);
  6461. map_session_data *sd = BL_CAST(BL_PC, src);
  6462. struct Damage wd;
  6463. wd.type = DMG_NORMAL; //Normal attack
  6464. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  6465. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  6466. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  6467. /*if(skill_id == KN_AUTOCOUNTER)
  6468. wd.amotion /= 2; */
  6469. wd.dmotion = tstatus->dmotion;
  6470. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  6471. wd.miscflag = wflag;
  6472. wd.flag = BF_WEAPON; //Initial Flag
  6473. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  6474. wd.isspdamage = false;
  6475. wd.damage = wd.damage2 =
  6476. #ifdef RENEWAL
  6477. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  6478. wd.percentAtk = wd.percentAtk2 =
  6479. #else
  6480. wd.basedamage =
  6481. #endif
  6482. 0;
  6483. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  6484. if(sd)
  6485. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  6486. if (skill_id) {
  6487. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6488. switch(skill_id)
  6489. {
  6490. #ifdef RENEWAL
  6491. case RG_BACKSTAP:
  6492. if (sd && sd->status.weapon == W_DAGGER)
  6493. wd.div_ = 2;
  6494. break;
  6495. case MO_CHAINCOMBO:
  6496. if (sd && sd->status.weapon == W_KNUCKLE)
  6497. wd.div_ = -6;
  6498. break;
  6499. #endif
  6500. case MH_SONIC_CRAW:{
  6501. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6502. wd.div_ = hd->homunculus.spiritball;
  6503. }
  6504. break;
  6505. case MO_FINGEROFFENSIVE:
  6506. if (sd) {
  6507. if (battle_config.finger_offensive_type)
  6508. wd.div_ = 1;
  6509. #ifndef RENEWAL
  6510. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  6511. wd.div_ = sd->spiritball + sd->spiritball_old;
  6512. #endif
  6513. }
  6514. break;
  6515. case KN_PIERCE:
  6516. case ML_PIERCE:
  6517. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  6518. break;
  6519. case TF_DOUBLE: //For NPC used skill.
  6520. case GS_CHAINACTION:
  6521. wd.type = DMG_MULTI_HIT;
  6522. break;
  6523. case GS_GROUNDDRIFT:
  6524. wd.amotion = sstatus->amotion;
  6525. [[fallthrough]];
  6526. case KN_SPEARSTAB:
  6527. #ifndef RENEWAL
  6528. case KN_BOWLINGBASH:
  6529. #endif
  6530. case MS_BOWLINGBASH:
  6531. case MO_BALKYOUNG:
  6532. case TK_TURNKICK:
  6533. wd.blewcount = 0;
  6534. break;
  6535. #ifdef RENEWAL
  6536. case KN_BOWLINGBASH:
  6537. if (sd && sd->status.weapon == W_2HSWORD) {
  6538. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  6539. wd.div_ = 3;
  6540. else if (wd.miscflag >= 4)
  6541. wd.div_ = 4;
  6542. }
  6543. break;
  6544. #endif
  6545. case KN_AUTOCOUNTER:
  6546. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  6547. break;
  6548. case LK_SPIRALPIERCE:
  6549. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  6550. break;
  6551. case RK_WINDCUTTER:
  6552. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  6553. wd.flag |= BF_LONG;
  6554. break;
  6555. case NC_BOOSTKNUCKLE:
  6556. case NC_VULCANARM:
  6557. case NC_ARMSCANNON:
  6558. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  6559. wd.div_ = 2;
  6560. break;
  6561. case NC_POWERSWING:
  6562. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  6563. wd.div_ = -2;
  6564. break;
  6565. case GN_CARTCANNON:
  6566. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  6567. wd.div_ = 2;
  6568. break;
  6569. case DK_SERVANT_W_PHANTOM:
  6570. case DK_SERVANT_W_DEMOL:
  6571. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  6572. wd.div_ = sd->servantball + sd->servantball_old;
  6573. break;
  6574. case IQ_THIRD_FLAME_BOMB:
  6575. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  6576. break;
  6577. case IG_OVERSLASH:
  6578. if( wd.miscflag >= 4 ){
  6579. wd.div_ = 7;
  6580. }else if( wd.miscflag >= 2 ){
  6581. wd.div_ = 5;
  6582. }
  6583. break;
  6584. case SHC_ETERNAL_SLASH:
  6585. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  6586. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  6587. break;
  6588. case SHC_IMPACT_CRATER:
  6589. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  6590. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  6591. break;
  6592. case MT_AXE_STOMP:
  6593. if (sd && sd->status.weapon == W_2HAXE)
  6594. wd.div_ = 3;
  6595. break;
  6596. case SHC_SAVAGE_IMPACT:
  6597. wd.div_ = wd.div_ + wd.miscflag;
  6598. break;
  6599. case MT_MIGHTY_SMASH:
  6600. if (sc && sc->getSCE(SC_AXE_STOMP))
  6601. wd.div_ = 7;
  6602. break;
  6603. case BO_EXPLOSIVE_POWDER:
  6604. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6605. wd.div_ = 5;
  6606. break;
  6607. case BO_MAYHEMIC_THORNS:
  6608. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6609. wd.div_ = 4;
  6610. break;
  6611. case HN_DOUBLEBOWLINGBASH:
  6612. if (wd.miscflag > 1)
  6613. wd.div_ += min(4, wd.miscflag);
  6614. break;
  6615. }
  6616. } else {
  6617. bool is_long = false;
  6618. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  6619. is_long = true;
  6620. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  6621. }
  6622. return wd;
  6623. }
  6624. /**
  6625. * Check if we should reflect the damage and calculate it if so
  6626. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  6627. * @param wd : weapon damage
  6628. * @param src : bl who did the attack
  6629. * @param target : target of the attack
  6630. * @param skill_id : id of casted skill, 0 = basic atk
  6631. * @param skill_lv : lvl of skill casted
  6632. */
  6633. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  6634. {
  6635. // Don't reflect your own damage (Grand Cross)
  6636. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  6637. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  6638. {
  6639. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6640. map_session_data *tsd = BL_CAST(BL_PC, target);
  6641. status_change *tsc = status_get_sc(target);
  6642. struct status_data *sstatus = status_get_status_data(src);
  6643. struct unit_data *ud = unit_bl2ud(target);
  6644. t_tick tick = gettick(), rdelay = 0;
  6645. if (!tsc)
  6646. return;
  6647. auto * sce = tsc->getSCE(SC_MAXPAIN);
  6648. if (sce) {
  6649. sce->val2 = (int)damage;
  6650. if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
  6651. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  6652. }
  6653. // Calculate skill reflect damage separately
  6654. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  6655. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  6656. if( rdamage > 0 ) {
  6657. struct block_list *d_bl = battle_check_devotion(src);
  6658. status_change *sc = status_get_sc(src);
  6659. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  6660. rdamage /= 2;
  6661. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  6662. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  6663. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  6664. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6665. if( tsd )
  6666. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6667. // It appears that official servers give skill reflect damage a longer delay
  6668. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  6669. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6670. }
  6671. }
  6672. }
  6673. }
  6674. /*============================================
  6675. * Calculate "weapon"-type attacks and skills
  6676. *--------------------------------------------
  6677. * Credits:
  6678. * Original coder Skotlex
  6679. * Initial refactoring by Baalberith
  6680. * Refined and optimized by helvetica
  6681. */
  6682. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6683. {
  6684. map_session_data *sd, *tsd;
  6685. struct Damage wd;
  6686. status_change *sc = status_get_sc(src);
  6687. status_change *tsc = status_get_sc(target);
  6688. struct status_data *sstatus = status_get_status_data(src);
  6689. struct status_data *tstatus = status_get_status_data(target);
  6690. int right_element, left_element;
  6691. bool infdef = false;
  6692. memset(&wd,0,sizeof(wd));
  6693. if (src == nullptr || target == nullptr) {
  6694. nullpo_info(NLP_MARK);
  6695. return wd;
  6696. }
  6697. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  6698. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6699. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6700. if (sc && !sc->count)
  6701. sc = nullptr; //Skip checking as there are no status changes active.
  6702. if (tsc && !tsc->count)
  6703. tsc = nullptr; //Skip checking as there are no status changes active.
  6704. sd = BL_CAST(BL_PC, src);
  6705. tsd = BL_CAST(BL_PC, target);
  6706. //Check for Lucky Dodge
  6707. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  6708. wd.type = DMG_LUCY_DODGE;
  6709. wd.dmg_lv = ATK_LUCKY;
  6710. if(wd.div_ < 0)
  6711. wd.div_ *= -1;
  6712. return wd;
  6713. }
  6714. // on official check for multi hit first so we can override crit on double attack [helvetica]
  6715. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  6716. // crit check is next since crits always hit on official [helvetica]
  6717. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  6718. #if PACKETVER >= 20161207
  6719. if (wd.type&DMG_MULTI_HIT)
  6720. wd.type = DMG_MULTI_HIT_CRITICAL;
  6721. else
  6722. wd.type = DMG_CRITICAL;
  6723. #else
  6724. wd.type = DMG_CRITICAL;
  6725. #endif
  6726. }
  6727. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  6728. // check if we're landing a hit
  6729. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  6730. wd.dmg_lv = ATK_FLEE;
  6731. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  6732. #ifndef RENEWAL
  6733. // First call function with skill_id 0 to get base damage of a normal attack
  6734. battle_calc_skill_base_damage(&wd, src, target, 0, 0); // base damage
  6735. wd.basedamage = wd.damage;
  6736. // Now get actual skill damage
  6737. if (skill_id != 0)
  6738. #endif
  6739. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  6740. #ifndef RENEWAL
  6741. // Skill ratio
  6742. ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv));
  6743. // Additive damage bonus
  6744. ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv));
  6745. #endif
  6746. #ifdef RENEWAL
  6747. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  6748. struct status_data *sstatus = status_get_status_data(src);
  6749. if (sstatus->matk_max > sstatus->matk_min) {
  6750. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6751. } else
  6752. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  6753. }
  6754. #endif
  6755. int i = 0;
  6756. #ifndef RENEWAL
  6757. // add any miscellaneous player ATK bonuses
  6758. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  6759. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6760. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6761. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6762. #endif
  6763. #ifdef RENEWAL
  6764. // In Renewal we only cardfix to the weapon and equip ATK
  6765. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6766. if (sd) {
  6767. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  6768. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  6769. if (is_attack_left_handed(src, skill_id)) {
  6770. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  6771. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  6772. }
  6773. }
  6774. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6775. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  6776. std::bitset<NK_MAX> ignoreele_nk = nk;
  6777. ignoreele_nk.set(NK_IGNOREELEMENT);
  6778. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  6779. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  6780. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  6781. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  6782. if (is_attack_left_handed(src, skill_id)) {
  6783. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  6784. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  6785. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  6786. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  6787. }
  6788. }
  6789. // final attack bonuses that aren't affected by cards
  6790. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6791. if (sd) { //monsters, homuns and pets have their damage computed directly
  6792. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  6793. if( is_attack_left_handed( src, skill_id ) ){
  6794. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2;
  6795. }
  6796. // Apply P.ATK mod
  6797. // But for Dragonbreaths it only applies if Dragonic Aura is skilled
  6798. if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){
  6799. wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) );
  6800. if( is_attack_left_handed( src, skill_id ) ){
  6801. wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) );
  6802. }
  6803. }
  6804. // Apply MasteryATK
  6805. wd.damage += wd.masteryAtk;
  6806. if( is_attack_left_handed( src, skill_id ) ){
  6807. wd.damage2 += wd.masteryAtk2;
  6808. }
  6809. // CritAtkRate modifier
  6810. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  6811. if (skill_id > 0) {
  6812. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  6813. if (is_attack_left_handed(src, skill_id))
  6814. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  6815. }
  6816. else {
  6817. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  6818. if (is_attack_left_handed(src, skill_id))
  6819. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  6820. }
  6821. }
  6822. if (wd.flag & BF_SHORT)
  6823. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  6824. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  6825. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  6826. }
  6827. // Skill ratio
  6828. ATK_RATE(wd.damage, wd.damage2, battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv));
  6829. // Additive damage bonus
  6830. ATK_ADD(wd.damage, wd.damage2, battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv));
  6831. // Advance Katar Mastery
  6832. if (sd) {
  6833. uint16 katar_skill;
  6834. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  6835. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  6836. }
  6837. // Res reduces physical damage by a percentage and
  6838. // is calculated before DEF and other reductions.
  6839. // All skills that use the simple defense formula (damage substracted by DEF+DEF2) ignore Res
  6840. // TODO: Res formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
  6841. if ((wd.damage + wd.damage2) && tstatus->res > 0 && !nk[NK_SIMPLEDEFENSE]) {
  6842. short res = tstatus->res;
  6843. short ignore_res = 0;// Value used as a percentage.
  6844. if (sd)
  6845. ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
  6846. // Attacker status's that pierce Res.
  6847. if (sc) {
  6848. if (sc->getSCE(SC_A_TELUM))
  6849. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  6850. if (sc->getSCE(SC_POTENT_VENOM))
  6851. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  6852. }
  6853. ignore_res = min(ignore_res, battle_config.max_res_mres_ignored);
  6854. if (ignore_res > 0)
  6855. res -= res * ignore_res / 100;
  6856. // Apply damage reduction.
