battle.cpp 352 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157
  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <math.h>
  5. #include <stdlib.h>
  6. #include "../common/cbasetypes.hpp"
  7. #include "../common/ers.hpp"
  8. #include "../common/malloc.hpp"
  9. #include "../common/nullpo.hpp"
  10. #include "../common/random.hpp"
  11. #include "../common/showmsg.hpp"
  12. #include "../common/socket.hpp"
  13. #include "../common/strlib.hpp"
  14. #include "../common/timer.hpp"
  15. #include "../common/utils.hpp"
  16. #include "atcommand.hpp"
  17. #include "battleground.hpp"
  18. #include "chrif.hpp"
  19. #include "clif.hpp"
  20. #include "elemental.hpp"
  21. #include "guild.hpp"
  22. #include "homunculus.hpp"
  23. #include "log.hpp"
  24. #include "map.hpp"
  25. #include "mercenary.hpp"
  26. #include "mob.hpp"
  27. #include "party.hpp"
  28. #include "path.hpp"
  29. #include "pc.hpp"
  30. #include "pc_groups.hpp"
  31. #include "pet.hpp"
  32. int attr_fix_table[MAX_ELE_LEVEL][ELE_MAX][ELE_MAX];
  33. struct Battle_Config battle_config;
  34. static struct eri *delay_damage_ers; //For battle delay damage structures.
  35. /**
  36. * Returns the current/list skill used by the bl
  37. * @param bl
  38. * @return skill_id
  39. */
  40. uint16 battle_getcurrentskill(struct block_list *bl)
  41. {
  42. struct unit_data *ud;
  43. if( bl->type == BL_SKILL ) {
  44. struct skill_unit *su = (struct skill_unit*)bl;
  45. return (su && su->group?su->group->skill_id:0);
  46. }
  47. ud = unit_bl2ud(bl);
  48. return (ud?ud->skill_id:0);
  49. }
  50. /**
  51. * Get random targeting enemy
  52. * @param bl
  53. * @param ap
  54. * @return Found target (1) or not found (0)
  55. */
  56. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  57. {
  58. struct block_list **bl_list;
  59. struct unit_data *ud;
  60. int target_id;
  61. int *c;
  62. bl_list = va_arg(ap, struct block_list **);
  63. c = va_arg(ap, int *);
  64. target_id = va_arg(ap, int);
  65. if (bl->id == target_id)
  66. return 0;
  67. if (*c >= 24)
  68. return 0;
  69. if ( !(ud = unit_bl2ud(bl)) )
  70. return 0;
  71. if (ud->target == target_id || ud->skilltarget == target_id) {
  72. bl_list[(*c)++] = bl;
  73. return 1;
  74. }
  75. return 0;
  76. }
  77. /**
  78. * Returns list of targets
  79. * @param target
  80. * @return Target list
  81. */
  82. struct block_list* battle_gettargeted(struct block_list *target)
  83. {
  84. struct block_list *bl_list[24];
  85. int c = 0;
  86. nullpo_retr(NULL, target);
  87. memset(bl_list, 0, sizeof(bl_list));
  88. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  89. if ( c == 0 )
  90. return NULL;
  91. if( c > 24 )
  92. c = 24;
  93. return bl_list[rnd()%c];
  94. }
  95. /**
  96. * Returns the ID of the current targeted character of the passed bl
  97. * @param bl
  98. * @return Target Unit ID
  99. * @author [Skotlex]
  100. */
  101. int battle_gettarget(struct block_list* bl)
  102. {
  103. switch (bl->type) {
  104. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  105. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  106. case BL_PET: return ((struct pet_data*)bl)->target_id;
  107. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  108. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  109. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  110. }
  111. return 0;
  112. }
  113. /**
  114. * Get random enemy
  115. * @param bl
  116. * @param ap
  117. * @return Found target (1) or not found (0)
  118. */
  119. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  120. {
  121. struct block_list **bl_list;
  122. struct block_list *target;
  123. int *c;
  124. bl_list = va_arg(ap, struct block_list **);
  125. c = va_arg(ap, int *);
  126. target = va_arg(ap, struct block_list *);
  127. if (bl->id == target->id)
  128. return 0;
  129. if (*c >= 24)
  130. return 0;
  131. if (status_isdead(bl))
  132. return 0;
  133. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  134. bl_list[(*c)++] = bl;
  135. return 1;
  136. }
  137. return 0;
  138. }
  139. /**
  140. * Returns list of enemies within given range
  141. * @param target
  142. * @param type
  143. * @param range
  144. * @return Target list
  145. * @author [Skotlex]
  146. */
  147. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  148. {
  149. struct block_list *bl_list[24];
  150. int c = 0;
  151. memset(bl_list, 0, sizeof(bl_list));
  152. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  153. if ( c == 0 )
  154. return NULL;
  155. if( c > 24 )
  156. c = 24;
  157. return bl_list[rnd()%c];
  158. }
  159. /**
  160. * Get random enemy within area
  161. * @param bl
  162. * @param ap
  163. * @return Found target (1) or not found (0)
  164. */
  165. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  166. {
  167. struct block_list **bl_list, *src;
  168. int *c, ignore_id;
  169. bl_list = va_arg(ap, struct block_list **);
  170. c = va_arg(ap, int *);
  171. src = va_arg(ap, struct block_list *);
  172. ignore_id = va_arg(ap, int);
  173. if( bl->id == src->id || bl->id == ignore_id )
  174. return 0; // Ignores Caster and a possible pre-target
  175. if( *c >= 23 )
  176. return 0;
  177. if( status_isdead(bl) )
  178. return 0;
  179. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  180. bl_list[(*c)++] = bl;
  181. return 1;
  182. }
  183. return 0;
  184. }
  185. /**
  186. * Returns list of enemies within an area
  187. * @param src
  188. * @param x
  189. * @param y
  190. * @param range
  191. * @param type
  192. * @param ignore_id
  193. * @return Target list
  194. */
  195. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  196. {
  197. struct block_list *bl_list[24];
  198. int c = 0;
  199. memset(bl_list, 0, sizeof(bl_list));
  200. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  201. if( c == 0 )
  202. return NULL;
  203. if( c >= 24 )
  204. c = 23;
  205. return bl_list[rnd()%c];
  206. }
  207. /*========================================== [Playtester]
  208. * Deals damage without delay, applies additional effects and triggers monster events
  209. * This function is called from battle_delay_damage or battle_delay_damage_sub
  210. * @param src: Source of damage
  211. * @param target: Target of damage
  212. * @param damage: Damage to be dealt
  213. * @param delay: Damage delay
  214. * @param skill_lv: Level of skill used
  215. * @param skill_id: ID o skill used
  216. * @param dmg_lv: State of the attack (miss, etc.)
  217. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  218. * @param additional_effects: Whether additional effect should be applied
  219. * @param isspdamage: If the damage is done to SP
  220. * @param tick: Current tick
  221. *------------------------------------------*/
  222. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, t_tick delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, t_tick tick, bool isspdamage) {
  223. map_freeblock_lock();
  224. if (isspdamage)
  225. status_fix_spdamage(src, target, damage, delay, skill_id);
  226. else
  227. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  228. if (attack_type && !status_isdead(target) && additional_effects)
  229. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  230. if (dmg_lv > ATK_BLOCK && attack_type)
  231. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  232. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  233. if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
  234. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  235. struct mob_data* md = BL_CAST(BL_MOB, target);
  236. md->norm_attacked_id = md->attacked_id;
  237. }
  238. map_freeblock_unlock();
  239. }
  240. /// Damage Delayed Structure
  241. struct delay_damage {
  242. int src_id;
  243. int target_id;
  244. int64 damage;
  245. t_tick delay;
  246. unsigned short distance;
  247. uint16 skill_lv;
  248. uint16 skill_id;
  249. enum damage_lv dmg_lv;
  250. unsigned short attack_type;
  251. bool additional_effects;
  252. enum bl_type src_type;
  253. bool isspdamage;
  254. };
  255. TIMER_FUNC(battle_delay_damage_sub){
  256. struct delay_damage *dat = (struct delay_damage *)data;
  257. if ( dat ) {
  258. struct block_list* src = map_id2bl(dat->src_id);
  259. struct block_list* target = map_id2bl(dat->target_id);
  260. if (target && !status_isdead(target)) {
  261. if( src && target->m == src->m &&
  262. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  263. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  264. {
  265. //Deal damage
  266. 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);
  267. } 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
  268. map_freeblock_lock();
  269. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  270. map_freeblock_unlock();
  271. }
  272. }
  273. struct map_session_data *sd = BL_CAST(BL_PC, src);
  274. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  275. sd->state.hold_recalc = false;
  276. status_calc_pc(sd, SCO_FORCE);
  277. }
  278. }
  279. ers_free(delay_damage_ers, dat);
  280. return 0;
  281. }
  282. 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)
  283. {
  284. struct delay_damage *dat;
  285. struct status_change *sc;
  286. struct block_list *d_tbl = NULL;
  287. struct block_list *e_tbl = NULL;
  288. nullpo_ret(src);
  289. nullpo_ret(target);
  290. sc = status_get_sc(target);
  291. if (sc) {
  292. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  293. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  294. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  295. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  296. }
  297. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  298. damage > 0 && skill_id != CR_REFLECTSHIELD
  299. #ifndef RENEWAL
  300. && skill_id != PA_PRESSURE
  301. #endif
  302. ) {
  303. struct map_session_data* tsd = BL_CAST( BL_PC, target );
  304. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  305. pc_setstand( tsd, true );
  306. skill_sit( tsd, 0 );
  307. }
  308. damage = 0;
  309. }
  310. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  311. //Deal damage
  312. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  313. return 0;
  314. }
  315. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  316. dat->src_id = src->id;
  317. dat->target_id = target->id;
  318. dat->skill_id = skill_id;
  319. dat->skill_lv = skill_lv;
  320. dat->attack_type = attack_type;
  321. dat->damage = damage;
  322. dat->dmg_lv = dmg_lv;
  323. dat->delay = ddelay;
  324. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  325. dat->additional_effects = additional_effects;
  326. dat->src_type = src->type;
  327. dat->isspdamage = isspdamage;
  328. if (src->type != BL_PC && amotion > 1000)
  329. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  330. if( src->type == BL_PC )
  331. ((TBL_PC*)src)->delayed_damage++;
  332. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  333. return 0;
  334. }
  335. /**
  336. * Get attribute ratio
  337. * @param atk_elem Attack element enum e_element
  338. * @param def_type Defense element enum e_element
  339. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  340. */
  341. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  342. {
  343. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  344. return 100;
  345. return attr_fix_table[def_lv-1][atk_elem][def_type];
  346. }
  347. /**
  348. * Does attribute fix modifiers.
  349. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  350. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  351. * @param src
  352. * @param target
  353. * @param damage
  354. * @param atk_elem
  355. * @param def_type
  356. * @param def_lv
  357. * @param flag
  358. * @return damage
  359. */
  360. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  361. {
  362. struct status_change *sc = NULL, *tsc = NULL;
  363. int ratio;
  364. if (src) sc = status_get_sc(src);
  365. if (target) tsc = status_get_sc(target);
  366. if (!CHK_ELEMENT(atk_elem))
  367. atk_elem = rnd()%ELE_ALL;
  368. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  369. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  370. return damage;
  371. }
  372. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  373. if (sc && sc->count) { //increase dmg by src status
  374. switch(atk_elem){
  375. case ELE_FIRE:
  376. if (sc->data[SC_VOLCANO])
  377. #ifdef RENEWAL
  378. ratio += sc->data[SC_VOLCANO]->val3;
  379. #else
  380. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  381. #endif
  382. break;
  383. case ELE_WIND:
  384. if (sc->data[SC_VIOLENTGALE])
  385. #ifdef RENEWAL
  386. ratio += sc->data[SC_VIOLENTGALE]->val3;
  387. #else
  388. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  389. #endif
  390. break;
  391. case ELE_WATER:
  392. if (sc->data[SC_DELUGE])
  393. #ifdef RENEWAL
  394. ratio += sc->data[SC_DELUGE]->val3;
  395. #else
  396. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  397. #endif
  398. break;
  399. case ELE_GHOST:
  400. if (sc->data[SC_TELEKINESIS_INTENSE])
  401. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  402. break;
  403. }
  404. }
  405. if( target && target->type == BL_SKILL ) {
  406. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  407. struct skill_unit *su = (struct skill_unit*)target;
  408. struct skill_unit_group *sg;
  409. struct block_list *src2;
  410. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  411. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  412. return 0;
  413. if( sg->unit_id != UNT_FIREWALL ) {
  414. int x,y;
  415. x = sg->val3 >> 16;
  416. y = sg->val3 & 0xffff;
  417. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  418. sg->val3 = -1;
  419. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  420. }
  421. }
  422. }
  423. if (tsc && tsc->count) { //increase dmg by target status
  424. switch(atk_elem) {
  425. case ELE_FIRE:
  426. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  427. #ifdef RENEWAL
  428. ratio += 100;
  429. #else
  430. damage *= 2;
  431. #endif
  432. //Remove a unit group or end whole status change
  433. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  434. }
  435. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  436. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  437. if (tsc->data[SC_CRYSTALIZE])
  438. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  439. if (tsc->data[SC_EARTH_INSIGNIA])
  440. #ifdef RENEWAL
  441. ratio += 50;
  442. #else
  443. damage += (int64)(damage * 50 / 100);
  444. #endif
  445. break;
  446. case ELE_HOLY:
  447. if (tsc->data[SC_ORATIO])
  448. #ifdef RENEWAL
  449. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  450. #else
  451. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  452. #endif
  453. break;
  454. case ELE_POISON:
  455. if (tsc->data[SC_VENOMIMPRESS])
  456. #ifdef RENEWAL
  457. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  458. #else
  459. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  460. #endif
  461. break;
  462. case ELE_WIND:
  463. if (tsc->data[SC_WATER_INSIGNIA])
  464. #ifdef RENEWAL
  465. ratio += 50;
  466. #else
  467. damage += (int64)(damage * 50 / 100);
  468. #endif
  469. if (tsc->data[SC_CRYSTALIZE]) {
  470. uint16 skill_id = battle_getcurrentskill(src);
  471. if (skill_get_type(skill_id)&BF_MAGIC)
  472. #ifdef RENEWAL
  473. ratio += 50;
  474. #else
  475. damage += (int64)(damage * 50 / 100);
  476. #endif
  477. }
  478. break;
  479. case ELE_WATER:
  480. if (tsc->data[SC_FIRE_INSIGNIA])
  481. #ifdef RENEWAL
  482. ratio += 50;
  483. #else
  484. damage += (int64)(damage * 50 / 100);
  485. #endif
  486. break;
  487. case ELE_EARTH:
  488. if (tsc->data[SC_WIND_INSIGNIA])
  489. #ifdef RENEWAL
  490. ratio += 50;
  491. #else
  492. damage += (int64)(damage * 50 / 100);
  493. #endif
  494. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  495. break;
  496. case ELE_NEUTRAL:
  497. if (tsc->data[SC_ANTI_M_BLAST])
  498. #ifdef RENEWAL
  499. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  500. #else
  501. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  502. #endif
  503. break;
  504. case ELE_DARK:
  505. if (tsc->data[SC_SOULCURSE]) {
  506. if (status_get_class_(target) == CLASS_BOSS)
  507. #ifdef RENEWAL
  508. ratio += 20;
  509. #else
  510. damage += (int64)(damage * 20 / 100);
  511. #endif
  512. else
  513. #ifdef RENEWAL
  514. ratio += 100;
  515. #else
  516. damage *= 2;
  517. #endif
  518. }
  519. break;
  520. }
  521. }
  522. if (battle_config.attr_recover == 0 && ratio < 0)
  523. ratio = 0;
  524. #ifdef RENEWAL
  525. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  526. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  527. #else
  528. damage = (int64)((damage*ratio)/100);
  529. #endif
  530. //Damage can be negative, see battle_config.attr_recover
  531. return damage;
  532. }
  533. /**
  534. * Calculates card bonuses damage adjustments.
  535. * @param attack_type @see enum e_battle_flag
  536. * @param src Attacker
  537. * @param target Target
  538. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  539. * @param rh_ele Right-hand weapon element
  540. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  541. * @param damage Original damage
  542. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  543. * 3: Calculates attacker bonuses in both hands.
  544. * 2: Calculates attacker bonuses in right-hand only.
  545. * 0 or 1: Only calculates target bonuses.
  546. * @param flag Misc value of skill & damage flags
  547. * @return damage Damage diff between original damage and after calculation
  548. */
  549. 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){
  550. struct map_session_data *sd, ///< Attacker session data if BL_PC
  551. *tsd; ///< Target session data if BL_PC
  552. short cardfix = 1000;
  553. int s_class, ///< Attacker class
  554. t_class; ///< Target class
  555. enum e_race2 s_race2, /// Attacker Race2
  556. t_race2; ///< Target Race2
  557. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  558. struct status_data *sstatus, ///< Attacker status data
  559. *tstatus; ///< Target status data
  560. int64 original_damage;
  561. if( !damage )
  562. return 0;
  563. original_damage = damage;
  564. sd = BL_CAST(BL_PC, src);
  565. tsd = BL_CAST(BL_PC, target);
  566. t_class = status_get_class(target);
  567. s_class = status_get_class(src);
  568. sstatus = status_get_status_data(src);
  569. tstatus = status_get_status_data(target);
  570. s_race2 = status_get_race2(src);
  571. t_race2 = status_get_race2(target);
  572. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  573. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  574. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  575. switch( attack_type ) {
  576. case BF_MAGIC:
  577. // Affected by attacker ATK bonuses
  578. if( sd && !nk[NK_IGNOREATKCARD] ) {
  579. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
  580. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  581. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
  582. sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
  583. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  584. }
  585. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  586. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  587. for (const auto &it : sd->add_mdmg) {
  588. if (it.id == t_class) {
  589. cardfix = cardfix * (100 + it.val) / 100;
  590. break;
  591. }
  592. }
  593. APPLY_CARDFIX(damage, cardfix);
  594. }
  595. // Affected by target DEF bonuses
  596. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  597. cardfix = 1000; // reset var for target
  598. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  599. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  600. for (const auto &it : tsd->subele2) {
  601. if (it.ele != rh_ele)
  602. continue;
  603. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  604. ((it.flag)&flag)&BF_RANGEMASK &&
  605. ((it.flag)&flag)&BF_SKILLMASK))
  606. continue;
  607. ele_fix += it.rate;
  608. }
  609. if (s_defele != ELE_NONE)
  610. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  611. cardfix = cardfix * (100 - ele_fix) / 100;
  612. }
  613. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  614. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  615. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  616. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  617. for (const auto &it : tsd->add_mdef) {
  618. if (it.id == s_class) {
  619. cardfix = cardfix * (100 - it.val) / 100;
  620. break;
  621. }
  622. }
  623. #ifndef RENEWAL
  624. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  625. if( flag&BF_SHORT )
  626. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  627. else
  628. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  629. #endif
  630. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  631. if( tsd->sc.data[SC_MDEF_RATE] )
  632. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  633. APPLY_CARDFIX(damage, cardfix);
  634. }
  635. break;
  636. case BF_WEAPON:
  637. // Affected by attacker ATK bonuses
  638. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  639. short cardfix_ = 1000;
  640. if( sd->state.arrow_atk ) { // Ranged attack
  641. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  642. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  643. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  644. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  645. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  646. for (const auto &it : sd->right_weapon.addele2) {
  647. if (it.ele != tstatus->def_ele)
  648. continue;
  649. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  650. ((it.flag)&flag)&BF_RANGEMASK &&
  651. ((it.flag)&flag)&BF_SKILLMASK))
  652. continue;
  653. ele_fix += it.rate;
  654. }
  655. cardfix = cardfix * (100 + ele_fix) / 100;
  656. }
  657. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  658. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  659. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  660. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  661. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  662. } else { // Melee attack
  663. int skill = 0;
  664. // Calculates each right & left hand weapon bonuses separatedly
  665. if( !battle_config.left_cardfix_to_right ) {
  666. // Right-handed weapon
  667. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  668. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  669. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  670. for (const auto &it : sd->right_weapon.addele2) {
  671. if (it.ele != tstatus->def_ele)
  672. continue;
  673. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  674. ((it.flag)&flag)&BF_RANGEMASK &&
  675. ((it.flag)&flag)&BF_SKILLMASK))
  676. continue;
  677. ele_fix += it.rate;
  678. }
  679. cardfix = cardfix * (100 + ele_fix) / 100;
  680. }
  681. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  682. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  683. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  684. if( left&1 ) { // Left-handed weapon
  685. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  686. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  687. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  688. for (const auto &it : sd->left_weapon.addele2) {
  689. if (it.ele != tstatus->def_ele)
  690. continue;
  691. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  692. ((it.flag)&flag)&BF_RANGEMASK &&
  693. ((it.flag)&flag)&BF_SKILLMASK))
  694. continue;
  695. ele_fix_lh += it.rate;
  696. }
  697. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  698. }
  699. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  700. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  701. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  702. }
  703. }
  704. // Calculates right & left hand weapon as unity
  705. else {
  706. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  707. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  708. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  709. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  710. for (const auto &it : sd->right_weapon.addele2) {
  711. if (it.ele != tstatus->def_ele)
  712. continue;
  713. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  714. ((it.flag)&flag)&BF_RANGEMASK &&
  715. ((it.flag)&flag)&BF_SKILLMASK))
  716. continue;
  717. ele_fix += it.rate;
  718. }
  719. for (const auto &it : sd->left_weapon.addele2) {
  720. if (it.ele != tstatus->def_ele)
  721. continue;
  722. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  723. ((it.flag)&flag)&BF_RANGEMASK &&
  724. ((it.flag)&flag)&BF_SKILLMASK))
  725. continue;
  726. ele_fix += it.rate;
  727. }
  728. cardfix = cardfix * (100 + ele_fix) / 100;
  729. //}
  730. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  731. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  732. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  733. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  734. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  735. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  736. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  737. }
  738. 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]
  739. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  740. }
  741. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  742. for (const auto &it : sd->right_weapon.add_dmg) {
  743. if (it.id == t_class) {
  744. cardfix = cardfix * (100 + it.val) / 100;
  745. break;
  746. }
  747. }
  748. if( left&1 ) {
  749. for (const auto &it : sd->left_weapon.add_dmg) {
  750. if (it.id == t_class) {
  751. cardfix_ = cardfix_ * (100 + it.val) / 100;
  752. break;
  753. }
  754. }
  755. }
  756. #ifndef RENEWAL
  757. if( flag&BF_LONG )
  758. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  759. #endif
  760. if (left&1) {
  761. APPLY_CARDFIX(damage, cardfix_);
  762. } else {
  763. APPLY_CARDFIX(damage, cardfix);
  764. }
  765. }
  766. // Affected by target DEF bonuses
  767. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  768. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  769. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  770. for (const auto &it : tsd->subele2) {
  771. if (it.ele != rh_ele)
  772. continue;
  773. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  774. ((it.flag)&flag)&BF_RANGEMASK &&
  775. ((it.flag)&flag)&BF_SKILLMASK))
  776. continue;
  777. ele_fix += it.rate;
  778. }
  779. cardfix = cardfix * (100 - ele_fix) / 100;
  780. if( left&1 && lh_ele != rh_ele ) {
  781. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
  782. for (const auto &it : tsd->subele2) {
  783. if (it.ele != lh_ele)
  784. continue;
  785. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  786. ((it.flag)&flag)&BF_RANGEMASK &&
  787. ((it.flag)&flag)&BF_SKILLMASK))
  788. continue;
  789. ele_fix_lh += it.rate;
  790. }
  791. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  792. }
  793. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  794. }
  795. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  796. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  797. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  798. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  799. for (const auto &it : tsd->add_def) {
  800. if (it.id == s_class) {
  801. cardfix = cardfix * (100 - it.val) / 100;
  802. break;
  803. }
  804. }
  805. if( flag&BF_SHORT )
  806. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  807. else // BF_LONG (there's no other choice)
  808. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  809. if( tsd->sc.data[SC_DEF_RATE] )
  810. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  811. APPLY_CARDFIX(damage, cardfix);
  812. }
  813. break;
  814. case BF_MISC:
  815. // Affected by target DEF bonuses
  816. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  817. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  818. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  819. for (const auto &it : tsd->subele2) {
  820. if (it.ele != rh_ele)
  821. continue;
  822. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  823. ((it.flag)&flag)&BF_RANGEMASK &&
  824. ((it.flag)&flag)&BF_SKILLMASK))
  825. continue;
  826. ele_fix += it.rate;
  827. }
  828. if (s_defele != ELE_NONE)
  829. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  830. cardfix = cardfix * (100 - ele_fix) / 100;
  831. }
  832. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  833. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  834. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  835. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  836. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  837. if( flag&BF_SHORT )
  838. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  839. else // BF_LONG (there's no other choice)
  840. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  841. APPLY_CARDFIX(damage, cardfix);
  842. }
  843. break;
  844. }
  845. #undef APPLY_CARDFIX
  846. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  847. }
  848. /**
  849. * Absorb damage based on criteria
  850. * @param bl
  851. * @param d Damage
  852. **/
  853. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  854. int64 dmg_ori = 0, dmg_new = 0;
  855. nullpo_retv(bl);
  856. nullpo_retv(d);
  857. if (!d->damage && !d->damage2)
  858. return;
  859. switch (bl->type) {
  860. case BL_PC:
  861. {
  862. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  863. if (!sd)
  864. return;
  865. if (sd->bonus.absorb_dmg_maxhp) {
  866. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  867. dmg_ori = dmg_new = d->damage + d->damage2;
  868. if (dmg_ori > hp)
  869. dmg_new = dmg_ori - hp;
  870. }
  871. }
  872. break;
  873. }
  874. if (dmg_ori == dmg_new)
  875. return;
  876. if (!d->damage2)
  877. d->damage = dmg_new;
  878. else if (!d->damage)
  879. d->damage2 = dmg_new;
  880. else {
  881. d->damage = dmg_new;
  882. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  883. if (d->damage2 < 1)
  884. d->damage2 = 1;
  885. d->damage = d->damage - d->damage2;
  886. }
  887. }
  888. /**
  889. * Check Safety Wall and Pneuma effect.
  890. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  891. * @param src Attacker
  892. * @param target Target of attack
  893. * @param sc STatus Change
  894. * @param d Damage data
  895. * @param damage Damage received
  896. * @param skill_id
  897. * @param skill_lv
  898. * @return True:Damage inflicted, False:Missed
  899. **/
  900. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  901. if (!sc)
  902. return true;
  903. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  904. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  905. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  906. if (group) {
  907. if (skill_id_val == MH_STEINWAND) {
  908. if (--group->val2 <= 0)
  909. skill_delunitgroup(group);
  910. d->dmg_lv = ATK_BLOCK;
  911. if( (group->val3 - damage) > 0 )
  912. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  913. else
  914. skill_delunitgroup(group);
  915. return false;
  916. }
  917. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  918. d->dmg_lv = ATK_BLOCK;
  919. #ifdef RENEWAL
  920. if ( ( group->val2 - damage) > 0 ) {
  921. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  922. } else
  923. skill_delunitgroup(group);
  924. return false;
  925. #else
  926. if (--group->val2 <= 0)
  927. skill_delunitgroup(group);
  928. return false;
  929. #endif
  930. }
  931. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  932. }
  933. if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  934. #ifndef RENEWAL
  935. || skill_id == CR_ACIDDEMONSTRATION
  936. #endif
  937. )) {
  938. d->dmg_lv = ATK_MISS;
  939. return false;
  940. }
  941. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  942. d->dmg_lv = ATK_BLOCK;
  943. return false;
  944. }
  945. return true;
  946. }
  947. /**
  948. * Check damage through status.
  949. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  950. * After this we apply bg/gvg reduction
  951. * @param src
  952. * @param bl
  953. * @param d
  954. * @param damage
  955. * @param skill_id
  956. * @param skill_lv
  957. * @return damage
  958. */
  959. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  960. {
  961. struct map_session_data *sd = NULL;
  962. struct status_change *sc, *tsc;
  963. struct status_change_entry *sce;
  964. int div_ = d->div_, flag = d->flag;
  965. nullpo_ret(bl);
  966. if( !damage )
  967. return 0;
  968. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  969. return 0;
  970. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  971. && skill_get_casttype(skill_id) == CAST_GROUND )
  972. return 0;
  973. if (bl->type == BL_PC) {
  974. sd=(struct map_session_data *)bl;
  975. //Special no damage states
  976. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  977. damage -= damage * sd->special_state.no_weapon_damage / 100;
  978. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  979. damage -= damage * sd->special_state.no_magic_damage / 100;
  980. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  981. damage -= damage * sd->special_state.no_misc_damage / 100;
  982. if(!damage)
  983. return 0;
  984. }
  985. sc = status_get_sc(bl); //check target status
  986. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  987. return 1;
  988. if (sc && sc->data[SC_MAXPAIN])
  989. return 0;
  990. switch (skill_id) {
  991. #ifndef RENEWAL
  992. case PA_PRESSURE:
  993. case HW_GRAVITATION:
  994. #endif
  995. case SP_SOULEXPLOSION:
  996. return damage; //These skills bypass everything else.
  997. }
  998. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  999. // So can defense sphere's but what the heck is that??? [Rytech]
  1000. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->data[SC_SAFETYWALL] || sc->data[SC_MILLENNIUMSHIELD])))
  1001. return damage;
  1002. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  1003. #ifdef RENEWAL
  1004. if (sc->data[SC_BASILICA_CELL]
  1005. #else
  1006. if (sc->data[SC_BASILICA]
  1007. #endif
  1008. && !status_bl_has_mode(src,MD_STATUS_IMMUNE) && skill_id != SP_SOULEXPLOSION ) {
  1009. d->dmg_lv = ATK_BLOCK;
  1010. return 0;
  1011. }
  1012. if( sc->data[SC_WHITEIMPRISON] ) { // Pre-Renewal: Gravitation and Pressure do damage without removing the effect
  1013. if( skill_id == MG_NAPALMBEAT ||
  1014. skill_id == MG_SOULSTRIKE ||
  1015. skill_id == WL_SOULEXPANSION ||
  1016. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1017. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  1018. {
  1019. if( skill_id == WL_SOULEXPANSION )
  1020. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1021. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  1022. } else {
  1023. d->dmg_lv = ATK_BLOCK;
  1024. return 0;
  1025. }
  1026. }
  1027. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  1028. d->dmg_lv = ATK_BLOCK;
  1029. return 0;
  1030. }
  1031. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  1032. return 0;
  1033. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE]) || sc->data[SC_GRAVITYCONTROL]) {
  1034. d->dmg_lv = ATK_BLOCK;
  1035. return 0;
  1036. }
  1037. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  1038. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  1039. sc_start(src, bl, SC_WEAPONBLOCK_ON, 100, 0, skill_get_time2(GC_WEAPONBLOCKING, 1));
  1040. d->dmg_lv = ATK_BLOCK;
  1041. return 0;
  1042. }
  1043. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD) && rnd()%100 < sce->val2) {
  1044. int delay;
  1045. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1046. struct block_list *d_bl = NULL;
  1047. // different delay depending on skill level [celest]
  1048. if (sce->val1 <= 5)
  1049. delay = 300;
  1050. else if (sce->val1 > 5 && sce->val1 <= 9)
  1051. delay = 200;
  1052. else
  1053. delay = 100;
  1054. if (sd && pc_issit(sd))
  1055. pc_setstand(sd, true);
  1056. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1057. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1058. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1059. check_distance_bl(bl,d_bl,sce_d->val3) )
  1060. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1061. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  1062. unit_set_walkdelay(d_bl,gettick(),delay,1);
  1063. d->dmg_lv = ATK_MISS;
  1064. return 0;
  1065. } else {
  1066. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  1067. unit_set_walkdelay(bl,gettick(),delay,1);
  1068. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  1069. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,BLOWN_NONE);
  1070. d->dmg_lv = ATK_MISS;
  1071. return 0;
  1072. }
  1073. }
  1074. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  1075. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  1076. d->dmg_lv = ATK_BLOCK;
  1077. if( sce->val3 <= 0 ) { // Shield Down
  1078. sce->val2--;
  1079. if( sce->val2 >= 0 ) {
  1080. clif_millenniumshield(bl,sce->val2);
  1081. if( !sce->val2 )
  1082. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  1083. else
  1084. sce->val3 = 1000; // Next shield
  1085. }
  1086. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  1087. }
  1088. return 0;
  1089. }
  1090. // attack blocked by Parrying
  1091. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  1092. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  1093. return 0;
  1094. }
  1095. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) {
  1096. if (sd && pc_issit(sd))
  1097. pc_setstand(sd, true); //Stand it to dodge.
