battle.cpp 359 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "battle.hpp"
  4. #include <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. struct Battle_Config battle_config;
  33. static struct eri *delay_damage_ers; //For battle delay damage structures.
  34. /**
  35. * Returns the current/list skill used by the bl
  36. * @param bl
  37. * @return skill_id
  38. */
  39. uint16 battle_getcurrentskill(struct block_list *bl)
  40. {
  41. struct unit_data *ud;
  42. if( bl->type == BL_SKILL ) {
  43. struct skill_unit *su = (struct skill_unit*)bl;
  44. return (su && su->group?su->group->skill_id:0);
  45. }
  46. ud = unit_bl2ud(bl);
  47. return (ud?ud->skill_id:0);
  48. }
  49. /**
  50. * Get random targeting enemy
  51. * @param bl
  52. * @param ap
  53. * @return Found target (1) or not found (0)
  54. */
  55. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  56. {
  57. struct block_list **bl_list;
  58. struct unit_data *ud;
  59. int target_id;
  60. int *c;
  61. bl_list = va_arg(ap, struct block_list **);
  62. c = va_arg(ap, int *);
  63. target_id = va_arg(ap, int);
  64. if (bl->id == target_id)
  65. return 0;
  66. if (*c >= 24)
  67. return 0;
  68. if ( !(ud = unit_bl2ud(bl)) )
  69. return 0;
  70. if (ud->target == target_id || ud->skilltarget == target_id) {
  71. bl_list[(*c)++] = bl;
  72. return 1;
  73. }
  74. return 0;
  75. }
  76. /**
  77. * Returns list of targets
  78. * @param target
  79. * @return Target list
  80. */
  81. struct block_list* battle_gettargeted(struct block_list *target)
  82. {
  83. struct block_list *bl_list[24];
  84. int c = 0;
  85. nullpo_retr(NULL, target);
  86. memset(bl_list, 0, sizeof(bl_list));
  87. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  88. if ( c == 0 )
  89. return NULL;
  90. if( c > 24 )
  91. c = 24;
  92. return bl_list[rnd()%c];
  93. }
  94. /**
  95. * Returns the ID of the current targeted character of the passed bl
  96. * @param bl
  97. * @return Target Unit ID
  98. * @author [Skotlex]
  99. */
  100. int battle_gettarget(struct block_list* bl)
  101. {
  102. switch (bl->type) {
  103. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  104. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  105. case BL_PET: return ((struct pet_data*)bl)->target_id;
  106. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  107. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  108. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  109. }
  110. return 0;
  111. }
  112. /**
  113. * Get random enemy
  114. * @param bl
  115. * @param ap
  116. * @return Found target (1) or not found (0)
  117. */
  118. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  119. {
  120. struct block_list **bl_list;
  121. struct block_list *target;
  122. int *c;
  123. bl_list = va_arg(ap, struct block_list **);
  124. c = va_arg(ap, int *);
  125. target = va_arg(ap, struct block_list *);
  126. if (bl->id == target->id)
  127. return 0;
  128. if (*c >= 24)
  129. return 0;
  130. if (status_isdead(bl))
  131. return 0;
  132. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  133. bl_list[(*c)++] = bl;
  134. return 1;
  135. }
  136. return 0;
  137. }
  138. /**
  139. * Returns list of enemies within given range
  140. * @param target
  141. * @param type
  142. * @param range
  143. * @return Target list
  144. * @author [Skotlex]
  145. */
  146. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  147. {
  148. struct block_list *bl_list[24];
  149. int c = 0;
  150. memset(bl_list, 0, sizeof(bl_list));
  151. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  152. if ( c == 0 )
  153. return NULL;
  154. if( c > 24 )
  155. c = 24;
  156. return bl_list[rnd()%c];
  157. }
  158. /**
  159. * Get random enemy within area
  160. * @param bl
  161. * @param ap
  162. * @return Found target (1) or not found (0)
  163. */
  164. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  165. {
  166. struct block_list **bl_list, *src;
  167. int *c, ignore_id;
  168. bl_list = va_arg(ap, struct block_list **);
  169. c = va_arg(ap, int *);
  170. src = va_arg(ap, struct block_list *);
  171. ignore_id = va_arg(ap, int);
  172. if( bl->id == src->id || bl->id == ignore_id )
  173. return 0; // Ignores Caster and a possible pre-target
  174. if( *c >= 23 )
  175. return 0;
  176. if( status_isdead(bl) )
  177. return 0;
  178. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  179. bl_list[(*c)++] = bl;
  180. return 1;
  181. }
  182. return 0;
  183. }
  184. /**
  185. * Returns list of enemies within an area
  186. * @param src
  187. * @param x
  188. * @param y
  189. * @param range
  190. * @param type
  191. * @param ignore_id
  192. * @return Target list
  193. */
  194. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  195. {
  196. struct block_list *bl_list[24];
  197. int c = 0;
  198. memset(bl_list, 0, sizeof(bl_list));
  199. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  200. if( c == 0 )
  201. return NULL;
  202. if( c >= 24 )
  203. c = 23;
  204. return bl_list[rnd()%c];
  205. }
  206. /*========================================== [Playtester]
  207. * Deals damage without delay, applies additional effects and triggers monster events
  208. * This function is called from battle_delay_damage or battle_delay_damage_sub
  209. * @param src: Source of damage
  210. * @param target: Target of damage
  211. * @param damage: Damage to be dealt
  212. * @param delay: Damage delay
  213. * @param skill_lv: Level of skill used
  214. * @param skill_id: ID o skill used
  215. * @param dmg_lv: State of the attack (miss, etc.)