  6857. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  6858. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  6859. }
  6860. #else
  6861. // final attack bonuses that aren't affected by cards
  6862. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6863. #endif
  6864. if (wd.damage + wd.damage2) {
  6865. #ifdef RENEWAL
  6866. // Check if attack ignores DEF (in pre-renewal we need to update base damage even when the skill ignores DEF)
  6867. 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))
  6868. #else
  6869. // Shield Boomerang and Rapid Smiting already calculated the defense before the skill ratio was applied
  6870. if(skill_id != PA_SHIELDCHAIN && skill_id != CR_SHIELDBOOMERANG)
  6871. #endif
  6872. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  6873. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  6874. }
  6875. #ifdef RENEWAL
  6876. // add any miscellaneous player ATK bonuses
  6877. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  6878. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6879. RE_ALLATK_ADDRATE(&wd, i);
  6880. }
  6881. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  6882. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6883. RE_ALLATK_ADDRATE(&wd, -i);
  6884. }
  6885. #endif
  6886. }
  6887. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  6888. #ifdef RENEWAL
  6889. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  6890. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  6891. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  6892. if (is_attack_left_handed(src, skill_id))
  6893. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  6894. } else
  6895. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  6896. if (tsd && tsd->bonus.crit_def_rate != 0)
  6897. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  6898. }
  6899. #endif
  6900. switch (skill_id) {
  6901. case TK_DOWNKICK:
  6902. case TK_STORMKICK:
  6903. case TK_TURNKICK:
  6904. case TK_COUNTER:
  6905. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  6906. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  6907. break;
  6908. case LG_SHIELDPRESS:
  6909. if (sd) {
  6910. int damagevalue = 0;
  6911. short index = sd->equip_index[EQI_HAND_L];
  6912. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  6913. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  6914. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  6915. }
  6916. break;
  6917. case SR_TIGERCANNON:
  6918. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  6919. if (wd.miscflag&8) {
  6920. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  6921. } else
  6922. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  6923. break;
  6924. case SR_GATEOFHELL: {
  6925. status_data *sstatus = status_get_status_data(src);
  6926. double bonus = 1 + skill_lv * 2 / 10;
  6927. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  6928. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  6929. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  6930. } else
  6931. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  6932. }
  6933. break;
  6934. case MH_TINDER_BREAKER:
  6935. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6936. break;
  6937. case MH_CBC:
  6938. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6939. break;
  6940. case MH_EQC:
  6941. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6942. break;
  6943. case NPC_MAXPAIN_ATK:
  6944. if (sc) {
  6945. auto * sce = sc->getSCE(SC_MAXPAIN);
  6946. if (sce) {
  6947. if (sce->val2)
  6948. wd.damage = sce->val2 * skill_lv / 10;
  6949. else if (sce->val3)
  6950. wd.damage = sce->val3 * skill_lv / 10;
  6951. }
  6952. }
  6953. else
  6954. wd.damage = 0;
  6955. break;
  6956. }
  6957. if(sd) {
  6958. #ifndef RENEWAL
  6959. uint16 skill;
  6960. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  6961. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  6962. if (skill_id == GS_GROUNDDRIFT)
  6963. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  6964. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  6965. ATK_ADD(wd.damage, wd.damage2, 4);
  6966. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6967. switch(skill_id) {
  6968. case RK_DRAGONBREATH:
  6969. case RK_DRAGONBREATH_WATER:
  6970. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  6971. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6972. if(is_attack_left_handed(src, skill_id))
  6973. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6974. }
  6975. break;
  6976. default:
  6977. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  6978. if( is_attack_left_handed(src, skill_id ))
  6979. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  6980. break;
  6981. }
  6982. #endif
  6983. }
  6984. #ifdef RENEWAL
  6985. // In renewal only do it for non player attacks
  6986. if( tsd && !sd ){
  6987. #else
  6988. if( tsd ){
  6989. #endif
  6990. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6991. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  6992. if(is_attack_left_handed(src, skill_id))
  6993. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  6994. }
  6995. // only do 1 dmg to plant, no need to calculate rest
  6996. if(infdef){
  6997. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  6998. return wd;
  6999. }
  7000. //Apply DAMAGE_DIV_FIX and check for min damage
  7001. battle_apply_div_fix(&wd, skill_id);
  7002. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  7003. #ifdef RENEWAL
  7004. switch (skill_id) {
  7005. case NJ_ISSEN:
  7006. case GN_FIRE_EXPANSION_ACID:
  7007. return wd; //These skills will do a GVG fix later
  7008. default:
  7009. #endif
  7010. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  7011. #ifdef RENEWAL
  7012. break;
  7013. }
  7014. #endif
  7015. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  7016. battle_absorb_damage(target, &wd);
  7017. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  7018. return wd;
  7019. }
  7020. /*==========================================
  7021. * Calculate "magic"-type attacks and skills
  7022. *------------------------------------------
  7023. * Credits:
  7024. * Original coder DracoRPG
  7025. * Refined and optimized by helvetica
  7026. */
  7027. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  7028. {
  7029. int i, skill_damage = 0;
  7030. short s_ele = 0;
  7031. TBL_PC *sd;
  7032. TBL_PC *tsd;
  7033. status_change *sc, *tsc;
  7034. struct Damage ad;
  7035. struct status_data *sstatus = status_get_status_data(src);
  7036. struct status_data *tstatus = status_get_status_data(target);
  7037. struct {
  7038. unsigned imdef : 1;
  7039. unsigned infdef : 1;
  7040. } flag;
  7041. memset(&ad,0,sizeof(ad));
  7042. memset(&flag,0,sizeof(flag));
  7043. if (src == nullptr || target == nullptr) {
  7044. nullpo_info(NLP_MARK);
  7045. return ad;
  7046. }
  7047. // Initial Values
  7048. // Set to 1 because magic damage on plants is 1 per hit; if target is not a plant this gets reinitialized to 0 later
  7049. ad.damage = 1;
  7050. ad.div_ = skill_get_num(skill_id,skill_lv);
  7051. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  7052. ad.dmotion = tstatus->dmotion;
  7053. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  7054. ad.flag = BF_MAGIC|BF_SKILL;
  7055. ad.miscflag = mflag;
  7056. ad.dmg_lv = ATK_DEF;
  7057. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7058. std::bitset<NK_MAX> nk;
  7059. if (skill)
  7060. nk = skill->nk;
  7061. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  7062. sd = BL_CAST(BL_PC, src);
  7063. tsd = BL_CAST(BL_PC, target);
  7064. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  7065. sc = status_get_sc(src);
  7066. tsc = status_get_sc(target);
  7067. //Initialize variables that will be used afterwards
  7068. s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
  7069. switch(skill_id) {
  7070. case WL_HELLINFERNO:
  7071. if (mflag & 2) { // ELE_DARK
  7072. ad.div_ = 3;
  7073. }
  7074. break;
  7075. case NPC_PSYCHIC_WAVE:
  7076. case SO_PSYCHIC_WAVE:
  7077. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  7078. ad.div_ = 2;
  7079. break;
  7080. case AG_DESTRUCTIVE_HURRICANE:
  7081. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7082. ad.blewcount = 2;
  7083. break;
  7084. case AG_CRYSTAL_IMPACT:
  7085. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  7086. ad.div_ = 2;
  7087. break;
  7088. case ABC_ABYSS_SQUARE:
  7089. if (mflag == 2)
  7090. ad.div_ = 2;
  7091. break;
  7092. case AG_CRIMSON_ARROW_ATK:
  7093. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7094. ad.div_ = 2;
  7095. }
  7096. break;
  7097. }
  7098. //Set miscellaneous data that needs be filled
  7099. if(sd) {
  7100. sd->state.arrow_atk = 0;
  7101. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  7102. }
  7103. //Skill Range Criteria
  7104. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7105. //Infinite defense (plant mode)
  7106. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  7107. switch(skill_id) {
  7108. case MG_FIREWALL:
  7109. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  7110. ad.blewcount = 0; //No knockback
  7111. [[fallthrough]];
  7112. case NJ_KAENSIN:
  7113. case PR_SANCTUARY:
  7114. ad.dmotion = 1; //No flinch animation.
  7115. break;
  7116. }
  7117. if (!flag.infdef) { //No need to do the math for plants
  7118. unsigned int skillratio = 100; //Skill dmg modifiers.
  7119. //Damage was set to 1 to simulate plant damage; if not plant, need to reinitialize damage with 0
  7120. ad.damage = 0;
  7121. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  7122. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  7123. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  7124. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  7125. //Adds an absolute value to damage. 100 = +100 damage
  7126. #define MATK_ADD(a) { ad.damage += a; }
  7127. //Calc base damage according to skill
  7128. switch (skill_id) {
  7129. case AL_HEAL:
  7130. case PR_BENEDICTIO:
  7131. case PR_SANCTUARY:
  7132. case AB_HIGHNESSHEAL:
  7133. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  7134. break;
  7135. case PR_ASPERSIO:
  7136. ad.damage = 40;
  7137. break;
  7138. case ALL_RESURRECTION:
  7139. case PR_TURNUNDEAD:
  7140. //Undead check is on skill_castend_damageid code.
  7141. #ifdef RENEWAL
  7142. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7143. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  7144. #else
  7145. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  7146. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  7147. #endif
  7148. if(i > 700)
  7149. i = 700;
  7150. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  7151. ad.damage = tstatus->hp;
  7152. else {
  7153. #ifdef RENEWAL
  7154. if (sstatus->matk_max > sstatus->matk_min) {
  7155. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7156. } else {
  7157. MATK_ADD(sstatus->matk_min);
  7158. }
  7159. MATK_RATE(skill_lv);
  7160. #else
  7161. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  7162. #endif
  7163. }
  7164. break;
  7165. case NPC_DARKBREATH:
  7166. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
  7167. break;
  7168. case PF_SOULBURN:
  7169. ad.damage = tstatus->sp * 2;
  7170. break;
  7171. case AB_RENOVATIO:
  7172. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  7173. break;
  7174. case NPC_EARTHQUAKE:
  7175. if (mflag & NPC_EARTHQUAKE_FLAG) {
  7176. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  7177. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  7178. }
  7179. if (src->type == BL_PC)
  7180. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  7181. else
  7182. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  7183. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  7184. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  7185. ad.damage /= mflag;
  7186. break;
  7187. case NPC_ICEMINE:
  7188. case NPC_FLAMECROSS:
  7189. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  7190. break;
  7191. default: {
  7192. if (sstatus->matk_max > sstatus->matk_min) {
  7193. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  7194. } else {
  7195. MATK_ADD(sstatus->matk_min);
  7196. }
  7197. if (sd) { // Soul energy spheres adds MATK.
  7198. MATK_ADD(3*sd->soulball);
  7199. }
  7200. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  7201. if (mflag>0)
  7202. ad.damage /= mflag;
  7203. else
  7204. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  7205. }
  7206. switch(skill_id) {
  7207. case MG_NAPALMBEAT:
  7208. skillratio += -30 + 10 * skill_lv;
  7209. break;
  7210. case MG_FIREBALL:
  7211. #ifdef RENEWAL
  7212. skillratio += 40 + 20 * skill_lv;
  7213. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  7214. skillratio = skillratio * 3 / 4;
  7215. #else
  7216. skillratio += -30 + 10 * skill_lv;
  7217. #endif
  7218. break;
  7219. case MG_SOULSTRIKE:
  7220. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  7221. skillratio += 5 * skill_lv;
  7222. break;
  7223. case MG_FIREWALL:
  7224. skillratio -= 50;
  7225. break;
  7226. case MG_FIREBOLT:
  7227. case MG_COLDBOLT:
  7228. case MG_LIGHTNINGBOLT:
  7229. if (sc) {
  7230. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  7231. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  7232. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  7233. skillratio *= 5;
  7234. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  7235. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  7236. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  7237. ad.flag = BF_WEAPON | BF_SHORT;
  7238. ad.type = DMG_NORMAL;
  7239. }
  7240. }
  7241. break;
  7242. case MG_THUNDERSTORM:
  7243. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  7244. #ifndef RENEWAL
  7245. skillratio -= 20;
  7246. #endif
  7247. break;
  7248. case MG_FROSTDIVER:
  7249. skillratio += 10 * skill_lv;
  7250. break;
  7251. case AL_HOLYLIGHT:
  7252. skillratio += 25;
  7253. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  7254. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  7255. break;
  7256. case AL_RUWACH:
  7257. skillratio += 45;
  7258. break;
  7259. case WZ_FROSTNOVA:
  7260. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  7261. break;
  7262. case WZ_FIREPILLAR:
  7263. if (sd && ad.div_ > 0)
  7264. ad.div_ *= -1; //For players, damage is divided by number of hits
  7265. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  7266. break;
  7267. case WZ_SIGHTRASHER:
  7268. skillratio += 20 * skill_lv;
  7269. break;
  7270. case WZ_WATERBALL:
  7271. skillratio += 30 * skill_lv;
  7272. break;
  7273. case WZ_STORMGUST:
  7274. #ifdef RENEWAL
  7275. skillratio -= 30; // Offset only once
  7276. skillratio += 50 * skill_lv;
  7277. #else
  7278. skillratio += 40 * skill_lv;
  7279. #endif
  7280. break;
  7281. #ifdef RENEWAL
  7282. case WZ_EARTHSPIKE:
  7283. skillratio += 100;
  7284. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  7285. skillratio += skillratio * 800 / 100;
  7286. break;
  7287. #endif
  7288. case HW_NAPALMVULCAN:
  7289. #ifdef RENEWAL
  7290. skillratio += -100 + 70 * skill_lv;
  7291. RE_LVL_DMOD(100);
  7292. #else
  7293. skillratio += 25;
  7294. #endif
  7295. break;
  7296. case SL_STIN: //Target size must be small (0) for full damage
  7297. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  7298. break;
  7299. case SL_STUN:
  7300. skillratio += 5 * skill_lv;
  7301. break;
  7302. case SL_SMA: //Base damage is 40% + lv%
  7303. skillratio += -60 + status_get_lv(src);
  7304. break;
  7305. case NJ_KOUENKA:
  7306. skillratio -= 10;
  7307. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7308. skillratio += 10 * sd->spiritcharm;
  7309. break;
  7310. case NJ_KAENSIN:
  7311. skillratio -= 50;
  7312. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7313. skillratio += 20 * sd->spiritcharm;
  7314. break;
  7315. case NJ_BAKUENRYU:
  7316. skillratio += 50 + 150 * skill_lv;
  7317. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7318. skillratio += 100 * sd->spiritcharm;
  7319. break;
  7320. case NJ_HYOUSENSOU:
  7321. #ifdef RENEWAL
  7322. skillratio -= 30;
  7323. if (sc && sc->getSCE(SC_SUITON))
  7324. skillratio += 2 * skill_lv;
  7325. #endif
  7326. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7327. skillratio += 20 * sd->spiritcharm;
  7328. break;
  7329. case NJ_HYOUSYOURAKU:
  7330. skillratio += 50 * skill_lv;
  7331. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7332. skillratio += 100 * sd->spiritcharm;
  7333. break;
  7334. case NJ_RAIGEKISAI:
  7335. #ifdef RENEWAL
  7336. skillratio += 100 * skill_lv;
  7337. #else
  7338. skillratio += 60 + 40 * skill_lv;
  7339. #endif
  7340. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7341. skillratio += 20 * sd->spiritcharm;
  7342. break;
  7343. case NJ_KAMAITACHI:
  7344. skillratio += 100 * skill_lv;
  7345. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7346. skillratio += 100 * sd->spiritcharm;