  1098. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1);
  1099. sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1100. return 0;
  1101. }
  1102. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  1103. return 0;
  1104. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  1105. return 0;
  1106. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1107. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  1108. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1109. //Shouldn't end until Breaker's non-weapon part connects.
  1110. #ifndef RENEWAL
  1111. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1112. #endif
  1113. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1114. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  1115. return 0;
  1116. }
  1117. #ifdef RENEWAL // Flat +400% damage from melee
  1118. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1119. damage <<= 2;
  1120. #endif
  1121. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1122. clif_specialeffect(bl, EF_STORMKICK4, AREA); // Still need confirm it.
  1123. return 0;
  1124. }
  1125. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1126. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1127. if (!status_isdead(src))
  1128. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1129. if (sce) {
  1130. clif_specialeffect(bl, EF_STORMKICK4, AREA);
  1131. skill_blown(src,bl,sce->val3,-1,BLOWN_NONE);
  1132. }
  1133. //Both need to be consumed if they are active.
  1134. if (sce && --(sce->val2) <= 0)
  1135. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1136. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1137. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1138. return 0;
  1139. }
  1140. //Now damage increasing effects
  1141. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1142. if (src->type != BL_MER || !skill_id)
  1143. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1144. #ifndef RENEWAL
  1145. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1146. #endif
  1147. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1148. }
  1149. #ifdef RENEWAL
  1150. if( sc->data[SC_RAID] ) {
  1151. if (status_get_class_(bl) == CLASS_BOSS)
  1152. damage += damage * 15 / 100;
  1153. else
  1154. damage += damage * 30 / 100;
  1155. }
  1156. #endif
  1157. if( damage ) {
  1158. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1159. if( sc->data[SC_DEEPSLEEP] ) {
  1160. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1161. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1162. }
  1163. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1164. switch(tsd->status.weapon) {
  1165. case W_MACE:
  1166. case W_2HMACE:
  1167. case W_1HAXE:
  1168. case W_2HAXE:
  1169. damage += damage / 2;
  1170. break;
  1171. case W_MUSICAL:
  1172. case W_WHIP:
  1173. if(!tsd->state.arrow_atk)
  1174. break;
  1175. case W_BOW:
  1176. case W_REVOLVER:
  1177. case W_RIFLE:
  1178. case W_GATLING:
  1179. case W_SHOTGUN:
  1180. case W_GRENADE:
  1181. case W_DAGGER:
  1182. case W_1HSWORD:
  1183. case W_2HSWORD:
  1184. damage -= damage / 2;
  1185. break;
  1186. }
  1187. }
  1188. if( sc->data[SC_VOICEOFSIREN] )
  1189. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1190. }
  1191. // Damage reductions
  1192. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1193. #ifndef RENEWAL
  1194. if( sc->data[SC_ASSUMPTIO] ) {
  1195. if( map_flag_vs(bl->m) )
  1196. damage = (int64)damage*2/3; //Receive 66% damage
  1197. else
  1198. damage >>= 1; //Receive 50% damage
  1199. }
  1200. #endif
  1201. if (sc->data[SC_DEFENDER] &&
  1202. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1203. #ifdef RENEWAL
  1204. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1205. #else
  1206. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1207. #endif
  1208. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1209. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1210. damage -= damage * 20 / 100;
  1211. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1212. if(flag&BF_SKILL) //25% reduction
  1213. damage -= damage * 25 / 100;
  1214. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1215. damage >>= 2; //75% reduction
  1216. }
  1217. if(sc->data[SC_ARMORCHANGE]) {
  1218. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1219. if(flag&BF_WEAPON)
  1220. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1221. else if(flag&BF_MAGIC)
  1222. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1223. }
  1224. if(sc->data[SC_SMOKEPOWDER]) {
  1225. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1226. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1227. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1228. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1229. }
  1230. if (sc->data[SC_WATER_BARRIER])
  1231. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1232. if (sc->data[SC_SU_STOOP])
  1233. damage -= damage * 90 / 100;
  1234. // Compressed code, fixed by map.hpp [Epoque]
  1235. if (src->type == BL_MOB) {
  1236. enum e_race2 race2 = status_get_race2(src);
  1237. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_DEF]))
  1238. damage -= damage * sce->val1 / 100;
  1239. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_DEF]))
  1240. damage -= damage * sce->val1 / 100;
  1241. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_DEF])
  1242. return 0;
  1243. if (race2 == RC2_OGH_HIDDEN && (sce = sc->data[SC_GLASTHEIM_HIDDEN]))
  1244. damage -= damage * sce->val1 / 100;
  1245. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N1]))
  1246. damage -= damage * sce->val2 / 100;
  1247. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N2]))
  1248. damage -= damage * sce->val2 / 100;
  1249. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N3]))
  1250. damage -= damage * sce->val2 / 100;
  1251. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1252. damage -= damage * sce->val2 / 100;
  1253. }
  1254. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1255. sce->val3&flag && sce->val4&flag)
  1256. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1257. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1258. #ifdef RENEWAL
  1259. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1260. #else
  1261. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1262. #endif
  1263. ) )
  1264. {
  1265. struct status_data *status = status_get_status_data(bl);
  1266. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1267. per /=20; //Uses 20% SP intervals.
  1268. //SP Cost: 1% + 0.5% per every 20% SP
  1269. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1270. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1271. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1272. }
  1273. if(sc->data[SC_GRANITIC_ARMOR])
  1274. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1275. if(sc->data[SC_PAIN_KILLER]) {
  1276. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1277. damage = i64max(damage, 1);
  1278. }
  1279. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1280. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1281. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1282. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1283. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1284. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1285. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1286. else if (flag&(BF_WEAPON|BF_SHORT))
  1287. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1288. }
  1289. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1290. if (flag&BF_WEAPON)
  1291. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1292. if (flag&BF_MAGIC)
  1293. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1294. }
  1295. #ifdef RENEWAL
  1296. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1297. if( sc->data[SC_STEELBODY] )
  1298. damage = damage > 10 ? damage / 10 : 1;
  1299. #endif
  1300. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1301. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1302. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1303. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1304. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1305. }
  1306. //Finally Kyrie because it may, or not, reduce damage to 0.
  1307. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1308. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1309. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1310. if(sce->val2>=0)
  1311. damage=0;
  1312. else
  1313. damage=-sce->val2;
  1314. }
  1315. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1316. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1317. }
  1318. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  1319. clif_specialeffect(bl, EF_GUARD, AREA);
  1320. sce->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1321. if (sce->val3 >= 0)
  1322. damage = 0;
  1323. else
  1324. damage = -sce->val3;
  1325. if (sce->val3 <= 0)
  1326. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  1327. }
  1328. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1329. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1330. if (sce->val2 >= 0)
  1331. damage = 0;
  1332. else
  1333. damage = -sce->val2;
  1334. if (sce->val2 <= 0)
  1335. status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER);
  1336. }
  1337. if ((sce = sc->data[SC_DIMENSION1]) && damage > 0) {
  1338. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1339. if (sce->val2 >= 0)
  1340. damage = 0;
  1341. else
  1342. damage = -sce->val2;
  1343. if (sce->val2 <= 0)
  1344. status_change_end(bl, SC_DIMENSION1, INVALID_TIMER);
  1345. }
  1346. if ((sce = sc->data[SC_DIMENSION2]) && damage > 0) {
  1347. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1348. if (sce->val2 >= 0)
  1349. damage = 0;
  1350. else
  1351. damage = -sce->val2;
  1352. if (sce->val2 <= 0)
  1353. status_change_end(bl, SC_DIMENSION2, INVALID_TIMER);
  1354. }
  1355. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1356. damage = 0;
  1357. if (!damage)
  1358. return 0;
  1359. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1360. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1361. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1362. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1363. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1364. clif_blown(bl);
  1365. unit_setdir(bl, dir);
  1366. }
  1367. d->dmg_lv = ATK_DEF;
  1368. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1369. return 0;
  1370. }
  1371. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1372. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1373. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1374. int spheres = 5;
  1375. if( sc->data[SC_RAISINGDRAGON] )
  1376. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1377. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1378. }
  1379. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1380. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1381. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1382. hom_addspiritball(hd, 10);
  1383. }
  1384. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1385. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1386. } //End of target SC_ check
  1387. //SC effects from caster side.
  1388. sc = status_get_sc(src);
  1389. tsc = status_get_sc(src);
  1390. if (sc && sc->count) {
  1391. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1392. damage += damage * 75 / 100;
  1393. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1394. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1395. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1396. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1397. // [Epoque]
  1398. if (bl->type == BL_MOB) {
  1399. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1400. enum e_race2 race2 = status_get_race2(bl);
  1401. if (race2 == RC2_MANUK && (sce = sc->data[SC_MANU_ATK]))
  1402. damage += damage * sce->val1 / 100;
  1403. if (race2 == RC2_SPLENDIDE && (sce = sc->data[SC_SPL_ATK]))
  1404. damage += damage * sce->val1 / 100;
  1405. if (race2 == RC2_OGH_ATK_DEF && sc->data[SC_GLASTHEIM_ATK])
  1406. damage <<= 1;
  1407. if (race2 == RC2_BIO5_SWORDMAN_THIEF && (sce = sc->data[SC_LHZ_DUN_N1]))
  1408. damage += damage * sce->val1 / 100;
  1409. if (race2 == RC2_BIO5_ACOLYTE_MERCHANT && (sce = sc->data[SC_LHZ_DUN_N2]))
  1410. damage += damage * sce->val1 / 100;
  1411. if (race2 == RC2_BIO5_MAGE_ARCHER && (sce = sc->data[SC_LHZ_DUN_N3]))
  1412. damage += damage * sce->val1 / 100;
  1413. if (race2 == RC2_BIO5_MVP && (sce = sc->data[SC_LHZ_DUN_N4]))
  1414. damage += damage * sce->val1 / 100;
  1415. }
  1416. }
  1417. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1418. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1419. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1420. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1421. }
  1422. if( sc->data[SC_POISONINGWEAPON]
  1423. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1424. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1425. sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1));
  1426. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1427. status_change_spread(src, bl, 0);
  1428. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1429. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1430. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1431. }
  1432. } //End of caster SC_ check
  1433. if (tsc && tsc->count) {
  1434. struct map_session_data *tsd = (struct map_session_data *)src;
  1435. if (tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF])
  1436. damage += damage * 75 / 100;
  1437. if (tsd && (sce = tsc->data[SC_SOULREAPER])) {
  1438. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1439. clif_specialeffect(src, 1208, AREA);
  1440. pc_addsoulball(tsd, 0, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1441. }
  1442. }
  1443. }
  1444. //PK damage rates
  1445. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1446. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1447. if (flag&BF_WEAPON)
  1448. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1449. if (flag&BF_MAGIC)
  1450. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1451. if (flag&BF_MISC)
  1452. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1453. } else { //Normal attacks get reductions based on range.
  1454. if (flag & BF_SHORT)
  1455. damage = damage * battle_config.pk_short_damage_rate / 100;
  1456. if (flag & BF_LONG)
  1457. damage = damage * battle_config.pk_long_damage_rate / 100;
  1458. }
  1459. damage = i64max(damage,1);
  1460. }
  1461. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1462. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1463. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1464. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1465. )
  1466. damage = div_;
  1467. }
  1468. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1469. if (damage > 0 )
  1470. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1471. if (skill_id)
  1472. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1473. }
  1474. if (sd && pc_ismadogear(sd)) {
  1475. short element = skill_get_ele(skill_id, skill_lv);
  1476. if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
  1477. struct status_data *sstatus = NULL;
  1478. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1479. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1480. else if( (sstatus = status_get_status_data(src)) ) {
  1481. element = sstatus->rhw.ele;
  1482. }
  1483. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  1484. element = status_get_attack_sc_element(src,status_get_sc(src));
  1485. else if( element == ELE_RANDOM ) //Use random element
  1486. element = rnd()%ELE_ALL;
  1487. pc_overheat(sd, (element == ELE_FIRE ? 3 : 1));
  1488. }
  1489. return damage;
  1490. }
  1491. /**
  1492. * Determines whether battleground target can be hit
  1493. * @param src: Source of attack
  1494. * @param bl: Target of attack
  1495. * @param skill_id: Skill ID used
  1496. * @param flag: Special flags
  1497. * @return Can be hit (true) or can't be hit (false)
  1498. */
  1499. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1500. {
  1501. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1502. struct unit_data *ud = unit_bl2ud(bl);
  1503. if (ud && ud->immune_attack)
  1504. return false;
  1505. if (md && md->bg_id) {
  1506. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) && flag&BF_SKILL) //Skill immunity.
  1507. return false;
  1508. if (src->type == BL_PC) {
  1509. struct map_session_data *sd = map_id2sd(src->id);
  1510. if (sd && sd->bg_id == md->bg_id)
  1511. return false;
  1512. }
  1513. }
  1514. return true;
  1515. }
  1516. /**
  1517. * Calculates BG related damage adjustments.
  1518. * @param src
  1519. * @param bl
  1520. * @param damage
  1521. * @param skill_id
  1522. * @param flag
  1523. * @return damage
  1524. * Credits:
  1525. * Original coder Skotlex
  1526. * Initial refactoring by Baalberith
  1527. * Refined and optimized by helvetica
  1528. */
  1529. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1530. {
  1531. if( !damage )
  1532. return 0;
  1533. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1534. return 0;
  1535. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1536. return damage; //skill that ignore bg map reduction
  1537. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1538. if( flag&BF_WEAPON )
  1539. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1540. if( flag&BF_MAGIC )
  1541. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1542. if( flag&BF_MISC )
  1543. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1544. } else { //Normal attacks get reductions based on range.
  1545. if( flag&BF_SHORT )
  1546. damage = damage * battle_config.bg_short_damage_rate / 100;
  1547. if( flag&BF_LONG )
  1548. damage = damage * battle_config.bg_long_damage_rate / 100;
  1549. }
  1550. damage = i64max(damage,1); //min 1 damage
  1551. return damage;
  1552. }
  1553. /**
  1554. * Determines whether target can be hit
  1555. * @param src
  1556. * @param bl
  1557. * @param skill_id
  1558. * @param flag
  1559. * @return Can be hit (true) or can't be hit (false)
  1560. */
  1561. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1562. {
  1563. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1564. struct unit_data *ud = unit_bl2ud(bl);
  1565. int class_ = status_get_class(bl);
  1566. if (ud && ud->immune_attack)
  1567. return false;
  1568. if(md && md->guardian_data) {
  1569. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1570. return false;
  1571. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1572. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1573. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1574. return false;
  1575. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1576. return false; // [MouseJstr]
  1577. }
  1578. }
  1579. return true;
  1580. }
  1581. /**
  1582. * Calculates GVG related damage adjustments.
  1583. * @param src
  1584. * @param bl
  1585. * @param damage
  1586. * @param skill_id
  1587. * @param flag
  1588. * @return damage
  1589. */
  1590. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1591. {
  1592. if (!damage) //No reductions to make.
  1593. return 0;
  1594. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1595. return 0;
  1596. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1597. return damage;
  1598. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1599. if (flag&BF_WEAPON)
  1600. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1601. if (flag&BF_MAGIC)
  1602. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1603. if (flag&BF_MISC)
  1604. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1605. } else { //Normal attacks get reductions based on range.
  1606. if (flag & BF_SHORT)
  1607. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1608. if (flag & BF_LONG)
  1609. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1610. }
  1611. damage = i64max(damage,1);
  1612. return damage;
  1613. }
  1614. /**
  1615. * HP/SP drain calculation
  1616. * @param damage Damage inflicted to the enemy
  1617. * @param rate Success chance 1000 = 100%
  1618. * @param per HP/SP drained
  1619. * @return diff
  1620. */
  1621. static int battle_calc_drain(int64 damage, int rate, int per)
  1622. {
  1623. int64 diff = 0;
  1624. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1625. diff = (damage * per) / 100;
  1626. if (diff == 0) {
  1627. if (per > 0)
  1628. diff = 1;
  1629. else
  1630. diff = -1;
  1631. }
  1632. }
  1633. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1634. }
  1635. /**
  1636. * Passive skill damage increases
  1637. * @param sd
  1638. * @param target
  1639. * @param dmg
  1640. * @param type
  1641. * @return damage
  1642. */
  1643. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1644. {
  1645. int64 damage;
  1646. struct status_data *status = status_get_status_data(target);
  1647. int weapon, skill;
  1648. #ifdef RENEWAL
  1649. damage = 0;
  1650. #else
  1651. damage = dmg;
  1652. #endif
  1653. nullpo_ret(sd);
  1654. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1655. target->type == BL_MOB && //This bonus doesn't work against players.
  1656. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1657. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1658. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1659. damage += (skill * 5);
  1660. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1661. damage += (skill * 10);
  1662. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1663. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1664. damage += (skill * 4);
  1665. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1666. damage += sd->status.str;
  1667. }
  1668. #ifdef RENEWAL
  1669. //Weapon Research bonus applies to all weapons
  1670. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1671. damage += (skill * 2);
  1672. #endif
  1673. if(type == 0)
  1674. weapon = sd->weapontype1;
  1675. else
  1676. weapon = sd->weapontype2;
  1677. switch(weapon) {
  1678. case W_1HSWORD:
  1679. #ifdef RENEWAL
  1680. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1681. damage += (skill * 3);
  1682. #endif
  1683. case W_DAGGER:
  1684. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1685. damage += (skill * 4);
  1686. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1687. damage += skill * 10;
  1688. break;
  1689. case W_2HSWORD:
  1690. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1691. damage += (skill * 4);
  1692. break;
  1693. case W_1HSPEAR:
  1694. case W_2HSPEAR:
  1695. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1696. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1697. damage += (skill * 4);
  1698. else
  1699. damage += (skill * 5);
  1700. // Increase damage by level of KN_SPEARMASTERY * 10
  1701. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1702. damage += (skill * 10);
  1703. }
  1704. break;
  1705. case W_1HAXE:
  1706. case W_2HAXE:
  1707. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1708. damage += (skill * 3);
  1709. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1710. damage += (skill * 5);
  1711. break;
  1712. case W_MACE:
  1713. case W_2HMACE:
  1714. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1715. damage += (skill * 3);
  1716. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1717. damage += (skill * 4);
  1718. break;
  1719. case W_FIST:
  1720. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1721. damage += (skill * 10);
  1722. // No break, fallthrough to Knuckles
  1723. case W_KNUCKLE:
  1724. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1725. damage += (skill * 3);
  1726. break;
  1727. case W_MUSICAL:
  1728. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1729. damage += (skill * 3);
  1730. break;
  1731. case W_WHIP:
  1732. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1733. damage += (skill * 3);
  1734. break;
  1735. case W_BOOK:
  1736. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1737. damage += (skill * 3);
  1738. break;
  1739. case W_KATAR:
  1740. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1741. damage += (skill * 3);
  1742. break;
  1743. }
  1744. return damage;
  1745. }
  1746. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1747. * @param sd Player
  1748. * @param damage Current damage
  1749. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1750. */
  1751. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1752. if (!sd)
  1753. return;
  1754. //rodatazone says that Overrefine bonuses are part of baseatk
  1755. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1756. if (lr_type == EQI_HAND_L) {
  1757. if (sd->left_weapon.overrefine)
  1758. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1759. if (sd->weapon_damage_rate[sd->weapontype2])
  1760. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype2] / 100;
  1761. }
  1762. else if (lr_type == EQI_HAND_R) {
  1763. if (sd->right_weapon.overrefine)
  1764. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1765. if (sd->weapon_damage_rate[sd->weapontype1])
  1766. (*damage) += (*damage) * sd->weapon_damage_rate[sd->weapontype1] / 100;
  1767. }
  1768. }
  1769. #ifdef RENEWAL
  1770. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1771. {
  1772. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1773. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1774. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1775. }
  1776. static int battle_calc_status_attack(struct status_data *status, short hand)
  1777. {
  1778. //left-hand penalty on sATK is always 50% [Baalberith]
  1779. if (hand == EQI_HAND_L)
  1780. return status->batk;
  1781. else
  1782. return 2 * status->batk;
  1783. }
  1784. /**
  1785. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1786. * @param src Block list of attacker
  1787. * @param tstatus Target's status data
  1788. * @param wa Weapon attack data
  1789. * @param sd Player
  1790. * @return Base weapon damage
  1791. */
  1792. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1793. {
  1794. struct status_data *status = status_get_status_data(src);
  1795. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1796. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1797. uint16 atkmax = atkmin;
  1798. int64 damage = atkmin;
  1799. uint16 weapon_perfection = 0;
  1800. struct status_change *sc = status_get_sc(src);
  1801. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1802. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1803. atkmin = max(0, (int)(atkmin - variance));
  1804. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1805. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1806. damage = atkmax;
  1807. else
  1808. damage = rnd_value(atkmin, atkmax);
  1809. }
  1810. if (sc && sc->data[SC_WEAPONPERFECTION])
  1811. weapon_perfection = 1;
  1812. battle_add_weapon_damage(sd, &damage, type);
  1813. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1814. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1815. }
  1816. #endif
  1817. /*==========================================
  1818. * Calculates the standard damage of a normal attack assuming it hits,
  1819. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1820. * This applies to pre-renewal and non-sd in renewal
  1821. *------------------------------------------
  1822. * Pass damage2 as NULL to not calc it.
  1823. * Flag values:
  1824. * &1 : Critical hit
  1825. * &2 : Arrow attack
  1826. * &4 : Skill is Magic Crasher
  1827. * &8 : Skip target size adjustment (Extremity Fist?)
  1828. * &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)
  1829. *
  1830. * Credits:
  1831. * Original coder Skotlex
  1832. * Initial refactoring by Baalberith
  1833. * Refined and optimized by helvetica
  1834. */
  1835. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
  1836. {
  1837. unsigned int atkmin = 0, atkmax = 0;
  1838. short type = 0;
  1839. int64 damage = 0;
  1840. struct map_session_data *sd = NULL;
  1841. nullpo_retr(damage, src);
  1842. sd = BL_CAST(BL_PC, src);
  1843. if (!sd) { //Mobs/Pets
  1844. if(flag&4) {
  1845. atkmin = status->matk_min;
  1846. atkmax = status->matk_max;
  1847. } else {
  1848. atkmin = wa->atk;
  1849. atkmax = wa->atk2;
  1850. }
  1851. if (atkmin > atkmax)
  1852. atkmin = atkmax;
  1853. } else { //PCs
  1854. atkmax = wa->atk;
  1855. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1856. if (!(flag&1) || (flag&2)) { //Normal attacks
  1857. atkmin = status->dex;
  1858. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1859. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1860. if (atkmin > atkmax)
  1861. atkmin = atkmax;
  1862. if(flag&2 && !(flag&16)) { //Bows
  1863. atkmin = atkmin*atkmax/100;
  1864. if (atkmin > atkmax)
  1865. atkmax = atkmin;
  1866. }
  1867. }
  1868. }
  1869. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1870. atkmin = atkmax;
  1871. //Weapon Damage calculation
  1872. if (!(flag&1))
  1873. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1874. else
  1875. damage = atkmax;
  1876. if (sd) {
  1877. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1878. if (flag&2 && sd->bonus.arrow_atk)
  1879. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1880. // Size fix only for players
  1881. if (!(sd->special_state.no_sizefix || (flag&8)))
  1882. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1883. } else if (src->type == BL_ELEM) {
  1884. struct status_change *ele_sc = status_get_sc(src);
  1885. int ele_class = status_get_class(src);
  1886. if (ele_sc) {
  1887. switch (ele_class) {
  1888. case ELEMENTALID_AGNI_S:
  1889. case ELEMENTALID_AGNI_M:
  1890. case ELEMENTALID_AGNI_L:
  1891. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  1892. damage += damage * 20 / 100;
  1893. break;
  1894. case ELEMENTALID_AQUA_S:
  1895. case ELEMENTALID_AQUA_M:
  1896. case ELEMENTALID_AQUA_L:
  1897. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  1898. damage += damage * 20 / 100;
  1899. break;
  1900. case ELEMENTALID_VENTUS_S:
  1901. case ELEMENTALID_VENTUS_M:
  1902. case ELEMENTALID_VENTUS_L:
  1903. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  1904. damage += damage * 20 / 100;
  1905. break;
  1906. case ELEMENTALID_TERA_S:
  1907. case ELEMENTALID_TERA_M:
  1908. case ELEMENTALID_TERA_L:
  1909. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  1910. damage += damage * 20 / 100;
  1911. break;
  1912. }
  1913. }
  1914. }
  1915. //Finally, add baseatk
  1916. if(flag&4)
  1917. damage += status->matk_min;
  1918. else
  1919. damage += status->batk;
  1920. if (sd)
  1921. battle_add_weapon_damage(sd, &damage, type);
  1922. #ifdef RENEWAL
  1923. if (flag&1)
  1924. damage = (damage * 14) / 10;
  1925. #endif
  1926. return damage;
  1927. }
  1928. /*==========================================
  1929. * Consumes ammo for the given skill.
  1930. *------------------------------------------
  1931. * Credits:
  1932. * Original coder Skotlex
  1933. * Initial refactoring by Baalberith
  1934. * Refined and optimized by helvetica
  1935. */
  1936. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  1937. {
  1938. int qty = 1;
  1939. if (!battle_config.arrow_decrement)
  1940. return;
  1941. if (skill) {
  1942. qty = skill_get_ammo_qty(skill, lv);
  1943. if (!qty) qty = 1;
  1944. }
  1945. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1946. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1947. sd->state.arrow_atk = 0;
  1948. }
  1949. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1950. {
  1951. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1952. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  1953. return BF_SHORT;
  1954. // When monsters use Arrow Shower or Bomb, it is always short range
  1955. if (src->type == BL_MOB && (skill_id == AC_SHOWER || skill_id == AM_DEMONSTRATION))
  1956. return BF_SHORT;
  1957. //Skill Range Criteria
  1958. if (battle_config.skillrange_by_distance &&
  1959. (src->type&battle_config.skillrange_by_distance)
  1960. ) { //based on distance between src/target [Skotlex]
  1961. if (check_distance_bl(src, target, 3))
  1962. return BF_SHORT;
  1963. return BF_LONG;
  1964. }
  1965. //based on used skill's range
  1966. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  1967. return BF_SHORT;
  1968. return BF_LONG;
  1969. }
  1970. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1971. {
  1972. if (sd->skillblown.empty())
  1973. return 0;
  1974. //Apply the bonus blewcount. [Skotlex]
  1975. for (const auto &it : sd->skillblown) {
  1976. if (it.id == skill_id)
  1977. return it.val;
  1978. }
  1979. return 0;
  1980. }
  1981. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  1982. switch( bl->type ){
  1983. case BL_PC:
  1984. return SKILLDMG_PC;
  1985. case BL_MOB:
  1986. if( status_get_class_(bl) == CLASS_BOSS ){
  1987. return SKILLDMG_BOSS;
  1988. }else{
  1989. return SKILLDMG_MOB;
  1990. }
  1991. default:
  1992. return SKILLDMG_OTHER;
  1993. }
  1994. }
  1995. /**
  1996. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1997. * @param src
  1998. * @param target
  1999. * @param skill_id
  2000. * @return Skill damage rate
  2001. */
  2002. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2003. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2004. if (!skill || !skill->damage.map)
  2005. return 0;
  2006. s_skill_damage *damage = &skill->damage;
  2007. //check the adjustment works for specified type
  2008. if (!(damage->caster&src->type))
  2009. return 0;
  2010. map_data *mapdata = map_getmapdata(src->m);
  2011. if ((damage->map&1 && (!mapdata->flag[MF_PVP] && !mapdata_flag_gvg2(mapdata) && !mapdata->flag[MF_BATTLEGROUND] && !mapdata->flag[MF_SKILL_DAMAGE] && !mapdata->flag[MF_RESTRICTED])) ||
  2012. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2013. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2014. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2015. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2016. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2017. {
  2018. return damage->rate[battle_skill_damage_type(target)];
  2019. }
  2020. return 0;
  2021. }
  2022. /**
  2023. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2024. * @param src
  2025. * @param target
  2026. * @param skill_id
  2027. * @return Skill damage rate
  2028. */
  2029. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2030. map_data *mapdata = map_getmapdata(src->m);
  2031. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2032. return 0;
  2033. int rate = 0;
  2034. // Damage rate for all skills at this map
  2035. if (mapdata->damage_adjust.caster&src->type)
  2036. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2037. if (mapdata->skill_damage.empty())
  2038. return rate;
  2039. // Damage rate for specified skill at this map
  2040. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2041. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2042. }
  2043. return rate;
  2044. }
  2045. /**
  2046. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2047. * @param src
  2048. * @param target
  2049. * @param skill_id
  2050. * @return Total damage rate
  2051. */
  2052. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2053. nullpo_ret(src);
  2054. if (!target || !skill_id)
  2055. return 0;
  2056. skill_id = skill_dummy2skill_id(skill_id);
  2057. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2058. }
  2059. /**
  2060. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2061. * @param sd: Player who has Chorus skill active
  2062. * @return Bonus value based on party count
  2063. */
  2064. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2065. #ifdef RENEWAL // No bonus in renewal
  2066. return 0;
  2067. #endif
  2068. int members = 0;
  2069. if (!sd || !sd->status.party_id)
  2070. return 0;
  2071. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2072. if (members < 3)
  2073. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2074. if (members > 7)
  2075. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2076. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2077. }
  2078. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2079. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2080. /*=======================================================
  2081. * Should infinite defense be applied on target? (plant)
  2082. *-------------------------------------------------------
  2083. * Credits:
  2084. * Original coder Skotlex
  2085. * Initial refactoring by Baalberith
  2086. * Refined and optimized by helvetica
  2087. * flag - see e_battle_flag
  2088. */
  2089. bool is_infinite_defense(struct block_list *target, int flag)
  2090. {
  2091. struct status_data *tstatus = status_get_status_data(target);
  2092. if(target->type == BL_SKILL) {
  2093. TBL_SKILL *su = ((TBL_SKILL*)target);
  2094. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2095. return true;
  2096. }
  2097. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2098. return true;
  2099. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2100. return true;
  2101. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2102. return true;
  2103. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2104. return true;
  2105. return false;
  2106. }
  2107. /*========================
  2108. * Is attack arrow based?