  216. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  217. * @param additional_effects: Whether additional effect should be applied
  218. * @param isspdamage: If the damage is done to SP
  219. * @param tick: Current tick
  220. *------------------------------------------*/
  221. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, 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) {
  222. map_freeblock_lock();
  223. if (isspdamage)
  224. status_fix_spdamage(src, target, damage, delay, skill_id);
  225. else
  226. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  227. if (attack_type && !status_isdead(target) && additional_effects)
  228. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  229. if (dmg_lv > ATK_BLOCK && attack_type)
  230. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  231. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  232. if (target->type == BL_MOB) {
  233. struct mob_data* md = BL_CAST(BL_MOB, target);
  234. if (!status_isdead(target) && src != target) {
  235. if (damage > 0 )
  236. mobskill_event(md, src, tick, attack_type);
  237. if (skill_id)
  238. mobskill_event(md, src, tick, MSC_SKILLUSED|(skill_id<<16));
  239. }
  240. if (damage && (attack_type&BF_NORMAL)) // Monsters differentiate whether they have been attacked by a skill or a normal attack
  241. md->norm_attacked_id = md->attacked_id;
  242. }
  243. map_freeblock_unlock();
  244. }
  245. /// Damage Delayed Structure
  246. struct delay_damage {
  247. int src_id;
  248. int target_id;
  249. int64 damage;
  250. t_tick delay;
  251. unsigned short distance;
  252. uint16 skill_lv;
  253. uint16 skill_id;
  254. enum damage_lv dmg_lv;
  255. unsigned short attack_type;
  256. bool additional_effects;
  257. enum bl_type src_type;
  258. bool isspdamage;
  259. };
  260. TIMER_FUNC(battle_delay_damage_sub){
  261. struct delay_damage *dat = (struct delay_damage *)data;
  262. if ( dat ) {
  263. struct block_list* src = map_id2bl(dat->src_id);
  264. struct block_list* target = map_id2bl(dat->target_id);
  265. if (target && !status_isdead(target)) {
  266. if( src && target->m == src->m &&
  267. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  268. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  269. {
  270. //Deal damage
  271. 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);
  272. } 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
  273. map_freeblock_lock();
  274. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  275. map_freeblock_unlock();
  276. }
  277. }
  278. struct map_session_data *sd = BL_CAST(BL_PC, src);
  279. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  280. sd->state.hold_recalc = false;
  281. status_calc_pc(sd, SCO_FORCE);
  282. }
  283. }
  284. ers_free(delay_damage_ers, dat);
  285. return 0;
  286. }
  287. 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)
  288. {
  289. struct delay_damage *dat;
  290. struct status_change *sc;
  291. struct block_list *d_tbl = NULL;
  292. struct block_list *e_tbl = NULL;
  293. nullpo_ret(src);
  294. nullpo_ret(target);
  295. sc = status_get_sc(target);
  296. if (sc) {
  297. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  298. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  299. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  300. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  301. }
  302. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  303. damage > 0 && skill_id != CR_REFLECTSHIELD
  304. #ifndef RENEWAL
  305. && skill_id != PA_PRESSURE
  306. #endif
  307. ) {
  308. struct map_session_data* tsd = BL_CAST( BL_PC, target );
  309. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  310. pc_setstand( tsd, true );
  311. skill_sit( tsd, 0 );
  312. }
  313. damage = 0;
  314. }
  315. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  316. //Deal damage
  317. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  318. return 0;
  319. }
  320. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  321. dat->src_id = src->id;
  322. dat->target_id = target->id;
  323. dat->skill_id = skill_id;
  324. dat->skill_lv = skill_lv;
  325. dat->attack_type = attack_type;
  326. dat->damage = damage;
  327. dat->dmg_lv = dmg_lv;
  328. dat->delay = ddelay;
  329. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  330. dat->additional_effects = additional_effects;
  331. dat->src_type = src->type;
  332. dat->isspdamage = isspdamage;
  333. if (src->type != BL_PC && amotion > 1000)
  334. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  335. if( src->type == BL_PC )
  336. ((TBL_PC*)src)->delayed_damage++;
  337. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  338. return 0;
  339. }
  340. /**
  341. * Does attribute fix modifiers.