  7347. break;
  7348. case NJ_HUUJIN:
  7349. #ifdef RENEWAL
  7350. skillratio += 50;
  7351. #endif
  7352. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7353. skillratio += 10 * sd->spiritcharm;
  7354. break;
  7355. case NPC_ENERGYDRAIN:
  7356. skillratio += 100 * skill_lv;
  7357. break;
  7358. #ifdef RENEWAL
  7359. case WZ_HEAVENDRIVE:
  7360. case NPC_GROUNDDRIVE:
  7361. skillratio += 25;
  7362. break;
  7363. case WZ_METEOR:
  7364. skillratio += 25;
  7365. break;
  7366. case WZ_VERMILION:
  7367. if(sd)
  7368. skillratio += 300 + skill_lv * 100;
  7369. else
  7370. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  7371. break;
  7372. case PR_MAGNUS:
  7373. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  7374. skillratio += 30;
  7375. break;
  7376. case BA_DISSONANCE:
  7377. skillratio += skill_lv * 10;
  7378. if (sd)
  7379. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  7380. break;
  7381. case HW_GRAVITATION:
  7382. skillratio += -100 + 100 * skill_lv;
  7383. RE_LVL_DMOD(100);
  7384. break;
  7385. case PA_PRESSURE:
  7386. skillratio += -100 + 500 + 150 * skill_lv;
  7387. RE_LVL_DMOD(100);
  7388. break;
  7389. case WZ_SIGHTBLASTER:
  7390. skillratio += 500;
  7391. break;
  7392. #else
  7393. case WZ_VERMILION:
  7394. skillratio += 20 * skill_lv - 20;
  7395. break;
  7396. #endif
  7397. case AB_JUDEX:
  7398. skillratio += -100 + 300 + 70 * skill_lv;
  7399. RE_LVL_DMOD(100);
  7400. break;
  7401. case AB_ADORAMUS:
  7402. skillratio += - 100 + 300 + 250 * skill_lv;
  7403. RE_LVL_DMOD(100);
  7404. break;
  7405. case AB_DUPLELIGHT_MAGIC:
  7406. skillratio += 300 + 40 * skill_lv;
  7407. break;
  7408. case WL_SOULEXPANSION:
  7409. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7410. RE_LVL_DMOD(100);
  7411. break;
  7412. case WL_FROSTMISTY:
  7413. skillratio += -100 + 200 + 100 * skill_lv;
  7414. RE_LVL_DMOD(100);
  7415. break;
  7416. case NPC_JACKFROST:
  7417. if (tsc && tsc->getSCE(SC_FREEZING)) {
  7418. skillratio += 900 + 300 * skill_lv;
  7419. RE_LVL_DMOD(100);
  7420. } else {
  7421. skillratio += 400 + 100 * skill_lv;
  7422. RE_LVL_DMOD(150);
  7423. }
  7424. break;
  7425. case WL_JACKFROST:
  7426. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  7427. skillratio += -100 + 1200 + 600 * skill_lv;
  7428. else
  7429. skillratio += -100 + 1000 + 300 * skill_lv;
  7430. RE_LVL_DMOD(100);
  7431. break;
  7432. case WL_DRAINLIFE:
  7433. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  7434. RE_LVL_DMOD(100);
  7435. break;
  7436. case WL_CRIMSONROCK:
  7437. skillratio += -100 + 700 + 600 * skill_lv;
  7438. RE_LVL_DMOD(100);
  7439. break;
  7440. case WL_HELLINFERNO:
  7441. skillratio += -100 + 400 * skill_lv;
  7442. if (mflag & 2) // ELE_DARK
  7443. skillratio += 200;
  7444. RE_LVL_DMOD(100);
  7445. break;
  7446. case WL_COMET:
  7447. skillratio += -100 + 2500 + 700 * skill_lv;
  7448. RE_LVL_DMOD(100);
  7449. break;
  7450. case WL_CHAINLIGHTNING_ATK:
  7451. skillratio += 400 + 100 * skill_lv;
  7452. RE_LVL_DMOD(100);
  7453. if (mflag > 0)
  7454. skillratio += 100 * mflag;
  7455. break;
  7456. case WL_EARTHSTRAIN:
  7457. skillratio += -100 + 1000 + 600 * skill_lv;
  7458. RE_LVL_DMOD(100);
  7459. break;
  7460. case WL_TETRAVORTEX_FIRE:
  7461. case WL_TETRAVORTEX_WATER:
  7462. case WL_TETRAVORTEX_WIND:
  7463. case WL_TETRAVORTEX_GROUND:
  7464. skillratio += -100 + 800 + 400 * skill_lv;
  7465. break;
  7466. case WL_SUMMON_ATK_FIRE:
  7467. case WL_SUMMON_ATK_WATER:
  7468. case WL_SUMMON_ATK_WIND:
  7469. case WL_SUMMON_ATK_GROUND:
  7470. skillratio += 200;
  7471. RE_LVL_DMOD(100);
  7472. break;
  7473. case LG_RAYOFGENESIS:
  7474. skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
  7475. RE_LVL_DMOD(100);
  7476. break;
  7477. case NPC_RAYOFGENESIS:
  7478. skillratio += -100 + 200 * skill_lv;
  7479. break;
  7480. case WM_METALICSOUND:
  7481. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  7482. if (tsc && tsc->getSCE(SC_SLEEP))
  7483. skillratio += 100; // !TODO: Confirm target sleeping bonus
  7484. RE_LVL_DMOD(100);
  7485. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7486. skillratio += skillratio * 50 / 100;
  7487. break;
  7488. case WM_REVERBERATION:
  7489. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  7490. skillratio += -100 + 700 + 300 * skill_lv;
  7491. RE_LVL_DMOD(100);
  7492. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7493. skillratio += skillratio * 50 / 100;
  7494. break;
  7495. case SO_FIREWALK:
  7496. skillratio += -100 + 60 * skill_lv;
  7497. RE_LVL_DMOD(100);
  7498. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  7499. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7500. break;
  7501. case SO_ELECTRICWALK:
  7502. skillratio += -100 + 60 * skill_lv;
  7503. RE_LVL_DMOD(100);
  7504. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  7505. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7506. break;
  7507. case NPC_FIREWALK:
  7508. case NPC_ELECTRICWALK:
  7509. skillratio += -100 + 100 * skill_lv;
  7510. break;
  7511. case SO_EARTHGRAVE:
  7512. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  7513. RE_LVL_DMOD(100);
  7514. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7515. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7516. break;
  7517. case SO_DIAMONDDUST:
  7518. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  7519. RE_LVL_DMOD(100);
  7520. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  7521. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7522. break;
  7523. case SO_POISON_BUSTER:
  7524. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7525. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  7526. skillratio += 200 * skill_lv;
  7527. RE_LVL_DMOD(100);
  7528. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7529. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7530. break;
  7531. case NPC_POISON_BUSTER:
  7532. skillratio += -100 + 1500 * skill_lv;
  7533. break;
  7534. case SO_PSYCHIC_WAVE:
  7535. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  7536. RE_LVL_DMOD(100);
  7537. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  7538. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  7539. skillratio += 20;
  7540. break;
  7541. case NPC_PSYCHIC_WAVE:
  7542. skillratio += -100 + 500 * skill_lv;
  7543. break;
  7544. case SO_CLOUD_KILL:
  7545. skillratio += -100 + 40 * skill_lv;
  7546. RE_LVL_DMOD(100);
  7547. if (sc) {
  7548. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  7549. skillratio += (sd ? sd->status.job_level : 0);
  7550. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  7551. skillratio += skillratio * 1500 / 100;
  7552. }
  7553. break;
  7554. case NPC_CLOUD_KILL:
  7555. skillratio += -100 + 50 * skill_lv;
  7556. break;
  7557. case SO_VARETYR_SPEAR:
  7558. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  7559. RE_LVL_DMOD(100);
  7560. if (sc && sc->getSCE(SC_BLAST_OPTION))
  7561. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7562. break;
  7563. case GN_DEMONIC_FIRE:
  7564. if (skill_lv > 20) // Fire expansion Lv.2
  7565. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  7566. else if (skill_lv > 10) { // Fire expansion Lv.1
  7567. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  7568. RE_LVL_DMOD(100);
  7569. } else
  7570. skillratio += 10 + 20 * skill_lv;
  7571. break;
  7572. case KO_KAIHOU:
  7573. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  7574. skillratio += -100 + 200 * sd->spiritcharm;
  7575. RE_LVL_DMOD(100);
  7576. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  7577. }
  7578. break;
  7579. // Magical Elemental Spirits Attack Skills
  7580. case EL_FIRE_MANTLE:
  7581. case EL_WATER_SCREW:
  7582. skillratio += 900;
  7583. break;
  7584. case EL_FIRE_ARROW:
  7585. case EL_ROCK_CRUSHER_ATK:
  7586. skillratio += 200;
  7587. break;
  7588. case EL_FIRE_BOMB:
  7589. case EL_ICE_NEEDLE:
  7590. case EL_HURRICANE_ATK:
  7591. skillratio += 400;
  7592. break;
  7593. case EL_FIRE_WAVE:
  7594. case EL_TYPOON_MIS_ATK:
  7595. skillratio += 1100;
  7596. break;
  7597. case MH_ERASER_CUTTER:
  7598. case MH_XENO_SLASHER:
  7599. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7600. break;
  7601. case MH_TWISTER_CUTTER:
  7602. skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7603. break;
  7604. case MH_ABSOLUTE_ZEPHYR:
  7605. skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7606. break;
  7607. case MH_HEILIGE_STANGE:
  7608. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  7609. break;
  7610. case MH_HEILIGE_PFERD:
  7611. skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  7612. break;
  7613. case MH_POISON_MIST:
  7614. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
  7615. break;
  7616. case SU_SV_STEMSPEAR:
  7617. skillratio += 600;
  7618. break;
  7619. case SU_CN_METEOR:
  7620. case SU_CN_METEOR2:
  7621. skillratio += 100 + 100 * skill_lv + sstatus->int_ * 5; // !TODO: Confirm INT bonus
  7622. RE_LVL_DMOD(100);
  7623. break;
  7624. case NPC_VENOMFOG:
  7625. skillratio += 600 + 100 * skill_lv;
  7626. break;
  7627. case NPC_COMET:
  7628. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  7629. i = cap_value(i, 1, 4);
  7630. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  7631. break;
  7632. case NPC_FIRESTORM:
  7633. skillratio += 200;
  7634. break;
  7635. case NPC_HELLBURNING:
  7636. skillratio += 900;
  7637. break;
  7638. case NPC_PULSESTRIKE2:
  7639. skillratio += 100;
  7640. break;
  7641. case SP_CURSEEXPLOSION:
  7642. if (tsc && tsc->getSCE(SC_SOULCURSE))
  7643. skillratio += 1400 + 200 * skill_lv;
  7644. else
  7645. skillratio += 300 + 100 * skill_lv;
  7646. break;
  7647. case SP_SPA:
  7648. skillratio += 400 + 250 * skill_lv;
  7649. RE_LVL_DMOD(100);
  7650. break;
  7651. case SP_SHA:
  7652. skillratio += -100 + 5 * skill_lv;
  7653. break;
  7654. case SP_SWHOO:
  7655. skillratio += 1000 + 200 * skill_lv;
  7656. RE_LVL_DMOD(100);
  7657. break;
  7658. case NPC_STORMGUST2:
  7659. skillratio += 200 * skill_lv;
  7660. break;
  7661. case AG_DEADLY_PROJECTION:
  7662. skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
  7663. RE_LVL_DMOD(100);
  7664. break;
  7665. case AG_DESTRUCTIVE_HURRICANE:
  7666. skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
  7667. RE_LVL_DMOD(100);
  7668. if (sc && sc->getSCE(SC_CLIMAX))
  7669. {
  7670. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7671. skillratio += skillratio * 150 / 100;
  7672. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  7673. skillratio -= skillratio * 20 / 100;
  7674. }
  7675. break;
  7676. case AG_RAIN_OF_CRYSTAL:
  7677. skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
  7678. RE_LVL_DMOD(100);
  7679. break;
  7680. case AG_MYSTERY_ILLUSION:
  7681. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7682. RE_LVL_DMOD(100);
  7683. break;
  7684. case AG_VIOLENT_QUAKE_ATK:
  7685. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7686. RE_LVL_DMOD(100);
  7687. if (sc && sc->getSCE(SC_CLIMAX)) {
  7688. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  7689. skillratio /= 2;
  7690. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7691. skillratio *= 3;
  7692. }
  7693. break;
  7694. case AG_SOUL_VC_STRIKE:
  7695. skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl;
  7696. RE_LVL_DMOD(100);
  7697. break;
  7698. case AG_STRANTUM_TREMOR:
  7699. skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
  7700. RE_LVL_DMOD(100);
  7701. break;
  7702. case AG_ALL_BLOOM_ATK:
  7703. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7704. RE_LVL_DMOD(100);
  7705. if (sc && sc->getSCE(SC_CLIMAX)) {
  7706. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7707. skillratio *= 4;
  7708. }
  7709. break;
  7710. case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
  7711. skillratio += -100 + 85000 + 5 * sstatus->spl;
  7712. RE_LVL_DMOD(100);
  7713. break;
  7714. case AG_CRYSTAL_IMPACT:
  7715. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  7716. RE_LVL_DMOD(100);
  7717. if (sc && sc->getSCE(SC_CLIMAX)) {
  7718. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7719. skillratio += skillratio * 50 / 100;
  7720. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  7721. skillratio /= 2;
  7722. }
  7723. break;
  7724. case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
  7725. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  7726. RE_LVL_DMOD(100);
  7727. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  7728. skillratio += skillratio * 150 / 100;
  7729. break;
  7730. case AG_TORNADO_STORM:
  7731. skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
  7732. RE_LVL_DMOD(100);
  7733. break;
  7734. case AG_FLORAL_FLARE_ROAD:
  7735. skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
  7736. RE_LVL_DMOD(100);
  7737. break;
  7738. case AG_ASTRAL_STRIKE:
  7739. skillratio += -100 + 1800 * skill_lv + 10 * sstatus->spl;
  7740. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7741. skillratio += 340 * skill_lv;
  7742. RE_LVL_DMOD(100);
  7743. break;
  7744. case AG_ASTRAL_STRIKE_ATK:
  7745. skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
  7746. // Not confirmed, but if the main hit deal additional damage
  7747. // on certain races then the repeated damage should too right?
  7748. // Guessing a formula here for now. [Rytech]
  7749. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7750. skillratio += 200 * skill_lv;
  7751. RE_LVL_DMOD(100);
  7752. break;
  7753. case AG_ROCK_DOWN:
  7754. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  7755. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7756. skillratio += 300 * skill_lv;
  7757. }
  7758. RE_LVL_DMOD(100);
  7759. break;
  7760. case AG_STORM_CANNON:
  7761. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  7762. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7763. skillratio += 300 * skill_lv;
  7764. }
  7765. RE_LVL_DMOD(100);
  7766. break;
  7767. case AG_CRIMSON_ARROW:
  7768. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  7769. RE_LVL_DMOD(100);
  7770. break;
  7771. case AG_CRIMSON_ARROW_ATK:
  7772. skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
  7773. RE_LVL_DMOD(100);
  7774. break;
  7775. case AG_FROZEN_SLASH:
  7776. skillratio += -100 + 450 + 950 * skill_lv + 5 * sstatus->spl;
  7777. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7778. skillratio += 150 + 350 * skill_lv;
  7779. }
  7780. RE_LVL_DMOD(100);
  7781. break;
  7782. case IG_JUDGEMENT_CROSS:
  7783. skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
  7784. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  7785. skillratio += 150 * skill_lv;
  7786. RE_LVL_DMOD(100);
  7787. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  7788. skillratio += skillratio * i / 100;
  7789. break;
  7790. case IG_CROSS_RAIN:
  7791. if( sc && sc->getSCE( SC_HOLY_S ) ){
  7792. skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7793. }else{
  7794. skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7795. }
  7796. skillratio += 7 * sstatus->spl;
  7797. RE_LVL_DMOD(100);
  7798. break;
  7799. case CD_ARBITRIUM:
  7800. skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl;
  7801. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7802. RE_LVL_DMOD(100);
  7803. break;
  7804. case CD_ARBITRIUM_ATK:
  7805. skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl;
  7806. skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7807. RE_LVL_DMOD(100);
  7808. break;
  7809. case CD_PNEUMATICUS_PROCELLA:
  7810. skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
  7811. skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7812. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  7813. skillratio += 50 + 150 * skill_lv;
  7814. skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7815. }
  7816. RE_LVL_DMOD(100);
  7817. break;
  7818. case CD_FRAMEN:
  7819. skillratio += -100 + 1300 * skill_lv;
  7820. skillratio += 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS) * skill_lv;
  7821. skillratio += 5 * sstatus->spl;
  7822. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  7823. skillratio += 50 * skill_lv;
  7824. RE_LVL_DMOD(100);
  7825. break;
  7826. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
  7827. skillratio += -100 + 500 + 5 * sstatus->spl;
  7828. RE_LVL_DMOD(100);
  7829. break;
  7830. case ABC_ABYSS_STRIKE:
  7831. skillratio += -100 + 2650 * skill_lv;
  7832. skillratio += 10 * sstatus->spl;
  7833. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  7834. skillratio += 200 * skill_lv;
  7835. RE_LVL_DMOD(100);
  7836. break;
  7837. case ABC_ABYSS_SQUARE:
  7838. skillratio += -100 + 750 * skill_lv;
  7839. skillratio += 40 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) * skill_lv;
  7840. skillratio += 5 * sstatus->spl;
  7841. RE_LVL_DMOD(100);
  7842. break;
  7843. case TR_METALIC_FURY:
  7844. skillratio += -100 + 3850 * skill_lv;
  7845. // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well?