  2109. *------------------------
  2110. * Credits:
  2111. * Original coder Skotlex
  2112. * Initial refactoring by Baalberith
  2113. * Refined and optimized by helvetica
  2114. */
  2115. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2116. {
  2117. if(src != NULL) {
  2118. struct status_data *sstatus = status_get_status_data(src);
  2119. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2120. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  2121. } else
  2122. return false;
  2123. }
  2124. /*=========================================
  2125. * Is attack right handed? By default yes.
  2126. *-----------------------------------------
  2127. * Credits:
  2128. * Original coder Skotlex
  2129. * Initial refactoring by Baalberith
  2130. * Refined and optimized by helvetica
  2131. */
  2132. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2133. {
  2134. if(src != NULL) {
  2135. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2136. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2137. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2138. return false;
  2139. }
  2140. return true;
  2141. }
  2142. /*=======================================
  2143. * Is attack left handed? By default no.
  2144. *---------------------------------------
  2145. * Credits:
  2146. * Original coder Skotlex
  2147. * Initial refactoring by Baalberith
  2148. * Refined and optimized by helvetica
  2149. */
  2150. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2151. {
  2152. if(src != NULL) {
  2153. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2154. if(!skill_id) {
  2155. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2156. if (sd) {
  2157. if (sd->weapontype1 == 0 && sd->weapontype2 > 0)
  2158. return true;
  2159. if (sd->status.weapon == W_KATAR)
  2160. return true;
  2161. }
  2162. struct status_data *sstatus = status_get_status_data(src);
  2163. if (sstatus->lhw.atk)
  2164. return true;
  2165. }
  2166. }
  2167. return false;
  2168. }
  2169. /*=============================
  2170. * Do we score a critical hit?
  2171. *-----------------------------
  2172. * Credits:
  2173. * Original coder Skotlex
  2174. * Initial refactoring by Baalberith
  2175. * Refined and optimized by helvetica
  2176. */
  2177. 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)
  2178. {
  2179. if (!first_call)
  2180. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2181. #ifdef RENEWAL
  2182. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2183. return true;
  2184. #endif
  2185. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2186. return false;
  2187. struct status_data *sstatus = status_get_status_data(src);
  2188. if( sstatus->cri )
  2189. {
  2190. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2191. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2192. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2193. return false;
  2194. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2195. return false;
  2196. }
  2197. struct status_data *tstatus = status_get_status_data(target);
  2198. struct status_change *sc = status_get_sc(src);
  2199. struct status_change *tsc = status_get_sc(target);
  2200. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2201. short cri = sstatus->cri;
  2202. if (sd) {
  2203. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2204. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2205. cri += sd->bonus.arrow_cri;
  2206. cri += sd->bonus.critical_rangeatk;
  2207. }
  2208. }
  2209. if(sc && sc->data[SC_CAMOUFLAGE])
  2210. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2211. //The official equation is *2, but that only applies when sd's do critical.
  2212. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2213. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2214. if( tsc && tsc->data[SC_SLEEP] )
  2215. cri <<= 1;
  2216. switch(skill_id) {
  2217. case 0:
  2218. if(sc && !sc->data[SC_AUTOCOUNTER])
  2219. break;
  2220. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2221. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2222. case KN_AUTOCOUNTER:
  2223. if(battle_config.auto_counter_type &&
  2224. (battle_config.auto_counter_type&src->type))
  2225. return true;
  2226. else
  2227. cri <<= 1;
  2228. break;
  2229. case SN_SHARPSHOOTING:
  2230. case MA_SHARPSHOOTING:
  2231. #ifdef RENEWAL
  2232. cri += 300; // !TODO: Confirm new bonus
  2233. #else
  2234. cri += 200;
  2235. #endif
  2236. break;
  2237. case NJ_KIRIKAGE:
  2238. cri += 250 + 50*skill_lv;
  2239. break;
  2240. }
  2241. if(tsd && tsd->bonus.critical_def)
  2242. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2243. return (rnd()%1000 < cri);
  2244. }
  2245. return false;
  2246. }
  2247. /*==========================================================
  2248. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2249. *----------------------------------------------------------
  2250. * Credits:
  2251. * Original coder Skotlex
  2252. * Initial refactoring by Baalberith
  2253. * Refined and optimized by helvetica
  2254. */
  2255. 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)
  2256. {
  2257. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2258. return 2;
  2259. if(src != NULL) {
  2260. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2261. struct status_data *tstatus = status_get_status_data(target);
  2262. #ifdef RENEWAL
  2263. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2264. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2265. #else
  2266. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2267. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2268. #endif
  2269. { //Elemental/Racial adjustments
  2270. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2271. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2272. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2273. )
  2274. if (weapon_position == EQI_HAND_R)
  2275. return 1;
  2276. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2277. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2278. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2279. )
  2280. { //Pass effect onto right hand if configured so. [Skotlex]
  2281. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2282. if (weapon_position == EQI_HAND_R)
  2283. return 1;
  2284. }
  2285. else if (weapon_position == EQI_HAND_L)
  2286. return 1;
  2287. }
  2288. }
  2289. }
  2290. return 0;
  2291. }
  2292. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2293. {
  2294. if (skill_id == 0) {
  2295. if (is_splash) {
  2296. std::bitset<NK_MAX> tmp_nk;
  2297. tmp_nk.set(NK_IGNOREATKCARD);
  2298. tmp_nk.set(NK_IGNOREFLEE);
  2299. return tmp_nk;
  2300. } else
  2301. return 0;
  2302. } else
  2303. return skill_db.find(skill_id)->nk;
  2304. }
  2305. /*=============================
  2306. * Checks if attack is hitting
  2307. *-----------------------------
  2308. * Credits:
  2309. * Original coder Skotlex
  2310. * Initial refactoring by Baalberith
  2311. * Refined and optimized by helvetica
  2312. */
  2313. 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)
  2314. {
  2315. struct status_data *sstatus = status_get_status_data(src);
  2316. struct status_data *tstatus = status_get_status_data(target);
  2317. struct status_change *sc = status_get_sc(src);
  2318. struct status_change *tsc = status_get_sc(target);
  2319. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2320. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2321. short flee, hitrate;
  2322. if (!first_call)
  2323. return (wd->dmg_lv != ATK_FLEE);
  2324. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2325. return true;
  2326. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2327. return true;
  2328. else if (sc && sc->data[SC_FUSION])
  2329. return true;
  2330. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2331. return true;
  2332. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2333. return true;
  2334. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2335. return true;
  2336. else if (nk[NK_IGNOREFLEE])
  2337. return true;
  2338. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2339. return false;
  2340. flee = tstatus->flee;
  2341. #ifdef RENEWAL
  2342. hitrate = 0; //Default hitrate
  2343. #else
  2344. hitrate = 80; //Default hitrate
  2345. #endif
  2346. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2347. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2348. if(attacker_count >= battle_config.agi_penalty_count) {
  2349. if (battle_config.agi_penalty_type == 1)
  2350. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2351. else //assume type 2: absolute reduction
  2352. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2353. if(flee < 1)
  2354. flee = 1;
  2355. }
  2356. }
  2357. hitrate += sstatus->hit - flee;
  2358. //Fogwall's hit penalty is only for normal ranged attacks.
  2359. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2360. hitrate -= 50;
  2361. if(sd && is_skill_using_arrow(src, skill_id))
  2362. hitrate += sd->bonus.arrow_hit;
  2363. #ifdef RENEWAL
  2364. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2365. hitrate += pc_checkskill(sd,AC_VULTURE);
  2366. #endif
  2367. if(skill_id) {
  2368. switch(skill_id) { //Hit skill modifiers
  2369. //It is proven that bonus is applied on final hitrate, not hit.
  2370. case SM_BASH:
  2371. case MS_BASH:
  2372. hitrate += hitrate * 5 * skill_lv / 100;
  2373. break;
  2374. case MS_MAGNUM:
  2375. case SM_MAGNUM:
  2376. hitrate += hitrate * 10 * skill_lv / 100;
  2377. break;
  2378. case KN_AUTOCOUNTER:
  2379. case PA_SHIELDCHAIN:
  2380. case NPC_WATERATTACK:
  2381. case NPC_GROUNDATTACK:
  2382. case NPC_FIREATTACK:
  2383. case NPC_WINDATTACK:
  2384. case NPC_POISONATTACK:
  2385. case NPC_HOLYATTACK:
  2386. case NPC_DARKNESSATTACK:
  2387. case NPC_UNDEADATTACK:
  2388. case NPC_TELEKINESISATTACK:
  2389. case NPC_BLEEDING:
  2390. hitrate += hitrate * 20 / 100;
  2391. break;
  2392. case NPC_FIREBREATH:
  2393. case NPC_ICEBREATH:
  2394. case NPC_THUNDERBREATH:
  2395. case NPC_ACIDBREATH:
  2396. case NPC_DARKNESSBREATH:
  2397. hitrate *= 2;
  2398. break;
  2399. case KN_PIERCE:
  2400. case ML_PIERCE:
  2401. hitrate += hitrate * 5 * skill_lv / 100;
  2402. break;
  2403. case AS_SONICBLOW:
  2404. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2405. hitrate += hitrate * 50 / 100;
  2406. break;
  2407. #ifdef RENEWAL
  2408. case RG_BACKSTAP:
  2409. hitrate += skill_lv; // !TODO: What's the rate increase?
  2410. break;
  2411. #endif
  2412. case RK_SONICWAVE:
  2413. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2414. break;
  2415. case MC_CARTREVOLUTION:
  2416. case GN_CART_TORNADO:
  2417. case GN_CARTCANNON:
  2418. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2419. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2420. break;
  2421. case LG_BANISHINGPOINT:
  2422. hitrate += 3 * skill_lv;
  2423. break;
  2424. case GC_VENOMPRESSURE:
  2425. hitrate += 10 + 4 * skill_lv;
  2426. break;
  2427. case SC_FATALMENACE:
  2428. if (skill_lv < 6)
  2429. hitrate -= 35 - 5 * skill_lv;
  2430. else if (skill_lv > 6)
  2431. hitrate += 5 * skill_lv - 30;
  2432. break;
  2433. case RL_SLUGSHOT:
  2434. {
  2435. int8 dist = distance_bl(src, target);
  2436. if (dist > 3) {
  2437. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2438. // -10:-9:-8:-7:-6
  2439. dist -= 3;
  2440. hitrate -= ((11 - skill_lv) * dist);
  2441. }
  2442. }
  2443. break;
  2444. }
  2445. } 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]
  2446. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2447. if (sd) {
  2448. int skill = 0;
  2449. // Weaponry Research hidden bonus
  2450. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2451. hitrate += hitrate * ( 2 * skill ) / 100;
  2452. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2453. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2454. hitrate += 3 * skill;
  2455. }
  2456. if (sc) {
  2457. if (sc->data[SC_MTF_ASPD])
  2458. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2459. if (sc->data[SC_MTF_ASPD2])
  2460. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2461. }
  2462. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2463. return (rnd()%100 < hitrate);
  2464. }
  2465. /*==========================================
  2466. * If attack ignores def.
  2467. *------------------------------------------
  2468. * Credits:
  2469. * Original coder Skotlex
  2470. * Initial refactoring by Baalberith
  2471. * Refined and optimized by helvetica
  2472. */
  2473. 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)
  2474. {
  2475. struct status_data *tstatus = status_get_status_data(target);
  2476. struct status_change *sc = status_get_sc(src);
  2477. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2478. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2479. #ifndef RENEWAL
  2480. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2481. return true;
  2482. else
  2483. #endif
  2484. if (sc && sc->data[SC_FUSION])
  2485. return true;
  2486. #ifdef RENEWAL
  2487. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2488. #else
  2489. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2490. #endif
  2491. { //Ignore Defense?
  2492. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2493. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2494. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2495. if (weapon_position == EQI_HAND_R)
  2496. return true;
  2497. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2498. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2499. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2500. {
  2501. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2502. if (weapon_position == EQI_HAND_R)
  2503. return true;
  2504. } else if (weapon_position == EQI_HAND_L)
  2505. return true;
  2506. }
  2507. }
  2508. return nk[NK_IGNOREDEFENSE] != 0;
  2509. }
  2510. /*================================================
  2511. * Should skill attack consider VVS and masteries?
  2512. *------------------------------------------------
  2513. * Credits:
  2514. * Original coder Skotlex
  2515. * Initial refactoring by Baalberith
  2516. * Refined and optimized by helvetica
  2517. */
  2518. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2519. {
  2520. if (
  2521. #ifndef RENEWAL
  2522. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2523. #endif
  2524. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2525. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2526. return false;
  2527. return true;
  2528. }
  2529. #ifdef RENEWAL
  2530. /*========================================
  2531. * Calculate equipment ATK for renewal ATK
  2532. *----------------------------------------
  2533. * Credits:
  2534. * Original coder Skotlex
  2535. * Initial refactoring by Baalberith
  2536. * Refined and optimized by helvetica
  2537. */
  2538. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2539. {
  2540. if(src != NULL) {
  2541. int eatk = 0;
  2542. struct status_data *status = status_get_status_data(src);
  2543. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2544. if (sd) // add arrow atk if using an applicable skill
  2545. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2546. return eatk + status->eatk;
  2547. }
  2548. return 0; // shouldn't happen but just in case
  2549. }
  2550. #endif
  2551. /*========================================
  2552. * Returns the element type of attack
  2553. *----------------------------------------
  2554. * Credits:
  2555. * Original coder Skotlex
  2556. * Initial refactoring by Baalberith
  2557. * Refined and optimized by helvetica
  2558. */
  2559. static int battle_get_weapon_element(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2560. {
  2561. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2562. struct status_change *sc = status_get_sc(src);
  2563. struct status_data *sstatus = status_get_status_data(src);
  2564. int element = skill_get_ele(skill_id, skill_lv);
  2565. //Take weapon's element
  2566. if( !skill_id || element == ELE_WEAPON ) {
  2567. if (weapon_position == EQI_HAND_R)
  2568. element = sstatus->rhw.ele;
  2569. else
  2570. element = sstatus->lhw.ele;
  2571. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2572. element = sd->bonus.arrow_ele;
  2573. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2574. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2575. // on official endows override all other elements [helvetica]
  2576. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2577. element = sc->data[SC_ENCHANTARMS]->val1;
  2578. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2579. element = status_get_attack_sc_element(src,sc);
  2580. else if( element == ELE_RANDOM ) //Use random element
  2581. element = rnd()%ELE_ALL;
  2582. switch( skill_id ) {
  2583. case GS_GROUNDDRIFT:
  2584. element = wd->miscflag; //element comes in flag.
  2585. break;
  2586. case LK_SPIRALPIERCE:
  2587. if (!sd)
  2588. element = ELE_NEUTRAL; //forced neutral for monsters
  2589. break;
  2590. case LG_HESPERUSLIT:
  2591. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2592. element = ELE_HOLY;
  2593. break;
  2594. case SJ_PROMINENCEKICK:
  2595. element = ELE_FIRE;
  2596. break;
  2597. case RL_H_MINE:
  2598. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2599. element = ELE_FIRE;
  2600. break;
  2601. }
  2602. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2603. element = ELE_HOLY;
  2604. // calc_flag means the element should be calculated for damage only
  2605. if (calc_for_damage_only)
  2606. return element;
  2607. #ifdef RENEWAL
  2608. if (skill_id == CR_SHIELDBOOMERANG)
  2609. element = ELE_NEUTRAL;
  2610. #endif
  2611. return element;
  2612. }
  2613. /*========================================
  2614. * Do element damage modifier calculation
  2615. *----------------------------------------
  2616. * Credits:
  2617. * Original coder Skotlex
  2618. * Initial refactoring by Baalberith
  2619. * Refined and optimized by helvetica
  2620. */
  2621. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2622. {
  2623. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2624. struct status_change *sc = status_get_sc(src);
  2625. struct status_data *sstatus = status_get_status_data(src);
  2626. struct status_data *tstatus = status_get_status_data(target);
  2627. int element = skill_get_ele(skill_id, skill_lv);
  2628. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2629. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2630. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2631. //Elemental attribute fix
  2632. if(!nk[NK_IGNOREELEMENT]) {
  2633. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2634. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2635. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2636. if(battle_config.attack_attr_none&src->type)
  2637. if(((!skill_id && !right_element) || (skill_id && (element == ELE_WEAPON || !right_element))) &&
  2638. (wd->flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2639. return;
  2640. if(wd->damage > 0) {
  2641. //Forced to its element
  2642. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2643. switch( skill_id ) {
  2644. case MC_CARTREVOLUTION:
  2645. case SR_GATEOFHELL:
  2646. case SR_TIGERCANNON:
  2647. case KO_BAKURETSU:
  2648. //case NC_MAGMA_ERUPTION:
  2649. //Forced to neutral element
  2650. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2651. break;
  2652. case GN_CARTCANNON:
  2653. case KO_HAPPOKUNAI:
  2654. //Forced to ammo's element
  2655. wd->damage = battle_attr_fix(src, target, wd->damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2656. break;
  2657. }
  2658. }
  2659. if (is_attack_left_handed(src, skill_id) && wd->damage2 > 0)
  2660. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2661. if (sc && sc->data[SC_WATK_ELEMENT] && (wd->damage || wd->damage2)) {
  2662. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2663. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2664. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2665. if (is_attack_left_handed(src, skill_id)) {
  2666. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2667. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2668. }
  2669. }
  2670. }
  2671. }
  2672. #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);
  2673. #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);
  2674. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2675. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2676. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2677. #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);
  2678. #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);
  2679. //Adds an absolute value to damage. 100 = +100 damage
  2680. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2681. #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);
  2682. #ifdef RENEWAL
  2683. #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);
  2684. #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);
  2685. #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);
  2686. #else
  2687. #define RE_ALLATK_ADD(wd, a) {;}
  2688. #define RE_ALLATK_RATE(wd, a) {;}
  2689. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2690. #endif
  2691. /*==================================
  2692. * Calculate weapon mastery damages
  2693. *----------------------------------
  2694. * Credits:
  2695. * Original coder Skotlex
  2696. * Initial refactoring by Baalberith
  2697. * Refined and optimized by helvetica
  2698. */
  2699. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2700. {
  2701. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2702. struct status_change *sc = status_get_sc(src);
  2703. struct status_data *sstatus = status_get_status_data(src);
  2704. int t_class = status_get_class(target);
  2705. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2706. skill_id != MO_INVESTIGATE &&
  2707. skill_id != MO_EXTREMITYFIST &&
  2708. skill_id != CR_GRANDCROSS)
  2709. { //Add mastery damage
  2710. uint16 skill;
  2711. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  2712. #ifdef RENEWAL
  2713. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  2714. #endif
  2715. if (is_attack_left_handed(src, skill_id)) {
  2716. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  2717. #ifdef RENEWAL
  2718. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  2719. #endif
  2720. }
  2721. #ifdef RENEWAL
  2722. //General skill masteries
  2723. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2724. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  2725. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2726. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  2727. if (skill_id != CR_SHIELDBOOMERANG)
  2728. ATK_ADD2(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->right_weapon.star, ((wd->div_ < 1) ? 1 : wd->div_) * sd->left_weapon.star);
  2729. if (skill_id == MO_FINGEROFFENSIVE) {
  2730. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  2731. } else
  2732. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  2733. #endif
  2734. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  2735. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  2736. #ifdef RENEWAL
  2737. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  2738. #endif
  2739. }
  2740. switch(skill_id) {
  2741. case RA_WUGDASH:
  2742. case RA_WUGSTRIKE:
  2743. case RA_WUGBITE:
  2744. if (sd) {
  2745. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2746. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  2747. #ifdef RENEWAL
  2748. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  2749. #endif
  2750. }
  2751. break;
  2752. }
  2753. if (sc) { // Status change considered as masteries
  2754. #ifdef RENEWAL
  2755. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2756. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2757. #endif
  2758. if(sc->data[SC_CAMOUFLAGE]) {
  2759. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2760. #ifdef RENEWAL
  2761. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2762. #endif
  2763. }
  2764. if(sc->data[SC_GN_CARTBOOST]) {
  2765. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2766. #ifdef RENEWAL
  2767. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2768. #endif
  2769. }
  2770. if (sc->data[SC_P_ALTER]) {
  2771. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  2772. #ifdef RENEWAL
  2773. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2774. #endif
  2775. }
  2776. }
  2777. }
  2778. }
  2779. #ifdef RENEWAL
  2780. /*=========================================
  2781. * Calculate the various Renewal ATK parts
  2782. *-----------------------------------------
  2783. * Credits:
  2784. * Original coder Skotlex
  2785. * Initial refactoring by Baalberith
  2786. * Refined and optimized by helvetica
  2787. */
  2788. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2789. {
  2790. struct status_data *sstatus = status_get_status_data(src);
  2791. struct status_data *tstatus = status_get_status_data(target);
  2792. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2793. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2794. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2795. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2796. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2797. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2798. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2799. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2800. } else { // status atk is considered neutral on normal attacks [helvetica]
  2801. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2802. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2803. }
  2804. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2805. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2806. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2807. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2808. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  2809. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2810. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2811. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2812. //Mastery ATK is a special kind of ATK that has no elemental properties
  2813. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2814. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2815. wd->damage = 0;
  2816. wd->damage2 = 0;
  2817. }
  2818. #endif
  2819. /*==========================================================
  2820. * Calculate basic ATK that goes into the skill ATK formula
  2821. *----------------------------------------------------------
  2822. * Credits:
  2823. * Original coder Skotlex
  2824. * Initial refactoring by Baalberith
  2825. * Refined and optimized by helvetica
  2826. */
  2827. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2828. {
  2829. struct status_change *sc = status_get_sc(src);
  2830. struct status_data *sstatus = status_get_status_data(src);
  2831. struct status_data *tstatus = status_get_status_data(target);
  2832. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2833. uint16 i;
  2834. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2835. switch (skill_id) { //Calc base damage according to skill
  2836. case PA_SACRIFICE:
  2837. wd->damage = sstatus->max_hp* 9/100;
  2838. wd->damage2 = 0;
  2839. #ifdef RENEWAL
  2840. wd->weaponAtk = wd->damage;
  2841. wd->weaponAtk2 = wd->damage2;
  2842. #endif
  2843. break;
  2844. #ifdef RENEWAL
  2845. case LK_SPIRALPIERCE:
  2846. case ML_SPIRALPIERCE:
  2847. if (sd) {
  2848. short index = sd->equip_index[EQI_HAND_R];
  2849. if (index >= 0 &&
  2850. sd->inventory_data[index] &&
  2851. sd->inventory_data[index]->type == IT_WEAPON)
  2852. wd->equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2853. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2854. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  2855. } else {
  2856. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2857. }
  2858. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2859. // !TODO: Confirm new size modifiers
  2860. case SZ_SMALL: //Small: 125%
  2861. ATK_RATE(wd->damage, wd->damage2, 125);
  2862. RE_ALLATK_RATE(wd, 125);
  2863. break;
  2864. //case SZ_MEDIUM: //Medium: 100%
  2865. case SZ_BIG: //Large: 75%
  2866. ATK_RATE(wd->damage, wd->damage2, 75);
  2867. RE_ALLATK_RATE(wd, 75);
  2868. break;
  2869. }
  2870. #else
  2871. case NJ_ISSEN:
  2872. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2873. wd->damage2 = 0;
  2874. break;
  2875. case LK_SPIRALPIERCE:
  2876. case ML_SPIRALPIERCE:
  2877. if (sd) {
  2878. short index = sd->equip_index[EQI_HAND_R];
  2879. if (index >= 0 &&
  2880. sd->inventory_data[index] &&
  2881. sd->inventory_data[index]->type == IT_WEAPON)
  2882. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2883. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2884. } else {
  2885. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  2886. }
  2887. i = sstatus->str/10;
  2888. i*=i;
  2889. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  2890. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2891. case SZ_SMALL: //Small: 125%
  2892. ATK_RATE(wd->damage, wd->damage2, 125);
  2893. break;
  2894. //case SZ_MEDIUM: //Medium: 100%
  2895. case SZ_BIG: //Large: 75%
  2896. ATK_RATE(wd->damage, wd->damage2, 75);
  2897. break;
  2898. }
  2899. #endif
  2900. break;
  2901. case CR_SHIELDBOOMERANG:
  2902. case PA_SHIELDCHAIN:
  2903. wd->damage = sstatus->batk;
  2904. if (sd) {
  2905. short index = sd->equip_index[EQI_HAND_L];
  2906. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2907. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  2908. #ifdef RENEWAL
  2909. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  2910. #endif
  2911. }
  2912. } else
  2913. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  2914. break;
  2915. case RK_DRAGONBREATH:
  2916. case RK_DRAGONBREATH_WATER:
  2917. {
  2918. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2919. if(status_get_lv(src) > 100)
  2920. damagevalue = damagevalue * status_get_lv(src) / 150;
  2921. if(sd)
  2922. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2923. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2924. #ifdef RENEWAL
  2925. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2926. #endif
  2927. wd->flag |= BF_LONG;
  2928. }
  2929. break;
  2930. case NC_SELFDESTRUCTION: {
  2931. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2932. if(status_get_lv(src) > 100)
  2933. damagevalue = damagevalue * status_get_lv(src) / 100;
  2934. damagevalue = damagevalue + sstatus->hp;
  2935. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2936. #ifdef RENEWAL
  2937. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2938. #endif
  2939. }
  2940. break;
  2941. case KO_HAPPOKUNAI:
  2942. if(sd) {
  2943. short index = sd->equip_index[EQI_AMMO];
  2944. int damagevalue = 3 * (
  2945. #ifdef RENEWAL
  2946. 2 *
  2947. #endif
  2948. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2949. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2950. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  2951. #ifdef RENEWAL
  2952. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  2953. #endif
  2954. } else
  2955. ATK_ADD(wd->damage, wd->damage2, 5000);
  2956. break;
  2957. case HFLI_SBR44: //[orn]
  2958. if(src->type == BL_HOM)
  2959. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2960. break;
  2961. default:
  2962. #ifdef RENEWAL
  2963. if (sd)
  2964. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2965. else {
  2966. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2967. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2968. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2969. if (is_attack_left_handed(src, skill_id))
  2970. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2971. }
  2972. #else
  2973. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2974. (is_skill_using_arrow(src, skill_id)?2:0)|
  2975. (skill_id == HW_MAGICCRASHER?4:0)|
  2976. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2977. (skill_id == MO_EXTREMITYFIST?8:0)|
  2978. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2979. if (is_skill_using_arrow(src, skill_id) && sd) {
  2980. switch(sd->status.weapon) {
  2981. case W_BOW:
  2982. case W_REVOLVER:
  2983. case W_GATLING:
  2984. case W_SHOTGUN:
  2985. case W_GRENADE:
  2986. break;
  2987. default:
  2988. i |= 16; // for ex. shuriken must not be influenced by DEX
  2989. break;
  2990. }
  2991. }
  2992. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  2993. if (is_attack_left_handed(src, skill_id))
  2994. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  2995. #endif
  2996. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  2997. if(wd->miscflag > 0) {
  2998. wd->damage /= wd->miscflag;
  2999. #ifdef RENEWAL
  3000. wd->statusAtk /= wd->miscflag;
  3001. wd->weaponAtk /= wd->miscflag;
  3002. wd->equipAtk /= wd->miscflag;
  3003. wd->masteryAtk /= wd->miscflag;
  3004. #endif
  3005. } else
  3006. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3007. }
  3008. //Add any bonuses that modify the base atk (pre-skills)
  3009. if(sd) {
  3010. int skill;
  3011. if (sd->bonus.atk_rate) {
  3012. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  3013. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  3014. }
  3015. #ifndef RENEWAL
  3016. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  3017. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3018. }
  3019. #endif
  3020. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3021. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3022. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3023. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  3024. }
  3025. }
  3026. }
  3027. break;
  3028. } //End switch(skill_id)
  3029. }
  3030. //For quick div adjustment.