  342. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  343. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  344. * @param src
  345. * @param target
  346. * @param damage
  347. * @param atk_elem
  348. * @param def_type
  349. * @param def_lv
  350. * @param flag
  351. * @return damage
  352. */
  353. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  354. {
  355. struct status_change *sc = NULL, *tsc = NULL;
  356. int ratio;
  357. if (src) sc = status_get_sc(src);
  358. if (target) tsc = status_get_sc(target);
  359. if (!CHK_ELEMENT(atk_elem))
  360. atk_elem = rnd()%ELE_ALL;
  361. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  362. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  363. return damage;
  364. }
  365. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  366. if (sc && sc->count) { //increase dmg by src status
  367. switch(atk_elem){
  368. case ELE_FIRE:
  369. if (sc->data[SC_VOLCANO])
  370. #ifdef RENEWAL
  371. ratio += sc->data[SC_VOLCANO]->val3;
  372. #else
  373. damage += (int64)((damage*sc->data[SC_VOLCANO]->val3) / 100);
  374. #endif
  375. break;
  376. case ELE_WIND:
  377. if (sc->data[SC_VIOLENTGALE])
  378. #ifdef RENEWAL
  379. ratio += sc->data[SC_VIOLENTGALE]->val3;
  380. #else
  381. damage += (int64)((damage*sc->data[SC_VIOLENTGALE]->val3) / 100);
  382. #endif
  383. break;
  384. case ELE_WATER:
  385. if (sc->data[SC_DELUGE])
  386. #ifdef RENEWAL
  387. ratio += sc->data[SC_DELUGE]->val3;
  388. #else
  389. damage += (int64)((damage*sc->data[SC_DELUGE]->val3) / 100);
  390. #endif
  391. break;
  392. case ELE_GHOST:
  393. if (sc->data[SC_TELEKINESIS_INTENSE])
  394. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  395. break;
  396. }
  397. }
  398. if( target && target->type == BL_SKILL ) {
  399. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  400. struct skill_unit *su = (struct skill_unit*)target;
  401. std::shared_ptr<s_skill_unit_group> sg;
  402. struct block_list *src2;
  403. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  404. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  405. return 0;
  406. if( sg->unit_id != UNT_FIREWALL ) {
  407. int x,y;
  408. x = sg->val3 >> 16;
  409. y = sg->val3 & 0xffff;
  410. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  411. sg->val3 = -1;
  412. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  413. }
  414. }
  415. }
  416. if (tsc && tsc->count) { //increase dmg by target status
  417. switch(atk_elem) {
  418. case ELE_FIRE:
  419. if (tsc->data[SC_SPIDERWEB]) { //Double damage
  420. #ifdef RENEWAL
  421. ratio += 100;
  422. #else
  423. damage *= 2;
  424. #endif
  425. //Remove a unit group or end whole status change
  426. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  427. }
  428. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  429. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  430. if (tsc->data[SC_CRYSTALIZE])
  431. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  432. if (tsc->data[SC_EARTH_INSIGNIA])
  433. #ifdef RENEWAL
  434. ratio += 50;
  435. #else
  436. damage += (int64)(damage * 50 / 100);
  437. #endif
  438. if( tsc->data[SC_WIDEWEB] ) {
  439. #ifdef RENEWAL
  440. ratio += 100;
  441. #else
  442. damage *= 2;
  443. #endif
  444. status_change_end(target,SC_WIDEWEB,INVALID_TIMER);
  445. }
  446. if( tsc->data[SC_BURNT] ) {
  447. #ifdef RENEWAL