  7846. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  7847. skillratio += 800 * skill_lv;
  7848. skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl;
  7849. }
  7850. RE_LVL_DMOD(100);
  7851. break;
  7852. case TR_SOUNDBLEND:
  7853. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  7854. RE_LVL_DMOD(100);
  7855. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  7856. skillratio += skillratio * 100 / 100;
  7857. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  7858. skillratio += skillratio * 50 / 100;
  7859. }
  7860. break;
  7861. case EM_DIAMOND_STORM:
  7862. skillratio += -100 + 500 + 2400 * skill_lv;
  7863. skillratio += 5 * sstatus->spl;
  7864. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
  7865. skillratio += 7300 + 200 * skill_lv;
  7866. skillratio += 5 * sstatus->spl;
  7867. }
  7868. RE_LVL_DMOD(100);
  7869. break;
  7870. case EM_LIGHTNING_LAND:
  7871. skillratio += -100 + 700 + 1100 * skill_lv;
  7872. skillratio += 5 * sstatus->spl;
  7873. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
  7874. skillratio += 200 * skill_lv;
  7875. }
  7876. RE_LVL_DMOD(100);
  7877. break;
  7878. case EM_VENOM_SWAMP:
  7879. skillratio += -100 + 700 + 1100 * skill_lv;
  7880. skillratio += 5 * sstatus->spl;
  7881. if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
  7882. skillratio += 200 * skill_lv;
  7883. }
  7884. RE_LVL_DMOD(100);
  7885. break;
  7886. case EM_CONFLAGRATION:
  7887. skillratio += -100 + 700 + 1100 * skill_lv;
  7888. skillratio += 5 * sstatus->spl;
  7889. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
  7890. skillratio += 200 * skill_lv;
  7891. }
  7892. RE_LVL_DMOD(100);
  7893. break;
  7894. case EM_TERRA_DRIVE:
  7895. skillratio += -100 + 500 + 2400 * skill_lv;
  7896. skillratio += 5 * sstatus->spl;
  7897. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
  7898. skillratio += 7300 + 200 * skill_lv;
  7899. skillratio += 5 * sstatus->spl;
  7900. }
  7901. RE_LVL_DMOD(100);
  7902. break;
  7903. case ABC_FROM_THE_ABYSS_ATK:
  7904. skillratio += -100 + 150 + 650 * skill_lv;
  7905. skillratio += 5 * sstatus->spl;
  7906. RE_LVL_DMOD(100);
  7907. break;
  7908. case EM_ELEMENTAL_BUSTER_FIRE:
  7909. case EM_ELEMENTAL_BUSTER_WATER:
  7910. case EM_ELEMENTAL_BUSTER_WIND:
  7911. case EM_ELEMENTAL_BUSTER_GROUND:
  7912. case EM_ELEMENTAL_BUSTER_POISON:
  7913. skillratio += -100 + 550 + 2650 * skill_lv;
  7914. skillratio += 10 * sstatus->spl;
  7915. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  7916. skillratio += 150 * skill_lv;
  7917. RE_LVL_DMOD(100);
  7918. break;
  7919. case EM_EL_FLAMEROCK:
  7920. skillratio += -100 + 2400;
  7921. if (ed)
  7922. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7923. break;
  7924. case EM_EL_AGE_OF_ICE:
  7925. skillratio += -100 + 3700;
  7926. if (ed)
  7927. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7928. break;
  7929. case EM_EL_STORM_WIND:
  7930. skillratio += -100 + 2600;
  7931. if (ed)
  7932. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7933. break;
  7934. case EM_EL_AVALANCHE:
  7935. skillratio += -100 + 450;
  7936. if (ed)
  7937. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7938. break;
  7939. case EM_EL_DEADLY_POISON:
  7940. skillratio += -100 + 700;
  7941. if (ed)
  7942. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7943. break;
  7944. case NPC_RAINOFMETEOR:
  7945. skillratio += 350; // unknown ratio
  7946. break;
  7947. case HN_NAPALM_VULCAN_STRIKE:
  7948. skillratio += -100 + 350 + 650 * skill_lv;
  7949. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7950. skillratio += 5 * sstatus->spl;
  7951. RE_LVL_DMOD(100);
  7952. break;
  7953. case HN_JUPITEL_THUNDER_STORM:
  7954. skillratio += -100 + 1800 * skill_lv;
  7955. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  7956. skillratio += 5 * sstatus->spl;
  7957. RE_LVL_DMOD(100);
  7958. break;
  7959. case HN_HELLS_DRIVE:
  7960. skillratio += -100 + 1700 + 900 * skill_lv;
  7961. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7962. skillratio += 5 * sstatus->spl;
  7963. RE_LVL_DMOD(100);
  7964. break;
  7965. case HN_GROUND_GRAVITATION:
  7966. if (mflag & SKILL_ALTDMG_FLAG) {
  7967. skillratio += -100 + 3000 + 1500 * skill_lv;
  7968. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7969. ad.div_ = -2;
  7970. } else {
  7971. skillratio += -100 + 800 + 700 * skill_lv;
  7972. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 2 * skill_lv;
  7973. }
  7974. skillratio += 5 * sstatus->spl;
  7975. RE_LVL_DMOD(100);
  7976. break;
  7977. case HN_JACK_FROST_NOVA:
  7978. if (mflag & SKILL_ALTDMG_FLAG) {
  7979. skillratio += -100 + 200 * skill_lv;
  7980. } else {
  7981. skillratio += -100 + 400 + 500 * skill_lv;
  7982. }
  7983. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  7984. skillratio += 5 * sstatus->spl;
  7985. RE_LVL_DMOD(100);
  7986. break;
  7987. case HN_METEOR_STORM_BUSTER:
  7988. if (mflag & SKILL_ALTDMG_FLAG) {
  7989. skillratio += -100 + 300 + 160 * skill_lv * 2;
  7990. ad.div_ = -3;
  7991. } else {
  7992. skillratio += -100 + 450 + 160 * skill_lv;
  7993. }
  7994. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 5 * skill_lv;
  7995. skillratio += 5 * sstatus->spl;
  7996. RE_LVL_DMOD(100);
  7997. break;
  7998. }
  7999. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  8000. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  8001. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  8002. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  8003. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  8004. skillratio += 25;
  8005. }
  8006. #ifdef RENEWAL
  8007. // S.MATK needs to be applied before the skill ratio to prevent rounding issues
  8008. if (sd && sstatus->smatk > 0)
  8009. ad.damage += ad.damage * sstatus->smatk / 100;
  8010. #endif
  8011. MATK_RATE(skillratio);
  8012. //Constant/misc additions from skills
  8013. if (skill_id == WZ_FIREPILLAR)
  8014. MATK_ADD(100 + 50 * skill_lv);
  8015. break;
  8016. }
  8017. }
  8018. #ifdef RENEWAL
  8019. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  8020. #endif
  8021. if(sd) {
  8022. //Damage bonuses
  8023. if ((i = pc_skillatk_bonus(sd, skill_id)))
  8024. ad.damage += (int64)ad.damage*i/100;
  8025. //Ignore Defense?
  8026. if (!flag.imdef && (
  8027. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  8028. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  8029. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  8030. ))
  8031. flag.imdef = 1;
  8032. }
  8033. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8034. ad.damage -= (int64)ad.damage*i/100;
  8035. #ifdef RENEWAL
  8036. // MRes reduces magical damage by a percentage and
  8037. // is calculated before MDEF and other reductions.
  8038. // TODO: MRes formula probably should be: (2000+x)/(2000+5x), but with the reduction rounded down
  8039. if (ad.damage && tstatus->mres > 0) {
  8040. short mres = tstatus->mres;
  8041. short ignore_mres = 0;// Value used as percentage.
  8042. if (sd)
  8043. ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
  8044. // Attacker status's that pierce MRes.
  8045. if (sc && sc->getSCE(SC_A_VITA))
  8046. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  8047. ignore_mres = min(ignore_mres, battle_config.max_res_mres_ignored);
  8048. if (ignore_mres > 0)
  8049. mres -= mres * ignore_mres / 100;
  8050. // Apply damage reduction.
  8051. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  8052. }
  8053. #endif
  8054. if(!flag.imdef){
  8055. defType mdef = tstatus->mdef;
  8056. int mdef2= tstatus->mdef2;
  8057. if (sc && sc->getSCE(SC_EXPIATIO)) {
  8058. i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  8059. i = min(i, 100); //cap it to 100 for 5 mdef min
  8060. mdef -= mdef * i / 100;
  8061. //mdef2 -= mdef2 * i / 100;
  8062. }
  8063. if(sd) {
  8064. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  8065. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  8066. std::vector<e_race2> race2 = status_get_race2(target);
  8067. for (const auto &raceit : race2)
  8068. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  8069. if (i)
  8070. {
  8071. if (i > 100) i = 100;
  8072. mdef -= mdef * i/100;
  8073. //mdef2-= mdef2* i/100;
  8074. }
  8075. }
  8076. #ifdef RENEWAL
  8077. /**
  8078. * RE MDEF Reduction
  8079. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  8080. */
  8081. if (mdef < 0)
  8082. mdef = 0; // Negative eMDEF is treated as 0 on official
  8083. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  8084. #else
  8085. if(battle_config.magic_defense_type)
  8086. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  8087. else
  8088. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  8089. #endif
  8090. }
  8091. //Apply the physical part of the skill's damage. [Skotlex]
  8092. switch (skill_id) {
  8093. case CR_GRANDCROSS:
  8094. case NPC_GRANDDARKNESS: {
  8095. // Pre-re ATK = Take atk, apply def reduction and add refine bonus
  8096. // Final Damage = (ATK+MATK)*RATIO
  8097. // Renewal ATK = Take total atk
  8098. // Final Damage = ((ATK+MATK)/2)*RATIO - (tDEF + tMDEF)
  8099. // No need to go through the whole physical damage code
  8100. struct Damage wd = initialize_weapon_data(src, target, skill_id, skill_lv, mflag);
  8101. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv);
  8102. // Calculate ATK
  8103. #ifdef RENEWAL
  8104. if (sd)
  8105. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  8106. #else
  8107. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  8108. if (sd) {
  8109. wd.damage += sstatus->rhw.atk2;
  8110. }
  8111. #endif
  8112. // Combine ATK and MATK
  8113. #ifdef RENEWAL
  8114. ad.damage = (wd.damage + ad.damage) / 2;
  8115. #else
  8116. ad.damage = std::max((int64)1, wd.damage + ad.damage);
  8117. #endif
  8118. // Ratio
  8119. skillratio += 40 * skill_lv;
  8120. MATK_RATE(skillratio);
  8121. #ifdef RENEWAL
  8122. // Total defense reduction (renewal only)
  8123. battle_calc_defense_reduction(&ad, src, target, skill_id, skill_lv);
  8124. ad.damage -= (tstatus->mdef + tstatus->mdef2);
  8125. #endif
  8126. }
  8127. break;
  8128. }
  8129. if(ad.damage<1)
  8130. ad.damage=1;
  8131. else if(sc) { //only applies when hit
  8132. switch(skill_id) {
  8133. case MG_LIGHTNINGBOLT:
  8134. case MG_THUNDERSTORM:
  8135. if(sc->getSCE(SC_GUST_OPTION))
  8136. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8137. break;
  8138. case MG_FIREBOLT:
  8139. case MG_FIREWALL:
  8140. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  8141. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8142. break;
  8143. case MG_COLDBOLT:
  8144. case MG_FROSTDIVER:
  8145. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  8146. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8147. break;
  8148. case WZ_EARTHSPIKE:
  8149. case WZ_HEAVENDRIVE:
  8150. if(sc->getSCE(SC_PETROLOGY_OPTION))
  8151. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  8152. break;
  8153. }
  8154. }
  8155. if (!nk[NK_IGNOREELEMENT])
  8156. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8157. #ifndef RENEWAL
  8158. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  8159. #endif
  8160. switch (skill_id) {
  8161. case CR_GRANDCROSS:
  8162. case NPC_GRANDDARKNESS:
  8163. if (src == target) {
  8164. // Grand Cross on self first applies attr_fix, then cardfix and finally halves the damage
  8165. if (src->type == BL_PC)
  8166. ad.damage = ad.damage / 2;
  8167. else
  8168. ad.damage = 0;
  8169. }
  8170. else
  8171. // Grand Cross on target applies attr_fix, then cardfix and then attr_fix a second time
  8172. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8173. break;
  8174. }
  8175. } //Hint: Against plants damage will still be 1 at this point
  8176. //Apply DAMAGE_DIV_FIX and check for min damage
  8177. battle_apply_div_fix(&ad, skill_id);
  8178. struct map_data *mapdata = map_getmapdata(target->m);
  8179. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  8180. if (mapdata_flag_gvg2(mapdata))
  8181. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  8182. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8183. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  8184. // Skill damage adjustment
  8185. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8186. MATK_ADDRATE(skill_damage);
  8187. battle_absorb_damage(target, &ad);
  8188. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  8189. return ad;
  8190. }
  8191. /*==========================================
  8192. * Calculate "misc"-type attacks and skills
  8193. *------------------------------------------
  8194. * Credits:
  8195. * Original coder Skotlex
  8196. * Refined and optimized by helvetica
  8197. */
  8198. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  8199. {
  8200. int skill_damage = 0;
  8201. short i, s_ele;
  8202. map_session_data *sd, *tsd;
  8203. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  8204. struct status_data *sstatus = status_get_status_data(src);
  8205. struct status_data *tstatus = status_get_status_data(target);
  8206. status_change *ssc = status_get_sc(src);
  8207. memset(&md,0,sizeof(md));
  8208. if (src == nullptr || target == nullptr) {
  8209. nullpo_info(NLP_MARK);
  8210. return md;
  8211. }
  8212. //Some initial values
  8213. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  8214. md.dmotion = tstatus->dmotion;
  8215. md.div_ = skill_get_num(skill_id,skill_lv);
  8216. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  8217. md.dmg_lv = ATK_DEF;
  8218. md.flag = BF_MISC|BF_SKILL;
  8219. md.miscflag = mflag;
  8220. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  8221. std::bitset<NK_MAX> nk;
  8222. if (skill)
  8223. nk = skill->nk;
  8224. sd = BL_CAST(BL_PC, src);
  8225. tsd = BL_CAST(BL_PC, target);
  8226. if(sd) {
  8227. sd->state.arrow_atk = 0;
  8228. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  8229. }
  8230. s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
  8231. //Skill Range Criteria
  8232. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  8233. switch (skill_id) {
  8234. case TF_THROWSTONE:
  8235. if (sd)
  8236. md.damage = 50;
  8237. else
  8238. md.damage = 30;
  8239. md.flag |= BF_WEAPON;
  8240. break;
  8241. case NPC_KILLING_AURA:
  8242. md.damage = 10000;
  8243. break;
  8244. #ifdef RENEWAL
  8245. case HT_LANDMINE:
  8246. case MA_LANDMINE:
  8247. case HT_BLASTMINE:
  8248. case HT_CLAYMORETRAP:
  8249. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  8250. md.damage += md.damage * (rnd()%20 - 10) / 100;
  8251. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  8252. break;
  8253. #else
  8254. case HT_LANDMINE:
  8255. case MA_LANDMINE:
  8256. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8257. break;
  8258. case HT_BLASTMINE:
  8259. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 50.0) * (100.0 + sstatus->int_) / 100.0);
  8260. break;
  8261. case HT_CLAYMORETRAP:
  8262. md.damage = static_cast<decltype(md.damage)>(skill_lv * (sstatus->dex / 2.0 + 75.0) * (100.0 + sstatus->int_) / 100.0);
  8263. break;
  8264. #endif
  8265. case HT_BLITZBEAT:
  8266. case SN_FALCONASSAULT:
  8267. {
  8268. uint16 skill;
  8269. //Blitz-beat Damage
  8270. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  8271. skill = 0;
  8272. #ifdef RENEWAL
  8273. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  8274. RE_LVL_MDMOD(100);
  8275. #else
  8276. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  8277. if(mflag > 1) //Autocasted Blitz
  8278. nk.set(NK_SPLASHSPLIT);
  8279. #endif
  8280. if (skill_id == SN_FALCONASSAULT) {
  8281. //Div fix of Blitzbeat
  8282. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  8283. //Falcon Assault Modifier
  8284. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  8285. }
  8286. }
  8287. break;
  8288. #ifndef RENEWAL
  8289. case BA_DISSONANCE:
  8290. md.damage = 30 + skill_lv * 10;
  8291. if (sd)
  8292. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  8293. break;
  8294. #endif
  8295. case NPC_SELFDESTRUCTION:
  8296. md.damage = sstatus->hp;
  8297. break;
  8298. case NPC_SMOKING:
  8299. md.damage = 3;
  8300. break;
  8301. case NPC_EVILLAND:
  8302. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  8303. break;
  8304. #ifndef RENEWAL
  8305. case ASC_BREAKER:
  8306. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  8307. nk.set(NK_IGNOREFLEE);
  8308. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  8309. break;
  8310. case HW_GRAVITATION:
  8311. md.damage = 200 + 200 * skill_lv;
  8312. md.dmotion = 0; //No flinch animation
  8313. break;
  8314. case PA_PRESSURE:
  8315. md.damage = 500 + 300 * skill_lv;
  8316. break;
  8317. #endif
  8318. case PA_GOSPEL:
  8319. if (mflag > 0)
  8320. md.damage = (rnd() % 4000) + 1500;
  8321. else {
  8322. md.damage = (rnd() % 5000) + 3000;
  8323. #ifdef RENEWAL
  8324. md.damage -= (int64)status_get_def(target);
  8325. #else
  8326. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  8327. #endif
  8328. md.damage -= tstatus->def2;
  8329. if (md.damage < 0)
  8330. md.damage = 0;
  8331. }
  8332. break;
  8333. case GN_FIRE_EXPANSION_ACID:
  8334. #ifdef RENEWAL
  8335. // Official Renewal formula [helvetica]
  8336. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  8337. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  8338. // is considered "neutral" for purposes of resistances
  8339. {
  8340. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8341. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  8342. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  8343. // AD benefits from endow/element but damage is forced back to neutral
  8344. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  8345. }
  8346. // Fall through
  8347. #else
  8348. case CR_ACIDDEMONSTRATION:
  8349. if(tstatus->vit+sstatus->int_) //crash fix
  8350. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  8351. else
  8352. md.damage = 0;
  8353. if (tsd)
  8354. md.damage /= 2;
  8355. #endif
  8356. break;
  8357. case NJ_ZENYNAGE:
  8358. md.damage = skill_get_zeny( skill_id, skill_lv );
  8359. if( md.damage == 0 ){
  8360. md.damage = 2;
  8361. }
  8362. md.damage += rnd_value( static_cast<decltype(md.damage)>( 0 ), md.damage );
  8363. // Specific to Boss Class
  8364. if( status_get_class_( target ) == CLASS_BOSS ){
  8365. md.damage /= 3;
  8366. }
  8367. if( tsd != nullptr ){
  8368. md.damage /= 2;
  8369. }
  8370. break;
  8371. case KO_MUCHANAGE:
  8372. md.damage = skill_get_zeny( skill_id, skill_lv );
  8373. if( md.damage == 0 ){
  8374. md.damage = 10;
  8375. }
  8376. md.damage = rnd_value( md.damage / 2, md.damage );
  8377. if( pc_checkskill( sd, NJ_TOBIDOUGU ) == 0 ){
  8378. md.damage /= 2;
  8379. }