  3031. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3032. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3033. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0);
  3034. /*================================================= [Playtester]
  3035. * Applies DAMAGE_DIV_FIX and checks for min damage
  3036. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3037. * @param skill_id: ID of the skill that deals damage
  3038. * @return Modified damage struct
  3039. *------------------------------------------------*/
  3040. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3041. {
  3042. if(d->damage) {
  3043. DAMAGE_DIV_FIX(d->damage, d->div_);
  3044. //Min damage
  3045. 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)))
  3046. d->damage = d->div_;
  3047. } else if (d->div_ < 0) {
  3048. d->div_ *= -1;
  3049. }
  3050. }
  3051. /*=======================================
  3052. * Check for and calculate multi attacks
  3053. *---------------------------------------
  3054. * Credits:
  3055. * Original coder Skotlex
  3056. * Initial refactoring by Baalberith
  3057. * Refined and optimized by helvetica
  3058. */
  3059. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3060. {
  3061. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3062. struct status_change *sc = status_get_sc(src);
  3063. struct status_change *tsc = status_get_sc(target);
  3064. struct status_data *tstatus = status_get_status_data(target);
  3065. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3066. short i;
  3067. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3068. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3069. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3070. { //Success chance is not added, the higher one is used [Skotlex]
  3071. int max_rate = 0;
  3072. if (sc && sc->data[SC_KAGEMUSYA])
  3073. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3074. else
  3075. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3076. if( rnd()%100 < max_rate ) {
  3077. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3078. wd->type = DMG_MULTI_HIT;
  3079. }
  3080. }
  3081. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3082. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3083. && rnd()%100 < 5*skill_lv ) //Success rate
  3084. {
  3085. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3086. wd->type = DMG_MULTI_HIT;
  3087. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3088. }
  3089. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3090. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3091. {
  3092. int chance = rnd()%100;
  3093. switch(sc->data[SC_FEARBREEZE]->val1) {
  3094. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3095. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3096. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3097. case 2:
  3098. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3099. }
  3100. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3101. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  3102. if (wd->div_ > 1)
  3103. wd->type = DMG_MULTI_HIT;
  3104. }
  3105. }
  3106. switch (skill_id) {
  3107. case RA_AIMEDBOLT:
  3108. wd->div_ = 2 + tstatus->size + rnd()%2;
  3109. break;
  3110. case SC_FATALMENACE:
  3111. if (sd && sd->weapontype1 == W_DAGGER)
  3112. wd->div_++;
  3113. break;
  3114. case SR_RIDEINLIGHTNING:
  3115. wd->div_ = (sd ? max(1, sd->spiritball_old) : 1);
  3116. break;
  3117. case RL_QD_SHOT:
  3118. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3119. break;
  3120. case KO_JYUMONJIKIRI:
  3121. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3122. wd->div_ = wd->div_ * -1;// needs more info
  3123. break;
  3124. }
  3125. }
  3126. /*======================================================
  3127. * Calculate skill level ratios for weapon-based skills
  3128. *------------------------------------------------------
  3129. * Credits:
  3130. * Original coder Skotlex
  3131. * Initial refactoring by Baalberith
  3132. * Refined and optimized by helvetica
  3133. */
  3134. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3135. {
  3136. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3137. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3138. struct status_change *sc = status_get_sc(src);
  3139. struct status_change *tsc = status_get_sc(target);
  3140. struct status_data *sstatus = status_get_status_data(src);
  3141. struct status_data *tstatus = status_get_status_data(target);
  3142. int skillratio = 100;
  3143. int i;
  3144. //Skill damage modifiers that stack linearly
  3145. if(sc && skill_id != PA_SACRIFICE) {
  3146. if(sc->data[SC_OVERTHRUST])
  3147. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3148. if(sc->data[SC_MAXOVERTHRUST])
  3149. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3150. if(sc->data[SC_BERSERK])
  3151. #ifndef RENEWAL
  3152. skillratio += 100;
  3153. #else
  3154. skillratio += 200;
  3155. if (sc && sc->data[SC_TRUESIGHT])
  3156. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3157. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3158. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3159. #endif
  3160. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3161. if (sc->data[SC_CRUSHSTRIKE]) {
  3162. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3163. short index = sd->equip_index[EQI_HAND_R];
  3164. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3165. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3166. 100 * sd->inventory_data[index]->wlv * (sd->inventory.u.items_inventory[index].refine + 6);
  3167. }
  3168. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3169. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3170. } else {
  3171. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3172. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3173. skillratio += 125;
  3174. else
  3175. skillratio += 250;
  3176. }
  3177. }
  3178. }
  3179. }
  3180. switch(skill_id) {
  3181. case SM_BASH:
  3182. case MS_BASH:
  3183. skillratio += 30 * skill_lv;
  3184. break;
  3185. case SM_MAGNUM:
  3186. case MS_MAGNUM:
  3187. if(wd->miscflag == 1)
  3188. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3189. else
  3190. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3191. break;
  3192. case MC_MAMMONITE:
  3193. skillratio += 50 * skill_lv;
  3194. break;
  3195. case HT_POWER:
  3196. skillratio += -50 + 8 * sstatus->str;
  3197. break;
  3198. case AC_DOUBLE:
  3199. case MA_DOUBLE:
  3200. skillratio += 10 * (skill_lv - 1);
  3201. break;
  3202. case AC_SHOWER:
  3203. case MA_SHOWER:
  3204. #ifdef RENEWAL
  3205. skillratio += 50 + 10 * skill_lv;
  3206. #else
  3207. skillratio += -25 + 5 * skill_lv;
  3208. #endif
  3209. break;
  3210. case AC_CHARGEARROW:
  3211. case MA_CHARGEARROW:
  3212. skillratio += 50;
  3213. break;
  3214. #ifndef RENEWAL
  3215. case HT_FREEZINGTRAP:
  3216. case MA_FREEZINGTRAP:
  3217. skillratio += -50 + 10 * skill_lv;
  3218. break;
  3219. #endif
  3220. case KN_PIERCE:
  3221. case ML_PIERCE:
  3222. skillratio += 10 * skill_lv;
  3223. break;
  3224. case MER_CRASH:
  3225. skillratio += 10 * skill_lv;
  3226. break;
  3227. case KN_SPEARSTAB:
  3228. skillratio += 20 * skill_lv;
  3229. break;
  3230. case KN_SPEARBOOMERANG:
  3231. skillratio += 50 * skill_lv;
  3232. break;
  3233. #ifdef RENEWAL
  3234. case KN_BRANDISHSPEAR:
  3235. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3236. break;
  3237. #else
  3238. case KN_BRANDISHSPEAR:
  3239. #endif
  3240. case ML_BRANDISH:
  3241. {
  3242. int ratio = 100 + 20 * skill_lv;
  3243. skillratio += -100 + ratio;
  3244. if(skill_lv > 3 && wd->miscflag == 0)
  3245. skillratio += ratio / 2;
  3246. if(skill_lv > 6 && wd->miscflag == 0)
  3247. skillratio += ratio / 4;
  3248. if(skill_lv > 9 && wd->miscflag == 0)
  3249. skillratio += ratio / 8;
  3250. if(skill_lv > 6 && wd->miscflag == 1)
  3251. skillratio += ratio / 2;
  3252. if(skill_lv > 9 && wd->miscflag == 1)
  3253. skillratio += ratio / 4;
  3254. if(skill_lv > 9 && wd->miscflag == 2)
  3255. skillratio += ratio / 2;
  3256. }
  3257. break;
  3258. case KN_BOWLINGBASH:
  3259. case MS_BOWLINGBASH:
  3260. skillratio += 40 * skill_lv;
  3261. break;
  3262. case AS_GRIMTOOTH:
  3263. skillratio += 20 * skill_lv;
  3264. break;
  3265. case AS_POISONREACT:
  3266. skillratio += 30 * skill_lv;
  3267. break;
  3268. case AS_SONICBLOW:
  3269. skillratio += 300 + 40 * skill_lv;
  3270. #ifdef RENEWAL
  3271. if (tstatus->hp < tstatus->max_hp >> 1)
  3272. skillratio += skillratio / 2;
  3273. #endif
  3274. break;
  3275. case TF_SPRINKLESAND:
  3276. skillratio += 30;
  3277. break;
  3278. case MC_CARTREVOLUTION:
  3279. skillratio += 50;
  3280. if(sd && sd->cart_weight)
  3281. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3282. else if (!sd)
  3283. skillratio += 100; //Max damage for non players.
  3284. break;
  3285. case NPC_PIERCINGATT:
  3286. skillratio += -25; //75% base damage
  3287. break;
  3288. case NPC_COMBOATTACK:
  3289. skillratio += 25 * skill_lv;
  3290. break;
  3291. case NPC_RANDOMATTACK:
  3292. case NPC_WATERATTACK:
  3293. case NPC_GROUNDATTACK:
  3294. case NPC_FIREATTACK:
  3295. case NPC_WINDATTACK:
  3296. case NPC_POISONATTACK:
  3297. case NPC_HOLYATTACK:
  3298. case NPC_DARKNESSATTACK:
  3299. case NPC_UNDEADATTACK:
  3300. case NPC_TELEKINESISATTACK:
  3301. case NPC_BLOODDRAIN:
  3302. case NPC_ACIDBREATH:
  3303. case NPC_DARKNESSBREATH:
  3304. case NPC_FIREBREATH:
  3305. case NPC_ICEBREATH:
  3306. case NPC_THUNDERBREATH:
  3307. case NPC_HELLJUDGEMENT:
  3308. case NPC_PULSESTRIKE:
  3309. skillratio += 100 * (skill_lv - 1);
  3310. break;
  3311. case NPC_REVERBERATION_ATK:
  3312. skillratio += 400 + 200 * skill_lv;
  3313. break;
  3314. case RG_BACKSTAP:
  3315. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3316. skillratio += (200 + 40 * skill_lv) / 2;
  3317. else
  3318. skillratio += 200 + 40 * skill_lv;
  3319. break;
  3320. case RG_RAID:
  3321. #ifdef RENEWAL
  3322. if (status_get_class_(target) == CLASS_BOSS)
  3323. skillratio += 10 * skill_lv; // !TODO: Did this change as well?
  3324. else
  3325. skillratio += 50 + skill_lv * 150;
  3326. #else
  3327. skillratio += 40 * skill_lv;
  3328. #endif
  3329. break;
  3330. case RG_INTIMIDATE:
  3331. skillratio += 30 * skill_lv;
  3332. break;
  3333. case CR_SHIELDCHARGE:
  3334. skillratio += 20 * skill_lv;
  3335. break;
  3336. case CR_SHIELDBOOMERANG:
  3337. #ifdef RENEWAL
  3338. skillratio += -100 + skill_lv * 80;
  3339. #else
  3340. skillratio += 30 * skill_lv;
  3341. #endif
  3342. break;
  3343. case NPC_DARKCROSS:
  3344. case CR_HOLYCROSS:
  3345. #ifdef RENEWAL
  3346. if(sd && sd->status.weapon == W_2HSPEAR)
  3347. skillratio += 70 * skill_lv;
  3348. else
  3349. #endif
  3350. skillratio += 35 * skill_lv;
  3351. break;
  3352. case AM_DEMONSTRATION:
  3353. skillratio += 20 * skill_lv;
  3354. break;
  3355. case AM_ACIDTERROR:
  3356. #ifdef RENEWAL
  3357. skillratio += -100 + 200 * skill_lv;
  3358. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3359. skillratio += 100; // !TODO: What's this bonus increase?
  3360. #else
  3361. skillratio += 40 * skill_lv;
  3362. #endif
  3363. break;
  3364. case MO_FINGEROFFENSIVE:
  3365. #ifdef RENEWAL
  3366. skillratio += 500 + skill_lv * 2;
  3367. if (tsc && tsc->data[SC_BLADESTOP])
  3368. skillratio += skillratio / 2;
  3369. #else
  3370. skillratio += 50 * skill_lv;
  3371. #endif
  3372. break;
  3373. case MO_INVESTIGATE:
  3374. #ifdef RENEWAL
  3375. skillratio += -100 + 100 * skill_lv;
  3376. if (tsc && tsc->data[SC_BLADESTOP])
  3377. skillratio += skillratio / 2;
  3378. #else
  3379. skillratio += 75 * skill_lv;
  3380. #endif
  3381. break;
  3382. case MO_EXTREMITYFIST:
  3383. #ifdef RENEWAL
  3384. if (wd->miscflag&1)
  3385. skillratio += 100; // More than 5 spirit balls active
  3386. #endif
  3387. skillratio += 100 * (7 + sstatus->sp / 10);
  3388. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3389. break;
  3390. case MO_TRIPLEATTACK:
  3391. skillratio += 20 * skill_lv;
  3392. break;
  3393. case MO_CHAINCOMBO:
  3394. #ifdef RENEWAL
  3395. skillratio += 150 + 50 * skill_lv;
  3396. #else
  3397. skillratio += 50 + 50 * skill_lv;
  3398. #endif
  3399. break;
  3400. case MO_COMBOFINISH:
  3401. #ifdef RENEWAL
  3402. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3403. #else
  3404. skillratio += 140 + 60 * skill_lv;
  3405. #endif
  3406. if (sc->data[SC_GT_ENERGYGAIN])
  3407. skillratio += skillratio * 50 / 100;
  3408. break;
  3409. case BA_MUSICALSTRIKE:
  3410. case DC_THROWARROW:
  3411. #ifdef RENEWAL
  3412. skillratio += 10 + 40 * skill_lv;
  3413. #else
  3414. skillratio += 25 + 25 * skill_lv;
  3415. #endif
  3416. break;
  3417. case CH_TIGERFIST:
  3418. #ifdef RENEWAL
  3419. skillratio += 400 + 150 * skill_lv;
  3420. RE_LVL_DMOD(100);
  3421. #else
  3422. skillratio += -60 + 100 * skill_lv;
  3423. #endif
  3424. if (sc->data[SC_GT_ENERGYGAIN])
  3425. skillratio += skillratio * 50 / 100;
  3426. break;
  3427. case CH_CHAINCRUSH:
  3428. #ifdef RENEWAL
  3429. skillratio += -100 + 200 * skill_lv;
  3430. RE_LVL_DMOD(100);
  3431. #else
  3432. skillratio += 300 + 100 * skill_lv;
  3433. #endif
  3434. if (sc->data[SC_GT_ENERGYGAIN])
  3435. skillratio += skillratio * 50 / 100;
  3436. break;
  3437. case CH_PALMSTRIKE:
  3438. #ifdef RENEWAL
  3439. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3440. RE_LVL_DMOD(100);
  3441. #else
  3442. skillratio += 100 + 100 * skill_lv;
  3443. #endif
  3444. break;
  3445. case LK_HEADCRUSH:
  3446. skillratio += 40 * skill_lv;
  3447. break;
  3448. case LK_JOINTBEAT:
  3449. skillratio += 10 * skill_lv - 50;
  3450. if (wd->miscflag & BREAK_NECK || (tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  3451. skillratio <<= 1;
  3452. break;
  3453. #ifdef RENEWAL
  3454. // Renewal: skill ratio applies to entire damage [helvetica]
  3455. case LK_SPIRALPIERCE:
  3456. case ML_SPIRALPIERCE:
  3457. skillratio += 50 + 50 * skill_lv;
  3458. RE_LVL_DMOD(100);
  3459. break;
  3460. #endif
  3461. case ASC_METEORASSAULT:
  3462. #ifdef RENEWAL
  3463. skillratio += 100 + 120 * skill_lv;
  3464. RE_LVL_DMOD(100);
  3465. #else
  3466. skillratio += -60 + 40 * skill_lv;
  3467. #endif
  3468. break;
  3469. case SN_SHARPSHOOTING:
  3470. case MA_SHARPSHOOTING:
  3471. #ifdef RENEWAL
  3472. skillratio += 50 + 200 * skill_lv;
  3473. RE_LVL_DMOD(100);
  3474. #else
  3475. skillratio += 100 + 50 * skill_lv;
  3476. #endif
  3477. break;
  3478. #ifdef RENEWAL
  3479. case CR_ACIDDEMONSTRATION:
  3480. skillratio += -100 + 200 * skill_lv + sstatus->int_ + sstatus->vit; // !TODO: Confirm status bonus
  3481. if (target->type == BL_PC)
  3482. skillratio /= 2;
  3483. break;
  3484. #endif
  3485. case CG_ARROWVULCAN:
  3486. #ifdef RENEWAL
  3487. skillratio += 400 + 100 * skill_lv;
  3488. RE_LVL_DMOD(100);
  3489. #else
  3490. skillratio += 100 + 100 * skill_lv;
  3491. #endif
  3492. break;
  3493. case AS_SPLASHER:
  3494. #ifdef RENEWAL
  3495. skillratio += 400 + 100 * skill_lv;
  3496. #else
  3497. skillratio += 400 + 50 * skill_lv;
  3498. #endif
  3499. if(sd)
  3500. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3501. break;
  3502. #ifndef RENEWAL
  3503. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3504. case ASC_BREAKER:
  3505. skillratio += -100 + 100 * skill_lv;
  3506. break;
  3507. #endif
  3508. case PA_SACRIFICE:
  3509. skillratio += -10 + 10 * skill_lv;
  3510. break;
  3511. case PA_SHIELDCHAIN:
  3512. #ifdef RENEWAL
  3513. skillratio = 60 + 40 * skill_lv;
  3514. RE_LVL_DMOD(100);
  3515. #else
  3516. skillratio += 30 * skill_lv;
  3517. #endif
  3518. break;
  3519. case WS_CARTTERMINATION:
  3520. i = 10 * (16 - skill_lv);
  3521. if (i < 1) i = 1;
  3522. //Preserve damage ratio when max cart weight is changed.
  3523. if (sd && sd->cart_weight)
  3524. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3525. else if (!sd)
  3526. skillratio += 80000 / i - 100;
  3527. break;
  3528. case TK_DOWNKICK:
  3529. case TK_STORMKICK:
  3530. skillratio += 60 + 20 * skill_lv;
  3531. break;
  3532. case TK_TURNKICK:
  3533. case TK_COUNTER:
  3534. skillratio += 90 + 30 * skill_lv;
  3535. break;
  3536. case TK_JUMPKICK:
  3537. //Different damage formulas depending on damage trigger
  3538. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3539. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3540. else if (wd->miscflag) {
  3541. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3542. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3543. skillratio *= 2;
  3544. }
  3545. else
  3546. skillratio += -70 + 10 * skill_lv;
  3547. break;
  3548. case GS_TRIPLEACTION:
  3549. skillratio += 50 * skill_lv;
  3550. break;
  3551. case GS_BULLSEYE:
  3552. //Only works well against brute/demihumans non bosses.
  3553. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3554. skillratio += 400;
  3555. break;
  3556. case GS_TRACKING:
  3557. skillratio += 100 * (skill_lv + 1);
  3558. break;
  3559. case GS_PIERCINGSHOT:
  3560. #ifdef RENEWAL
  3561. if (sd && sd->weapontype1 == W_RIFLE)
  3562. skillratio += 150 + 30 * skill_lv;
  3563. else
  3564. skillratio += 100 + 20 * skill_lv;
  3565. #else
  3566. skillratio += 20 * skill_lv;
  3567. #endif
  3568. break;
  3569. case GS_RAPIDSHOWER:
  3570. skillratio += 400 + 50 * skill_lv;
  3571. break;
  3572. case GS_DESPERADO:
  3573. skillratio += 50 * (skill_lv - 1);
  3574. if (sc && sc->data[SC_FALLEN_ANGEL])
  3575. skillratio *= 2;
  3576. break;
  3577. case GS_DUST:
  3578. skillratio += 50 * skill_lv;
  3579. break;
  3580. case GS_FULLBUSTER:
  3581. skillratio += 100 * (skill_lv + 2);
  3582. break;
  3583. case GS_SPREADATTACK:
  3584. #ifdef RENEWAL
  3585. skillratio += 30 * skill_lv;
  3586. #else
  3587. skillratio += 20 * (skill_lv - 1);
  3588. #endif
  3589. break;
  3590. #ifdef RENEWAL
  3591. case GS_GROUNDDRIFT:
  3592. skillratio += 100 + 20 * skill_lv;
  3593. break;
  3594. #endif
  3595. case NJ_HUUMA:
  3596. #ifdef RENEWAL
  3597. skillratio += -150 + 250 * skill_lv;
  3598. #else
  3599. skillratio += 50 + 150 * skill_lv;
  3600. #endif
  3601. break;
  3602. case NJ_TATAMIGAESHI:
  3603. skillratio += 10 * skill_lv;
  3604. #ifdef RENEWAL
  3605. skillratio *= 2;
  3606. #endif
  3607. break;
  3608. case NJ_KASUMIKIRI:
  3609. #ifdef RENEWAL
  3610. skillratio += 20 * skill_lv;
  3611. #else
  3612. skillratio += 10 * skill_lv;
  3613. #endif
  3614. break;
  3615. case NJ_KIRIKAGE:
  3616. #ifdef RENEWAL
  3617. skillratio += -50 + 150 * skill_lv;
  3618. #else
  3619. skillratio += 100 * (skill_lv - 1);
  3620. #endif
  3621. break;
  3622. #ifdef RENEWAL
  3623. case NJ_KUNAI:
  3624. skillratio += -100 + 100 * skill_lv;
  3625. break;
  3626. #endif
  3627. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3628. int k = (wd->miscflag-1)/3;
  3629. if (k < 0)
  3630. k = 0;
  3631. else if (k > 4)
  3632. k = 4;
  3633. skillratio += 100 * k;
  3634. }
  3635. break;
  3636. case HT_PHANTASMIC:
  3637. skillratio += 50;
  3638. break;
  3639. case MO_BALKYOUNG:
  3640. skillratio += 200;
  3641. break;
  3642. case HFLI_MOON: //[orn]
  3643. skillratio += 10 + 110 * skill_lv;
  3644. break;
  3645. case HFLI_SBR44: //[orn]
  3646. skillratio += 100 * (skill_lv - 1);
  3647. break;
  3648. case NPC_VAMPIRE_GIFT:
  3649. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3650. break;
  3651. case RK_SONICWAVE:
  3652. skillratio += -100 + (skill_lv + 7) * 100; // ATK = {((Skill Level + 7) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3653. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3654. break;
  3655. case RK_HUNDREDSPEAR:
  3656. skillratio += 500 + (80 * skill_lv);
  3657. if (sd) {
  3658. short index = sd->equip_index[EQI_HAND_R];
  3659. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3660. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3661. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3662. } // (1 + [(Casters Base Level - 100) / 200])
  3663. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3664. break;
  3665. case RK_WINDCUTTER:
  3666. skillratio += -100 + (skill_lv + 2) * 50;
  3667. RE_LVL_DMOD(100);
  3668. break;
  3669. case RK_IGNITIONBREAK:
  3670. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3671. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3672. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3673. i = distance_bl(src,target);
  3674. if (i < 2)
  3675. skillratio += -100 + 300 * skill_lv;
  3676. else if (i < 4)
  3677. skillratio += -100 + 250 * skill_lv;
  3678. else
  3679. skillratio += -100 + 200 * skill_lv;
  3680. skillratio = skillratio * status_get_lv(src) / 100;
  3681. // Elemental check, 1.5x damage if your weapon element is fire.
  3682. if (sstatus->rhw.ele == ELE_FIRE)
  3683. skillratio += 100 * skill_lv;
  3684. break;
  3685. case RK_STORMBLAST:
  3686. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + status_get_str(src) / 8) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 8)} x 100] %
  3687. break;
  3688. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3689. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3690. RE_LVL_DMOD(150); // Base level bonus.
  3691. break;
  3692. case GC_CROSSIMPACT:
  3693. skillratio += 900 + 100 * skill_lv;
  3694. RE_LVL_DMOD(120);
  3695. break;
  3696. case GC_COUNTERSLASH:
  3697. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3698. skillratio += -100 + 300 + 150 * skill_lv;
  3699. RE_LVL_DMOD(120);
  3700. break;
  3701. case GC_VENOMPRESSURE:
  3702. skillratio += 900;
  3703. break;
  3704. case GC_PHANTOMMENACE:
  3705. skillratio += 200;
  3706. break;
  3707. case GC_ROLLINGCUTTER:
  3708. skillratio += -50 + 50 * skill_lv;
  3709. RE_LVL_DMOD(100);
  3710. break;
  3711. case GC_CROSSRIPPERSLASHER:
  3712. skillratio += 300 + 80 * skill_lv;
  3713. RE_LVL_DMOD(100);
  3714. if (sc && sc->data[SC_ROLLINGCUTTER])
  3715. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3716. break;
  3717. case GC_DARKCROW:
  3718. skillratio += 100 * (skill_lv - 1);
  3719. break;
  3720. case AB_DUPLELIGHT_MELEE:
  3721. skillratio += 50 + 15 * skill_lv;
  3722. break;
  3723. case RA_ARROWSTORM:
  3724. case NPC_ARROWSTORM:
  3725. skillratio += 900 + 80 * skill_lv;
  3726. RE_LVL_DMOD(100);
  3727. break;
  3728. case RA_AIMEDBOLT:
  3729. skillratio += 100 + 20 * skill_lv + 500;
  3730. RE_LVL_DMOD(100);
  3731. break;
  3732. case RA_CLUSTERBOMB:
  3733. skillratio += 100 + 100 * skill_lv;
  3734. break;
  3735. case RA_WUGDASH:// ATK 300%
  3736. skillratio += 200;
  3737. break;
  3738. case RA_WUGSTRIKE:
  3739. skillratio += -100 + 200 * skill_lv;
  3740. break;
  3741. case RA_WUGBITE:
  3742. skillratio += 300 + 200 * skill_lv;
  3743. if (skill_lv == 5)
  3744. skillratio += 100;
  3745. break;
  3746. case RA_SENSITIVEKEEN:
  3747. skillratio += 50 * skill_lv;
  3748. break;
  3749. case NC_BOOSTKNUCKLE:
  3750. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3751. RE_LVL_DMOD(120);
  3752. break;
  3753. case NC_PILEBUNKER:
  3754. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3755. RE_LVL_DMOD(100);
  3756. break;
  3757. case NC_VULCANARM:
  3758. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3759. RE_LVL_DMOD(120);
  3760. break;
  3761. case NC_FLAMELAUNCHER:
  3762. case NC_COLDSLOWER:
  3763. skillratio += 200 + 300 * skill_lv;
  3764. RE_LVL_DMOD(150);
  3765. break;
  3766. case NC_ARMSCANNON:
  3767. switch( tstatus->size ) {
  3768. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3769. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3770. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3771. }
  3772. RE_LVL_DMOD(120);
  3773. break;
  3774. case NC_AXEBOOMERANG:
  3775. skillratio += 150 + 50 * skill_lv;
  3776. if (sd) {
  3777. short index = sd->equip_index[EQI_HAND_R];
  3778. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3779. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3780. }
  3781. RE_LVL_DMOD(100);
  3782. break;
  3783. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3784. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3785. RE_LVL_DMOD(100);
  3786. skillratio += 300 + 100 * skill_lv;
  3787. break;
  3788. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3789. skillratio += 350 + 50 * skill_lv;
  3790. break;
  3791. case NC_AXETORNADO:
  3792. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3793. RE_LVL_DMOD(100);
  3794. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3795. skillratio = skillratio * 75 / 100;
  3796. break;
  3797. case SC_FATALMENACE:
  3798. skillratio += 100 * skill_lv;
  3799. RE_LVL_DMOD(100);
  3800. break;
  3801. case SC_TRIANGLESHOT:
  3802. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3803. RE_LVL_DMOD(120);
  3804. break;
  3805. case SC_FEINTBOMB:
  3806. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3807. RE_LVL_DMOD(120);
  3808. break;
  3809. case LG_CANNONSPEAR:
  3810. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3811. RE_LVL_DMOD(100);
  3812. break;
  3813. case LG_BANISHINGPOINT:
  3814. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3815. RE_LVL_DMOD(100);
  3816. break;
  3817. case LG_SHIELDPRESS:
  3818. skillratio += -100 + 200 * skill_lv + sstatus->str;
  3819. if (sd) {
  3820. short index = sd->equip_index[EQI_HAND_L];
  3821. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3822. skillratio += sd->inventory_data[index]->weight / 10;
  3823. }
  3824. RE_LVL_DMOD(100);
  3825. break;
  3826. case LG_PINPOINTATTACK:
  3827. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3828. RE_LVL_DMOD(120);
  3829. break;
  3830. case LG_RAGEBURST:
  3831. if (sd && sd->spiritball_old)
  3832. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3833. else
  3834. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3835. RE_LVL_DMOD(100);
  3836. break;
  3837. case LG_SHIELDSPELL:
  3838. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3839. short index = sd->equip_index[EQI_HAND_L];
  3840. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3841. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3842. skillratio += sd->inventory_data[index]->def * 10;
  3843. } else
  3844. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3845. break;
  3846. case LG_MOONSLASHER:
  3847. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3848. RE_LVL_DMOD(100);
  3849. break;
  3850. case LG_OVERBRAND:
  3851. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3852. RE_LVL_DMOD(100);
  3853. break;
  3854. case LG_OVERBRAND_BRANDISH:
  3855. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3856. RE_LVL_DMOD(100);
  3857. break;
  3858. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3859. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3860. break;
  3861. case LG_EARTHDRIVE:
  3862. if (sd) {
  3863. short index = sd->equip_index[EQI_HAND_L];
  3864. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3865. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3866. }
  3867. RE_LVL_DMOD(100);
  3868. break;
  3869. case LG_HESPERUSLIT:
  3870. if (sc) {
  3871. if (sc->data[SC_INSPIRATION])
  3872. skillratio += 1100;
  3873. if (sc->data[SC_BANDING]) {
  3874. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3875. if (sc->data[SC_BANDING]->val2 > 5)
  3876. skillratio = skillratio * 150 / 100;
  3877. }
  3878. RE_LVL_DMOD(100);
  3879. }
  3880. break;
  3881. case SR_EARTHSHAKER:
  3882. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3883. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  3884. skillratio += -100 + 300 * skill_lv;
  3885. RE_LVL_DMOD(100);
  3886. skillratio += status_get_str(src) * 3;
  3887. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  3888. skillratio += -100 + 400 * skill_lv;
  3889. RE_LVL_DMOD(100);
  3890. skillratio += status_get_str(src) * 2;
  3891. }
  3892. break;
  3893. case SR_DRAGONCOMBO:
  3894. skillratio += 40 * skill_lv;
  3895. RE_LVL_DMOD(100);
  3896. break;
  3897. case SR_FALLENEMPIRE:
  3898. // ATK [(Skill Level x 250 + 100) x Caster Base Level / 150] %
  3899. skillratio += -100 + 250 * skill_lv + 100;
  3900. RE_LVL_DMOD(150);
  3901. break;
  3902. case SR_TIGERCANNON:
  3903. {
  3904. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  3905. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  3906. if (wd->miscflag&8)
  3907. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3908. skillratio += -100 + (hp + sp) / 2;
  3909. else
  3910. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3911. skillratio += -100 + (hp + sp) / 4;
  3912. RE_LVL_DMOD(100);
  3913. }
  3914. if (sc->data[SC_GT_REVITALIZE])
  3915. skillratio += skillratio * 30 / 100;
  3916. break;
  3917. case SR_SKYNETBLOW:
  3918. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3919. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  3920. RE_LVL_DMOD(100);
  3921. break;
  3922. case SR_RAMPAGEBLASTER:
  3923. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  3924. skillratio += 1400 + 550 * skill_lv;
  3925. RE_LVL_DMOD(120);
  3926. } else {
  3927. skillratio += 900 + 350 * skill_lv;
  3928. RE_LVL_DMOD(150);
  3929. }
  3930. if (sc->data[SC_GT_CHANGE])
  3931. skillratio += skillratio * 30 / 100;
  3932. break;
  3933. case SR_KNUCKLEARROW:
  3934. 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)] %
  3935. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  3936. if (tsd && tsd->weight)
  3937. skillratio += 100 * tsd->weight / tsd->max_weight;
  3938. RE_LVL_DMOD(150);
  3939. } else {
  3940. if (status_get_class_(target) == CLASS_BOSS)
  3941. skillratio += 400 + 200 * skill_lv;
  3942. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3943. skillratio += 400 + 100 * skill_lv;
  3944. RE_LVL_DMOD(100);
  3945. }
  3946. if (sc->data[SC_GT_CHANGE])
  3947. skillratio += skillratio * 30 / 100;
  3948. break;
  3949. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3950. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  3951. RE_LVL_DMOD(100);
  3952. break;
  3953. case SR_GATEOFHELL:
  3954. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3955. skillratio += -100 + 800 * skill_lv;
  3956. else
  3957. skillratio += -100 + 500 * skill_lv;
  3958. RE_LVL_DMOD(100);
  3959. if (sc->data[SC_GT_REVITALIZE])
  3960. skillratio += skillratio * 30 / 100;
  3961. break;
  3962. case SR_GENTLETOUCH_QUIET:
  3963. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  3964. RE_LVL_DMOD(100);
  3965. break;
  3966. case SR_HOWLINGOFLION:
  3967. skillratio += -100 + 300 * skill_lv;
  3968. RE_LVL_DMOD(150);
  3969. break;
  3970. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 40) + Additional Damage} x Caster Base Level / 100] %
  3971. skillratio += -100 + 40 * skill_lv;
  3972. if (sd && sd->status.weapon == W_KNUCKLE)
  3973. skillratio += skillratio * 25 / 100;
  3974. RE_LVL_DMOD(100);
  3975. break;
  3976. case WM_REVERBERATION_MELEE:
  3977. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3978. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3979. RE_LVL_DMOD(100);
  3980. break;
  3981. case WM_SEVERE_RAINSTORM_MELEE:
  3982. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3983. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3984. if (wd->miscflag&4) // Whip/Instrument equipped
  3985. skillratio += 100; // !TODO: What's the weapon bonus?