  448. ratio += 400;
  449. #else
  450. damage += (int64)(damage * 400 / 100);
  451. #endif
  452. }
  453. break;
  454. case ELE_HOLY:
  455. if (tsc->data[SC_ORATIO])
  456. #ifdef RENEWAL
  457. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  458. #else
  459. damage += (int64)(damage * (tsc->data[SC_ORATIO]->val1 * 2) / 100);
  460. #endif
  461. break;
  462. case ELE_POISON:
  463. if (tsc->data[SC_VENOMIMPRESS])
  464. #ifdef RENEWAL
  465. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  466. #else
  467. damage += (int64)(damage * tsc->data[SC_VENOMIMPRESS]->val2 / 100);
  468. #endif
  469. if (tsc->data[SC_CLOUD_POISON]) {
  470. #ifdef RENEWAL
  471. ratio += 5 * tsc->data[SC_CLOUD_POISON]->val1;
  472. #else
  473. damage += (int64)(damage * 5 * tsc->data[SC_CLOUD_POISON]->val1 / 100);
  474. #endif
  475. }
  476. break;
  477. case ELE_WIND:
  478. if (tsc->data[SC_WATER_INSIGNIA])
  479. #ifdef RENEWAL
  480. ratio += 50;
  481. #else
  482. damage += (int64)(damage * 50 / 100);
  483. #endif
  484. if (tsc->data[SC_CRYSTALIZE]) {
  485. uint16 skill_id = battle_getcurrentskill(src);
  486. if (skill_get_type(skill_id)&BF_MAGIC)
  487. #ifdef RENEWAL
  488. ratio += 50;
  489. #else
  490. damage += (int64)(damage * 50 / 100);
  491. #endif
  492. }
  493. break;
  494. case ELE_WATER:
  495. if (tsc->data[SC_FIRE_INSIGNIA])
  496. #ifdef RENEWAL
  497. ratio += 50;
  498. #else
  499. damage += (int64)(damage * 50 / 100);
  500. #endif
  501. break;
  502. case ELE_EARTH:
  503. if (tsc->data[SC_WIND_INSIGNIA])
  504. #ifdef RENEWAL
  505. ratio += 50;
  506. #else
  507. damage += (int64)(damage * 50 / 100);
  508. #endif
  509. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  510. break;
  511. case ELE_NEUTRAL:
  512. if (tsc->data[SC_ANTI_M_BLAST])
  513. #ifdef RENEWAL
  514. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  515. #else
  516. damage += (int64)(damage * tsc->data[SC_ANTI_M_BLAST]->val2 / 100);
  517. #endif
  518. break;
  519. case ELE_DARK:
  520. if (tsc->data[SC_SOULCURSE]) {
  521. if (status_get_class_(target) == CLASS_BOSS)
  522. #ifdef RENEWAL
  523. ratio += 20;
  524. #else
  525. damage += (int64)(damage * 20 / 100);
  526. #endif
  527. else
  528. #ifdef RENEWAL
  529. ratio += 100;
  530. #else
  531. damage *= 2;
  532. #endif
  533. }
  534. break;
  535. }
  536. if (tsc->data[SC_MAGIC_POISON])
  537. #ifdef RENEWAL
  538. ratio += 50;
  539. #else
  540. damage += (int64)(damage * 50 / 100);
  541. #endif
  542. }
  543. if (battle_config.attr_recover == 0 && ratio < 0)
  544. ratio = 0;
  545. #ifdef RENEWAL
  546. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  547. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  548. #else
  549. damage = (int64)((damage*ratio)/100);
  550. #endif
  551. //Damage can be negative, see battle_config.attr_recover
  552. return damage;
  553. }
  554. /**
  555. * Calculates card bonuses damage adjustments.
  556. * @param attack_type @see enum e_battle_flag
  557. * @param src Attacker
  558. * @param target Target
  559. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  560. * @param rh_ele Right-hand weapon element
  561. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  562. * @param damage Original damage
  563. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  564. * 3: Calculates attacker bonuses in both hands.