  8380. // Specific to Boss Class
  8381. if( status_get_class_( target ) == CLASS_BOSS ){
  8382. md.damage /= 2;
  8383. }
  8384. break;
  8385. #ifdef RENEWAL
  8386. case NJ_ISSEN:
  8387. // Official Renewal formula [helvetica]
  8388. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  8389. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  8390. // modified def formula
  8391. {
  8392. short totaldef;
  8393. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8394. status_change *sc = status_get_sc(src);
  8395. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  8396. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  8397. md.div_ = -(i + 2); // mirror image count + 2
  8398. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  8399. }
  8400. // modified def reduction, final damage = base damage - (edef + sdef)
  8401. totaldef = tstatus->def2 + (short)status_get_def(target);
  8402. md.damage -= totaldef;
  8403. md.flag |= BF_WEAPON;
  8404. }
  8405. break;
  8406. #endif
  8407. case GS_FLING:
  8408. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  8409. break;
  8410. case HVAN_EXPLOSION: //[orn]
  8411. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  8412. break;
  8413. case RA_CLUSTERBOMB:
  8414. case RA_FIRINGTRAP:
  8415. case RA_ICEBOUNDTRAP:
  8416. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  8417. RE_LVL_TMDMOD();
  8418. if(sd) {
  8419. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  8420. if(researchskill_lv)
  8421. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8422. else
  8423. md.damage = 0;
  8424. } else
  8425. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8426. nk.set(NK_IGNOREELEMENT);
  8427. nk.set(NK_IGNOREFLEE);
  8428. nk.set(NK_IGNOREDEFCARD);
  8429. break;
  8430. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  8431. md.damage = 800 + 200 * skill_lv;
  8432. break;
  8433. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  8434. md.damage = 1000 * skill_lv;
  8435. break;
  8436. case GN_THORNS_TRAP:
  8437. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  8438. break;
  8439. case RL_B_TRAP:
  8440. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  8441. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  8442. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  8443. md.damage /= 10;
  8444. break;
  8445. case NPC_WIDESUCK:
  8446. md.damage = tstatus->max_hp * 15 / 100;
  8447. break;
  8448. case SU_SV_ROOTTWIST_ATK:
  8449. md.damage = 100;
  8450. break;
  8451. case SP_SOULEXPLOSION:
  8452. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  8453. break;
  8454. case SJ_NOVAEXPLOSING:
  8455. // (Base ATK + Weapon ATK) * Ratio
  8456. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  8457. // Additional Damage
  8458. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  8459. break;
  8460. case NPC_CANE_OF_EVIL_EYE:
  8461. md.damage = 15000;
  8462. break;
  8463. }
  8464. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  8465. if(mflag > 0)
  8466. md.damage /= mflag;
  8467. else
  8468. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  8469. }
  8470. if (!nk[NK_IGNOREFLEE]) {
  8471. status_change *sc = status_get_sc(target);
  8472. i = 0; //Temp for "hit or no hit"
  8473. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  8474. i = 1;
  8475. else {
  8476. short
  8477. flee = tstatus->flee,
  8478. #ifdef RENEWAL
  8479. hitrate = 0; //Default hitrate
  8480. #else
  8481. hitrate = 80; //Default hitrate
  8482. #endif
  8483. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  8484. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  8485. if(attacker_count >= battle_config.agi_penalty_count) {
  8486. if (battle_config.agi_penalty_type == 1)
  8487. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  8488. else //assume type 2: absolute reduction
  8489. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  8490. if(flee < 1)
  8491. flee = 1;
  8492. }
  8493. }
  8494. hitrate += sstatus->hit - flee;
  8495. #ifdef RENEWAL
  8496. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  8497. hitrate += pc_checkskill(sd,AC_VULTURE);
  8498. #endif
  8499. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  8500. if(rnd()%100 < hitrate)
  8501. i = 1;
  8502. }
  8503. if (!i) {
  8504. md.damage = 0;
  8505. md.dmg_lv = ATK_FLEE;
  8506. }
  8507. }
  8508. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  8509. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  8510. md.damage += (int64)md.damage*i/100;
  8511. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8512. md.damage -= (int64)md.damage*i/100;
  8513. if(!nk[NK_IGNOREELEMENT])
  8514. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8515. //Plant damage
  8516. if(md.damage < 0)
  8517. md.damage = 0;
  8518. else if(md.damage && is_infinite_defense(target, md.flag)) {
  8519. md.damage = 1;
  8520. }
  8521. //Apply DAMAGE_DIV_FIX and check for min damage
  8522. battle_apply_div_fix(&md, skill_id);
  8523. switch(skill_id) {
  8524. case RA_FIRINGTRAP:
  8525. case RA_ICEBOUNDTRAP:
  8526. if (md.damage == 1)
  8527. break;
  8528. [[fallthrough]];
  8529. case RA_CLUSTERBOMB:
  8530. {
  8531. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  8532. md.damage += wd.damage;
  8533. }
  8534. break;
  8535. case NJ_ZENYNAGE:
  8536. if (sd) {
  8537. if (md.damage > sd->status.zeny)
  8538. md.damage = sd->status.zeny;
  8539. pc_payzeny( sd, static_cast<int32>( md.damage ), LOG_TYPE_CONSUME );
  8540. }
  8541. break;
  8542. }
  8543. struct map_data *mapdata = map_getmapdata(target->m);
  8544. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  8545. if(mapdata_flag_gvg2(mapdata))
  8546. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  8547. else if(mapdata->getMapFlag(MF_BATTLEGROUND))
  8548. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  8549. // Skill damage adjustment
  8550. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8551. md.damage += (int64)md.damage * skill_damage / 100;
  8552. battle_absorb_damage(target, &md);
  8553. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  8554. return md;
  8555. }
  8556. /**
  8557. * Calculate vanish damage on a target
  8558. * @param sd: Player with vanish item
  8559. * @param target: Target to vanish HP/SP
  8560. * @param flag: Damage struct battle flag
  8561. */
  8562. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int flag)
  8563. {
  8564. nullpo_retv(sd);
  8565. nullpo_retv(target);
  8566. // bHPVanishRate
  8567. int16 vanish_hp = 0;
  8568. if (!sd->hp_vanish.empty()) {
  8569. for (auto &it : sd->hp_vanish) {
  8570. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8571. ((it.flag)&flag)&BF_RANGEMASK &&
  8572. ((it.flag)&flag)&BF_SKILLMASK))
  8573. continue;
  8574. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8575. vanish_hp += it.per;
  8576. }
  8577. }
  8578. // bSPVanishRate
  8579. int16 vanish_sp = 0;
  8580. if (!sd->sp_vanish.empty()) {
  8581. for (auto &it : sd->sp_vanish) {
  8582. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8583. ((it.flag)&flag)&BF_RANGEMASK &&
  8584. ((it.flag)&flag)&BF_SKILLMASK))
  8585. continue;
  8586. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8587. vanish_sp += it.per;
  8588. }
  8589. }
  8590. if (vanish_hp > 0 || vanish_sp > 0)
  8591. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  8592. }
  8593. /*==========================================
  8594. * Battle main entry, from skill_attack
  8595. *------------------------------------------
  8596. * Credits:
  8597. * Original coder unknown
  8598. * Initial refactoring by Baalberith
  8599. * Refined and optimized by helvetica
  8600. */
  8601. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  8602. {
  8603. struct Damage d;
  8604. switch(attack_type) {
  8605. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  8606. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  8607. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  8608. default:
  8609. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  8610. memset(&d,0,sizeof(d));
  8611. break;
  8612. }
  8613. if( d.damage + d.damage2 < 1 )
  8614. { //Miss/Absorbed
  8615. //Weapon attacks should go through to cause additional effects.
  8616. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  8617. d.dmg_lv = ATK_MISS;
  8618. d.dmotion = 0;
  8619. if(bl->type == BL_PC)
  8620. d.div_ = 1;
  8621. status_change *tsc = status_get_sc(target);
  8622. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  8623. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  8624. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  8625. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  8626. clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
  8627. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  8628. }
  8629. }
  8630. }
  8631. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  8632. d.dmg_lv = ATK_DEF;
  8633. map_session_data *sd = BL_CAST(BL_PC, bl);
  8634. if (sd && d.damage + d.damage2 > 1)
  8635. battle_vanish_damage(sd, target, d.flag);
  8636. return d;
  8637. }
  8638. /*==========================================
  8639. * Final damage return function
  8640. *------------------------------------------
  8641. * Credits:
  8642. * Original coder unknown
  8643. * Initial refactoring by Baalberith
  8644. * Refined and optimized by helvetica
  8645. */
  8646. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  8647. status_change *tsc = status_get_sc(tbl);
  8648. if (tsc) { // These statuses do not reflect any damage (off the target)
  8649. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  8650. return 0;
  8651. }
  8652. status_change *sc = status_get_sc(src);
  8653. if (sc) {
  8654. if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
  8655. return 0;
  8656. }
  8657. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  8658. int64 rdamage = 0, damage = *dmg;
  8659. if (flag & BF_SHORT) {//Bounces back part of the damage.
  8660. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  8661. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  8662. } else if( status_reflect && tsc && tsc->count ) {
  8663. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  8664. status_change_entry *sce_d;
  8665. block_list *d_bl;
  8666. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  8667. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  8668. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  8669. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8670. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  8671. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  8672. return 0;
  8673. }
  8674. }
  8675. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  8676. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8677. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  8678. rdamage = 0;
  8679. else {
  8680. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  8681. }
  8682. }
  8683. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  8684. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  8685. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  8686. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  8687. clif_skill_damage(src, tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE);
  8688. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  8689. status_change_end(tbl, SC_DEATHBOUND);
  8690. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  8691. }
  8692. }
  8693. }
  8694. } else {
  8695. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  8696. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  8697. }
  8698. }
  8699. // Config damage adjustment
  8700. map_data *mapdata = map_getmapdata(src->m);
  8701. if (mapdata_flag_gvg2(mapdata))
  8702. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  8703. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8704. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  8705. else if (mapdata->getMapFlag(MF_PVP))
  8706. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  8707. // Skill damage adjustment
  8708. int skill_damage = battle_skill_damage(src, tbl, skill_id);
  8709. if (skill_damage != 0) {
  8710. rdamage += rdamage * skill_damage / 100;
  8711. }
  8712. int64 reduce = 0;
  8713. map_session_data* sd = BL_CAST(BL_PC, src);
  8714. if (sd && sd->bonus.reduce_damage_return != 0) {
  8715. reduce += (sd->bonus.reduce_damage_return);
  8716. }
  8717. if (sc) {
  8718. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  8719. reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
  8720. }
  8721. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  8722. reduce += sc->getSCE(SC_VENOMBLEED)->val2;
  8723. }
  8724. if (sc->getSCE(SC_REF_T_POTION))
  8725. reduce += 100;
  8726. }
  8727. if (rdamage > 0) {
  8728. rdamage -= rdamage * i64min(100, reduce) / 100;
  8729. rdamage = i64max(rdamage, 1);
  8730. }
  8731. if (rdamage == 0)
  8732. return 0; // No reflecting damage calculated.
  8733. else
  8734. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  8735. }
  8736. /** Check for Coma damage
  8737. * @param sd: Source player
  8738. * @param bl: Target
  8739. * @param attack_type: Attack type
  8740. * @return True if Coma applies, false if Coma does not apply
  8741. */
  8742. bool battle_check_coma(map_session_data& sd, struct block_list& target, e_battle_flag attack_type)
  8743. {
  8744. struct status_data* tstatus = status_get_status_data(&target);
  8745. mob_data* dstmd = BL_CAST(BL_MOB, &target);
  8746. // Coma
  8747. if (sd.special_state.bonus_coma && (!dstmd || (!util::vector_exists(status_get_race2(&dstmd->bl), RC2_GVG) && status_get_class(&dstmd->bl) != CLASS_BATTLEFIELD))) {
  8748. int rate = 0;
  8749. rate += sd.indexed_bonus.coma_class[tstatus->class_] + sd.indexed_bonus.coma_class[CLASS_ALL];
  8750. if(!status_bl_has_mode(&target, MD_STATUSIMMUNE))
  8751. rate += sd.indexed_bonus.coma_race[tstatus->race] + sd.indexed_bonus.coma_race[RC_ALL];
  8752. if (attack_type&BF_WEAPON) {
  8753. rate += sd.indexed_bonus.weapon_coma_class[tstatus->class_] + sd.indexed_bonus.weapon_coma_class[CLASS_ALL];
  8754. if (!status_bl_has_mode(&target, MD_STATUSIMMUNE)) {
  8755. rate += sd.indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd.indexed_bonus.weapon_coma_ele[ELE_ALL];
  8756. rate += sd.indexed_bonus.weapon_coma_race[tstatus->race] + sd.indexed_bonus.weapon_coma_race[RC_ALL];
  8757. }
  8758. }
  8759. if (rate > 0 && rnd_chance(rate, 10000))
  8760. return true;
  8761. }
  8762. return false;
  8763. }
  8764. /**
  8765. * Calculate Vellum damage on a target
  8766. * @param sd: Player with vanish item
  8767. * @param target: Target to vanish HP/SP
  8768. * @param wd: Damage struct reference
  8769. * @return True on damage done or false if not
  8770. */
  8771. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  8772. {
  8773. nullpo_retr(false, sd);
  8774. nullpo_retr(false, target);
  8775. nullpo_retr(false, wd);
  8776. struct status_data *tstatus = status_get_status_data(target);
  8777. // bHPVanishRaceRate
  8778. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8779. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8780. // bSPVanishRaceRate
  8781. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8782. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8783. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  8784. // Vellum damage overrides any other damage done as well.
  8785. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  8786. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  8787. wd->damage2 = 0;
  8788. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  8789. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  8790. wd->damage2 = 0;
  8791. wd->isspdamage = true;
  8792. } else
  8793. return false;
  8794. return true;
  8795. }
  8796. /*===========================================
  8797. * Perform battle drain effects (HP/SP loss)
  8798. *-------------------------------------------*/
  8799. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  8800. {
  8801. struct weapon_data *wd;
  8802. int64 *damage;
  8803. int thp = 0, // HP gained
  8804. tsp = 0, // SP gained
  8805. //rhp = 0, // HP reduced from target
  8806. //rsp = 0, // SP reduced from target
  8807. hp = 0, sp = 0;
  8808. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  8809. return;
  8810. for (int i = 0; i < 4; i++) {
  8811. //First two iterations: Right hand
  8812. if (i < 2) {
  8813. wd = &sd->right_weapon;
  8814. damage = &rdamage;
  8815. } else {
  8816. wd = &sd->left_weapon;
  8817. damage = &ldamage;
  8818. }
  8819. if (*damage <= 0)
  8820. continue;
  8821. if (i == 1 || i == 3) {
  8822. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  8823. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  8824. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  8825. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  8826. if( hp ) {
  8827. //rhp += hp;
  8828. thp += hp;
  8829. }
  8830. if( sp ) {
  8831. //rsp += sp;
  8832. tsp += sp;
  8833. }
  8834. } else {
  8835. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  8836. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  8837. if( hp ) {
  8838. //rhp += hp;
  8839. thp += hp;
  8840. }
  8841. if( sp ) {
  8842. //rsp += sp;
  8843. tsp += sp;
  8844. }
  8845. }
  8846. }
  8847. if (!thp && !tsp)
  8848. return;
  8849. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  8850. //if (rhp || rsp)
  8851. // status_zap(tbl, rhp, rsp);
  8852. }
  8853. /*===========================================
  8854. * Deals the same damage to targets in area.
  8855. *-------------------------------------------
  8856. * Credits:
  8857. * Original coder pakpil
  8858. */
  8859. int battle_damage_area(struct block_list *bl, va_list ap) {
  8860. t_tick tick;
  8861. int64 damage;
  8862. int amotion, dmotion;
  8863. struct block_list *src;
  8864. nullpo_ret(bl);
  8865. tick = va_arg(ap, t_tick);
  8866. src = va_arg(ap,struct block_list *);
  8867. amotion = va_arg(ap,int);
  8868. dmotion = va_arg(ap,int);
  8869. damage = va_arg(ap,int);
  8870. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  8871. return 0;
  8872. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8873. map_freeblock_lock();
  8874. if( src->type == BL_PC )
  8875. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  8876. if( amotion )
  8877. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  8878. else
  8879. battle_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  8880. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  8881. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  8882. map_freeblock_unlock();
  8883. }
  8884. return 0;
  8885. }
  8886. /**
  8887. * Triggers aftercast delay for autocasted skills.