  3986. RE_LVL_DMOD(100);
  3987. break;
  3988. case WM_GREAT_ECHO:
  3989. skillratio += 300 + 200 * skill_lv;
  3990. if (sd) {
  3991. int chorusbonus = battle_calc_chorusbonus(sd);
  3992. // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech]
  3993. if (chorusbonus >= 1 && chorusbonus <= 5)
  3994. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  3995. }
  3996. RE_LVL_DMOD(100);
  3997. break;
  3998. case GN_CART_TORNADO: { // ATK [( Skill Level x 100 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3999. skillratio += -100 + 100 * skill_lv;
  4000. if(sd && sd->cart_weight)
  4001. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4002. }
  4003. break;
  4004. case GN_CARTCANNON:
  4005. // ATK [{( INT / (6 - ( Cart Remodeling Skill Level ) )} + ( Cart Cannon Skill Level x 350 )] %
  4006. skillratio += -100 + 350 * skill_lv + sstatus->int_ / (6 - (sd ? pc_checkskill(sd, GN_REMODELING_CART) : 1));
  4007. RE_LVL_DMOD(100);
  4008. break;
  4009. case GN_SPORE_EXPLOSION:
  4010. if (wd->miscflag & 2048)
  4011. skillratio += 200; // Target
  4012. skillratio += -100 + 180 * skill_lv + sstatus->int_;
  4013. RE_LVL_DMOD(100);
  4014. break;
  4015. case GN_WALLOFTHORN:
  4016. skillratio += 10 * skill_lv;
  4017. break;
  4018. case GN_CRAZYWEED_ATK:
  4019. skillratio += -100 + 700 + 100 * skill_lv;
  4020. RE_LVL_DMOD(100);
  4021. break;
  4022. case GN_HELLS_PLANT_ATK:
  4023. skillratio += -100 + 500 * skill_lv + sstatus->int_ * (10 - (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 0)); // !TODO: Confirm INT and Cannibalize bonus
  4024. RE_LVL_DMOD(100);
  4025. break;
  4026. // Physical Elemantal Spirits Attack Skills
  4027. case EL_CIRCLE_OF_FIRE:
  4028. case EL_FIRE_BOMB_ATK:
  4029. case EL_STONE_RAIN:
  4030. skillratio += 200;
  4031. break;
  4032. case EL_FIRE_WAVE_ATK:
  4033. skillratio += 500;
  4034. break;
  4035. case EL_TIDAL_WEAPON:
  4036. skillratio += 1400;
  4037. break;
  4038. case EL_WIND_SLASH:
  4039. skillratio += 100;
  4040. break;
  4041. case EL_HURRICANE:
  4042. skillratio += 600;
  4043. break;
  4044. case EL_TYPOON_MIS:
  4045. case EL_WATER_SCREW_ATK:
  4046. skillratio += 900;
  4047. break;
  4048. case EL_STONE_HAMMER:
  4049. skillratio += 400;
  4050. break;
  4051. case EL_ROCK_CRUSHER:
  4052. skillratio += 700;
  4053. break;
  4054. case KO_JYUMONJIKIRI:
  4055. skillratio += -100 + 150 * skill_lv;
  4056. RE_LVL_DMOD(120);
  4057. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  4058. skillratio += skill_lv * status_get_lv(src);
  4059. break;
  4060. case KO_HUUMARANKA:
  4061. skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4062. break;
  4063. case KO_SETSUDAN:
  4064. skillratio += 100 * (skill_lv - 1);
  4065. RE_LVL_DMOD(100);
  4066. if (tsc) {
  4067. struct status_change_entry *sce;
  4068. if ((sce = tsc->data[SC_SPIRIT]) || (sce = tsc->data[SC_SOULGOLEM]) || (sce = tsc->data[SC_SOULSHADOW]) || (sce = tsc->data[SC_SOULFALCON]) || (sce = tsc->data[SC_SOULFAIRY])) // Bonus damage added when target is soul linked.
  4069. skillratio += 200 * sce->val1;
  4070. }
  4071. break;
  4072. case KO_BAKURETSU:
  4073. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4074. RE_LVL_DMOD(120);
  4075. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4076. break;
  4077. case KO_MAKIBISHI:
  4078. skillratio += -100 + 20 * skill_lv;
  4079. break;
  4080. case MH_NEEDLE_OF_PARALYZE:
  4081. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4082. break;
  4083. case MH_STAHL_HORN:
  4084. skillratio += 900 + 100 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  4085. break;
  4086. case MH_LAVA_SLIDE:
  4087. skillratio += -100 + 70 * skill_lv;
  4088. break;
  4089. case MH_SONIC_CRAW:
  4090. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4091. break;
  4092. case MH_SILVERVEIN_RUSH:
  4093. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  4094. break;
  4095. case MH_MIDNIGHT_FRENZY:
  4096. skillratio += -100 + 350 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  4097. break;
  4098. case MH_MAGMA_FLOW:
  4099. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4100. break;
  4101. case RL_MASS_SPIRAL:
  4102. skillratio += -100 + 200 * skill_lv;
  4103. break;
  4104. case RL_FIREDANCE:
  4105. skillratio += 100 + 100 * skill_lv;
  4106. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4107. RE_LVL_DMOD(100);
  4108. break;
  4109. case RL_BANISHING_BUSTER:
  4110. skillratio += -100 + 1000 + 200 * skill_lv;
  4111. RE_LVL_DMOD(100);
  4112. break;
  4113. case RL_S_STORM:
  4114. skillratio += -100 + 1700 + 200 * skill_lv;
  4115. break;
  4116. case RL_SLUGSHOT:
  4117. if (target->type == BL_PC)
  4118. skillratio += -100 + 1200 * skill_lv;
  4119. else
  4120. skillratio += -100 + 2000 * skill_lv;
  4121. skillratio *= 2 + tstatus->size;
  4122. break;
  4123. case RL_D_TAIL:
  4124. skillratio += -100 + 500 + 200 * skill_lv;
  4125. if (sd && (wd->miscflag & 8))
  4126. skillratio *= 2;
  4127. RE_LVL_DMOD(100);
  4128. break;
  4129. case RL_R_TRIP:
  4130. skillratio += -100 + 350 * skill_lv;
  4131. RE_LVL_DMOD(100);
  4132. break;
  4133. case RL_R_TRIP_PLUSATK:
  4134. skillratio += -100 + 300 + 300 * skill_lv;
  4135. break;
  4136. case RL_H_MINE:
  4137. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4138. skillratio += -100 + 500 + 300 * skill_lv;
  4139. else // 200 + 200 * SkillLv
  4140. skillratio += -100 + 200 + 200 * skill_lv;
  4141. break;
  4142. case RL_HAMMER_OF_GOD:
  4143. skillratio += -100 + 100 * skill_lv;
  4144. if (sd) {
  4145. if (wd->miscflag & 8)
  4146. skillratio += 400 * sd->spiritball_old;
  4147. else
  4148. skillratio += 150 * sd->spiritball_old;
  4149. }
  4150. RE_LVL_DMOD(100);
  4151. break;
  4152. case RL_FIRE_RAIN:
  4153. case RL_AM_BLAST:
  4154. skillratio += -100 + 3500 + 300 * skill_lv;
  4155. break;
  4156. case SU_BITE:
  4157. skillratio += 100;
  4158. break;
  4159. case SU_SCRATCH:
  4160. skillratio += -50 + 50 * skill_lv;
  4161. break;
  4162. case SU_SCAROFTAROU:
  4163. skillratio += -100 + 100 * skill_lv;
  4164. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4165. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4166. break;
  4167. case SU_PICKYPECK:
  4168. case SU_PICKYPECK_DOUBLE_ATK:
  4169. skillratio += 100 + 100 * skill_lv;
  4170. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4171. skillratio *= 2;
  4172. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4173. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4174. break;
  4175. case SU_LUNATICCARROTBEAT:
  4176. case SU_LUNATICCARROTBEAT2:
  4177. skillratio += 100 + 100 * skill_lv;
  4178. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4179. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4180. break;
  4181. case SU_SVG_SPIRIT:
  4182. skillratio += 150 + 150 * skill_lv;
  4183. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4184. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4185. break;
  4186. case SJ_FULLMOONKICK:
  4187. skillratio += 1000 + 100 * skill_lv;
  4188. RE_LVL_DMOD(100);
  4189. if (sc && sc->data[SC_LIGHTOFMOON])
  4190. skillratio += skillratio * sc->data[SC_LIGHTOFMOON]->val2 / 100;
  4191. break;
  4192. case SJ_NEWMOONKICK:
  4193. skillratio += 600 + 100 * skill_lv;
  4194. break;
  4195. case SJ_STAREMPEROR:
  4196. skillratio += 700 + 200 * skill_lv;
  4197. break;
  4198. case SJ_SOLARBURST:
  4199. skillratio += 900 + 220 * skill_lv;
  4200. RE_LVL_DMOD(100);
  4201. if (sc && sc->data[SC_LIGHTOFSUN])
  4202. skillratio += skillratio * sc->data[SC_LIGHTOFSUN]->val2 / 100;
  4203. break;
  4204. case SJ_PROMINENCEKICK:
  4205. skillratio += 50 + 50 * skill_lv;
  4206. break;
  4207. case SJ_FALLINGSTAR_ATK:
  4208. case SJ_FALLINGSTAR_ATK2:
  4209. skillratio += 100 * skill_lv;
  4210. RE_LVL_DMOD(100);
  4211. if (sc && sc->data[SC_LIGHTOFSTAR])
  4212. skillratio += skillratio * sc->data[SC_LIGHTOFSTAR]->val2 / 100;
  4213. break;
  4214. }
  4215. return skillratio;
  4216. }
  4217. /*==================================================================================================
  4218. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4219. *--------------------------------------------------------------------------------------------------*
  4220. * Credits:
  4221. * Original coder Skotlex
  4222. * Initial refactoring by Baalberith
  4223. * Refined and optimized by helvetica
  4224. */
  4225. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4226. {
  4227. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4228. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4229. struct status_data *sstatus = status_get_status_data(src);
  4230. struct status_data *tstatus = status_get_status_data(target);
  4231. int64 atk = 0;
  4232. //Constant/misc additions from skills
  4233. switch (skill_id) {
  4234. case MO_EXTREMITYFIST:
  4235. atk = 250 + 150 * skill_lv;
  4236. break;
  4237. #ifndef RENEWAL
  4238. case GS_MAGICALBULLET:
  4239. if (sstatus->matk_max > sstatus->matk_min)
  4240. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4241. else
  4242. atk = sstatus->matk_min;
  4243. break;
  4244. #endif
  4245. case NJ_SYURIKEN:
  4246. atk = 4 * skill_lv;
  4247. break;
  4248. #ifdef RENEWAL
  4249. case HT_FREEZINGTRAP:
  4250. if(sd)
  4251. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4252. break;
  4253. #endif
  4254. case GC_COUNTERSLASH:
  4255. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4256. break;
  4257. case LG_SHIELDPRESS:
  4258. if (sd) {
  4259. int damagevalue = 0;
  4260. short index = sd->equip_index[EQI_HAND_L];
  4261. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4262. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4263. atk = damagevalue;
  4264. }
  4265. break;
  4266. case SR_FALLENEMPIRE:
  4267. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  4268. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  4269. if( tsd && tsd->weight )
  4270. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  4271. else
  4272. atk += ( status_get_lv(target) * 50 ); //mobs
  4273. break;
  4274. }
  4275. return atk;
  4276. }
  4277. /*==============================================================
  4278. * Stackable SC bonuses added on top of calculated skill damage
  4279. *--------------------------------------------------------------
  4280. * Credits:
  4281. * Original coder Skotlex
  4282. * Initial refactoring by Baalberith
  4283. * Refined and optimized by helvetica
  4284. */
  4285. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4286. {
  4287. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4288. struct status_change *sc = status_get_sc(src);
  4289. struct status_data *sstatus = status_get_status_data(src);
  4290. struct status_data *tstatus = status_get_status_data(target);
  4291. uint8 anger_id = 0; // SLS Anger
  4292. // Kagerou/Oboro Earth Charm effect +15% wATK
  4293. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4294. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4295. #ifdef RENEWAL
  4296. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4297. #endif
  4298. }
  4299. //The following are applied on top of current damage and are stackable.
  4300. if (sc) {
  4301. #ifdef RENEWAL
  4302. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4303. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4304. if (sc->data[SC_DRUMBATTLE])
  4305. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4306. if (sc->data[SC_MADNESSCANCEL])
  4307. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4308. if (sc->data[SC_MAGICALBULLET]) {
  4309. short tmdef = tstatus->mdef + tstatus->mdef2;
  4310. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4311. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4312. } else {
  4313. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4314. }
  4315. }
  4316. if (sc->data[SC_GATLINGFEVER])
  4317. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  4318. #else
  4319. if (sc->data[SC_TRUESIGHT])
  4320. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4321. #endif
  4322. if (sc->data[SC_SPIRIT]) {
  4323. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4324. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4325. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4326. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4327. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  4328. RE_ALLATK_ADDRATE(wd, 100);
  4329. }
  4330. }
  4331. if (sc->data[SC_GT_CHANGE])
  4332. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  4333. if (sc->data[SC_EDP]) {
  4334. switch(skill_id) {
  4335. case AS_SPLASHER:
  4336. case ASC_METEORASSAULT:
  4337. // Pre-Renewal only: Soul Breaker ignores EDP
  4338. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4339. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4340. #ifndef RENEWAL
  4341. case ASC_BREAKER:
  4342. #else
  4343. case AS_GRIMTOOTH:
  4344. case AS_VENOMKNIFE:
  4345. #endif
  4346. break; // skills above have no effect with EDP
  4347. #ifdef RENEWAL
  4348. default: // fall through to apply EDP bonuses
  4349. // Renewal EDP formula [helvetica]
  4350. // weapon atk * (1 + (edp level * .8))
  4351. // equip atk * (1 + (edp level * .6))
  4352. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4353. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4354. break;
  4355. #else
  4356. default:
  4357. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  4358. #endif
  4359. }
  4360. }
  4361. if (sc->data[SC_GLOOMYDAY_SK] && skill_get_inf2(skill_id, INF2_INCREASEGLOOMYDAYDAMAGE)) {
  4362. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  4363. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  4364. }
  4365. if (sc->data[SC_DANCEWITHWUG]) {
  4366. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  4367. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4368. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4369. }
  4370. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4371. #ifdef RENEWAL
  4372. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4373. #endif
  4374. }
  4375. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4376. ATK_ADD(wd->damage, wd->damage2, 200);
  4377. #ifdef RENEWAL
  4378. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  4379. #endif
  4380. }
  4381. if (sc->data[SC_EQC]) {
  4382. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  4383. #ifdef RENEWAL
  4384. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  4385. #endif
  4386. }
  4387. if(sc->data[SC_STYLE_CHANGE]) {
  4388. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4389. if(hd) {
  4390. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  4391. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4392. }
  4393. }
  4394. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4395. switch(skill_id) {
  4396. case RA_WUGDASH:
  4397. case RA_WUGSTRIKE:
  4398. case RA_WUGBITE:
  4399. break;
  4400. default:
  4401. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  4402. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4403. break;
  4404. }
  4405. }
  4406. if (sc->data[SC_HEAT_BARREL]) {
  4407. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  4408. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4409. }
  4410. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4411. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4412. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4413. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4414. }
  4415. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4416. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4417. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4418. }
  4419. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4420. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4421. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4422. }
  4423. }
  4424. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4425. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  4426. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4427. }
  4428. if (sc->data[SC_MIRACLE])
  4429. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4430. }
  4431. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4432. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0) {
  4433. if ((pc_checkskill(sd, SU_SCAROFTAROU) + pc_checkskill(sd, SU_PICKYPECK) + pc_checkskill(sd, SU_ARCLOUSEDASH) + pc_checkskill(sd, SU_LUNATICCARROTBEAT) +
  4434. pc_checkskill(sd, SU_HISS) + pc_checkskill(sd, SU_POWEROFFLOCK) + pc_checkskill(sd, SU_SVG_SPIRIT)) > 19) {
  4435. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  4436. RE_ALLATK_ADDRATE(wd, 20);
  4437. }
  4438. }
  4439. }
  4440. if (sd != nullptr && !anger_id)
  4441. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4442. uint16 anger_level;
  4443. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4444. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4445. if (anger_id == 2)
  4446. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4447. if (anger_level < 4)
  4448. skillratio /= 12 - 3 * anger_level;
  4449. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  4450. #ifdef RENEWAL
  4451. RE_ALLATK_ADDRATE(wd, skillratio);
  4452. #endif
  4453. }
  4454. }
  4455. /*====================================
  4456. * Calc defense damage reduction
  4457. *------------------------------------
  4458. * Credits:
  4459. * Original coder Skotlex
  4460. * Initial refactoring by Baalberith
  4461. * Refined and optimized by helvetica
  4462. */
  4463. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4464. {
  4465. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4466. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4467. struct status_change *sc = status_get_sc(src);
  4468. struct status_change *tsc = status_get_sc(target);
  4469. struct status_data *sstatus = status_get_status_data(src);
  4470. struct status_data *tstatus = status_get_status_data(target);
  4471. //Defense reduction
  4472. short vit_def;
  4473. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4474. short def2 = tstatus->def2;
  4475. if (sd) {
  4476. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4477. i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL];
  4478. if (i) {
  4479. i = min(i,100); //cap it to 100 for 0 def min
  4480. def1 -= def1 * i / 100;
  4481. def2 -= def2 * i / 100;
  4482. }
  4483. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4484. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4485. short si = 10 * sd->spiritcharm;
  4486. def1 = (def1 * (100 + si)) / 100;
  4487. }
  4488. }
  4489. if (sc && sc->data[SC_EXPIATIO]) {
  4490. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4491. i = min(i,100); //cap it to 100 for 0 def min
  4492. def1 = (def1*(100-i))/100;
  4493. def2 = (def2*(100-i))/100;
  4494. }
  4495. if (tsc) {
  4496. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4497. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4498. def1 = (def1 * (100 + i)) / 100;
  4499. }
  4500. if( tsc->data[SC_CAMOUFLAGE] ){
  4501. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4502. i = min(i,100); //cap it to 100 for 0 def min
  4503. def1 = (def1*(100-i))/100;
  4504. def2 = (def2*(100-i))/100;
  4505. }
  4506. if (tsc->data[SC_GT_REVITALIZE])
  4507. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  4508. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4509. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4510. }
  4511. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4512. unsigned char target_count; //256 max targets should be a sane max
  4513. //Official servers limit the count to 22 targets
  4514. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4515. if(target_count >= battle_config.vit_penalty_count) {
  4516. if(battle_config.vit_penalty_type == 1) {
  4517. if( !tsc || !tsc->data[SC_STEELBODY] )
  4518. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4519. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4520. } else { //Assume type 2
  4521. if( !tsc || !tsc->data[SC_STEELBODY] )
  4522. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4523. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4524. }
  4525. }
  4526. if (skill_id == AM_ACIDTERROR)
  4527. #ifdef RENEWAL
  4528. def2 = 0; //Ignore only status defense. [FatalEror]
  4529. #else
  4530. def1 = 0; //Ignores only armor defense. [Skotlex]
  4531. #endif
  4532. if(def2 < 1)
  4533. def2 = 1;
  4534. }
  4535. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4536. if (tsd) { //Sd vit-eq
  4537. int skill;
  4538. #ifndef RENEWAL
  4539. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4540. vit_def = def2*(def2-15)/150;
  4541. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4542. #else
  4543. vit_def = def2;
  4544. #endif
  4545. 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
  4546. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4547. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4548. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4549. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4550. vit_def += skill*5;
  4551. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4552. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4553. vit_def += skill * 10;
  4554. } else { //Mob-Pet vit-eq
  4555. #ifndef RENEWAL
  4556. //VIT + rnd(0,[VIT/20]^2-1)
  4557. vit_def = (def2/20)*(def2/20);
  4558. if (tsc && tsc->data[SC_SKA])
  4559. vit_def += 100; //Eska increases the random part of the formula by 100
  4560. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4561. #else
  4562. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4563. vit_def = def2;
  4564. #endif
  4565. }
  4566. if (battle_config.weapon_defense_type) {
  4567. vit_def += def1*battle_config.weapon_defense_type;
  4568. def1 = 0;
  4569. }
  4570. #ifdef RENEWAL
  4571. /**
  4572. * RE DEF Reduction
  4573. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4574. * Pierce defence gains 1 atk per def/2
  4575. */
  4576. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4577. def1 = -399;
  4578. ATK_ADD2(wd->damage, wd->damage2,
  4579. 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,
  4580. 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
  4581. );
  4582. 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) )
  4583. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  4584. 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) )
  4585. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4586. #else
  4587. if (def1 > 100) def1 = 100;
  4588. ATK_RATE2(wd->damage, wd->damage2,
  4589. 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)),
  4590. 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))
  4591. );
  4592. ATK_ADD2(wd->damage, wd->damage2,
  4593. 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,
  4594. 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
  4595. );
  4596. #endif
  4597. }
  4598. /*====================================
  4599. * Modifiers ignoring DEF
  4600. *------------------------------------
  4601. * Credits:
  4602. * Original coder Skotlex
  4603. * Initial refactoring by Baalberith
  4604. * Refined and optimized by helvetica
  4605. */
  4606. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4607. {
  4608. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4609. struct status_change *sc = status_get_sc(src);
  4610. struct status_data *sstatus = status_get_status_data(src);
  4611. // Post skill/vit reduction damage increases
  4612. if( sc ) { // SC skill damages
  4613. if(sc->data[SC_AURABLADE]
  4614. #ifndef RENEWAL
  4615. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4616. #endif
  4617. ) {
  4618. #ifdef RENEWAL
  4619. ATK_ADD(wd->damage, wd->damage2, (3 + sc->data[SC_AURABLADE]->val1) * status_get_lv(src)); // !TODO: Confirm formula
  4620. #else
  4621. ATK_ADD(wd->damage, wd->damage2, 20 * sc->data[SC_AURABLADE]->val1);
  4622. #endif
  4623. }
  4624. }
  4625. #ifndef RENEWAL
  4626. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4627. //Refine bonus
  4628. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4629. if (skill_id == MO_FINGEROFFENSIVE) {
  4630. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  4631. } else {
  4632. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4633. }
  4634. }
  4635. #endif
  4636. //Set to min of 1
  4637. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  4638. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  4639. switch (skill_id) {
  4640. case AS_SONICBLOW:
  4641. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4642. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  4643. break;
  4644. case NC_AXETORNADO:
  4645. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4646. ATK_ADDRATE(wd->damage, wd->damage2, 25);
  4647. break;
  4648. }
  4649. }
  4650. /*=================================================================================
  4651. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4652. *---------------------------------------------------------------------------------
  4653. * Credits:
  4654. * Original coder Skotlex
  4655. * Initial refactoring by Baalberith
  4656. * Refined and optimized by helvetica
  4657. */
  4658. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4659. {
  4660. struct status_data *tstatus = status_get_status_data(target);
  4661. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4662. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4663. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4664. short class_ = status_get_class(target);
  4665. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4666. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4667. //Plants receive 1 damage when hit
  4668. if( attack_hits || wd->damage > 0 )
  4669. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4670. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  4671. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4672. if (sd && sd->status.weapon == W_KATAR)
  4673. wd->damage2 = 0; //No backhand damage against plants
  4674. else
  4675. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4676. }
  4677. if (attack_hits && target->type == BL_MOB) {
  4678. struct status_change *sc = status_get_sc(target);
  4679. if (sc && !battle_check_sc(src, target, sc, wd, 1, skill_id, skill_lv)) {
  4680. wd->damage = wd->damage2 = 0;
  4681. return;
  4682. }
  4683. }
  4684. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4685. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  4686. wd->damage = wd->damage2 = 0;
  4687. return;
  4688. }
  4689. if (wd->damage > 0) {
  4690. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4691. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  4692. } else if (wd->damage2 > 0) {
  4693. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4694. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  4695. }
  4696. return;
  4697. }
  4698. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4699. battle_apply_div_fix(wd, skill_id);
  4700. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4701. if(wd->damage > 1 && wd->damage2 > 0) {
  4702. wd->damage = 1;
  4703. wd->damage2 = 1;
  4704. }
  4705. }
  4706. /*========================================================================================
  4707. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4708. *----------------------------------------------------------------------------------------
  4709. * Credits:
  4710. * Original coder Skotlex
  4711. * Initial refactoring by Baalberith
  4712. * Refined and optimized by helvetica
  4713. */
  4714. 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)
  4715. {
  4716. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4717. if (sd) {
  4718. int skill;
  4719. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4720. wd->damage = wd->damage2;
  4721. wd->damage2 = 0;
  4722. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4723. skill = pc_checkskill(sd,TF_DOUBLE);
  4724. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  4725. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4726. if (wd->damage) {
  4727. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4728. skill = pc_checkskill(sd,AS_RIGHT);
  4729. ATK_RATER(wd->damage, 50 + (skill * 10))
  4730. }
  4731. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4732. skill = pc_checkskill(sd,KO_RIGHT);
  4733. ATK_RATER(wd->damage, 70 + (skill * 10))
  4734. }
  4735. if(wd->damage < 1)
  4736. wd->damage = 1;
  4737. }
  4738. if (wd->damage2) {
  4739. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4740. skill = pc_checkskill(sd,AS_LEFT);
  4741. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  4742. }
  4743. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4744. skill = pc_checkskill(sd,KO_LEFT);
  4745. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  4746. }
  4747. if(wd->damage2 < 1)
  4748. wd->damage2 = 1;
  4749. }
  4750. }
  4751. }
  4752. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  4753. wd->damage=0;
  4754. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  4755. wd->damage2=0;
  4756. }
  4757. /**
  4758. * Check if bl is devoted by someone
  4759. * @param bl
  4760. * @return 'd_bl' if devoted or NULL if not devoted
  4761. */
  4762. struct block_list *battle_check_devotion(struct block_list *bl) {
  4763. struct block_list *d_bl = NULL;
  4764. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4765. struct status_change *sc = status_get_sc(bl);
  4766. if (sc && sc->data[SC_DEVOTION])
  4767. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4768. }
  4769. return d_bl;
  4770. }
  4771. /*==========================================
  4772. * BG/GvG attack modifiers
  4773. *------------------------------------------
  4774. * Credits:
  4775. * Original coder Skotlex
  4776. * Initial refactoring by Baalberith
  4777. * Refined and optimized by helvetica
  4778. */
  4779. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4780. {
  4781. if( wd->damage + wd->damage2 ) { //There is a total damage value
  4782. if( src != target && //Don't reflect your own damage (Grand Cross)
  4783. (!skill_id || skill_id ||
  4784. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4785. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4786. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4787. struct status_data *sstatus = status_get_status_data(src);
  4788. t_tick tick = gettick(), rdelay = 0;
  4789. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  4790. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4791. struct block_list *d_bl = battle_check_devotion(src);
  4792. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4793. if( tsd )
  4794. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4795. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4796. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4797. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4798. }
  4799. }
  4800. struct map_data *mapdata = map_getmapdata(target->m);
  4801. if(!wd->damage2) {
  4802. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  4803. if( mapdata_flag_gvg2(mapdata) )
  4804. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4805. else if( mapdata->flag[MF_BATTLEGROUND] )
  4806. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4807. }
  4808. else if(!wd->damage) {
  4809. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  4810. if( mapdata_flag_gvg2(mapdata) )
  4811. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4812. else if( mapdata->flag[MF_BATTLEGROUND] )
  4813. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  4814. }
  4815. else {
  4816. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  4817. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  4818. if( mapdata_flag_gvg2(mapdata) )
  4819. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  4820. else if( mapdata->flag[MF_BATTLEGROUND] )
  4821. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  4822. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  4823. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  4824. wd->damage-=wd->damage2;
  4825. }
  4826. }
  4827. }
  4828. /*==========================================
  4829. * final ATK modifiers - after BG/GvG calc
  4830. *------------------------------------------
  4831. * Credits:
  4832. * Original coder Skotlex
  4833. * Initial refactoring by Baalberith
  4834. * Refined and optimized by helvetica
  4835. */
  4836. 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)
  4837. {
  4838. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4839. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4840. struct status_change *sc = status_get_sc(src);
  4841. struct status_change *tsc = status_get_sc(target);
  4842. struct status_data *sstatus = status_get_status_data(src);
  4843. struct status_data *tstatus = status_get_status_data(target);
  4844. int skill_damage = 0;
  4845. //Reject Sword bugreport:4493 by Daegaladh
  4846. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4847. (src->type!=BL_PC || (
  4848. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4849. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4850. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4851. )) &&
  4852. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4853. )
  4854. {
  4855. ATK_RATER(wd->damage, 50)
  4856. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  4857. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4858. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4859. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4860. }
  4861. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4862. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4863. int64 rdamage = 0;
  4864. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4865. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4866. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  4867. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4868. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  4869. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4870. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does
  4871. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  4872. status_damage(target, src, rdamage, 0, 0, 0, 0);
  4873. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  4874. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4875. }
  4876. if( sc ) {
  4877. //SC_FUSION hp penalty [Komurka]
  4878. if (sc->data[SC_FUSION]) {
  4879. unsigned int hp = sstatus->max_hp;
  4880. if (sd && tsd) {
  4881. hp = hp / 13;
  4882. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4883. hp = sstatus->hp;
  4884. } else
  4885. hp = 2*hp/100; //2% hp loss per hit
  4886. status_zap(src, hp, 0);
  4887. }
  4888. // Only affecting non-skills
  4889. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  4890. if (sc->data[SC_ENCHANTBLADE]) {
  4891. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  4892. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  4893. if (sstatus->matk_max > sstatus->matk_min)
  4894. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  4895. else
  4896. enchant_dmg = enchant_dmg + sstatus->matk_min;
  4897. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  4898. if (enchant_dmg > 0)
  4899. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  4900. }
  4901. }
  4902. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4903. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4904. }
  4905. #ifndef RENEWAL
  4906. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  4907. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  4908. wd->damage += md.damage;
  4909. }
  4910. #endif
  4911. // Skill damage adjustment
  4912. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4913. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  4914. }
  4915. /*====================================================
  4916. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4917. *----------------------------------------------------
  4918. * Credits:
  4919. * Original coder Skotlex
  4920. * Initial refactoring by Baalberith
  4921. * Refined and optimized by helvetica
  4922. */
  4923. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4924. {
  4925. struct status_data *sstatus = status_get_status_data(src);
  4926. struct status_data *tstatus = status_get_status_data(target);
  4927. struct status_change *sc = status_get_sc(src);
  4928. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4929. struct Damage wd;
  4930. wd.type = DMG_NORMAL; //Normal attack
  4931. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4932. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4933. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4934. /*if(skill_id == KN_AUTOCOUNTER)
  4935. wd.amotion >>= 1; */
  4936. wd.dmotion = tstatus->dmotion;
  4937. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4938. wd.miscflag = wflag;
  4939. wd.flag = BF_WEAPON; //Initial Flag
  4940. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4941. wd.isspdamage = false;
  4942. wd.damage = wd.damage2 =
  4943. #ifdef RENEWAL
  4944. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4945. #endif
  4946. 0;
  4947. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4948. if(sd)
  4949. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4950. if (skill_id) {
  4951. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4952. switch(skill_id)
  4953. {
  4954. #ifdef RENEWAL
  4955. case RG_BACKSTAP:
  4956. if (sd && sd->status.weapon == W_DAGGER)
  4957. wd.div_ = 2;
  4958. break;
  4959. #endif
  4960. case MH_SONIC_CRAW:{
  4961. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4962. wd.div_ = hd->homunculus.spiritball;
  4963. }
  4964. break;
  4965. case MO_FINGEROFFENSIVE:
  4966. if (sd)
  4967. wd.div_ = (battle_config.finger_offensive_type)?1:sd->spiritball_old;
  4968. break;
  4969. case KN_PIERCE:
  4970. case ML_PIERCE:
  4971. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4972. break;
  4973. case TF_DOUBLE: //For NPC used skill.
  4974. case GS_CHAINACTION:
  4975. wd.type = DMG_MULTI_HIT;
  4976. break;
  4977. case GS_GROUNDDRIFT:
  4978. wd.amotion = sstatus->amotion;
  4979. //Fall through
  4980. case KN_SPEARSTAB:
  4981. case KN_BOWLINGBASH:
  4982. #ifdef RENEWAL
  4983. if (skill_id == KN_BOWLINGBASH && sd && sd->status.weapon == W_2HSWORD)
  4984. wd.div_ = cap_value(wd.miscflag, 2, 4);
  4985. #endif
  4986. case MS_BOWLINGBASH:
  4987. case MO_BALKYOUNG:
  4988. case TK_TURNKICK:
  4989. wd.blewcount = 0;
  4990. break;
  4991. #ifdef RENEWAL
  4992. case KN_BRANDISHSPEAR:
  4993. wd.flag |= BF_LONG;
  4994. break;
  4995. #endif
  4996. case KN_AUTOCOUNTER:
  4997. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4998. break;
  4999. case LK_SPIRALPIERCE:
  5000. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  5001. break;
  5002. // The number of hits is set to 3 by default for use in Inspiration status.