  565. * 2: Calculates attacker bonuses in right-hand only.
  566. * 0 or 1: Only calculates target bonuses.
  567. * @param flag Misc value of skill & damage flags
  568. * @return damage Damage diff between original damage and after calculation
  569. */
  570. 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){
  571. struct map_session_data *sd, ///< Attacker session data if BL_PC
  572. *tsd; ///< Target session data if BL_PC
  573. int cardfix = 1000;
  574. int s_class, ///< Attacker class
  575. t_class; ///< Target class
  576. std::vector<e_race2> s_race2, /// Attacker Race2
  577. t_race2; ///< Target Race2
  578. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  579. struct status_data *sstatus, ///< Attacker status data
  580. *tstatus; ///< Target status data
  581. int64 original_damage;
  582. if( !damage )
  583. return 0;
  584. original_damage = damage;
  585. sd = BL_CAST(BL_PC, src);
  586. tsd = BL_CAST(BL_PC, target);
  587. t_class = status_get_class(target);
  588. s_class = status_get_class(src);
  589. sstatus = status_get_status_data(src);
  590. tstatus = status_get_status_data(target);
  591. s_race2 = status_get_race2(src);
  592. t_race2 = status_get_race2(target);
  593. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  594. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  595. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  596. switch( attack_type ) {
  597. case BF_MAGIC:
  598. // Affected by attacker ATK bonuses
  599. if( sd && !nk[NK_IGNOREATKCARD] ) {
  600. int32 race2_val = 0;
  601. for (const auto &raceit : t_race2)
  602. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  603. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  604. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  605. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  606. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  607. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  608. }
  609. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  610. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  611. for (const auto &it : sd->add_mdmg) {
  612. if (it.id == t_class) {
  613. cardfix = cardfix * (100 + it.val) / 100;
  614. break;
  615. }
  616. }
  617. APPLY_CARDFIX(damage, cardfix);
  618. }
  619. // Affected by target DEF bonuses
  620. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  621. cardfix = 1000; // reset var for target
  622. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  623. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  624. for (const auto &it : tsd->subele2) {
  625. if (it.ele != rh_ele)
  626. continue;
  627. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  628. ((it.flag)&flag)&BF_RANGEMASK &&
  629. ((it.flag)&flag)&BF_SKILLMASK))
  630. continue;
  631. ele_fix += it.rate;
  632. }
  633. if (s_defele != ELE_NONE)
  634. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  635. cardfix = cardfix * (100 - ele_fix) / 100;
  636. }
  637. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  638. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  639. int32 race_fix = 0;
  640. for (const auto &raceit : s_race2)
  641. race_fix += tsd->indexed_bonus.subrace2[raceit];
  642. cardfix = cardfix * (100 - race_fix) / 100;
  643. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  644. for (const auto &it : tsd->subrace3) {
  645. if (it.race != sstatus->race)
  646. continue;
  647. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  648. ((it.flag)&flag)&BF_RANGEMASK &&
  649. ((it.flag)&flag)&BF_SKILLMASK))
  650. continue;
  651. race_fix += it.rate;
  652. }
  653. cardfix = cardfix * (100 - race_fix) / 100;
  654. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  655. for (const auto &it : tsd->add_mdef) {
  656. if (it.id == s_class) {
  657. cardfix = cardfix * (100 - it.val) / 100;
  658. break;
  659. }
  660. }
  661. #ifndef RENEWAL
  662. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  663. if( flag&BF_SHORT )
  664. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  665. else if (!nk[NK_IGNORELONGCARD])
  666. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  667. #endif
  668. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  669. if( tsd->sc.data[SC_MDEF_RATE] )
  670. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  671. APPLY_CARDFIX(damage, cardfix);
  672. }
  673. break;
  674. case BF_WEAPON:
  675. // Affected by attacker ATK bonuses
  676. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  677. short cardfix_ = 1000;
  678. if( sd->state.arrow_atk ) { // Ranged attack
  679. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  680. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  681. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  682. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  683. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  684. for (const auto &it : sd->right_weapon.addele2) {
  685. if (it.ele != tstatus->def_ele)
  686. continue;
  687. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  688. ((it.flag)&flag)&BF_RANGEMASK &&