  8888. * @param src: Source data
  8889. * @param skill_id: Skill used
  8890. * @param skill_lv: Skill level used
  8891. * @param tick: Server tick
  8892. */
  8893. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  8894. {
  8895. unit_data *ud = unit_bl2ud(src);
  8896. if (ud) {
  8897. int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  8898. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  8899. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  8900. if (battle_config.display_status_timers && src->type == BL_PC)
  8901. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  8902. }
  8903. }
  8904. }
  8905. /**
  8906. * Triggers autocasted skills from super elemental supportive buffs.
  8907. * @param sd: Player data
  8908. * @param target: Target data
  8909. * @param skill_id: Skill used
  8910. * @param tick: Server tick
  8911. * @param flag: Special skill flags
  8912. */
  8913. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
  8914. {
  8915. uint16 skill_lv = pc_checkskill(sd, skill_id);
  8916. skill_lv = max(1, skill_lv);
  8917. sd->state.autocast = 1;
  8918. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  8919. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  8920. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  8921. }
  8922. sd->state.autocast = 0;
  8923. }
  8924. /*==========================================
  8925. * Do a basic physical attack (call through unit_attack_timer)
  8926. *------------------------------------------*/
  8927. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  8928. map_session_data *sd = nullptr, *tsd = nullptr;
  8929. struct status_data *sstatus, *tstatus;
  8930. status_change *sc, *tsc;
  8931. int64 damage;
  8932. int skillv;
  8933. struct Damage wd;
  8934. bool vellum_damage = false;
  8935. nullpo_retr(ATK_NONE, src);
  8936. nullpo_retr(ATK_NONE, target);
  8937. if (src->prev == nullptr || target->prev == nullptr)
  8938. return ATK_NONE;
  8939. sd = BL_CAST(BL_PC, src);
  8940. tsd = BL_CAST(BL_PC, target);
  8941. sstatus = status_get_status_data(src);
  8942. tstatus = status_get_status_data(target);
  8943. sc = status_get_sc(src);
  8944. tsc = status_get_sc(target);
  8945. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  8946. sc = nullptr;
  8947. if (tsc && !tsc->count)
  8948. tsc = nullptr;
  8949. if (sd)
  8950. {
  8951. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  8952. if (sd->state.arrow_atk)
  8953. {
  8954. short index = sd->equip_index[EQI_AMMO];
  8955. if (index < 0) {
  8956. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  8957. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8958. else
  8959. clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO );
  8960. return ATK_NONE;
  8961. }
  8962. //Ammo check by Ishizu-chan
  8963. if (sd->inventory_data[index]) {
  8964. switch (sd->status.weapon) {
  8965. case W_BOW:
  8966. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  8967. clif_arrow_fail( *sd, ARROWFAIL_NO_AMMO );
  8968. return ATK_NONE;
  8969. }
  8970. break;
  8971. case W_REVOLVER:
  8972. case W_RIFLE:
  8973. case W_GATLING:
  8974. case W_SHOTGUN:
  8975. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  8976. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8977. return ATK_NONE;
  8978. }
  8979. break;
  8980. case W_GRENADE:
  8981. if (sd->inventory_data[index]->subtype !=
  8982. #ifdef RENEWAL
  8983. AMMO_BULLET) {
  8984. #else
  8985. AMMO_GRENADE) {
  8986. #endif
  8987. clif_skill_fail( *sd, 0, USESKILL_FAIL_NEED_MORE_BULLET );
  8988. return ATK_NONE;
  8989. }
  8990. break;
  8991. }
  8992. }
  8993. }
  8994. }
  8995. if (sc && sc->count) {
  8996. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  8997. status_change_end(src, SC_CLOAKING);
  8998. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  8999. status_change_end(src, SC_CLOAKINGEXCEED);
  9000. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  9001. status_change_end(src, SC_NEWMOON);
  9002. }
  9003. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  9004. uint8 dir = map_calc_dir(target,src->x,src->y);
  9005. int t_dir = unit_getdir(target);
  9006. int dist = distance_bl(src, target);
  9007. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  9008. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  9009. clif_skillcastcancel( *target ); //Remove the casting bar. [Skotlex]
  9010. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  9011. status_change_end(target, SC_AUTOCOUNTER);
  9012. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  9013. return ATK_BLOCK;
  9014. }
  9015. }
  9016. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  9017. #ifndef RENEWAL
  9018. status_get_class_(src) != CLASS_BOSS &&
  9019. #endif
  9020. (src->type == BL_PC || tsd == nullptr || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  9021. {
  9022. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  9023. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  9024. #ifdef RENEWAL
  9025. if (status_get_class_(src) == CLASS_BOSS)
  9026. duration = 2000; // Only lasts 2 seconds for Boss monsters
  9027. #endif
  9028. status_change_end(target, SC_BLADESTOP_WAIT);
  9029. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  9030. { //Target locked.
  9031. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  9032. clif_bladestop(target, src->id, 1);
  9033. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  9034. return ATK_BLOCK;
  9035. }
  9036. }
  9037. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  9038. #ifdef RENEWAL
  9039. int triple_rate = 30; //Base Rate
  9040. #else
  9041. int triple_rate = 30 - skillv; //Base Rate
  9042. #endif
  9043. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  9044. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  9045. status_change_end(src, SC_SKILLRATE_UP);
  9046. }
  9047. if (rnd()%100 < triple_rate) {
  9048. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  9049. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  9050. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  9051. return ATK_DEF;
  9052. return ATK_MISS;
  9053. }
  9054. }
  9055. if (sc) {
  9056. if (sc->getSCE(SC_SACRIFICE)) {
  9057. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  9058. damage_lv ret_val;
  9059. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  9060. status_change_end(src, SC_SACRIFICE);
  9061. /**
  9062. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  9063. * For further information: bugreport:4950
  9064. */
  9065. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  9066. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  9067. if( ret_val == ATK_NONE )
  9068. return ATK_MISS;
  9069. return ret_val;
  9070. }
  9071. if (sc->getSCE(SC_MAGICALATTACK)) {
  9072. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  9073. return ATK_DEF;
  9074. return ATK_MISS;
  9075. }
  9076. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  9077. int spheres = 5;
  9078. if( sc->getSCE(SC_RAISINGDRAGON) )
  9079. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  9080. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  9081. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  9082. }
  9083. }
  9084. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  9085. int spheres = 5;
  9086. if( tsc->getSCE(SC_RAISINGDRAGON) )
  9087. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  9088. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  9089. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  9090. }
  9091. if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
  9092. clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
  9093. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  9094. int hp_heal = tstatus->max_hp - tstatus->hp;
  9095. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  9096. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  9097. if (hp_heal)
  9098. status_heal(target, hp_heal, 0, 2);
  9099. }
  9100. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  9101. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  9102. vellum_damage = true;
  9103. if( sc && sc->count ) {
  9104. if (sc->getSCE(SC_EXEEDBREAK))
  9105. status_change_end(src, SC_EXEEDBREAK);
  9106. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  9107. if (status_charge(src, 0, 20)) {
  9108. if (!is_infinite_defense(target, wd.flag)) {
  9109. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  9110. wd.damage = ad.damage;
  9111. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  9112. } else {
  9113. wd.damage = 1;
  9114. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  9115. }
  9116. } else
  9117. status_change_end(src,SC_SPELLFIST);
  9118. }
  9119. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  9120. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  9121. if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
  9122. int mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
  9123. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  9124. mod += sc->getSCE(SC_VIGOR)->val1 * 10;
  9125. wd.damage += wd.damage * mod / 100;
  9126. }
  9127. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  9128. short idx = sd->equip_index[EQI_AMMO];
  9129. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  9130. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  9131. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  9132. }
  9133. }
  9134. }
  9135. if (sd && sd->state.arrow_atk) //Consume arrow.
  9136. battle_consume_ammo(sd, 0, 0);
  9137. damage = wd.damage + wd.damage2;
  9138. if( damage > 0 && src != target )
  9139. {
  9140. if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
  9141. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  9142. if (rand() % 100 < duple_rate)
  9143. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9144. if (rand() % 100 < duple_rate)
  9145. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  9146. }
  9147. }
  9148. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  9149. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  9150. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  9151. if ( target->type == BL_SKILL && damage > 0 ) {
  9152. TBL_SKILL *su = (TBL_SKILL*)target;
  9153. if (su && su->group) {
  9154. if (su->group->skill_id == HT_BLASTMINE)
  9155. skill_blown(src, target, 3, -1, BLOWN_NONE);
  9156. if (su->group->skill_id == GN_WALLOFTHORN) {
  9157. if (--su->val2 <= 0)
  9158. skill_delunit(su);
  9159. }
  9160. }
  9161. }
  9162. map_freeblock_lock();
  9163. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  9164. if( !status_isdead(target) )
  9165. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  9166. if( wd.dmg_lv > ATK_BLOCK )
  9167. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  9168. } else
  9169. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  9170. if( tsc ) {
  9171. if( tsc->getSCE(SC_DEVOTION) ) {
  9172. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  9173. struct block_list *d_bl = map_id2bl(sce->val1);
  9174. if( d_bl && (
  9175. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  9176. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  9177. ) && check_distance_bl(target, d_bl, sce->val3) )
  9178. {
  9179. // Only trigger if the devoted player was hit
  9180. if( damage > 0 ){
  9181. int64 devotion_damage = damage;
  9182. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  9183. // Needed to check the devotion master for Rebound Shield status.
  9184. status_change *d_sc = status_get_sc(d_bl);
  9185. // The devoting player needs to stand up
  9186. if( dsd && pc_issit( dsd ) ){
  9187. pc_setstand( dsd, true );
  9188. skill_sit( dsd, 0 );
  9189. }
  9190. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  9191. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  9192. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  9193. battle_fix_damage(src, d_bl, devotion_damage, 0, CR_DEVOTION);
  9194. }
  9195. }
  9196. else
  9197. status_change_end(target, SC_DEVOTION);
  9198. }
  9199. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  9200. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  9201. if (ed) {
  9202. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE);
  9203. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  9204. }
  9205. }
  9206. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  9207. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  9208. if (e_bl && !status_isdead(e_bl)) {
  9209. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  9210. battle_fix_damage(src, e_bl, damage, 0, EL_WATER_SCREEN);
  9211. }
  9212. }
  9213. }
  9214. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  9215. int sp = 0;
  9216. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  9217. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  9218. int i = rnd()%100;
  9219. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  9220. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  9221. //reduction only for skill_lv > 1
  9222. if (skill_lv > 1) {
  9223. if (i >= 50) skill_lv /= 2;
  9224. else if (i >= 15) skill_lv--;
  9225. }
  9226. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  9227. if (status_charge(src, 0, sp)) {
  9228. struct unit_data *ud = unit_bl2ud(src);
  9229. switch (skill_get_casttype(skill_id)) {
  9230. case CAST_GROUND:
  9231. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  9232. break;
  9233. case CAST_NODAMAGE:
  9234. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  9235. break;
  9236. case CAST_DAMAGE:
  9237. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  9238. break;
  9239. }
  9240. if (ud) {
  9241. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  9242. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  9243. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  9244. if (battle_config.display_status_timers && sd)
  9245. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  9246. }
  9247. }
  9248. }
  9249. }
  9250. if (sd) {
  9251. uint16 r_skill = 0, sk_idx = 0;
  9252. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  9253. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  9254. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  9255. {
  9256. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  9257. int r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  9258. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  9259. int maxcount = 0;
  9260. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  9261. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  9262. type = -1;
  9263. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  9264. type = -1;
  9265. if( BL_PC&battle_config.land_skill_limit &&
  9266. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  9267. ) {
  9268. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  9269. if( maxcount == 0 )
  9270. type = -1;
  9271. }
  9272. if( type != CAST_GROUND ){
  9273. clif_skill_fail( *sd, r_skill );
  9274. map_freeblock_unlock();
  9275. return wd.dmg_lv;
  9276. }
  9277. }
  9278. if (sd->state.autocast == 0) {
  9279. sd->state.autocast = 1;
  9280. skill_consume_requirement(sd, r_skill, r_lv, 3);
  9281. switch (type) {
  9282. case CAST_GROUND:
  9283. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  9284. break;
  9285. case CAST_NODAMAGE:
  9286. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  9287. break;
  9288. case CAST_DAMAGE:
  9289. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  9290. break;
  9291. }
  9292. }
  9293. sd->state.autocast = 0;
  9294. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  9295. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  9296. }
  9297. }
  9298. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  9299. if (sd)
  9300. sd->state.autocast = 1;
  9301. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  9302. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  9303. if (sd)
  9304. sd->state.autocast = 0;
  9305. }
  9306. if( sc ){
  9307. if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd_chance( 5 * sc->getSCE( SC_SERVANTWEAPON )->val1, 100 ) ){
  9308. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  9309. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  9310. sd->state.autocast = 1;
  9311. pc_delservantball( *sd );
  9312. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9313. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9314. sd->state.autocast = 0;
  9315. }
  9316. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  9317. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  9318. uint16 skill_id = CD_PETITIO;
  9319. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  9320. sd->state.autocast = 1;
  9321. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9322. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9323. sd->state.autocast = 0;
  9324. }
  9325. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd_chance( 25, 100 ) ){
  9326. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  9327. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  9328. sd->state.autocast = 1;
  9329. pc_delabyssball( *sd );
  9330. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9331. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9332. sd->state.autocast = 0;
  9333. }
  9334. // It has a success chance of triggering even tho the description says nothing about it.
  9335. // TODO: Need to find out what the official success chance is. [Rytech]
  9336. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  9337. uint16 skill_id = ABC_ABYSS_SQUARE;
  9338. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  9339. sd->state.autocast = 1;
  9340. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9341. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9342. sd->state.autocast = 0;
  9343. }
  9344. if( sc->getSCE( SC_AUTO_FIRING_LAUNCHER ) ){
  9345. uint16 skill_id;
  9346. uint16 skill_lv;
  9347. switch( sc->getSCE( SC_AUTO_FIRING_LAUNCHER )->val1 ){
  9348. case 1:
  9349. skill_id = NW_BASIC_GRENADE;
  9350. skill_lv = pc_checkskill( sd, skill_id );
  9351. if( skill_lv > 0 && rnd_chance( 6, 100 ) ){
  9352. sd->state.autocast = 1;
  9353. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9354. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9355. sd->state.autocast = 0;
  9356. }
  9357. break;
  9358. case 2:
  9359. skill_id = NW_BASIC_GRENADE;
  9360. skill_lv = pc_checkskill( sd, skill_id );
  9361. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9362. sd->state.autocast = 1;
  9363. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9364. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9365. sd->state.autocast = 0;
  9366. }
  9367. break;
  9368. case 3:
  9369. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9370. skill_lv = pc_checkskill( sd, skill_id );
  9371. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9372. sd->state.autocast = 1;
  9373. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9374. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9375. sd->state.autocast = 0;
  9376. }
  9377. skill_id = NW_BASIC_GRENADE;
  9378. skill_lv = pc_checkskill( sd, skill_id );
  9379. if( skill_lv > 0 && rnd_chance( 8, 100 ) ){
  9380. sd->state.autocast = 1;
  9381. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9382. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9383. sd->state.autocast = 0;
  9384. }
  9385. break;
  9386. case 4:
  9387. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9388. skill_lv = pc_checkskill( sd, skill_id );
  9389. if( skill_lv > 0 && rnd_chance( 5, 100 ) ){
  9390. sd->state.autocast = 1;
  9391. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9392. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9393. sd->state.autocast = 0;
  9394. }
  9395. skill_id = NW_BASIC_GRENADE;
  9396. skill_lv = pc_checkskill( sd, skill_id );
  9397. if( skill_lv > 0 && rnd_chance( 9, 100 ) ){
  9398. sd->state.autocast = 1;
  9399. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9400. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9401. sd->state.autocast = 0;
  9402. }
  9403. break;
  9404. case 5:
  9405. skill_id = NW_GRENADES_DROPPING;
  9406. skill_lv = pc_checkskill( sd, skill_id );
  9407. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9408. sd->state.autocast = 1;
  9409. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9410. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9411. sd->state.autocast = 0;
  9412. }
  9413. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9414. skill_lv = pc_checkskill( sd, skill_id );
  9415. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9416. sd->state.autocast = 1;
  9417. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9418. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9419. sd->state.autocast = 0;
  9420. }
  9421. skill_id = NW_BASIC_GRENADE;
  9422. skill_lv = pc_checkskill( sd, skill_id );
  9423. if( skill_lv > 0 && rnd_chance( 10, 100 ) ){
  9424. sd->state.autocast = 1;
  9425. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9426. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9427. sd->state.autocast = 0;
  9428. }
  9429. break;
  9430. }
  9431. }
  9432. // Autocasted skills from super elemental supportive buffs.