  5003. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  5004. case LG_HESPERUSLIT:
  5005. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  5006. wd.div_ = sc->data[SC_BANDING]->val2;
  5007. break;
  5008. }
  5009. } else {
  5010. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  5011. }
  5012. return wd;
  5013. }
  5014. /**
  5015. * Check if we should reflect the damage and calculate it if so
  5016. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5017. * @param wd : weapon damage
  5018. * @param src : bl who did the attack
  5019. * @param target : target of the attack
  5020. * @param skill_id : id of casted skill, 0 = basic atk
  5021. * @param skill_lv : lvl of skill casted
  5022. */
  5023. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5024. {
  5025. // Don't reflect your own damage (Grand Cross)
  5026. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5027. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5028. {
  5029. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5030. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5031. struct status_change *tsc = status_get_sc(target);
  5032. struct status_data *sstatus = status_get_status_data(src);
  5033. struct unit_data *ud = unit_bl2ud(target);
  5034. t_tick tick = gettick(), rdelay = 0;
  5035. if (!tsc)
  5036. return;
  5037. // Calculate skill reflect damage separately
  5038. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILL_IMMUNE))
  5039. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5040. if( rdamage > 0 ) {
  5041. struct block_list *d_bl = battle_check_devotion(src);
  5042. if (tsc->data[SC_MAXPAIN]) {
  5043. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  5044. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  5045. tsc->data[SC_MAXPAIN]->val2 = 0;
  5046. }
  5047. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  5048. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5049. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5050. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5051. if( tsd )
  5052. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5053. // It appears that official servers give skill reflect damage a longer delay
  5054. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5055. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5056. }
  5057. }
  5058. }
  5059. }
  5060. /*============================================
  5061. * Calculate "weapon"-type attacks and skills
  5062. *--------------------------------------------
  5063. * Credits:
  5064. * Original coder Skotlex
  5065. * Initial refactoring by Baalberith
  5066. * Refined and optimized by helvetica
  5067. */
  5068. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5069. {
  5070. struct map_session_data *sd, *tsd;
  5071. struct Damage wd;
  5072. struct status_change *sc = status_get_sc(src);
  5073. struct status_change *tsc = status_get_sc(target);
  5074. struct status_data *tstatus = status_get_status_data(target);
  5075. int right_element, left_element;
  5076. bool infdef = false;
  5077. memset(&wd,0,sizeof(wd));
  5078. if (src == NULL || target == NULL) {
  5079. nullpo_info(NLP_MARK);
  5080. return wd;
  5081. }
  5082. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5083. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5084. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5085. if (sc && !sc->count)
  5086. sc = NULL; //Skip checking as there are no status changes active.
  5087. if (tsc && !tsc->count)
  5088. tsc = NULL; //Skip checking as there are no status changes active.
  5089. sd = BL_CAST(BL_PC, src);
  5090. tsd = BL_CAST(BL_PC, target);
  5091. //Check for Lucky Dodge
  5092. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5093. wd.type = DMG_LUCY_DODGE;
  5094. wd.dmg_lv = ATK_LUCKY;
  5095. if(wd.div_ < 0)
  5096. wd.div_ *= -1;
  5097. return wd;
  5098. }
  5099. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5100. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5101. // crit check is next since crits always hit on official [helvetica]
  5102. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5103. #if PACKETVER >= 20161207
  5104. if (wd.type&DMG_MULTI_HIT)
  5105. wd.type = DMG_MULTI_HIT_CRITICAL;
  5106. else
  5107. wd.type = DMG_CRITICAL;
  5108. #else
  5109. wd.type = DMG_CRITICAL;
  5110. #endif
  5111. }
  5112. // check if we're landing a hit
  5113. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5114. wd.dmg_lv = ATK_FLEE;
  5115. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5116. int64 ratio = 0;
  5117. int i = 0;
  5118. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5119. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5120. ATK_RATE(wd.damage, wd.damage2, ratio);
  5121. RE_ALLATK_RATE(&wd, ratio);
  5122. ratio = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5123. ATK_ADD(wd.damage, wd.damage2, ratio);
  5124. RE_ALLATK_ADD(&wd, ratio);
  5125. #ifdef RENEWAL
  5126. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5127. struct status_data *sstatus = status_get_status_data(src);
  5128. if (sstatus->matk_max > sstatus->matk_min) {
  5129. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5130. } else
  5131. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5132. }
  5133. #endif
  5134. // add any miscellaneous player ATK bonuses
  5135. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  5136. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5137. RE_ALLATK_ADDRATE(&wd, i);
  5138. }
  5139. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  5140. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5141. RE_ALLATK_ADDRATE(&wd, -i);
  5142. }
  5143. #ifdef RENEWAL
  5144. // In Renewal we only cardfix to the weapon and equip ATK
  5145. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5146. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  5147. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  5148. if (is_attack_left_handed(src, skill_id)) {
  5149. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  5150. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  5151. }
  5152. // final attack bonuses that aren't affected by cards
  5153. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5154. if (sd) { //monsters, homuns and pets have their damage computed directly
  5155. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  5156. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  5157. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5158. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5159. }
  5160. #else
  5161. // final attack bonuses that aren't affected by cards
  5162. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5163. #endif
  5164. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5165. 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))
  5166. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  5167. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  5168. }
  5169. }
  5170. #ifdef RENEWAL
  5171. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  5172. #endif
  5173. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  5174. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5175. return wd; //Enough, rest is not needed.
  5176. #ifdef RENEWAL
  5177. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  5178. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5179. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5180. if (is_attack_left_handed(src, skill_id))
  5181. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5182. } else
  5183. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  5184. }
  5185. #endif
  5186. switch (skill_id) {
  5187. #ifndef RENEWAL
  5188. case NJ_KUNAI:
  5189. ATK_ADD(wd.damage, wd.damage2, 90);
  5190. break;
  5191. #endif
  5192. case TK_DOWNKICK:
  5193. case TK_STORMKICK:
  5194. case TK_TURNKICK:
  5195. case TK_COUNTER:
  5196. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  5197. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  5198. break;
  5199. case SR_TIGERCANNON:
  5200. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  5201. if (wd.miscflag&8) {
  5202. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  5203. } else
  5204. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  5205. break;
  5206. case SR_GATEOFHELL: {
  5207. struct status_data *sstatus = status_get_status_data(src);
  5208. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  5209. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5210. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  5211. } else
  5212. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  5213. }
  5214. break;
  5215. case MH_TINDER_BREAKER:
  5216. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5217. break;
  5218. case MH_CBC:
  5219. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5220. break;
  5221. case MH_EQC:
  5222. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5223. break;
  5224. }
  5225. if(sd) {
  5226. #ifndef RENEWAL
  5227. uint16 skill;
  5228. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5229. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5230. if (skill_id == TF_POISON)
  5231. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5232. if (skill_id == GS_GROUNDDRIFT)
  5233. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5234. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5235. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  5236. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5237. ATK_ADD(wd.damage, wd.damage2, 4);
  5238. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5239. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5240. } else
  5241. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5242. #endif
  5243. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5244. short index = sd->equip_index[EQI_HAND_L];
  5245. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5246. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5247. }
  5248. #ifndef RENEWAL
  5249. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5250. switch(skill_id) {
  5251. case RK_DRAGONBREATH:
  5252. case RK_DRAGONBREATH_WATER:
  5253. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5254. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5255. if(is_attack_left_handed(src, skill_id))
  5256. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5257. }
  5258. break;
  5259. default:
  5260. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  5261. if( is_attack_left_handed(src, skill_id ))
  5262. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  5263. break;
  5264. }
  5265. #endif
  5266. }
  5267. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5268. #ifdef RENEWAL
  5269. switch(skill_id) {
  5270. case NJ_ISSEN:
  5271. case ASC_BREAKER:
  5272. case GN_FIRE_EXPANSION_ACID:
  5273. break; //These skills will do a card fix later
  5274. default:
  5275. #endif
  5276. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  5277. if(is_attack_left_handed(src, skill_id))
  5278. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  5279. #ifdef RENEWAL
  5280. break;
  5281. }
  5282. #endif
  5283. }
  5284. #ifdef RENEWAL
  5285. // forced to neutral skills [helvetica]
  5286. // skills forced to neutral gain benefits from weapon element
  5287. // but final damage is considered "neutral" and resistances are applied again
  5288. switch (skill_id) {
  5289. case MC_CARTREVOLUTION:
  5290. case MO_INVESTIGATE:
  5291. case SR_GATEOFHELL:
  5292. case GN_FIRE_EXPANSION_ACID:
  5293. case KO_BAKURETSU:
  5294. //case NC_MAGMA_ERUPTION:
  5295. // Forced to neutral element
  5296. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5297. break;
  5298. case CR_SHIELDBOOMERANG:
  5299. case LK_SPIRALPIERCE:
  5300. case ML_SPIRALPIERCE:
  5301. case PA_SHIELDCHAIN:
  5302. case PA_SACRIFICE:
  5303. case RK_DRAGONBREATH:
  5304. case RK_DRAGONBREATH_WATER:
  5305. case NC_SELFDESTRUCTION:
  5306. case KO_HAPPOKUNAI: {
  5307. int64 tmp = wd.damage;
  5308. if (sd) {
  5309. if (skill_id == PA_SHIELDCHAIN) {
  5310. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5311. if (wd.damage > 0) {
  5312. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5313. if (!wd.damage)
  5314. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5315. }
  5316. } else if (skill_id == KO_HAPPOKUNAI) {
  5317. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5318. if (wd.damage > 0) {
  5319. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  5320. if (!wd.damage)
  5321. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5322. }
  5323. } else
  5324. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5325. }
  5326. }
  5327. break;
  5328. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  5329. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5330. break;
  5331. }
  5332. // perform multihit calculations
  5333. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  5334. #endif
  5335. // only do 1 dmg to plant, no need to calculate rest
  5336. if(infdef){
  5337. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  5338. return wd;
  5339. }
  5340. //Apply DAMAGE_DIV_FIX and check for min damage
  5341. battle_apply_div_fix(&wd, skill_id);
  5342. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  5343. #ifdef RENEWAL
  5344. switch (skill_id) {
  5345. case NJ_ISSEN:
  5346. case ASC_BREAKER:
  5347. case GN_FIRE_EXPANSION_ACID:
  5348. return wd; //These skills will do a GVG fix later
  5349. default:
  5350. #endif
  5351. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  5352. #ifdef RENEWAL
  5353. break;
  5354. }
  5355. #endif
  5356. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  5357. battle_absorb_damage(target, &wd);
  5358. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5359. return wd;
  5360. }
  5361. /*==========================================
  5362. * Calculate "magic"-type attacks and skills
  5363. *------------------------------------------
  5364. * Credits:
  5365. * Original coder DracoRPG
  5366. * Refined and optimized by helvetica
  5367. */
  5368. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5369. {
  5370. int i, skill_damage = 0;
  5371. short s_ele = 0;
  5372. TBL_PC *sd;
  5373. TBL_PC *tsd;
  5374. struct status_change *sc, *tsc;
  5375. struct Damage ad;
  5376. struct status_data *sstatus = status_get_status_data(src);
  5377. struct status_data *tstatus = status_get_status_data(target);
  5378. struct {
  5379. unsigned imdef : 1;
  5380. unsigned infdef : 1;
  5381. } flag;
  5382. memset(&ad,0,sizeof(ad));
  5383. memset(&flag,0,sizeof(flag));
  5384. if (src == NULL || target == NULL) {
  5385. nullpo_info(NLP_MARK);
  5386. return ad;
  5387. }
  5388. //Initial Values
  5389. ad.damage = 1;
  5390. ad.div_ = skill_get_num(skill_id,skill_lv);
  5391. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5392. ad.dmotion = tstatus->dmotion;
  5393. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5394. ad.flag = BF_MAGIC|BF_SKILL;
  5395. ad.dmg_lv = ATK_DEF;
  5396. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  5397. std::bitset<NK_MAX> nk;
  5398. if (skill)
  5399. nk = skill->nk;
  5400. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  5401. sd = BL_CAST(BL_PC, src);
  5402. tsd = BL_CAST(BL_PC, target);
  5403. sc = status_get_sc(src);
  5404. tsc = status_get_sc(target);
  5405. //Initialize variables that will be used afterwards
  5406. s_ele = skill_get_ele(skill_id, skill_lv);
  5407. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  5408. s_ele = sstatus->rhw.ele;
  5409. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5410. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5411. } else if (s_ele == ELE_ENDOWED) //Use status element
  5412. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5413. else if (s_ele == ELE_RANDOM) //Use random element
  5414. s_ele = rnd()%ELE_ALL;
  5415. switch(skill_id) {
  5416. case LG_SHIELDSPELL:
  5417. if (skill_lv == 2)
  5418. s_ele = ELE_HOLY;
  5419. break;
  5420. case WL_HELLINFERNO:
  5421. if (mflag&ELE_DARK)
  5422. s_ele = ELE_DARK;
  5423. break;
  5424. case SO_PSYCHIC_WAVE:
  5425. if( sc && sc->count ) {
  5426. if( sc->data[SC_HEATER_OPTION] )
  5427. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5428. else if( sc->data[SC_COOLER_OPTION] )
  5429. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5430. else if( sc->data[SC_BLAST_OPTION] )
  5431. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5432. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5433. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5434. }
  5435. break;
  5436. case KO_KAIHOU:
  5437. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5438. s_ele = sd->spiritcharm_type;
  5439. break;
  5440. }
  5441. //Set miscellaneous data that needs be filled
  5442. if(sd) {
  5443. sd->state.arrow_atk = 0;
  5444. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5445. }
  5446. //Skill Range Criteria
  5447. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5448. //Infinite defense (plant mode)
  5449. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5450. switch(skill_id) {
  5451. case MG_FIREWALL:
  5452. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5453. ad.blewcount = 0; //No knockback
  5454. //Fall through
  5455. case NJ_KAENSIN:
  5456. case PR_SANCTUARY:
  5457. ad.dmotion = 1; //No flinch animation.
  5458. break;
  5459. }
  5460. if (!flag.infdef) { //No need to do the math for plants
  5461. unsigned int skillratio = 100; //Skill dmg modifiers.
  5462. #ifdef RENEWAL
  5463. ad.damage = 0; //reinitialize..
  5464. #endif
  5465. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5466. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5467. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5468. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5469. //Adds an absolute value to damage. 100 = +100 damage
  5470. #define MATK_ADD(a) { ad.damage += a; }
  5471. //Calc base damage according to skill
  5472. switch (skill_id) {
  5473. case AL_HEAL:
  5474. case PR_BENEDICTIO:
  5475. case PR_SANCTUARY:
  5476. case AB_HIGHNESSHEAL:
  5477. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5478. break;
  5479. case PR_ASPERSIO:
  5480. ad.damage = 40;
  5481. break;
  5482. case ALL_RESURRECTION:
  5483. case PR_TURNUNDEAD:
  5484. //Undead check is on skill_castend_damageid code.
  5485. #ifdef RENEWAL
  5486. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5487. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5488. #else
  5489. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5490. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5491. #endif
  5492. if(i > 700)
  5493. i = 700;
  5494. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5495. ad.damage = tstatus->hp;
  5496. else {
  5497. #ifdef RENEWAL
  5498. if (sstatus->matk_max > sstatus->matk_min) {
  5499. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5500. } else {
  5501. MATK_ADD(sstatus->matk_min);
  5502. }
  5503. MATK_RATE(skill_lv);
  5504. #else
  5505. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5506. #endif
  5507. }
  5508. break;
  5509. case PF_SOULBURN:
  5510. ad.damage = tstatus->sp * 2;
  5511. break;
  5512. case AB_RENOVATIO:
  5513. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5514. break;
  5515. case NPC_ICEMINE:
  5516. case NPC_FLAMECROSS:
  5517. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  5518. break;
  5519. default: {
  5520. if (sstatus->matk_max > sstatus->matk_min) {
  5521. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5522. } else {
  5523. MATK_ADD(sstatus->matk_min);
  5524. }
  5525. if (sd) { // Soul energy spheres adds MATK.
  5526. MATK_ADD(3*sd->soulball);
  5527. }
  5528. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  5529. if (mflag>0)
  5530. ad.damage /= mflag;
  5531. else
  5532. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5533. }
  5534. switch(skill_id) {
  5535. case MG_NAPALMBEAT:
  5536. skillratio += -30 + 10 * skill_lv;
  5537. break;
  5538. case MG_FIREBALL:
  5539. #ifdef RENEWAL
  5540. skillratio += 40 + 20 * skill_lv;
  5541. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5542. skillratio = skillratio * 3 / 4;
  5543. #else
  5544. skillratio += -30 + 10 * skill_lv;
  5545. #endif
  5546. break;
  5547. case MG_SOULSTRIKE:
  5548. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5549. skillratio += 5 * skill_lv;
  5550. break;
  5551. case MG_FIREWALL:
  5552. skillratio -= 50;
  5553. break;
  5554. case MG_FIREBOLT:
  5555. case MG_COLDBOLT:
  5556. case MG_LIGHTNINGBOLT:
  5557. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5558. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5559. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5560. ad.flag = BF_WEAPON|BF_SHORT;
  5561. ad.type = DMG_NORMAL;
  5562. }
  5563. break;
  5564. case MG_THUNDERSTORM:
  5565. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5566. #ifndef RENEWAL
  5567. skillratio -= 20;
  5568. #endif
  5569. break;
  5570. case MG_FROSTDIVER:
  5571. skillratio += 10 * skill_lv;
  5572. break;
  5573. case AL_HOLYLIGHT:
  5574. skillratio += 25;
  5575. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5576. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5577. break;
  5578. case AL_RUWACH:
  5579. skillratio += 45;
  5580. break;
  5581. case WZ_FROSTNOVA:
  5582. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5583. break;
  5584. case WZ_FIREPILLAR:
  5585. if (sd && ad.div_ > 0)
  5586. ad.div_ *= -1; //For players, damage is divided by number of hits
  5587. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5588. break;
  5589. case WZ_SIGHTRASHER:
  5590. skillratio += 20 * skill_lv;
  5591. break;
  5592. case WZ_WATERBALL:
  5593. skillratio += 30 * skill_lv;
  5594. break;
  5595. case WZ_STORMGUST:
  5596. #ifdef RENEWAL
  5597. skillratio -= 30; // Offset only once
  5598. skillratio += 50 * skill_lv;
  5599. #else
  5600. skillratio += 40 * skill_lv;
  5601. #endif
  5602. break;
  5603. #ifdef RENEWAL
  5604. case WZ_EARTHSPIKE:
  5605. skillratio += 100;
  5606. break;
  5607. #endif
  5608. case HW_NAPALMVULCAN:
  5609. #ifdef RENEWAL
  5610. skillratio += -100 + 70 * skill_lv;
  5611. RE_LVL_DMOD(100);
  5612. #else
  5613. skillratio += 25;
  5614. #endif
  5615. break;
  5616. case SL_STIN: //Target size must be small (0) for full damage
  5617. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5618. break;
  5619. case SL_STUN: //Full damage is dealt on small/medium targets
  5620. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5621. break;
  5622. case SL_SMA: //Base damage is 40% + lv%
  5623. skillratio += -60 + status_get_lv(src);
  5624. break;
  5625. case NJ_KOUENKA:
  5626. skillratio -= 10;
  5627. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5628. skillratio += 20 * sd->spiritcharm;
  5629. break;
  5630. case NJ_KAENSIN:
  5631. skillratio -= 50;
  5632. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5633. skillratio += 10 * sd->spiritcharm;
  5634. break;
  5635. case NJ_BAKUENRYU:
  5636. skillratio += 50 + 150 * skill_lv;
  5637. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5638. skillratio += 15 * sd->spiritcharm;
  5639. break;
  5640. case NJ_HYOUSENSOU:
  5641. #ifdef RENEWAL
  5642. skillratio -= 30;
  5643. if (sc && sc->data[SC_SUITON])
  5644. skillratio += 2 * skill_lv;
  5645. #endif
  5646. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5647. skillratio += 5 * sd->spiritcharm;
  5648. break;
  5649. case NJ_HYOUSYOURAKU:
  5650. skillratio += 50 * skill_lv;
  5651. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5652. skillratio += 25 * sd->spiritcharm;
  5653. break;
  5654. case NJ_RAIGEKISAI:
  5655. #ifdef RENEWAL
  5656. skillratio += 100 * skill_lv;
  5657. #else
  5658. skillratio += 60 + 40 * skill_lv;
  5659. #endif
  5660. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5661. skillratio += 15 * sd->spiritcharm;
  5662. break;
  5663. case NJ_KAMAITACHI:
  5664. skillratio += 100 * skill_lv;
  5665. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5666. skillratio += 10 * sd->spiritcharm;
  5667. break;
  5668. case NJ_HUUJIN:
  5669. #ifdef RENEWAL
  5670. skillratio += 50;
  5671. #endif
  5672. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5673. skillratio += 20 * sd->spiritcharm;
  5674. break;
  5675. case NPC_ENERGYDRAIN:
  5676. skillratio += 100 * skill_lv;
  5677. break;
  5678. case NPC_EARTHQUAKE:
  5679. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0);
  5680. break;
  5681. #ifdef RENEWAL
  5682. case WZ_HEAVENDRIVE:
  5683. skillratio += 125;
  5684. break;
  5685. case WZ_METEOR:
  5686. skillratio += 25;
  5687. break;
  5688. case WZ_VERMILION:
  5689. if(sd)
  5690. skillratio += 300 + skill_lv * 100;
  5691. else
  5692. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5693. break;
  5694. case BA_DISSONANCE:
  5695. skillratio += skill_lv * 10;
  5696. if (sd)
  5697. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  5698. break;
  5699. case HW_GRAVITATION:
  5700. skillratio += -100 + 50 * skill_lv;
  5701. RE_LVL_DMOD(100);
  5702. break;
  5703. case PA_PRESSURE:
  5704. skillratio += -100 + 500 + 150 * skill_lv;
  5705. RE_LVL_DMOD(100);
  5706. break;
  5707. #else
  5708. case WZ_VERMILION:
  5709. skillratio += 20 * skill_lv - 20;
  5710. break;
  5711. case PR_MAGNUS:
  5712. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5713. skillratio += 30;
  5714. break;
  5715. #endif
  5716. case AB_JUDEX:
  5717. skillratio += -100 + 300 + 40 * skill_lv;
  5718. RE_LVL_DMOD(100);
  5719. break;
  5720. case AB_ADORAMUS:
  5721. skillratio += 230 + 70 * skill_lv;
  5722. RE_LVL_DMOD(100);
  5723. break;
  5724. case AB_DUPLELIGHT_MAGIC:
  5725. skillratio += 300 + 40 * skill_lv;
  5726. break;
  5727. case WL_SOULEXPANSION:
  5728. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5729. RE_LVL_DMOD(100);
  5730. break;
  5731. case WL_FROSTMISTY:
  5732. skillratio += 100 + 100 * skill_lv;
  5733. RE_LVL_DMOD(100);
  5734. break;
  5735. case WL_JACKFROST:
  5736. case NPC_JACKFROST:
  5737. if (tsc && tsc->data[SC_FREEZING]) {
  5738. skillratio += 900 + 300 * skill_lv;
  5739. RE_LVL_DMOD(100);
  5740. } else {
  5741. skillratio += 400 + 100 * skill_lv;
  5742. RE_LVL_DMOD(150);
  5743. }
  5744. break;
  5745. case WL_DRAINLIFE:
  5746. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5747. RE_LVL_DMOD(100);
  5748. break;
  5749. case WL_CRIMSONROCK:
  5750. skillratio += 1200 + 300 * skill_lv;
  5751. RE_LVL_DMOD(100);
  5752. break;
  5753. case WL_HELLINFERNO:
  5754. skillratio += -100 + 300 * skill_lv;
  5755. RE_LVL_DMOD(100);
  5756. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5757. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5758. if (mflag&ELE_DARK)
  5759. skillratio *= 4;
  5760. skillratio /= 5;
  5761. break;
  5762. case WL_COMET:
  5763. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5764. if (i <= 3)
  5765. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5766. else if (i <= 5)
  5767. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5768. else if (i <= 7)
  5769. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5770. else
  5771. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5772. if (sd && sd->status.party_id) {
  5773. struct map_session_data* psd;
  5774. int p_sd[MAX_PARTY], c;
  5775. c = 0;
  5776. memset(p_sd, 0, sizeof(p_sd));
  5777. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5778. c = (c > 1 ? rnd()%c : 0);
  5779. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5780. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5781. RE_LVL_DMOD(120);
  5782. skillratio += 2500;
  5783. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5784. }
  5785. }
  5786. break;
  5787. case WL_CHAINLIGHTNING_ATK:
  5788. skillratio += 400 + 100 * skill_lv;
  5789. RE_LVL_DMOD(100);
  5790. if (mflag > 0)
  5791. skillratio += 100 * mflag;
  5792. break;
  5793. case WL_EARTHSTRAIN:
  5794. skillratio += 1900 + 100 * skill_lv;
  5795. RE_LVL_DMOD(100);
  5796. break;
  5797. case WL_TETRAVORTEX_FIRE:
  5798. case WL_TETRAVORTEX_WATER:
  5799. case WL_TETRAVORTEX_WIND:
  5800. case WL_TETRAVORTEX_GROUND:
  5801. if (skill_lv < 6)
  5802. skillratio += -100 + 500 + 500 * skill_lv;
  5803. else
  5804. skillratio += -100 + 3000 + 200 * (skill_lv - 5);
  5805. break;
  5806. case WL_SUMMON_ATK_FIRE:
  5807. case WL_SUMMON_ATK_WATER:
  5808. case WL_SUMMON_ATK_WIND:
  5809. case WL_SUMMON_ATK_GROUND:
  5810. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5811. RE_LVL_DMOD(100);
  5812. break;
  5813. case LG_RAYOFGENESIS:
  5814. skillratio += -100 + 200 * skill_lv;
  5815. if(sc && sc->data[SC_INSPIRATION])
  5816. skillratio += 1400;
  5817. RE_LVL_DMOD(100);
  5818. break;
  5819. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5820. if (sd && skill_lv == 2)
  5821. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5822. else
  5823. skillratio = 0;
  5824. break;
  5825. case WM_METALICSOUND:
  5826. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5827. RE_LVL_DMOD(100);
  5828. break;
  5829. case WM_REVERBERATION_MAGIC:
  5830. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5831. skillratio += 100 * skill_lv;
  5832. RE_LVL_DMOD(100);
  5833. break;
  5834. case SO_FIREWALK:
  5835. skillratio += -100 + 60 * skill_lv;
  5836. RE_LVL_DMOD(100);
  5837. if( sc && sc->data[SC_HEATER_OPTION] )
  5838. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5839. break;
  5840. case SO_ELECTRICWALK:
  5841. skillratio += -100 + 60 * skill_lv;
  5842. RE_LVL_DMOD(100);
  5843. if( sc && sc->data[SC_BLAST_OPTION] )
  5844. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5845. break;
  5846. case SO_EARTHGRAVE:
  5847. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5848. RE_LVL_DMOD(100);
  5849. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5850. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5851. break;
  5852. case SO_DIAMONDDUST:
  5853. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5854. RE_LVL_DMOD(100);
  5855. if( sc && sc->data[SC_COOLER_OPTION] )
  5856. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5857. break;
  5858. case SO_POISON_BUSTER:
  5859. skillratio += 900 + 300 * skill_lv;
  5860. RE_LVL_DMOD(120);
  5861. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5862. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5863. break;
  5864. case SO_PSYCHIC_WAVE:
  5865. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5866. RE_LVL_DMOD(100);
  5867. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5868. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5869. skillratio += 20;
  5870. break;
  5871. case SO_CLOUD_KILL:
  5872. skillratio += -100 + 40 * skill_lv;
  5873. RE_LVL_DMOD(100);
  5874. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5875. skillratio += (sd ? sd->status.job_level : 0);
  5876. break;
  5877. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5878. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5879. RE_LVL_DMOD(100);
  5880. if (sc && sc->data[SC_BLAST_OPTION])
  5881. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5882. break;
  5883. case GN_DEMONIC_FIRE:
  5884. if (skill_lv > 20) // Fire expansion Lv.2
  5885. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5886. else if (skill_lv > 10) { // Fire expansion Lv.1
  5887. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5888. RE_LVL_DMOD(100);
  5889. } else
  5890. skillratio += 10 + 20 * skill_lv;
  5891. break;
  5892. case KO_KAIHOU:
  5893. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5894. skillratio += -100 + 200 * sd->spiritcharm;
  5895. RE_LVL_DMOD(100);
  5896. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5897. }
  5898. break;
  5899. // Magical Elemental Spirits Attack Skills
  5900. case EL_FIRE_MANTLE:
  5901. case EL_WATER_SCREW:
  5902. skillratio += 900;
  5903. break;
  5904. case EL_FIRE_ARROW:
  5905. case EL_ROCK_CRUSHER_ATK:
  5906. skillratio += 200;
  5907. break;
  5908. case EL_FIRE_BOMB:
  5909. case EL_ICE_NEEDLE:
  5910. case EL_HURRICANE_ATK:
  5911. skillratio += 400;
  5912. break;
  5913. case EL_FIRE_WAVE:
  5914. case EL_TYPOON_MIS_ATK:
  5915. skillratio += 1100;
  5916. break;
  5917. case MH_ERASER_CUTTER:
  5918. case MH_XENO_SLASHER:
  5919. skillratio += -100 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  5920. break;
  5921. case MH_HEILIGE_STANGE:
  5922. skillratio += -100 + 1000 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  5923. break;
  5924. case MH_POISON_MIST:
  5925. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5926. break;
  5927. case SU_SV_STEMSPEAR:
  5928. skillratio += 600;
  5929. break;
  5930. case SU_CN_METEOR:
  5931. case SU_CN_METEOR2:
  5932. skillratio += 100 + 100 * skill_lv;
  5933. break;
  5934. case NPC_VENOMFOG:
  5935. skillratio += 600 + 100 * skill_lv;
  5936. break;
  5937. case NPC_COMET:
  5938. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  5939. i = cap_value(i, 1, 4);
  5940. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  5941. break;
  5942. case SP_CURSEEXPLOSION:
  5943. if (tsc && tsc->data[SC_SOULCURSE])
  5944. skillratio += 1400 + 200 * skill_lv;
  5945. else
  5946. skillratio += 300 + 100 * skill_lv;
  5947. break;
  5948. case SP_SPA:
  5949. skillratio += 400 + 250 * skill_lv;
  5950. RE_LVL_DMOD(100);
  5951. break;
  5952. case SP_SHA:
  5953. skillratio += -100 + 5 * skill_lv;
  5954. break;
  5955. case SP_SWHOO:
  5956. skillratio += 1000 + 200 * skill_lv;
  5957. RE_LVL_DMOD(100);
  5958. break;
  5959. }
  5960. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  5961. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  5962. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  5963. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  5964. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  5965. skillratio += 25;
  5966. }
  5967. MATK_RATE(skillratio);
  5968. //Constant/misc additions from skills
  5969. if (skill_id == WZ_FIREPILLAR)
  5970. MATK_ADD(100 + 50 * skill_lv);
  5971. break;
  5972. }
  5973. }
  5974. #ifdef RENEWAL
  5975. switch(skill_id) { // These skills will do a card fix later
  5976. case ASC_BREAKER:
  5977. break;
  5978. default:
  5979. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5980. break;
  5981. }
  5982. #endif
  5983. if(sd) {
  5984. //Damage bonuses
  5985. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5986. ad.damage += (int64)ad.damage*i/100;
  5987. //Ignore Defense?