  689. ((it.flag)&flag)&BF_SKILLMASK))
  690. continue;
  691. ele_fix += it.rate;
  692. }
  693. cardfix = cardfix * (100 + ele_fix) / 100;
  694. }
  695. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  696. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  697. int32 race_fix = 0;
  698. for (const auto &raceit : t_race2)
  699. race_fix += sd->right_weapon.addrace2[raceit];
  700. cardfix = cardfix * (100 + race_fix) / 100;
  701. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  702. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  703. } else { // Melee attack
  704. int skill = 0;
  705. // Calculates each right & left hand weapon bonuses separatedly
  706. if( !battle_config.left_cardfix_to_right ) {
  707. // Right-handed weapon
  708. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  709. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  710. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  711. for (const auto &it : sd->right_weapon.addele2) {
  712. if (it.ele != tstatus->def_ele)
  713. continue;
  714. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  715. ((it.flag)&flag)&BF_RANGEMASK &&
  716. ((it.flag)&flag)&BF_SKILLMASK))
  717. continue;
  718. ele_fix += it.rate;
  719. }
  720. cardfix = cardfix * (100 + ele_fix) / 100;
  721. }
  722. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  723. for (const auto &raceit : t_race2)
  724. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  725. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  726. if( left&1 ) { // Left-handed weapon
  727. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  728. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  729. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  730. for (const auto &it : sd->left_weapon.addele2) {
  731. if (it.ele != tstatus->def_ele)
  732. continue;
  733. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  734. ((it.flag)&flag)&BF_RANGEMASK &&
  735. ((it.flag)&flag)&BF_SKILLMASK))
  736. continue;
  737. ele_fix_lh += it.rate;
  738. }
  739. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  740. }
  741. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  742. for (const auto &raceit : t_race2)
  743. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  744. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  745. }
  746. }
  747. // Calculates right & left hand weapon as unity
  748. else {
  749. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  750. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  751. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  752. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  753. for (const auto &it : sd->right_weapon.addele2) {
  754. if (it.ele != tstatus->def_ele)
  755. continue;
  756. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  757. ((it.flag)&flag)&BF_RANGEMASK &&
  758. ((it.flag)&flag)&BF_SKILLMASK))
  759. continue;
  760. ele_fix += it.rate;
  761. }
  762. for (const auto &it : sd->left_weapon.addele2) {
  763. if (it.ele != tstatus->def_ele)
  764. continue;
  765. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  766. ((it.flag)&flag)&BF_RANGEMASK &&
  767. ((it.flag)&flag)&BF_SKILLMASK))
  768. continue;
  769. ele_fix += it.rate;
  770. }
  771. cardfix = cardfix * (100 + ele_fix) / 100;
  772. //}
  773. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  774. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  775. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  776. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  777. for (const auto &raceit : t_race2)
  778. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  779. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  780. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  781. }
  782. 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]
  783. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  784. }
  785. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  786. for (const auto &it : sd->right_weapon.add_dmg) {
  787. if (it.id == t_class) {
  788. cardfix = cardfix * (100 + it.val) / 100;
  789. break;
  790. }
  791. }
  792. if( left&1 ) {
  793. for (const auto &it : sd->left_weapon.add_dmg) {
  794. if (it.id == t_class) {
  795. cardfix_ = cardfix_ * (100 + it.val) / 100;
  796. break;
  797. }
  798. }
  799. }
  800. #ifndef RENEWAL
  801. if (flag & BF_SHORT)
  802. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  803. if( flag&BF_LONG )
  804. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  805. #endif
  806. if (left&1) {
  807. APPLY_CARDFIX(damage, cardfix_);
  808. } else {
  809. APPLY_CARDFIX(damage, cardfix);
  810. }
  811. }
  812. // Affected by target DEF bonuses
  813. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  814. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  815. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  816. for (const auto &it : tsd->subele2) {
  817. if (it.ele != rh_ele)
  818. continue;
  819. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  820. ((it.flag)&flag)&BF_RANGEMASK &&