  9433. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  9434. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  9435. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  9436. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  9437. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  9438. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  9439. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  9440. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  9441. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  9442. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  9443. }
  9444. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  9445. if (battle_config.left_cardfix_to_right)
  9446. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  9447. else
  9448. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  9449. }
  9450. }
  9451. if (tsc) {
  9452. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  9453. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  9454. || sstatus->def_ele == ELE_POISON) &&
  9455. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  9456. status_check_skilluse(target, src, TF_POISON, 0)
  9457. ) { //Poison React
  9458. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  9459. if (sstatus->def_ele == ELE_POISON) {
  9460. sce->val2 = 0;
  9461. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  9462. } else {
  9463. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  9464. --sce->val2;
  9465. }
  9466. if (sce->val2 <= 0)
  9467. status_change_end(target, SC_POISONREACT);
  9468. }
  9469. }
  9470. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  9471. status_heal(src, 0, 0, 1, 0);
  9472. map_freeblock_unlock();
  9473. return wd.dmg_lv;
  9474. }
  9475. /*=========================
  9476. * Check for undead status
  9477. *-------------------------
  9478. * Credits:
  9479. * Original coder Skotlex
  9480. * Refactored by Baalberith
  9481. */
  9482. int battle_check_undead(int race,int element)
  9483. {
  9484. if(battle_config.undead_detect_type == 0) {
  9485. if(element == ELE_UNDEAD)
  9486. return 1;
  9487. }
  9488. else if(battle_config.undead_detect_type == 1) {
  9489. if(race == RC_UNDEAD)
  9490. return 1;
  9491. }
  9492. else {
  9493. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  9494. return 1;
  9495. }
  9496. return 0;
  9497. }
  9498. /*================================================================
  9499. * Returns the upmost level master starting with the given object
  9500. *----------------------------------------------------------------*/
  9501. struct block_list* battle_get_master(struct block_list *src)
  9502. {
  9503. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  9504. do {
  9505. prev = src;
  9506. switch (src->type) {
  9507. case BL_PET:
  9508. if (((TBL_PET*)src)->master)
  9509. src = (struct block_list*)((TBL_PET*)src)->master;
  9510. break;
  9511. case BL_MOB:
  9512. if (((TBL_MOB*)src)->master_id)
  9513. src = map_id2bl(((TBL_MOB*)src)->master_id);
  9514. break;
  9515. case BL_HOM:
  9516. if (((TBL_HOM*)src)->master)
  9517. src = (struct block_list*)((TBL_HOM*)src)->master;
  9518. break;
  9519. case BL_MER:
  9520. if (((TBL_MER*)src)->master)
  9521. src = (struct block_list*)((TBL_MER*)src)->master;
  9522. break;
  9523. case BL_ELEM:
  9524. if (((TBL_ELEM*)src)->master)
  9525. src = (struct block_list*)((TBL_ELEM*)src)->master;
  9526. break;
  9527. case BL_SKILL:
  9528. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  9529. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  9530. break;
  9531. }
  9532. } while (src && src != prev);
  9533. return prev;
  9534. }
  9535. bool battle_get_exception_ai(block_list &src) {
  9536. mob_data *md = BL_CAST(BL_MOB, &src);
  9537. if (!md)
  9538. return false;
  9539. switch (md->special_state.ai) {
  9540. case AI_ABR:
  9541. case AI_ATTACK:
  9542. case AI_BIONIC:
  9543. case AI_ZANZOU:
  9544. return true;
  9545. }
  9546. return false;
  9547. }
  9548. /*==========================================
  9549. * Checks the state between two targets
  9550. * (enemy, friend, party, guild, etc)
  9551. *------------------------------------------
  9552. * Usage:
  9553. * See battle.hpp for possible values/combinations
  9554. * to be used here (BCT_* constants)
  9555. * Return value is:
  9556. * 1: flag holds true (is enemy, party, etc)
  9557. * -1: flag fails
  9558. * 0: Invalid target (non-targetable ever)
  9559. *
  9560. * Credits:
  9561. * Original coder unknown
  9562. * Rewritten by Skotlex
  9563. */
  9564. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  9565. {
  9566. int16 m; //map
  9567. int state = 0; //Initial state none
  9568. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  9569. struct block_list *s_bl = src, *t_bl = target;
  9570. struct unit_data *ud = nullptr;
  9571. nullpo_ret(src);
  9572. nullpo_ret(target);
  9573. ud = unit_bl2ud(target);
  9574. m = target->m;
  9575. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  9576. //objects involved.
  9577. if( (t_bl = battle_get_master(target)) == nullptr )
  9578. t_bl = target;
  9579. if( (s_bl = battle_get_master(src)) == nullptr )
  9580. s_bl = src;
  9581. if ( s_bl->type == BL_PC ) {
  9582. switch( t_bl->type ) {
  9583. case BL_MOB: // Source => PC, Target => MOB
  9584. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  9585. return 0;
  9586. break;
  9587. case BL_PC:
  9588. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  9589. return 0;
  9590. break;
  9591. default:/* anything else goes */
  9592. break;
  9593. }
  9594. }
  9595. struct map_data *mapdata = map_getmapdata(m);
  9596. switch( target->type ) { // Checks on actual target
  9597. case BL_PC: {
  9598. status_change* sc = status_get_sc(src);
  9599. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  9600. return -1; //Cannot be targeted yet.
  9601. if( sc && sc->count ) {
  9602. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  9603. return -1;
  9604. }
  9605. }
  9606. break;
  9607. case BL_MOB:
  9608. {
  9609. struct mob_data *md = ((TBL_MOB*)target);
  9610. if (ud && ud->immune_attack)
  9611. return 0;
  9612. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  9613. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  9614. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  9615. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  9616. ){ //Targettable by players
  9617. state |= BCT_ENEMY;
  9618. strip_enemy = 0;
  9619. }
  9620. break;
  9621. }
  9622. case BL_SKILL:
  9623. {
  9624. TBL_SKILL *su = (TBL_SKILL*)target;
  9625. uint16 skill_id = battle_getcurrentskill(src);
  9626. if( !su || !su->group)
  9627. return 0;
  9628. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  9629. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  9630. ;
  9631. }
  9632. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  9633. switch (skill_id) {
  9634. case RK_DRAGONBREATH:
  9635. case RK_DRAGONBREATH_WATER:
  9636. case NC_SELFDESTRUCTION:
  9637. case NC_AXETORNADO:
  9638. case SR_SKYNETBLOW:
  9639. // Can only hit traps in PVP/GVG maps
  9640. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  9641. return 0;
  9642. break;
  9643. }
  9644. }
  9645. else
  9646. return 0;
  9647. state |= BCT_ENEMY;
  9648. strip_enemy = 0;
  9649. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  9650. switch (skill_id) {
  9651. case RK_DRAGONBREATH:
  9652. case RK_DRAGONBREATH_WATER:
  9653. case NC_SELFDESTRUCTION:
  9654. case NC_AXETORNADO:
  9655. case SR_SKYNETBLOW:
  9656. // Can only hit icewall in PVP/GVG maps
  9657. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  9658. return 0;
  9659. break;
  9660. case HT_CLAYMORETRAP:
  9661. // Can't hit icewall
  9662. return 0;
  9663. default:
  9664. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  9665. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  9666. return -1;
  9667. }
  9668. state |= BCT_ENEMY;
  9669. strip_enemy = 0;
  9670. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  9671. return 0;
  9672. }
  9673. break;
  9674. case BL_MER:
  9675. case BL_HOM:
  9676. case BL_ELEM:
  9677. if (ud && ud->immune_attack)
  9678. return 0;
  9679. break;
  9680. //All else not specified is an invalid target.
  9681. default:
  9682. return 0;
  9683. } //end switch actual target
  9684. switch( t_bl->type ) { //Checks on target master
  9685. case BL_PC: {
  9686. map_session_data *sd;
  9687. status_change *sc = nullptr;
  9688. if( t_bl == s_bl )
  9689. break;
  9690. sd = BL_CAST(BL_PC, t_bl);
  9691. sc = status_get_sc(t_bl);
  9692. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  9693. return 0; // Global immunity only to Attacks
  9694. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  9695. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  9696. if( sd->state.killable ) {
  9697. state |= BCT_ENEMY; // Everything can kill it
  9698. strip_enemy = 0;
  9699. }
  9700. break;
  9701. }
  9702. case BL_MOB:
  9703. {
  9704. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  9705. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9706. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  9707. break;
  9708. }
  9709. default: break; //other type doesn't have slave yet
  9710. } //end switch master target
  9711. switch( src->type ) { //Checks on actual src type
  9712. case BL_PET:
  9713. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  9714. return 0; //Pet may not attack non-mobs.
  9715. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  9716. mob_data *md = BL_CAST(BL_MOB, t_bl);
  9717. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  9718. return 0; //pet may not attack Guardians/Emperium
  9719. }
  9720. break;
  9721. case BL_SKILL: {
  9722. struct skill_unit *su = (struct skill_unit *)src;
  9723. status_change* sc = status_get_sc(target);
  9724. if (!su || !su->group)
  9725. return 0;
  9726. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  9727. if (su->group->src_id == target->id) {
  9728. if (inf2[INF2_NOTARGETSELF])
  9729. return -1;
  9730. if (inf2[INF2_TARGETSELF])
  9731. return 1;
  9732. }
  9733. //Status changes that prevent traps from triggering
  9734. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  9735. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  9736. return -1;
  9737. }
  9738. }
  9739. break;
  9740. case BL_MER:
  9741. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  9742. return 0; //mercenary may not attack Emperium
  9743. break;
  9744. } //end switch actual src
  9745. switch( s_bl->type )
  9746. { //Checks on source master
  9747. case BL_PC:
  9748. {
  9749. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  9750. if( s_bl != t_bl )
  9751. {
  9752. if( sd->state.killer )
  9753. {
  9754. state |= BCT_ENEMY; // Can kill anything
  9755. strip_enemy = 0;
  9756. }
  9757. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  9758. {
  9759. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  9760. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  9761. else
  9762. return 0; // You can't target anything out of your duel
  9763. }
  9764. }
  9765. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  9766. return 0; //If you don't belong to a guild, can't target emperium.
  9767. if( t_bl->type != BL_PC )
  9768. state |= BCT_ENEMY; //Natural enemy.
  9769. break;
  9770. }
  9771. case BL_MOB:
  9772. {
  9773. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  9774. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9775. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  9776. if( !md->special_state.ai )
  9777. { //Normal mobs
  9778. if(
  9779. ( target->type == BL_MOB && t_bl->type == BL_PC && !battle_get_exception_ai(*target) ) ||
  9780. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  9781. )
  9782. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  9783. else
  9784. state |= BCT_ENEMY; //However, all else are enemies.
  9785. }
  9786. else
  9787. {
  9788. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  9789. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  9790. }
  9791. break;
  9792. }
  9793. default:
  9794. //Need some sort of default behaviour for unhandled types.
  9795. if (t_bl->type != s_bl->type)
  9796. state |= BCT_ENEMY;
  9797. break;
  9798. } //end switch on src master
  9799. if( (flag&BCT_ALL) == BCT_ALL )
  9800. { //All actually stands for all attackable chars, icewall and traps
  9801. if(target->type&(BL_CHAR|BL_SKILL))
  9802. return 1;
  9803. else
  9804. return -1;
  9805. }
  9806. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  9807. return -1;
  9808. if( t_bl == s_bl )
  9809. { //No need for further testing.
  9810. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  9811. if( state&BCT_ENEMY && strip_enemy )
  9812. state&=~BCT_ENEMY;
  9813. return (flag&state)?1:-1;
  9814. }
  9815. if( mapdata_flag_vs(mapdata) )
  9816. { //Check rivalry settings.
  9817. int sbg_id = 0, tbg_id = 0;
  9818. if(mapdata->getMapFlag(MF_BATTLEGROUND) )
  9819. {
  9820. sbg_id = bg_team_get_id(s_bl);
  9821. tbg_id = bg_team_get_id(t_bl);
  9822. }
  9823. if( flag&(BCT_PARTY|BCT_ENEMY) )
  9824. {
  9825. int s_party = status_get_party_id(s_bl);
  9826. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOPARTY)) && !(mapdata_flag_gvg(mapdata) && mapdata->getMapFlag(MF_GVG_NOPARTY)) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9827. state |= BCT_PARTY;
  9828. else
  9829. state |= BCT_ENEMY;
  9830. }
  9831. if( flag&(BCT_GUILD|BCT_ENEMY) )
  9832. {
  9833. int s_guild = status_get_guild_id(s_bl);
  9834. int t_guild = status_get_guild_id(t_bl);
  9835. if( !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOGUILD)) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9836. state |= BCT_GUILD;
  9837. else
  9838. state |= BCT_ENEMY;
  9839. }
  9840. if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
  9841. state &= ~BCT_ENEMY;
  9842. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  9843. { // Prevent novice engagement on pk_mode (feature by Valaris)
  9844. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  9845. if (
  9846. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9847. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9848. (int)sd->status.base_level < battle_config.pk_min_level ||
  9849. (int)sd2->status.base_level < battle_config.pk_min_level ||
  9850. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  9851. )
  9852. state &= ~BCT_ENEMY;
  9853. }
  9854. }//end map_flag_vs chk rivality
  9855. else
  9856. { //Non pvp/gvg, check party/guild settings.
  9857. if( flag&BCT_PARTY || state&BCT_ENEMY )
  9858. {
  9859. int s_party = status_get_party_id(s_bl);
  9860. if(s_party && s_party == status_get_party_id(t_bl))
  9861. state |= BCT_PARTY;
  9862. }
  9863. if( flag&BCT_GUILD || state&BCT_ENEMY )
  9864. {
  9865. int s_guild = status_get_guild_id(s_bl);
  9866. int t_guild = status_get_guild_id(t_bl);
  9867. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  9868. state |= BCT_GUILD;
  9869. }
  9870. } //end non pvp/gvg chk rivality
  9871. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  9872. state = BCT_NEUTRAL;
  9873. //Alliance state takes precedence over enemy one.
  9874. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  9875. state&=~BCT_ENEMY;
  9876. return (flag&state)?1:-1;
  9877. }
  9878. /*==========================================
  9879. * Check if can attack from this range
  9880. * Basic check then calling path_search for obstacle etc..
  9881. *------------------------------------------
  9882. */
  9883. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  9884. {
  9885. int d;
  9886. nullpo_retr(false, src);
  9887. nullpo_retr(false, bl);
  9888. if( src->m != bl->m )
  9889. return false;
  9890. #ifndef CIRCULAR_AREA
  9891. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  9892. if ( !check_distance_client_bl(src, bl, range) )
  9893. return false;
  9894. } else
  9895. #endif
  9896. if( !check_distance_bl(src, bl, range) )
  9897. return false;
  9898. if( (d = distance_bl(src, bl)) < 2 )
  9899. return true; // No need for path checking.
  9900. if( d > AREA_SIZE )
  9901. return false; // Avoid targetting objects beyond your range of sight.