  5988. if (!flag.imdef && (
  5989. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5990. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5991. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5992. ))
  5993. flag.imdef = 1;
  5994. }
  5995. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5996. ad.damage -= (int64)ad.damage*i/100;
  5997. if(!flag.imdef){
  5998. defType mdef = tstatus->mdef;
  5999. int mdef2= tstatus->mdef2;
  6000. if (sc && sc->data[SC_EXPIATIO]) {
  6001. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  6002. i = min(i, 100); //cap it to 100 for 5 mdef min
  6003. mdef -= mdef * i / 100;
  6004. //mdef2 -= mdef2 * i / 100;
  6005. }
  6006. if(sd) {
  6007. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  6008. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  6009. i += sd->ignore_mdef_by_race2[status_get_race2(target)];
  6010. if (i)
  6011. {
  6012. if (i > 100) i = 100;
  6013. mdef -= mdef * i/100;
  6014. //mdef2-= mdef2* i/100;
  6015. }
  6016. }
  6017. #ifdef RENEWAL
  6018. /**
  6019. * RE MDEF Reduction
  6020. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  6021. */
  6022. if (mdef < 0)
  6023. mdef = 0; // Negative eMDEF is treated as 0 on official
  6024. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  6025. #else
  6026. if(battle_config.magic_defense_type)
  6027. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  6028. else
  6029. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  6030. #endif
  6031. }
  6032. #if 0 // Doesn't seem to be official
  6033. if (skill_id == NPC_EARTHQUAKE) {
  6034. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  6035. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  6036. if(mflag>0)
  6037. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  6038. else
  6039. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6040. }
  6041. #endif
  6042. if(ad.damage<1)
  6043. ad.damage=1;
  6044. else if(sc) { //only applies when hit
  6045. switch(skill_id) {
  6046. case MG_LIGHTNINGBOLT:
  6047. case MG_THUNDERSTORM:
  6048. if(sc->data[SC_GUST_OPTION])
  6049. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6050. break;
  6051. case MG_FIREBOLT:
  6052. case MG_FIREWALL:
  6053. if(sc->data[SC_PYROTECHNIC_OPTION])
  6054. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6055. break;
  6056. case MG_COLDBOLT:
  6057. case MG_FROSTDIVER:
  6058. if(sc->data[SC_AQUAPLAY_OPTION])
  6059. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6060. break;
  6061. case WZ_EARTHSPIKE:
  6062. case WZ_HEAVENDRIVE:
  6063. if(sc->data[SC_PETROLOGY_OPTION])
  6064. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6065. break;
  6066. }
  6067. }
  6068. if (!nk[NK_IGNOREELEMENT] && skill_id != ASC_BREAKER) // Soul Breaker's magic portion is non-elemental. [Secret]
  6069. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6070. //Apply the physical part of the skill's damage. [Skotlex]
  6071. switch(skill_id) {
  6072. case CR_GRANDCROSS:
  6073. case NPC_GRANDDARKNESS: {
  6074. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6075. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  6076. #ifdef RENEWAL
  6077. if (src == target)
  6078. ad.damage = 0;
  6079. #else
  6080. if(src == target) {
  6081. if(src->type == BL_PC)
  6082. ad.damage = ad.damage / 2;
  6083. else
  6084. ad.damage = 0;
  6085. }
  6086. #endif
  6087. }
  6088. break;
  6089. }
  6090. #ifndef RENEWAL
  6091. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6092. #endif
  6093. } //Hint: Against plants damage will still be 1 at this point
  6094. //Apply DAMAGE_DIV_FIX and check for min damage
  6095. battle_apply_div_fix(&ad, skill_id);
  6096. #ifdef RENEWAL
  6097. switch(skill_id) {
  6098. case ASC_BREAKER:
  6099. return ad; //These skills will do a GVG fix later
  6100. }
  6101. #endif
  6102. struct map_data *mapdata = map_getmapdata(target->m);
  6103. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  6104. if (mapdata_flag_gvg2(mapdata))
  6105. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  6106. else if (mapdata->flag[MF_BATTLEGROUND])
  6107. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  6108. // Skill damage adjustment
  6109. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6110. MATK_ADDRATE(skill_damage);
  6111. battle_absorb_damage(target, &ad);
  6112. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  6113. return ad;
  6114. }
  6115. /*==========================================
  6116. * Calculate "misc"-type attacks and skills
  6117. *------------------------------------------
  6118. * Credits:
  6119. * Original coder Skotlex
  6120. * Refined and optimized by helvetica
  6121. */
  6122. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6123. {
  6124. int skill_damage = 0;
  6125. short i, s_ele;
  6126. struct map_session_data *sd, *tsd;
  6127. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  6128. struct status_data *sstatus = status_get_status_data(src);
  6129. struct status_data *tstatus = status_get_status_data(target);
  6130. struct status_change *ssc = status_get_sc(src);
  6131. memset(&md,0,sizeof(md));
  6132. if (src == NULL || target == NULL) {
  6133. nullpo_info(NLP_MARK);
  6134. return md;
  6135. }
  6136. //Some initial values
  6137. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  6138. md.dmotion = tstatus->dmotion;
  6139. md.div_ = skill_get_num(skill_id,skill_lv);
  6140. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  6141. md.dmg_lv = ATK_DEF;
  6142. md.flag = BF_MISC|BF_SKILL;
  6143. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6144. std::bitset<NK_MAX> nk;
  6145. if (skill)
  6146. nk = skill->nk;
  6147. sd = BL_CAST(BL_PC, src);
  6148. tsd = BL_CAST(BL_PC, target);
  6149. if(sd) {
  6150. sd->state.arrow_atk = 0;
  6151. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  6152. }
  6153. s_ele = skill_get_ele(skill_id, skill_lv);
  6154. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  6155. s_ele = ELE_NEUTRAL;
  6156. else if (s_ele == ELE_RANDOM) //Use random element
  6157. s_ele = rnd()%ELE_ALL;
  6158. //Skill Range Criteria
  6159. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6160. switch (skill_id) {
  6161. case TF_THROWSTONE:
  6162. md.damage = 50;
  6163. md.flag |= BF_WEAPON;
  6164. break;
  6165. #ifdef RENEWAL
  6166. case HT_LANDMINE:
  6167. case MA_LANDMINE:
  6168. case HT_BLASTMINE:
  6169. case HT_CLAYMORETRAP:
  6170. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  6171. md.damage += md.damage * (rnd()%20 - 10) / 100;
  6172. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  6173. break;
  6174. #else
  6175. case HT_LANDMINE:
  6176. case MA_LANDMINE:
  6177. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  6178. break;
  6179. case HT_BLASTMINE:
  6180. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  6181. break;
  6182. case HT_CLAYMORETRAP:
  6183. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  6184. break;
  6185. #endif
  6186. case HT_BLITZBEAT:
  6187. case SN_FALCONASSAULT:
  6188. {
  6189. uint16 skill;
  6190. //Blitz-beat Damage
  6191. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  6192. skill = 0;
  6193. #ifdef RENEWAL
  6194. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  6195. RE_LVL_MDMOD(100);
  6196. #else
  6197. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  6198. if(mflag > 1) //Autocasted Blitz
  6199. nk.set(NK_SPLASHSPLIT);
  6200. #endif
  6201. if (skill_id == SN_FALCONASSAULT) {
  6202. //Div fix of Blitzbeat
  6203. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  6204. //Falcon Assault Modifier
  6205. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  6206. }
  6207. }
  6208. break;
  6209. #ifndef RENEWAL
  6210. case BA_DISSONANCE:
  6211. md.damage = 30 + skill_lv * 10;
  6212. if (sd)
  6213. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  6214. break;
  6215. #endif
  6216. case NPC_SELFDESTRUCTION:
  6217. md.damage = sstatus->hp;
  6218. break;
  6219. case NPC_SMOKING:
  6220. md.damage = 3;
  6221. break;
  6222. case NPC_DARKBREATH:
  6223. md.damage = tstatus->max_hp * skill_lv * 10 / 100;
  6224. break;
  6225. case NPC_EVILLAND:
  6226. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  6227. break;
  6228. case ASC_BREAKER:
  6229. #ifdef RENEWAL
  6230. // Official Renewal formula [helvetica]
  6231. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  6232. // atk part takes weapon element, matk part is non-elemental
  6233. // modified def formula
  6234. {
  6235. short totaldef, totalmdef;
  6236. struct Damage atk, matk;
  6237. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6238. nk.set(NK_IGNOREELEMENT); // atk part takes on weapon element, matk part is non-elemental
  6239. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6240. // (atk + matk) * (3 + (.5 * skill level))
  6241. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  6242. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  6243. totaldef = tstatus->def2 + (short)status_get_def(target);
  6244. totalmdef = tstatus->mdef + tstatus->mdef2;
  6245. md.damage -= totaldef + totalmdef;
  6246. }
  6247. #else
  6248. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  6249. nk.set(NK_IGNOREFLEE);
  6250. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  6251. #endif
  6252. break;
  6253. #ifndef RENEWAL
  6254. case HW_GRAVITATION:
  6255. md.damage = 200 + 200 * skill_lv;
  6256. md.dmotion = 0; //No flinch animation
  6257. break;
  6258. case PA_PRESSURE:
  6259. md.damage = 500 + 300 * skill_lv;
  6260. break;
  6261. #endif
  6262. case PA_GOSPEL:
  6263. if (mflag > 0)
  6264. md.damage = (rnd() % 4000) + 1500;
  6265. else {
  6266. md.damage = (rnd() % 5000) + 3000;
  6267. #ifdef RENEWAL
  6268. md.damage -= (int64)status_get_def(target);
  6269. #else
  6270. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6271. #endif
  6272. md.damage -= tstatus->def2;
  6273. if (md.damage < 0)
  6274. md.damage = 0;
  6275. }
  6276. break;
  6277. case GN_FIRE_EXPANSION_ACID:
  6278. #ifdef RENEWAL
  6279. // Official Renewal formula [helvetica]
  6280. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  6281. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  6282. // is considered "neutral" for purposes of resistances
  6283. {
  6284. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6285. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6286. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  6287. // AD benefits from endow/element but damage is forced back to neutral
  6288. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  6289. }
  6290. // Fall through
  6291. #else
  6292. case CR_ACIDDEMONSTRATION:
  6293. if(tstatus->vit+sstatus->int_) //crash fix
  6294. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6295. else
  6296. md.damage = 0;
  6297. if (tsd) md.damage>>=1;
  6298. #endif
  6299. break;
  6300. case NJ_ZENYNAGE:
  6301. case KO_MUCHANAGE:
  6302. md.damage = skill_get_zeny(skill_id, skill_lv);
  6303. if (!md.damage)
  6304. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6305. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6306. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6307. md.damage = md.damage / 2;
  6308. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6309. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6310. else if (tsd && skill_id == NJ_ZENYNAGE)
  6311. md.damage = md.damage / 2;
  6312. break;
  6313. #ifdef RENEWAL
  6314. case NJ_ISSEN:
  6315. // Official Renewal formula [helvetica]
  6316. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6317. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6318. // modified def formula
  6319. {
  6320. short totaldef;
  6321. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6322. struct status_change *sc = status_get_sc(src);
  6323. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6324. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6325. md.div_ = -(i + 2); // mirror image count + 2
  6326. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6327. }
  6328. // modified def reduction, final damage = base damage - (edef + sdef)
  6329. totaldef = tstatus->def2 + (short)status_get_def(target);
  6330. md.damage -= totaldef;
  6331. md.flag |= BF_WEAPON;
  6332. }
  6333. break;
  6334. #endif
  6335. case GS_FLING:
  6336. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6337. break;
  6338. case HVAN_EXPLOSION: //[orn]
  6339. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6340. break;
  6341. case RA_CLUSTERBOMB:
  6342. case RA_FIRINGTRAP:
  6343. case RA_ICEBOUNDTRAP:
  6344. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6345. RE_LVL_TMDMOD();
  6346. if(sd) {
  6347. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6348. if(researchskill_lv)
  6349. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6350. else
  6351. md.damage = 0;
  6352. } else
  6353. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6354. nk.set(NK_IGNOREELEMENT);
  6355. nk.set(NK_IGNOREFLEE);
  6356. nk.set(NK_IGNOREDEFCARD);
  6357. break;
  6358. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  6359. md.damage = 800 + 200 * skill_lv;
  6360. break;
  6361. case WM_SOUND_OF_DESTRUCTION:
  6362. md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1);
  6363. md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0);
  6364. break;
  6365. case GN_THORNS_TRAP:
  6366. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6367. break;
  6368. case RL_B_TRAP:
  6369. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6370. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6371. if (status_bl_has_mode(target, MD_STATUS_IMMUNE))
  6372. md.damage /= 10;
  6373. break;
  6374. case NPC_MAXPAIN_ATK:
  6375. if (ssc && ssc->data[SC_MAXPAIN])
  6376. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6377. else
  6378. md.damage = 0;
  6379. break;
  6380. case SU_SV_ROOTTWIST_ATK:
  6381. md.damage = 100;
  6382. break;
  6383. case SP_SOULEXPLOSION:
  6384. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  6385. break;
  6386. case SJ_NOVAEXPLOSING:
  6387. // (Base ATK + Weapon ATK) * Ratio
  6388. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  6389. // Additional Damage
  6390. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  6391. break;
  6392. }
  6393. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  6394. if(mflag > 0)
  6395. md.damage /= mflag;
  6396. else
  6397. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6398. }
  6399. if (!nk[NK_IGNOREFLEE]) {
  6400. struct status_change *sc = status_get_sc(target);
  6401. i = 0; //Temp for "hit or no hit"
  6402. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6403. i = 1;
  6404. else {
  6405. short
  6406. flee = tstatus->flee,
  6407. #ifdef RENEWAL
  6408. hitrate = 0; //Default hitrate
  6409. #else
  6410. hitrate = 80; //Default hitrate
  6411. #endif
  6412. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6413. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6414. if(attacker_count >= battle_config.agi_penalty_count) {
  6415. if (battle_config.agi_penalty_type == 1)
  6416. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6417. else //assume type 2: absolute reduction
  6418. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6419. if(flee < 1)
  6420. flee = 1;
  6421. }
  6422. }
  6423. hitrate += sstatus->hit - flee;
  6424. #ifdef RENEWAL
  6425. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6426. hitrate += pc_checkskill(sd,AC_VULTURE);
  6427. #endif
  6428. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6429. if(rnd()%100 < hitrate)
  6430. i = 1;
  6431. }
  6432. if (!i) {
  6433. md.damage = 0;
  6434. md.dmg_lv = ATK_FLEE;
  6435. }
  6436. }
  6437. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6438. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6439. md.damage += (int64)md.damage*i/100;
  6440. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6441. md.damage -= (int64)md.damage*i/100;
  6442. if(!nk[NK_IGNOREELEMENT])
  6443. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6444. //Plant damage
  6445. if(md.damage < 0)
  6446. md.damage = 0;
  6447. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6448. md.damage = 1;
  6449. }
  6450. //Apply DAMAGE_DIV_FIX and check for min damage
  6451. battle_apply_div_fix(&md, skill_id);
  6452. switch(skill_id) {
  6453. case RA_FIRINGTRAP:
  6454. case RA_ICEBOUNDTRAP:
  6455. if (md.damage == 1)
  6456. break;
  6457. case RA_CLUSTERBOMB:
  6458. {
  6459. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6460. md.damage += wd.damage;
  6461. }
  6462. break;
  6463. case NJ_ZENYNAGE:
  6464. if (sd) {
  6465. if (md.damage > sd->status.zeny)
  6466. md.damage = sd->status.zeny;
  6467. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6468. }
  6469. break;
  6470. }
  6471. struct map_data *mapdata = map_getmapdata(target->m);
  6472. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6473. if(mapdata_flag_gvg2(mapdata))
  6474. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6475. else if(mapdata->flag[MF_BATTLEGROUND])
  6476. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6477. // Skill damage adjustment
  6478. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6479. md.damage += (int64)md.damage * skill_damage / 100;
  6480. battle_absorb_damage(target, &md);
  6481. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6482. return md;
  6483. }
  6484. /**
  6485. * Calculate vanish damage on a target
  6486. * @param sd: Player with vanish item
  6487. * @param target: Target to vanish HP/SP
  6488. * @param flag: Damage struct battle flag
  6489. */
  6490. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  6491. {
  6492. nullpo_retv(sd);
  6493. nullpo_retv(target);
  6494. // bHPVanishRate
  6495. int16 vanish_hp = 0;
  6496. if (!sd->hp_vanish.empty()) {
  6497. for (auto &it : sd->hp_vanish) {
  6498. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6499. ((it.flag)&flag)&BF_RANGEMASK &&
  6500. ((it.flag)&flag)&BF_SKILLMASK))
  6501. continue;
  6502. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6503. vanish_hp += it.per;
  6504. }
  6505. }
  6506. // bSPVanishRate
  6507. int16 vanish_sp = 0;
  6508. if (!sd->sp_vanish.empty()) {
  6509. for (auto &it : sd->sp_vanish) {
  6510. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6511. ((it.flag)&flag)&BF_RANGEMASK &&
  6512. ((it.flag)&flag)&BF_SKILLMASK))
  6513. continue;
  6514. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6515. vanish_sp += it.per;
  6516. }
  6517. }
  6518. if (vanish_hp > 0 || vanish_sp > 0)
  6519. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  6520. }
  6521. /*==========================================
  6522. * Battle main entry, from skill_attack
  6523. *------------------------------------------
  6524. * Credits:
  6525. * Original coder unknown
  6526. * Initial refactoring by Baalberith
  6527. * Refined and optimized by helvetica
  6528. */
  6529. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6530. {
  6531. struct Damage d;
  6532. switch(attack_type) {
  6533. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6534. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6535. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6536. default:
  6537. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6538. memset(&d,0,sizeof(d));
  6539. break;
  6540. }
  6541. if( d.damage + d.damage2 < 1 )
  6542. { //Miss/Absorbed
  6543. //Weapon attacks should go through to cause additional effects.
  6544. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6545. d.dmg_lv = ATK_MISS;
  6546. d.dmotion = 0;
  6547. }
  6548. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6549. d.dmg_lv = ATK_DEF;
  6550. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  6551. if (sd && d.damage + d.damage2 > 1)
  6552. battle_vanish_damage(sd, target, d.flag);
  6553. return d;
  6554. }
  6555. /*==========================================
  6556. * Final damage return function
  6557. *------------------------------------------
  6558. * Credits:
  6559. * Original coder unknown
  6560. * Initial refactoring by Baalberith
  6561. * Refined and optimized by helvetica
  6562. */
  6563. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6564. struct map_session_data* sd;
  6565. int64 rdamage = 0, damage = *dmg;
  6566. int max_damage = status_get_max_hp(bl);
  6567. struct status_change *sc, *ssc;
  6568. sd = BL_CAST(BL_PC, bl);
  6569. sc = status_get_sc(bl);
  6570. ssc = status_get_sc(src);
  6571. if (sc && sc->data[SC_WHITEIMPRISON])
  6572. return 0; // White Imprison does not reflect any damage
  6573. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6574. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6575. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6576. rdamage = i64max(rdamage,1);
  6577. } else if( status_reflect && sc && sc->count ) {
  6578. if( sc->data[SC_REFLECTSHIELD] ) {
  6579. struct status_change_entry *sce_d;
  6580. struct block_list *d_bl = NULL;
  6581. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6582. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6583. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6584. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6585. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6586. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6587. return 0;
  6588. }
  6589. }
  6590. if( sc->data[SC_REFLECTDAMAGE] && !skill_get_inf2(skill_id, INF2_ISTRAP)) {
  6591. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6592. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6593. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6594. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6595. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6596. }
  6597. } else {
  6598. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6599. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6600. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6601. rdamage = 0;
  6602. else {
  6603. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6604. if (rdamage < 1)
  6605. rdamage = 1;
  6606. }
  6607. }
  6608. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6609. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6610. int64 rd1 = 0;
  6611. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6612. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6613. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE);
  6614. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6615. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6616. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6617. }
  6618. }
  6619. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6620. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6621. if (rdamage < 1) rdamage = 1;
  6622. }
  6623. }
  6624. }
  6625. } else {
  6626. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6627. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6628. if (rdamage < 1) rdamage = 1;
  6629. }
  6630. }
  6631. if (ssc && ssc->data[SC_INSPIRATION]) {
  6632. rdamage += damage / 100;
  6633. #ifdef RENEWAL
  6634. rdamage = cap_value(rdamage, 1, max_damage);
  6635. #else
  6636. rdamage = i64max(rdamage,1);
  6637. #endif
  6638. }
  6639. if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def
  6640. rdamage = 0;
  6641. if (sc && sc->data[SC_MAXPAIN]) {
  6642. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6643. }
  6644. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6645. }
  6646. /**
  6647. * Calculate Vellum damage on a target
  6648. * @param sd: Player with vanish item
  6649. * @param target: Target to vanish HP/SP
  6650. * @param wd: Damage struct reference
  6651. * @return True on damage done or false if not
  6652. */
  6653. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6654. {
  6655. nullpo_retr(false, sd);
  6656. nullpo_retr(false, target);
  6657. nullpo_retr(false, wd);
  6658. struct status_data *tstatus = status_get_status_data(target);
  6659. // bHPVanishRaceRate
  6660. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6661. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6662. // bSPVanishRaceRate
  6663. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6664. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6665. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  6666. // Vellum damage overrides any other damage done as well.
  6667. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  6668. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6669. wd->damage2 = 0;
  6670. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  6671. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6672. wd->damage2 = 0;
  6673. wd->isspdamage = true;
  6674. } else
  6675. return false;
  6676. return true;
  6677. }
  6678. /*===========================================
  6679. * Perform battle drain effects (HP/SP loss)
  6680. *-------------------------------------------*/
  6681. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6682. {
  6683. struct weapon_data *wd;
  6684. int64 *damage;
  6685. int thp = 0, // HP gained
  6686. tsp = 0, // SP gained
  6687. //rhp = 0, // HP reduced from target
  6688. //rsp = 0, // SP reduced from target
  6689. hp = 0, sp = 0;
  6690. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6691. return;
  6692. for (int i = 0; i < 4; i++) {
  6693. //First two iterations: Right hand
  6694. if (i < 2) {
  6695. wd = &sd->right_weapon;
  6696. damage = &rdamage;
  6697. } else {
  6698. wd = &sd->left_weapon;
  6699. damage = &ldamage;
  6700. }
  6701. if (*damage <= 0)
  6702. continue;
  6703. if (i == 1 || i == 3) {
  6704. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6705. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6706. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6707. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6708. if( hp ) {
  6709. //rhp += hp;
  6710. thp += hp;
  6711. }
  6712. if( sp ) {
  6713. //rsp += sp;
  6714. tsp += sp;
  6715. }
  6716. } else {
  6717. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6718. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6719. if( hp ) {
  6720. //rhp += hp;
  6721. thp += hp;
  6722. }
  6723. if( sp ) {
  6724. //rsp += sp;
  6725. tsp += sp;
  6726. }
  6727. }
  6728. }
  6729. if (!thp && !tsp)
  6730. return;
  6731. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6732. //if (rhp || rsp)
  6733. // status_zap(tbl, rhp, rsp);
  6734. }
  6735. /*===========================================
  6736. * Deals the same damage to targets in area.
  6737. *-------------------------------------------
  6738. * Credits:
  6739. * Original coder pakpil
  6740. */
  6741. int battle_damage_area(struct block_list *bl, va_list ap) {
  6742. t_tick tick;
  6743. int64 damage;
  6744. int amotion, dmotion;
  6745. struct block_list *src;
  6746. nullpo_ret(bl);
  6747. tick = va_arg(ap, t_tick);
  6748. src = va_arg(ap,struct block_list *);
  6749. amotion = va_arg(ap,int);
  6750. dmotion = va_arg(ap,int);
  6751. damage = va_arg(ap,int);
  6752. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6753. return 0;
  6754. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6755. map_freeblock_lock();
  6756. if( src->type == BL_PC )
  6757. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6758. if( amotion )
  6759. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6760. else
  6761. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  6762. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6763. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6764. map_freeblock_unlock();
  6765. }
  6766. return 0;
  6767. }
  6768. /*==========================================
  6769. * Do a basic physical attack (call through unit_attack_timer)
  6770. *------------------------------------------*/
  6771. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  6772. struct map_session_data *sd = NULL, *tsd = NULL;
  6773. struct status_data *sstatus, *tstatus;
  6774. struct status_change *sc, *tsc;
  6775. int64 damage;
  6776. int skillv;
  6777. struct Damage wd;
  6778. bool vellum_damage = false;
  6779. nullpo_retr(ATK_NONE, src);
  6780. nullpo_retr(ATK_NONE, target);
  6781. if (src->prev == NULL || target->prev == NULL)
  6782. return ATK_NONE;
  6783. sd = BL_CAST(BL_PC, src);
  6784. tsd = BL_CAST(BL_PC, target);
  6785. sstatus = status_get_status_data(src);
  6786. tstatus = status_get_status_data(target);
  6787. sc = status_get_sc(src);
  6788. tsc = status_get_sc(target);
  6789. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6790. sc = NULL;
  6791. if (tsc && !tsc->count)
  6792. tsc = NULL;
  6793. if (sd)
  6794. {
  6795. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6796. if (sd->state.arrow_atk)
  6797. {
  6798. short index = sd->equip_index[EQI_AMMO];
  6799. if (index < 0) {
  6800. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6801. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6802. else
  6803. clif_arrow_fail(sd,0);
  6804. return ATK_NONE;
  6805. }
  6806. //Ammo check by Ishizu-chan
  6807. if (sd->inventory_data[index]) {
  6808. switch (sd->status.weapon) {
  6809. case W_BOW:
  6810. if (sd->inventory_data[index]->look != A_ARROW) {
  6811. clif_arrow_fail(sd,0);
  6812. return ATK_NONE;
  6813. }
  6814. break;
  6815. case W_REVOLVER:
  6816. case W_RIFLE:
  6817. case W_GATLING:
  6818. case W_SHOTGUN:
  6819. if (sd->inventory_data[index]->look != A_BULLET) {
  6820. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6821. return ATK_NONE;
  6822. }
  6823. break;
  6824. case W_GRENADE:
  6825. if (sd->inventory_data[index]->look !=
  6826. #ifdef RENEWAL
  6827. A_BULLET) {
  6828. #else
  6829. A_GRENADE) {
  6830. #endif
  6831. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6832. return ATK_NONE;
  6833. }
  6834. break;
  6835. }
  6836. }
  6837. }
  6838. }
  6839. if (sc && sc->count) {
  6840. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6841. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6842. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6843. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6844. else if (sc->data[SC_NEWMOON] && --(sc->data[SC_NEWMOON]->val2) <= 0)
  6845. status_change_end(src, SC_NEWMOON, INVALID_TIMER);
  6846. }
  6847. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6848. uint8 dir = map_calc_dir(target,src->x,src->y);
  6849. int t_dir = unit_getdir(target);
  6850. int dist = distance_bl(src, target);
  6851. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6852. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6853. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6854. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6855. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6856. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6857. return ATK_BLOCK;
  6858. }
  6859. }
  6860. if( tsc && tsc->data[SC_BLADESTOP_WAIT] &&
  6861. #ifndef RENEWAL
  6862. status_get_class_(src) != CLASS_BOSS &&
  6863. #endif
  6864. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6865. {
  6866. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6867. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6868. #ifdef RENEWAL
  6869. if (status_get_class_(src) == CLASS_BOSS)
  6870. duration = 2000; // Only lasts 2 seconds for Boss monsters
  6871. #endif
  6872. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6873. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6874. { //Target locked.
  6875. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6876. clif_bladestop(target, src->id, 1);
  6877. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6878. return ATK_BLOCK;
  6879. }
  6880. }
  6881. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6882. #ifdef RENEWAL
  6883. int triple_rate = 30; //Base Rate
  6884. #else
  6885. int triple_rate = 30 - skillv; //Base Rate
  6886. #endif
  6887. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6888. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6889. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6890. }
  6891. if (rnd()%100 < triple_rate) {
  6892. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6893. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6894. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6895. return ATK_DEF;
  6896. return ATK_MISS;
  6897. }
  6898. }
  6899. if (sc) {
  6900. if (sc->data[SC_SACRIFICE]) {
  6901. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6902. damage_lv ret_val;
  6903. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6904. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6905. /**
  6906. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6907. * For further information: bugreport:4950
  6908. */
  6909. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6910. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6911. if( ret_val == ATK_NONE )
  6912. return ATK_MISS;
  6913. return ret_val;
  6914. }
  6915. if (sc->data[SC_MAGICALATTACK]) {
  6916. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6917. return ATK_DEF;
  6918. return ATK_MISS;
  6919. }
  6920. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6921. int spheres = 5;
  6922. if( sc->data[SC_RAISINGDRAGON] )
  6923. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6924. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6925. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6926. }
  6927. }
  6928. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6929. int spheres = 5;
  6930. if( tsc->data[SC_RAISINGDRAGON] )
  6931. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6932. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6933. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6934. }
  6935. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6936. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  6937. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6938. int hp_heal = tstatus->max_hp - tstatus->hp;
  6939. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6940. hp_heal = tsc->data[SC_KAAHI]->val2;
  6941. if (hp_heal)
  6942. status_heal(target, hp_heal, 0, 2);
  6943. }
  6944. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6945. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  6946. vellum_damage = true;
  6947. if( sc && sc->count ) {
  6948. if (sc->data[SC_EXEEDBREAK]) {
  6949. if (!is_infinite_defense(target, wd.flag) && !vellum_damage)
  6950. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  6951. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  6952. }
  6953. if( sc->data[SC_SPELLFIST] ) {
  6954. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vellum_damage ){
  6955. if (!is_infinite_defense(target, wd.flag)) {
  6956. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  6957. wd.damage = ad.damage;
  6958. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  6959. } else {
  6960. wd.damage = 1;
  6961. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  6962. }
  6963. } else
  6964. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6965. }
  6966. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage) {
  6967. wd.damage <<= 1; // Double Damage
  6968. skill_break_equip(src, src, EQP_WEAPON, 10, BCT_SELF); // Break chance happens on successful damage increase
  6969. }
  6970. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6971. short idx = sd->equip_index[EQI_AMMO];
  6972. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6973. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6974. sc->data[SC_FEARBREEZE]->val4 = 0;
  6975. }
  6976. }
  6977. }
  6978. if (sd && sd->state.arrow_atk) //Consume arrow.