  9902. return path_search_long(nullptr,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  9903. }
  9904. /*=============================================
  9905. * Battle.conf settings and default/max values
  9906. *---------------------------------------------
  9907. */
  9908. static const struct _battle_data {
  9909. const char* str;
  9910. int* val;
  9911. int defval;
  9912. int min;
  9913. int max;
  9914. } battle_data[] = {
  9915. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  9916. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  9917. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  9918. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  9919. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  9920. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  9921. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  9922. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  9923. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  9924. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  9925. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  9926. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  9927. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  9928. { "cardfix_monster_physical", &battle_config.cardfix_monster_physical, 1, 0, 1, },
  9929. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  9930. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  9931. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  9932. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  9933. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  9934. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  9935. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  9936. #ifdef RENEWAL
  9937. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  9938. #else
  9939. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  9940. #endif
  9941. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  9942. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  9943. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  9944. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  9945. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  9946. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  9947. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  9948. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  9949. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  9950. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  9951. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  9952. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  9953. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  9954. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  9955. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  9956. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  9957. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  9958. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  9959. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  9960. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  9961. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  9962. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  9963. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  9964. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  9965. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  9966. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  9967. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  9968. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  9969. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  9970. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  9971. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  9972. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  9973. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  9974. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  9975. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  9976. #ifdef RENEWAL
  9977. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  9978. #else
  9979. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  9980. #endif
  9981. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  9982. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  9983. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  9984. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  9985. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  9986. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  9987. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  9988. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  9989. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  9990. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  9991. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  9992. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  9993. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  9994. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  9995. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  9996. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  9997. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  9998. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  9999. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  10000. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  10001. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  10002. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  10003. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  10004. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  10005. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  10006. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  10007. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  10008. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  10009. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  10010. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  10011. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  10012. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  10013. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  10014. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  10015. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  10016. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  10017. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  10018. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  10019. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  10020. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  10021. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  10022. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  10023. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  10024. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  10025. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  10026. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  10027. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  10028. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  10029. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  10030. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  10031. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  10032. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  10033. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  10034. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  10035. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  10036. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  10037. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  10038. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  10039. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  10040. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  10041. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  10042. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  10043. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  10044. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  10045. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  10046. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  10047. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  10048. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10049. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10050. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  10051. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  10052. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  10053. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  10054. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  10055. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  10056. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  10057. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  10058. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  10059. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  10060. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  10061. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  10062. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  10063. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  10064. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  10065. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  10066. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  10067. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  10068. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  10069. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  10070. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  10071. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  10072. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  10073. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  10074. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  10075. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  10076. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  10077. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  10078. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  10079. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  10080. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  10081. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  10082. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  10083. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  10084. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  10085. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  10086. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  10087. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  10088. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  10089. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  10090. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  10091. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  10092. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  10093. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  10094. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  10095. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  10096. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  10097. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  10098. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  10099. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  10100. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  10101. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  10102. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  10103. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  10104. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  10105. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  10106. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  10107. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  10108. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  10109. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  10110. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  10111. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  10112. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  10113. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  10114. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  10115. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  10116. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  10117. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  10118. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  10119. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  10120. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  10121. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  10122. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  10123. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  10124. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  10125. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  10126. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  10127. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  10128. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  10129. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  10130. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  10131. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  10132. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  10133. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  10134. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  10135. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  10136. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  10137. // eAthena additions
  10138. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  10139. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  10140. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  10141. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  10142. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  10143. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  10144. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  10145. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  10146. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  10147. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  10148. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  10149. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  10150. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  10151. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  10152. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  10153. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  10154. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  10155. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  10156. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  10157. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  10158. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  10159. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  10160. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  10161. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  10162. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  10163. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  10164. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  10165. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  10166. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  10167. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  10168. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  10169. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  10170. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  10171. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  10172. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  10173. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  10174. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  10175. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  10176. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  10177. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  10178. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  10179. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  10180. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  10181. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  10182. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  10183. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  10184. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  10185. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  10186. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  10187. { "pet_unequip_destroy", &battle_config.pet_unequip_destroy, 1, 0, 1, },
  10188. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  10189. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  10190. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  10191. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  10192. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  10193. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  10194. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  10195. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  10196. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  10197. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  10198. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  10199. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  10200. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  10201. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  10202. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  10203. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  10204. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  10205. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  10206. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  10207. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  10208. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  10209. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  10210. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  10211. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  10212. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  10213. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  10214. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 2, },
  10215. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  10216. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  10217. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  10218. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  10219. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  10220. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  10221. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  10222. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  10223. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  10224. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  10225. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  10226. { "display_version", &battle_config.display_version, 1, 0, 1, },
  10227. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  10228. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  10229. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  10230. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  10231. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  10232. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  10233. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  10234. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  10235. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  10236. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  10237. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  10238. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  10239. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  10240. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  10241. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  10242. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  10243. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  10244. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  10245. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  10246. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  10247. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  10248. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  10249. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  10250. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  10251. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  10252. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  10253. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  10254. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  10255. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  10256. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  10257. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  10258. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  10259. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  10260. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  10261. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  10262. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  10263. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  10264. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  10265. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  10266. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  10267. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  10268. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  10269. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  10270. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  10271. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  10272. { "mob_active_time", &battle_config.mob_active_time, 5000, 0, INT_MAX, },
  10273. { "boss_active_time", &battle_config.boss_active_time, 5000, 0, INT_MAX, },
  10274. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  10275. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  10276. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  10277. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  10278. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  10279. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  10280. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  10281. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  10282. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  10283. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  10284. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  10285. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  10286. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  10287. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  10288. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  10289. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  10290. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  10291. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  10292. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  10293. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  10294. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  10295. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  10296. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  10297. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  10298. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  10299. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  10300. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  10301. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  10302. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  10303. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  10304. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  10305. // BattleGround Settings
  10306. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  10307. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  10308. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  10309. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  10310. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  10311. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  10312. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  10313. // rAthena
  10314. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  10315. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  10316. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  10317. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  10318. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  10319. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  10320. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  10321. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  10322. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  10323. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  10324. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  10325. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  10326. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  10327. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  10328. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  10329. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  10330. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  10331. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  10332. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  10333. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  10334. #ifdef RENEWAL
  10335. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  10336. #else
  10337. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  10338. #endif
  10339. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  10340. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  10341. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  10342. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  10343. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  10344. #ifdef VIP_ENABLE
  10345. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  10346. #else
  10347. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  10348. #endif
  10349. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  10350. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  10351. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  10352. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  10353. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  10354. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  10355. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  10356. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  10357. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  10358. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  10359. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  10360. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  10361. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  10362. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  10363. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  10364. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  10365. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  10366. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  10367. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  10368. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  10369. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  10370. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  10371. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  10372. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  10373. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  10374. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  10375. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  10376. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  10377. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  10378. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  10379. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  10380. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  10381. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10382. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10383. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  10384. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  10385. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  10386. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  10387. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  10388. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  10389. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  10390. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  10391. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  10392. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  10393. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  10394. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  10395. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  10396. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  10397. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 30, 0, MAX_MINCHASE, },
  10398. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  10399. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  10400. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  10401. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  10402. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  10403. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  10404. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  10405. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  10406. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  10407. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  10408. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  10409. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  10410. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  10411. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  10412. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  10413. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  10414. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  10415. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  10416. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  10417. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  10418. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  10419. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  10420. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  10421. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  10422. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  10423. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  10424. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  10425. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  10426. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  10427. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  10428. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  10429. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  10430. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  10431. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  10432. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  10433. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  10434. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  10435. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  10436. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  10437. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  10438. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  10439. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  10440. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  10441. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  10442. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  10443. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  10444. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  10445. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  10446. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  10447. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  10448. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  10449. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  10450. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  10451. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  10452. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  10453. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  10454. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  10455. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  10456. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  10457. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  10458. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  10459. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  10460. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  10461. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  10462. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  10463. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  10464. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  10465. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  10466. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  10467. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  10468. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  10469. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  10470. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  10471. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  10472. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  10473. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  10474. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  10475. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  10476. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  10477. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  10478. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  10479. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  10480. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  10481. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  10482. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  10483. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  10484. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  10485. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  10486. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  10487. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  10488. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  10489. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  10490. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  10491. { "instance_block_leave", &battle_config.instance_block_leave, 1, 0, 1, },
  10492. { "instance_block_leaderchange", &battle_config.instance_block_leaderchange, 1, 0, 1, },
  10493. { "instance_block_invite", &battle_config.instance_block_invite, 1, 0, 1, },
  10494. { "instance_block_expulsion", &battle_config.instance_block_expulsion, 1, 0, 1, },
  10495. // 4th Job Stuff
  10496. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  10497. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  10498. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  10499. { "max_res_mres_ignored", &battle_config.max_res_mres_ignored, 50, 0, 100, },
  10500. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  10501. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  10502. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  10503. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  10504. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  10505. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  10506. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  10507. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  10508. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  10509. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  10510. { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
  10511. { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
  10512. { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
  10513. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  10514. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  10515. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  10516. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  10517. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  10518. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  10519. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  10520. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  10521. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  10522. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  10523. { "mob_unlock_time", &battle_config.mob_unlock_time, 2000, 0, INT_MAX, },
  10524. { "map_edge_size", &battle_config.map_edge_size, 15, 1, 40, },
  10525. { "randomize_center_cell", &battle_config.randomize_center_cell, 1, 0, 1, },
  10526. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  10527. { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
  10528. #ifdef RENEWAL
  10529. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
  10530. #else
  10531. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
  10532. #endif
  10533. { "synchronize_damage", &battle_config.synchronize_damage, 0, 0, 1, },
  10534. { "item_stacking", &battle_config.item_stacking, 1, 0, 1, },
  10535. #include <custom/battle_config_init.inc>
  10536. };
  10537. /*==========================
  10538. * Set battle settings
  10539. *--------------------------*/
  10540. int battle_set_value(const char* w1, const char* w2)
  10541. {
  10542. int val = config_switch(w2);
  10543. int i;
  10544. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  10545. if (i == ARRAYLENGTH(battle_data))
  10546. return 0; // not found
  10547. if (val < battle_data[i].min || val > battle_data[i].max) {
  10548. 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);
  10549. val = battle_data[i].defval;
  10550. }
  10551. *battle_data[i].val = val;
  10552. return 1;
  10553. }
  10554. /*===========================
  10555. * Get battle settings
  10556. *---------------------------*/
  10557. int battle_get_value(const char* w1)
  10558. {
  10559. int i;
  10560. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  10561. if (i == ARRAYLENGTH(battle_data))
  10562. return 0; // not found
  10563. else
  10564. return *battle_data[i].val;
  10565. }
  10566. /*======================
  10567. * Set default settings
  10568. *----------------------*/
  10569. void battle_set_defaults()
  10570. {
  10571. int i;
  10572. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  10573. *battle_data[i].val = battle_data[i].defval;
  10574. }
  10575. /*==================================
  10576. * Cap certain battle.conf settings
  10577. *----------------------------------*/
  10578. void battle_adjust_conf()
  10579. {
  10580. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  10581. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  10582. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  10583. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  10584. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  10585. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  10586. battle_config.max_cart_weight *= 10;
  10587. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  10588. battle_config.max_def = 100;
  10589. if (battle_config.min_hitrate > battle_config.max_hitrate)
  10590. battle_config.min_hitrate = battle_config.max_hitrate;
  10591. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  10592. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  10593. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  10594. battle_config.day_duration = 60000;
  10595. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  10596. battle_config.night_duration = 60000;
  10597. #if PACKETVER < 20100000
  10598. if( battle_config.feature_mesitemlink ){
  10599. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
  10600. battle_config.feature_mesitemlink = 0;
  10601. }
  10602. #elif PACKETVER == 20151029 || PACKETVER == 20151104
  10603. // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
  10604. if( battle_config.feature_mesitemlink ){
  10605. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
  10606. battle_config.feature_mesitemlink = 0;
  10607. }
  10608. #endif
  10609. #if PACKETVER < 20100427
  10610. if (battle_config.feature_buying_store) {
  10611. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  10612. battle_config.feature_buying_store = 0;
  10613. }
  10614. #endif
  10615. #if PACKETVER < 20100803
  10616. if (battle_config.feature_search_stores) {
  10617. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  10618. battle_config.feature_search_stores = 0;
  10619. }
  10620. #endif
  10621. #if PACKETVER < 20120101
  10622. if (battle_config.feature_bgqueue) {
  10623. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  10624. battle_config.feature_bgqueue = 0;
  10625. }
  10626. #endif
  10627. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  10628. if (battle_config.feature_auction) {
  10629. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  10630. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  10631. battle_config.feature_auction = 0;
  10632. }
  10633. #elif PACKETVER >= 20141112
  10634. if (battle_config.feature_auction) {
  10635. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  10636. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  10637. battle_config.feature_auction = 0;
  10638. }
  10639. #endif
  10640. #if PACKETVER < 20130724
  10641. if (battle_config.feature_banking) {
  10642. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  10643. battle_config.feature_banking = 0;
  10644. }
  10645. #endif
  10646. #if PACKETVER < 20131223
  10647. if (battle_config.mvp_exp_reward_message) {
  10648. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  10649. battle_config.mvp_exp_reward_message = 0;
  10650. }
  10651. #endif
  10652. #if PACKETVER < 20141022
  10653. if (battle_config.feature_roulette) {
  10654. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  10655. battle_config.feature_roulette = 0;
  10656. }
  10657. #endif
  10658. #if PACKETVER < 20150513
  10659. if (battle_config.feature_achievement) {
  10660. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  10661. battle_config.feature_achievement = 0;
  10662. }
  10663. #endif
  10664. #if PACKETVER < 20151104
  10665. if( battle_config.feature_itemlink ){
  10666. ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
  10667. battle_config.feature_itemlink = 0;
  10668. }
  10669. #endif
  10670. #if PACKETVER < 20151104
  10671. if( battle_config.feature_stylist ){
  10672. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  10673. battle_config.feature_stylist = 0;
  10674. }
  10675. #endif
  10676. #if PACKETVER < 20141008
  10677. if (battle_config.feature_petevolution) {
  10678. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  10679. battle_config.feature_petevolution = 0;
  10680. }
  10681. if (battle_config.feature_pet_autofeed) {
  10682. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  10683. battle_config.feature_pet_autofeed = 0;
  10684. }
  10685. #endif
  10686. #if PACKETVER < 20161012
  10687. if (battle_config.feature_refineui) {
  10688. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  10689. battle_config.feature_refineui = 0;
  10690. }
  10691. #endif
  10692. #if PACKETVER < 20170208
  10693. if (battle_config.feature_equipswitch) {
  10694. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  10695. battle_config.feature_equipswitch = 0;
  10696. }
  10697. #endif
  10698. #if PACKETVER < 20170920
  10699. if( battle_config.feature_homunculus_autofeed ){
  10700. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  10701. battle_config.feature_homunculus_autofeed = 0;
  10702. }
  10703. #endif
  10704. #if PACKETVER < 20180307
  10705. if( battle_config.feature_attendance ){
  10706. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  10707. battle_config.feature_attendance = 0;
  10708. }
  10709. #endif
  10710. #if PACKETVER < 20180321
  10711. if( battle_config.feature_privateairship ){
  10712. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  10713. battle_config.feature_privateairship = 0;
  10714. }
  10715. #endif
  10716. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  10717. if( battle_config.feature_barter ){
  10718. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  10719. battle_config.feature_barter = 0;
  10720. }
  10721. #endif
  10722. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  10723. if( battle_config.feature_barter_extended ){
  10724. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  10725. battle_config.feature_barter_extended = 0;
  10726. }
  10727. #endif
  10728. #ifndef CELL_NOSTACK
  10729. if (battle_config.custom_cell_stack_limit != 1)
  10730. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  10731. #endif
  10732. #ifdef MAP_GENERATOR
  10733. battle_config.dynamic_mobs = 1;
  10734. #endif
  10735. }
  10736. /*=====================================
  10737. * Read battle.conf settings from file
  10738. *-------------------------------------*/
  10739. int battle_config_read(const char* cfgName)
  10740. {
  10741. FILE* fp;
  10742. static int count = 0;
  10743. if (count == 0)
  10744. battle_set_defaults();
  10745. count++;
  10746. fp = fopen(cfgName,"r");
  10747. if (fp == nullptr)
  10748. ShowError("File not found: %s\n", cfgName);
  10749. else {
  10750. char line[1024], w1[1024], w2[1024];
  10751. while(fgets(line, sizeof(line), fp)) {
  10752. if (line[0] == '/' && line[1] == '/')
  10753. continue;
  10754. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  10755. continue;
  10756. if (strcmpi(w1, "import") == 0)
  10757. battle_config_read(w2);
  10758. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  10759. const char* symbol = &w2[0];
  10760. if (ISPRINT(*symbol) && // no control characters
  10761. *symbol != '/' && // symbol of client commands
  10762. *symbol != '%' && // symbol of party chat
  10763. *symbol != '$' && // symbol of guild chat
  10764. *symbol != charcommand_symbol)
  10765. atcommand_symbol = *symbol;
  10766. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  10767. const char* symbol = &w2[0];
  10768. if (ISPRINT(*symbol) && // no control characters
  10769. *symbol != '/' && // symbol of client commands
  10770. *symbol != '%' && // symbol of party chat
  10771. *symbol != '$' && // symbol of guild chat
  10772. *symbol != atcommand_symbol)
  10773. charcommand_symbol = *symbol;
  10774. }else if( battle_set_value(w1, w2) == 0 )
  10775. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  10776. }
  10777. fclose(fp);
  10778. }
  10779. count--;
  10780. if (count == 0)
  10781. battle_adjust_conf();
  10782. return 0;
  10783. }
  10784. /*==========================
  10785. * initialize battle timer
  10786. *--------------------------*/
  10787. void do_init_battle(void)
  10788. {
  10789. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  10790. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  10791. }
  10792. /*==================
  10793. * end battle timer
  10794. *------------------*/
  10795. void do_final_battle(void)
  10796. {
  10797. ers_destroy(delay_damage_ers);
  10798. }