  6979. battle_consume_ammo(sd, 0, 0);
  6980. damage = wd.damage + wd.damage2;
  6981. if( damage > 0 && src != target )
  6982. {
  6983. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6984. { // Activates it only from melee damage
  6985. uint16 skill_id;
  6986. if( rnd()%2 == 1 )
  6987. skill_id = AB_DUPLELIGHT_MELEE;
  6988. else
  6989. skill_id = AB_DUPLELIGHT_MAGIC;
  6990. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6991. }
  6992. }
  6993. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  6994. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6995. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6996. if ( target->type == BL_SKILL && damage > 0 ) {
  6997. TBL_SKILL *su = (TBL_SKILL*)target;
  6998. if (su && su->group) {
  6999. if (su->group->skill_id == HT_BLASTMINE)
  7000. skill_blown(src, target, 3, -1, BLOWN_NONE);
  7001. if (su->group->skill_id == GN_WALLOFTHORN) {
  7002. if (--su->val2 <= 0)
  7003. skill_delunit(su);
  7004. }
  7005. }
  7006. }
  7007. map_freeblock_lock();
  7008. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  7009. if( !status_isdead(target) )
  7010. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  7011. if( wd.dmg_lv > ATK_BLOCK )
  7012. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  7013. } else
  7014. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  7015. if( tsc ) {
  7016. if( tsc->data[SC_DEVOTION] ) {
  7017. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  7018. struct block_list *d_bl = map_id2bl(sce->val1);
  7019. if( d_bl && (
  7020. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  7021. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  7022. ) && check_distance_bl(target, d_bl, sce->val3) )
  7023. {
  7024. // Only trigger if the devoted player was hit
  7025. if( damage > 0 ){
  7026. struct map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  7027. // The devoting player needs to stand up
  7028. if( dsd && pc_issit( dsd ) ){
  7029. pc_setstand( dsd, true );
  7030. skill_sit( dsd, 0 );
  7031. }
  7032. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, damage, 1, DMG_NORMAL, 0, false);
  7033. status_fix_damage(NULL, d_bl, damage, 0, CR_DEVOTION);
  7034. }
  7035. }
  7036. else
  7037. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  7038. }
  7039. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  7040. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  7041. if (ed) {
  7042. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SINGLE);
  7043. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  7044. }
  7045. }
  7046. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  7047. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  7048. if (e_bl && !status_isdead(e_bl)) {
  7049. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  7050. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  7051. }
  7052. }
  7053. }
  7054. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  7055. int sp = 0;
  7056. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  7057. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  7058. int i = rnd()%100;
  7059. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  7060. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  7061. //reduction only for skill_lv > 1
  7062. if (skill_lv > 1) {
  7063. if (i >= 50) skill_lv /= 2;
  7064. else if (i >= 15) skill_lv--;
  7065. }
  7066. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  7067. if (status_charge(src, 0, sp)) {
  7068. struct unit_data *ud = unit_bl2ud(src);
  7069. switch (skill_get_casttype(skill_id)) {
  7070. case CAST_GROUND:
  7071. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  7072. break;
  7073. case CAST_NODAMAGE:
  7074. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  7075. break;
  7076. case CAST_DAMAGE:
  7077. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  7078. break;
  7079. }
  7080. if (ud) {
  7081. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  7082. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  7083. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  7084. if (battle_config.display_status_timers && sd)
  7085. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  7086. }
  7087. }
  7088. }
  7089. }
  7090. if (sd) {
  7091. uint16 r_skill = 0, sk_idx = 0;
  7092. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  7093. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  7094. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  7095. {
  7096. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  7097. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  7098. int type;
  7099. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  7100. int maxcount = 0;
  7101. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  7102. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  7103. type = -1;
  7104. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  7105. type = -1;
  7106. if( BL_PC&battle_config.land_skill_limit &&
  7107. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  7108. ) {
  7109. int v;
  7110. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  7111. if(sd->ud.skillunit[v]->skill_id == r_skill)
  7112. maxcount--;
  7113. }
  7114. if( maxcount == 0 )
  7115. type = -1;
  7116. }
  7117. if( type != CAST_GROUND ){
  7118. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  7119. map_freeblock_unlock();
  7120. return wd.dmg_lv;
  7121. }
  7122. }
  7123. if (sd->state.autocast == 0) {
  7124. sd->state.autocast = 1;
  7125. skill_consume_requirement(sd, r_skill, r_lv, 3);
  7126. switch (type) {
  7127. case CAST_GROUND:
  7128. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  7129. break;
  7130. case CAST_NODAMAGE:
  7131. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  7132. break;
  7133. case CAST_DAMAGE:
  7134. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  7135. break;
  7136. }
  7137. }
  7138. sd->state.autocast = 0;
  7139. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  7140. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  7141. }
  7142. }
  7143. if (wd.flag&BF_WEAPON && sc && sc->data[SC_FALLINGSTAR] && rand()%100 < sc->data[SC_FALLINGSTAR]->val2) {
  7144. if (sd)
  7145. sd->state.autocast = 1;
  7146. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1)))
  7147. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1, tick, flag);
  7148. if (sd)
  7149. sd->state.autocast = 0;
  7150. }
  7151. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  7152. if (battle_config.left_cardfix_to_right)
  7153. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  7154. else
  7155. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  7156. }
  7157. }
  7158. if (tsc) {
  7159. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  7160. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  7161. || sstatus->def_ele == ELE_POISON) &&
  7162. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  7163. status_check_skilluse(target, src, TF_POISON, 0)
  7164. ) { //Poison React
  7165. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  7166. if (sstatus->def_ele == ELE_POISON) {
  7167. sce->val2 = 0;
  7168. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  7169. } else {
  7170. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  7171. --sce->val2;
  7172. }
  7173. if (sce->val2 <= 0)
  7174. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  7175. }
  7176. }
  7177. map_freeblock_unlock();
  7178. return wd.dmg_lv;
  7179. }
  7180. /*=========================
  7181. * Check for undead status
  7182. *-------------------------
  7183. * Credits:
  7184. * Original coder Skotlex
  7185. * Refactored by Baalberith
  7186. */
  7187. int battle_check_undead(int race,int element)
  7188. {
  7189. if(battle_config.undead_detect_type == 0) {
  7190. if(element == ELE_UNDEAD)
  7191. return 1;
  7192. }
  7193. else if(battle_config.undead_detect_type == 1) {
  7194. if(race == RC_UNDEAD)
  7195. return 1;
  7196. }
  7197. else {
  7198. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  7199. return 1;
  7200. }
  7201. return 0;
  7202. }
  7203. /*================================================================
  7204. * Returns the upmost level master starting with the given object
  7205. *----------------------------------------------------------------*/
  7206. struct block_list* battle_get_master(struct block_list *src)
  7207. {
  7208. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  7209. do {
  7210. prev = src;
  7211. switch (src->type) {
  7212. case BL_PET:
  7213. if (((TBL_PET*)src)->master)
  7214. src = (struct block_list*)((TBL_PET*)src)->master;
  7215. break;
  7216. case BL_MOB:
  7217. if (((TBL_MOB*)src)->master_id)
  7218. src = map_id2bl(((TBL_MOB*)src)->master_id);
  7219. break;
  7220. case BL_HOM:
  7221. if (((TBL_HOM*)src)->master)
  7222. src = (struct block_list*)((TBL_HOM*)src)->master;
  7223. break;
  7224. case BL_MER:
  7225. if (((TBL_MER*)src)->master)
  7226. src = (struct block_list*)((TBL_MER*)src)->master;
  7227. break;
  7228. case BL_ELEM:
  7229. if (((TBL_ELEM*)src)->master)
  7230. src = (struct block_list*)((TBL_ELEM*)src)->master;
  7231. break;
  7232. case BL_SKILL:
  7233. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  7234. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  7235. break;
  7236. }
  7237. } while (src && src != prev);
  7238. return prev;
  7239. }
  7240. /*==========================================
  7241. * Checks the state between two targets
  7242. * (enemy, friend, party, guild, etc)
  7243. *------------------------------------------
  7244. * Usage:
  7245. * See battle.hpp for possible values/combinations
  7246. * to be used here (BCT_* constants)
  7247. * Return value is:
  7248. * 1: flag holds true (is enemy, party, etc)
  7249. * -1: flag fails
  7250. * 0: Invalid target (non-targetable ever)
  7251. *
  7252. * Credits:
  7253. * Original coder unknown
  7254. * Rewritten by Skotlex
  7255. */
  7256. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  7257. {
  7258. int16 m; //map
  7259. int state = 0; //Initial state none
  7260. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  7261. struct block_list *s_bl = src, *t_bl = target;
  7262. struct unit_data *ud = NULL;
  7263. nullpo_ret(src);
  7264. nullpo_ret(target);
  7265. ud = unit_bl2ud(target);
  7266. m = target->m;
  7267. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  7268. //objects involved.
  7269. if( (t_bl = battle_get_master(target)) == NULL )
  7270. t_bl = target;
  7271. if( (s_bl = battle_get_master(src)) == NULL )
  7272. s_bl = src;
  7273. if ( s_bl->type == BL_PC ) {
  7274. switch( t_bl->type ) {
  7275. case BL_MOB: // Source => PC, Target => MOB
  7276. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  7277. return 0;
  7278. break;
  7279. case BL_PC:
  7280. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  7281. return 0;
  7282. break;
  7283. default:/* anything else goes */
  7284. break;
  7285. }
  7286. }
  7287. struct map_data *mapdata = map_getmapdata(m);
  7288. switch( target->type ) { // Checks on actual target
  7289. case BL_PC: {
  7290. struct status_change* sc = status_get_sc(src);
  7291. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  7292. return -1; //Cannot be targeted yet.
  7293. if( sc && sc->count ) {
  7294. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  7295. return -1;
  7296. }
  7297. }
  7298. break;
  7299. case BL_MOB:
  7300. {
  7301. struct mob_data *md = ((TBL_MOB*)target);
  7302. if (ud && ud->immune_attack)
  7303. return 0;
  7304. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7305. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7306. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7307. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7308. ){ //Targettable by players
  7309. state |= BCT_ENEMY;
  7310. strip_enemy = 0;
  7311. }
  7312. break;
  7313. }
  7314. case BL_SKILL:
  7315. {
  7316. TBL_SKILL *su = (TBL_SKILL*)target;
  7317. uint16 skill_id = battle_getcurrentskill(src);
  7318. if( !su || !su->group)
  7319. return 0;
  7320. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  7321. if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7322. ;
  7323. }
  7324. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  7325. switch (skill_id) {
  7326. case RK_DRAGONBREATH:
  7327. case RK_DRAGONBREATH_WATER:
  7328. case NC_SELFDESTRUCTION:
  7329. case NC_AXETORNADO:
  7330. case SR_SKYNETBLOW:
  7331. // Can only hit traps in PVP/GVG maps
  7332. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7333. return 0;
  7334. break;
  7335. }
  7336. }
  7337. else
  7338. return 0;
  7339. state |= BCT_ENEMY;
  7340. strip_enemy = 0;
  7341. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7342. switch (skill_id) {
  7343. case RK_DRAGONBREATH:
  7344. case RK_DRAGONBREATH_WATER:
  7345. case NC_SELFDESTRUCTION:
  7346. case NC_AXETORNADO:
  7347. case SR_SKYNETBLOW:
  7348. // Can only hit icewall in PVP/GVG maps
  7349. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7350. return 0;
  7351. break;
  7352. case HT_CLAYMORETRAP:
  7353. // Can't hit icewall
  7354. return 0;
  7355. default:
  7356. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7357. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  7358. return -1;
  7359. }
  7360. state |= BCT_ENEMY;
  7361. strip_enemy = 0;
  7362. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7363. return 0;
  7364. }
  7365. break;
  7366. case BL_MER:
  7367. case BL_HOM:
  7368. case BL_ELEM:
  7369. if (ud && ud->immune_attack)
  7370. return 0;
  7371. break;
  7372. //All else not specified is an invalid target.
  7373. default:
  7374. return 0;
  7375. } //end switch actual target
  7376. switch( t_bl->type ) { //Checks on target master
  7377. case BL_PC: {
  7378. struct map_session_data *sd;
  7379. struct status_change *sc = NULL;
  7380. if( t_bl == s_bl )
  7381. break;
  7382. sd = BL_CAST(BL_PC, t_bl);
  7383. sc = status_get_sc(t_bl);
  7384. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7385. return 0; // Global immunity only to Attacks
  7386. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7387. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7388. if( sd->state.killable ) {
  7389. state |= BCT_ENEMY; // Everything can kill it
  7390. strip_enemy = 0;
  7391. }
  7392. break;
  7393. }
  7394. case BL_MOB:
  7395. {
  7396. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7397. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7398. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7399. break;
  7400. }
  7401. default: break; //other type doesn't have slave yet
  7402. } //end switch master target
  7403. switch( src->type ) { //Checks on actual src type
  7404. case BL_PET:
  7405. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7406. return 0; //Pet may not attack non-mobs.
  7407. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  7408. return 0; //pet may not attack Guardians/Emperium
  7409. break;
  7410. case BL_SKILL: {
  7411. struct skill_unit *su = (struct skill_unit *)src;
  7412. struct status_change* sc = status_get_sc(target);
  7413. if (!su || !su->group)
  7414. return 0;
  7415. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  7416. if (su->group->src_id == target->id) {
  7417. if (inf2[INF2_NOTARGETSELF])
  7418. return -1;
  7419. if (inf2[INF2_TARGETSELF])
  7420. return 1;
  7421. }
  7422. //Status changes that prevent traps from triggering
  7423. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  7424. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7425. return -1;
  7426. }
  7427. }
  7428. break;
  7429. case BL_MER:
  7430. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7431. return 0; //mercenary may not attack Emperium
  7432. break;
  7433. } //end switch actual src
  7434. switch( s_bl->type )
  7435. { //Checks on source master
  7436. case BL_PC:
  7437. {
  7438. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7439. if( s_bl != t_bl )
  7440. {
  7441. if( sd->state.killer )
  7442. {
  7443. state |= BCT_ENEMY; // Can kill anything
  7444. strip_enemy = 0;
  7445. }
  7446. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  7447. {
  7448. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7449. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7450. else
  7451. return 0; // You can't target anything out of your duel
  7452. }
  7453. }
  7454. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  7455. return 0; //If you don't belong to a guild, can't target emperium.
  7456. if( t_bl->type != BL_PC )
  7457. state |= BCT_ENEMY; //Natural enemy.
  7458. break;
  7459. }
  7460. case BL_MOB:
  7461. {
  7462. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7463. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7464. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7465. if( !md->special_state.ai )
  7466. { //Normal mobs
  7467. if(
  7468. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  7469. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7470. )
  7471. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7472. else
  7473. state |= BCT_ENEMY; //However, all else are enemies.
  7474. }
  7475. else
  7476. {
  7477. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7478. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7479. }
  7480. break;
  7481. }
  7482. default:
  7483. //Need some sort of default behaviour for unhandled types.
  7484. if (t_bl->type != s_bl->type)
  7485. state |= BCT_ENEMY;
  7486. break;
  7487. } //end switch on src master
  7488. if( (flag&BCT_ALL) == BCT_ALL )
  7489. { //All actually stands for all attackable chars, icewall and traps
  7490. if(target->type&(BL_CHAR|BL_SKILL))
  7491. return 1;
  7492. else
  7493. return -1;
  7494. }
  7495. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7496. return -1;
  7497. if( t_bl == s_bl )
  7498. { //No need for further testing.
  7499. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7500. if( state&BCT_ENEMY && strip_enemy )
  7501. state&=~BCT_ENEMY;
  7502. return (flag&state)?1:-1;
  7503. }
  7504. if( mapdata_flag_vs(mapdata) )
  7505. { //Check rivalry settings.
  7506. int sbg_id = 0, tbg_id = 0;
  7507. if(mapdata->flag[MF_BATTLEGROUND] )
  7508. {
  7509. sbg_id = bg_team_get_id(s_bl);
  7510. tbg_id = bg_team_get_id(t_bl);
  7511. }
  7512. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7513. {
  7514. int s_party = status_get_party_id(s_bl);
  7515. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOPARTY]) && !(mapdata_flag_gvg(mapdata) && mapdata->flag[MF_GVG_NOPARTY]) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7516. state |= BCT_PARTY;
  7517. else
  7518. state |= BCT_ENEMY;
  7519. }
  7520. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7521. {
  7522. int s_guild = status_get_guild_id(s_bl);
  7523. int t_guild = status_get_guild_id(t_bl);
  7524. if( !(mapdata->flag[MF_PVP] && mapdata->flag[MF_PVP_NOGUILD]) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->flag[MF_BATTLEGROUND] || sbg_id == tbg_id) )
  7525. state |= BCT_GUILD;
  7526. else
  7527. state |= BCT_ENEMY;
  7528. }
  7529. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  7530. state &= ~BCT_ENEMY;
  7531. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7532. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7533. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7534. if (
  7535. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7536. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7537. (int)sd->status.base_level < battle_config.pk_min_level ||
  7538. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7539. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7540. )
  7541. state &= ~BCT_ENEMY;
  7542. }
  7543. }//end map_flag_vs chk rivality
  7544. else
  7545. { //Non pvp/gvg, check party/guild settings.
  7546. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7547. {
  7548. int s_party = status_get_party_id(s_bl);
  7549. if(s_party && s_party == status_get_party_id(t_bl))
  7550. state |= BCT_PARTY;
  7551. }
  7552. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7553. {
  7554. int s_guild = status_get_guild_id(s_bl);
  7555. int t_guild = status_get_guild_id(t_bl);
  7556. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7557. state |= BCT_GUILD;
  7558. }
  7559. } //end non pvp/gvg chk rivality
  7560. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7561. state = BCT_NEUTRAL;
  7562. //Alliance state takes precedence over enemy one.
  7563. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7564. state&=~BCT_ENEMY;
  7565. return (flag&state)?1:-1;
  7566. }
  7567. /*==========================================
  7568. * Check if can attack from this range
  7569. * Basic check then calling path_search for obstacle etc..
  7570. *------------------------------------------
  7571. */
  7572. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7573. {
  7574. int d;
  7575. nullpo_retr(false, src);
  7576. nullpo_retr(false, bl);
  7577. if( src->m != bl->m )
  7578. return false;
  7579. #ifndef CIRCULAR_AREA
  7580. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7581. if ( !check_distance_client_bl(src, bl, range) )
  7582. return false;
  7583. } else
  7584. #endif
  7585. if( !check_distance_bl(src, bl, range) )
  7586. return false;
  7587. if( (d = distance_bl(src, bl)) < 2 )
  7588. return true; // No need for path checking.
  7589. if( d > AREA_SIZE )
  7590. return false; // Avoid targetting objects beyond your range of sight.
  7591. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7592. }
  7593. /*=============================================
  7594. * Battle.conf settings and default/max values
  7595. *---------------------------------------------
  7596. */
  7597. static const struct _battle_data {
  7598. const char* str;
  7599. int* val;
  7600. int defval;
  7601. int min;
  7602. int max;
  7603. } battle_data[] = {
  7604. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7605. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7606. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7607. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7608. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  7609. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  7610. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7611. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7612. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7613. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7614. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7615. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7616. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7617. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7618. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7619. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7620. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7621. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7622. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7623. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7624. #ifdef RENEWAL
  7625. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7626. #else
  7627. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7628. #endif
  7629. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7630. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7631. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7632. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7633. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7634. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7635. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7636. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7637. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7638. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7639. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7640. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7641. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7642. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7643. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7644. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7645. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7646. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7647. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7648. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7649. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7650. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7651. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7652. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7653. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7654. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7655. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7656. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7657. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7658. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7659. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7660. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7661. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7662. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7663. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7664. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7665. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7666. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7667. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7668. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7669. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7670. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7671. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7672. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7673. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7674. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7675. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7676. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7677. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7678. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7679. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7680. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7681. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7682. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7683. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7684. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7685. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7686. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7687. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7688. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7689. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7690. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7691. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7692. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7693. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7694. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7695. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7696. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7697. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7698. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7699. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7700. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7701. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7702. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7703. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7704. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7705. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7706. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7707. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7708. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7709. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7710. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7711. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7712. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7713. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7714. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7715. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7716. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7717. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7718. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7719. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7720. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7721. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7722. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7723. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7724. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7725. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7726. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7727. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7728. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7729. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7730. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7731. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7732. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7733. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7734. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  7735. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  7736. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7737. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  7738. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  7739. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7740. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7741. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7742. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7743. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7744. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7745. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7746. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7747. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7748. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7749. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7750. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7751. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7752. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7753. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7754. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7755. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7756. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7757. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7758. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7759. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7760. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7761. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7762. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7763. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7764. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7765. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7766. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7767. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7768. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7769. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7770. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7771. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7772. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7773. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7774. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7775. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7776. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7777. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7778. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7779. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7780. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7781. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7782. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7783. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7784. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7785. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7786. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7787. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7788. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7789. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7790. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7791. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7792. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7793. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7794. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  7795. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7796. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7797. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7798. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7799. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7800. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7801. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7802. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7803. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7804. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7805. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7806. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7807. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7808. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7809. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7810. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7811. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7812. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7813. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7814. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7815. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7816. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7817. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7818. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7819. // eAthena additions
  7820. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7821. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  7822. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7823. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  7824. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7825. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  7826. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7827. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  7828. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7829. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7830. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  7831. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7832. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  7833. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7834. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  7835. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7836. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  7837. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7838. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7839. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7840. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7841. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7842. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7843. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7844. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7845. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7846. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7847. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7848. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7849. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7850. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7851. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7852. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7853. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7854. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7855. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7856. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7857. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  7858. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7859. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7860. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7861. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7862. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7863. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7864. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7865. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  7866. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7867. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7868. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7869. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7870. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  7871. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  7872. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7873. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7874. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7875. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7876. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7877. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7878. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7879. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7880. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7881. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7882. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7883. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7884. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7885. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7886. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7887. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7888. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7889. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7890. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7891. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7892. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7893. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7894. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7895. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7896. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7897. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7898. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7899. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7900. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7901. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7902. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7903. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7904. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7905. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7906. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7907. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7908. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7909. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7910. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7911. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7912. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7913. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7914. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7915. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7916. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7917. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7918. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7919. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7920. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7921. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7922. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7923. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7924. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7925. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7926. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7927. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7928. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7929. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7930. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7931. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7932. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7933. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7934. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7935. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7936. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7937. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7938. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7939. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7940. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7941. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7942. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7943. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7944. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7945. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7946. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7947. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7948. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  7949. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7950. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7951. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7952. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7953. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7954. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7955. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7956. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7957. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7958. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7959. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7960. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7961. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7962. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7963. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7964. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7965. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  7966. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7967. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7968. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7969. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7970. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7971. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7972. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7973. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7974. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7975. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7976. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7977. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7978. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7979. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7980. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7981. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7982. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7983. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  7984. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  7985. // BattleGround Settings
  7986. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7987. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7988. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7989. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7990. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7991. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7992. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7993. // rAthena
  7994. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7995. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7996. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7997. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7998. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7999. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  8000. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  8001. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  8002. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  8003. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  8004. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  8005. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  8006. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  8007. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  8008. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  8009. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  8010. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  8011. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  8012. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  8013. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  8014. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  8015. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  8016. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  8017. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  8018. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  8019. #ifdef VIP_ENABLE
  8020. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  8021. #else
  8022. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  8023. #endif
  8024. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  8025. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  8026. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  8027. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  8028. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  8029. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  8030. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  8031. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  8032. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  8033. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  8034. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  8035. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  8036. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  8037. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  8038. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  8039. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  8040. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  8041. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  8042. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  8043. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  8044. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  8045. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  8046. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  8047. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  8048. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  8049. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  8050. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  8051. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  8052. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  8053. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  8054. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  8055. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  8056. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  8057. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  8058. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8059. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8060. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  8061. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  8062. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  8063. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  8064. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  8065. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  8066. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  8067. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  8068. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  8069. { "idletime_option", &battle_config.idletime_option, 0x1F, 0x1, 0xFFF, },
  8070. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  8071. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  8072. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  8073. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  8074. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  8075. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  8076. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  8077. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  8078. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  8079. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  8080. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  8081. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  8082. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  8083. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  8084. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  8085. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  8086. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  8087. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  8088. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  8089. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  8090. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  8091. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  8092. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  8093. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  8094. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  8095. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  8096. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  8097. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  8098. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  8099. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  8100. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  8101. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  8102. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  8103. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  8104. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  8105. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  8106. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  8107. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  8108. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  8109. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  8110. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  8111. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  8112. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  8113. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  8114. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  8115. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  8116. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  8117. { "event_refine_chance", &battle_config.event_refine_chance, 0, 0, 1, },
  8118. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  8119. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  8120. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  8121. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  8122. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  8123. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  8124. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  8125. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  8126. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  8127. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  8128. { "summoner_trait", &battle_config.summoner_trait, 3, 0, 3, },
  8129. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  8130. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  8131. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  8132. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  8133. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  8134. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  8135. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  8136. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  8137. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  8138. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  8139. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  8140. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  8141. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  8142. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  8143. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  8144. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  8145. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  8146. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  8147. #include "../custom/battle_config_init.inc"
  8148. };
  8149. /*==========================
  8150. * Set battle settings
  8151. *--------------------------*/
  8152. int battle_set_value(const char* w1, const char* w2)
  8153. {
  8154. int val = config_switch(w2);
  8155. int i;
  8156. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8157. if (i == ARRAYLENGTH(battle_data))
  8158. return 0; // not found
  8159. if (val < battle_data[i].min || val > battle_data[i].max) {
  8160. 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);
  8161. val = battle_data[i].defval;
  8162. }
  8163. *battle_data[i].val = val;
  8164. return 1;
  8165. }
  8166. /*===========================
  8167. * Get battle settings
  8168. *---------------------------*/
  8169. int battle_get_value(const char* w1)
  8170. {
  8171. int i;
  8172. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8173. if (i == ARRAYLENGTH(battle_data))
  8174. return 0; // not found
  8175. else
  8176. return *battle_data[i].val;
  8177. }
  8178. /*======================
  8179. * Set default settings
  8180. *----------------------*/
  8181. void battle_set_defaults()
  8182. {
  8183. int i;
  8184. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  8185. *battle_data[i].val = battle_data[i].defval;
  8186. }
  8187. /*==================================
  8188. * Cap certain battle.conf settings
  8189. *----------------------------------*/
  8190. void battle_adjust_conf()
  8191. {
  8192. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  8193. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  8194. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  8195. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  8196. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  8197. battle_config.max_cart_weight *= 10;
  8198. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  8199. battle_config.max_def = 100;
  8200. if (battle_config.min_hitrate > battle_config.max_hitrate)
  8201. battle_config.min_hitrate = battle_config.max_hitrate;
  8202. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  8203. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  8204. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  8205. battle_config.day_duration = 60000;
  8206. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  8207. battle_config.night_duration = 60000;
  8208. #if PACKETVER < 20100427
  8209. if (battle_config.feature_buying_store) {
  8210. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  8211. battle_config.feature_buying_store = 0;
  8212. }
  8213. #endif
  8214. #if PACKETVER < 20100803
  8215. if (battle_config.feature_search_stores) {
  8216. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  8217. battle_config.feature_search_stores = 0;
  8218. }
  8219. #endif
  8220. #if PACKETVER < 20120101
  8221. if (battle_config.feature_bgqueue) {
  8222. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  8223. battle_config.feature_bgqueue = 0;
  8224. }
  8225. #endif
  8226. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  8227. if (battle_config.feature_auction) {
  8228. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  8229. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8230. battle_config.feature_auction = 0;
  8231. }
  8232. #elif PACKETVER >= 20141112
  8233. if (battle_config.feature_auction) {
  8234. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  8235. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8236. battle_config.feature_auction = 0;
  8237. }
  8238. #endif
  8239. #if PACKETVER < 20130724
  8240. if (battle_config.feature_banking) {
  8241. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  8242. battle_config.feature_banking = 0;
  8243. }
  8244. #endif
  8245. #if PACKETVER < 20131223
  8246. if (battle_config.mvp_exp_reward_message) {
  8247. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  8248. battle_config.mvp_exp_reward_message = 0;
  8249. }
  8250. #endif
  8251. #if PACKETVER < 20141022
  8252. if (battle_config.feature_roulette) {
  8253. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  8254. battle_config.feature_roulette = 0;
  8255. }
  8256. #endif
  8257. #if PACKETVER < 20150513
  8258. if (battle_config.feature_achievement) {
  8259. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  8260. battle_config.feature_achievement = 0;
  8261. }
  8262. #endif
  8263. #if PACKETVER < 20141008
  8264. if (battle_config.feature_petevolution) {
  8265. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8266. battle_config.feature_petevolution = 0;
  8267. }
  8268. if (battle_config.feature_pet_autofeed) {
  8269. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8270. battle_config.feature_pet_autofeed = 0;
  8271. }
  8272. #endif
  8273. #if PACKETVER < 20170208
  8274. if (battle_config.feature_equipswitch) {
  8275. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  8276. battle_config.feature_equipswitch = 0;
  8277. }
  8278. #endif
  8279. #if PACKETVER < 20170920
  8280. if( battle_config.feature_homunculus_autofeed ){
  8281. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  8282. battle_config.feature_homunculus_autofeed = 0;
  8283. }
  8284. #endif
  8285. #if PACKETVER < 20180307
  8286. if( battle_config.feature_attendance ){
  8287. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  8288. battle_config.feature_attendance = 0;
  8289. }
  8290. #endif
  8291. #if PACKETVER < 20180321
  8292. if( battle_config.feature_privateairship ){
  8293. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  8294. battle_config.feature_privateairship = 0;
  8295. }
  8296. #endif
  8297. #ifndef CELL_NOSTACK
  8298. if (battle_config.custom_cell_stack_limit != 1)
  8299. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  8300. #endif
  8301. }
  8302. /*=====================================
  8303. * Read battle.conf settings from file
  8304. *-------------------------------------*/
  8305. int battle_config_read(const char* cfgName)
  8306. {
  8307. FILE* fp;
  8308. static int count = 0;
  8309. if (count == 0)
  8310. battle_set_defaults();
  8311. count++;
  8312. fp = fopen(cfgName,"r");
  8313. if (fp == NULL)
  8314. ShowError("File not found: %s\n", cfgName);
  8315. else {
  8316. char line[1024], w1[1024], w2[1024];
  8317. while(fgets(line, sizeof(line), fp)) {
  8318. if (line[0] == '/' && line[1] == '/')
  8319. continue;
  8320. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  8321. continue;
  8322. if (strcmpi(w1, "import") == 0)
  8323. battle_config_read(w2);
  8324. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  8325. const char* symbol = &w2[0];
  8326. if (ISPRINT(*symbol) && // no control characters
  8327. *symbol != '/' && // symbol of client commands
  8328. *symbol != '%' && // symbol of party chat
  8329. *symbol != '$' && // symbol of guild chat
  8330. *symbol != charcommand_symbol)
  8331. atcommand_symbol = *symbol;
  8332. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  8333. const char* symbol = &w2[0];
  8334. if (ISPRINT(*symbol) && // no control characters
  8335. *symbol != '/' && // symbol of client commands
  8336. *symbol != '%' && // symbol of party chat
  8337. *symbol != '$' && // symbol of guild chat
  8338. *symbol != atcommand_symbol)
  8339. charcommand_symbol = *symbol;
  8340. }else if( battle_set_value(w1, w2) == 0 )
  8341. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  8342. }
  8343. fclose(fp);
  8344. }
  8345. count--;
  8346. if (count == 0)
  8347. battle_adjust_conf();
  8348. return 0;
  8349. }
  8350. /*==========================
  8351. * initialize battle timer
  8352. *--------------------------*/
  8353. void do_init_battle(void)
  8354. {
  8355. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  8356. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  8357. }
  8358. /*==================
  8359. * end battle timer
  8360. *------------------*/
  8361. void do_final_battle(void)
  8362. {
  8363. ers_destroy(delay_damage_ers);
  8364. }