  821. ((it.flag)&flag)&BF_SKILLMASK))
  822. continue;
  823. ele_fix += it.rate;
  824. }
  825. cardfix = cardfix * (100 - ele_fix) / 100;
  826. if( left&1 && lh_ele != rh_ele ) {
  827. int ele_fix_lh = tsd->indexed_bonus.subele[lh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[lh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  828. for (const auto &it : tsd->subele2) {
  829. if (it.ele != lh_ele)
  830. continue;
  831. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  832. ((it.flag)&flag)&BF_RANGEMASK &&
  833. ((it.flag)&flag)&BF_SKILLMASK))
  834. continue;
  835. ele_fix_lh += it.rate;
  836. }
  837. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  838. }
  839. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  840. }
  841. int32 race_fix = 0;
  842. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  843. for (const auto &raceit : s_race2)
  844. race_fix += tsd->indexed_bonus.subrace2[raceit];
  845. cardfix = cardfix * (100 - race_fix) / 100;
  846. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  847. for (const auto &it : tsd->subrace3) {
  848. if (it.race != sstatus->race)
  849. continue;
  850. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  851. ((it.flag)&flag)&BF_RANGEMASK &&
  852. ((it.flag)&flag)&BF_SKILLMASK))
  853. continue;
  854. race_fix += it.rate;
  855. }
  856. cardfix = cardfix * (100 - race_fix) / 100;
  857. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  858. for (const auto &it : tsd->add_def) {
  859. if (it.id == s_class) {
  860. cardfix = cardfix * (100 - it.val) / 100;
  861. break;
  862. }
  863. }
  864. if( flag&BF_SHORT )
  865. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  866. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  867. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  868. if( tsd->sc.data[SC_DEF_RATE] )
  869. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  870. APPLY_CARDFIX(damage, cardfix);
  871. }
  872. break;
  873. case BF_MISC:
  874. // Affected by target DEF bonuses
  875. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  876. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  877. int ele_fix = tsd->indexed_bonus.subele[rh_ele] + tsd->indexed_bonus.subele[ELE_ALL] + tsd->indexed_bonus.subele_script[rh_ele] + tsd->indexed_bonus.subele_script[ELE_ALL];
  878. for (const auto &it : tsd->subele2) {
  879. if (it.ele != rh_ele)
  880. continue;
  881. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  882. ((it.flag)&flag)&BF_RANGEMASK &&
  883. ((it.flag)&flag)&BF_SKILLMASK))
  884. continue;
  885. ele_fix += it.rate;
  886. }
  887. if (s_defele != ELE_NONE)
  888. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  889. cardfix = cardfix * (100 - ele_fix) / 100;
  890. }
  891. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  892. for (const auto &it : tsd->subrace3) {
  893. if (it.race != sstatus->race)
  894. continue;
  895. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  896. ((it.flag)&flag)&BF_RANGEMASK &&
  897. ((it.flag)&flag)&BF_SKILLMASK))
  898. continue;
  899. race_fix += it.rate;
  900. }
  901. cardfix = cardfix * (100 - race_fix) / 100;
  902. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  903. race_fix = 0;
  904. for (const auto &raceit : s_race2)
  905. race_fix += tsd->indexed_bonus.subrace2[raceit];
  906. cardfix = cardfix * (100 - race_fix) / 100;
  907. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  908. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  909. if( flag&BF_SHORT )
  910. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  911. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  912. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  913. APPLY_CARDFIX(damage, cardfix);
  914. }
  915. break;
  916. }
  917. #undef APPLY_CARDFIX
  918. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  919. }
  920. /**
  921. * Absorb damage based on criteria
  922. * @param bl
  923. * @param d Damage
  924. **/
  925. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  926. int64 dmg_ori = 0, dmg_new = 0;
  927. nullpo_retv(bl);
  928. nullpo_retv(d);
  929. if (!d->damage && !d->damage2)
  930. return;
  931. switch (bl->type) {
  932. case BL_PC:
  933. {
  934. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  935. if (!sd)
  936. return;
  937. if (sd->bonus.absorb_dmg_maxhp) {
  938. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  939. dmg_ori = dmg_new = d->damage + d->damage2;
  940. if (dmg_ori > hp)
  941. dmg_new = dmg_ori - hp;
  942. }
  943. }
  944. break;
  945. }
  946. if (dmg_ori == dmg_new)
  947. return;
  948. if (!d->damage2)
  949. d->damage = dmg_new;
  950. else if (!d->damage)
  951. d->damage2 = dmg_new;
  952. else {
  953. d->damage = dmg_new;
  954. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  955. if (d->damage2 < 1)
  956. d->damage2 = 1;
  957. d->damage = d->damage - d->damage2;
  958. }
  959. }
  960. /**
  961. * Check for active statuses that block damage
  962. * @param src: Attacker
  963. * @param target: Target of attack
  964. * @param sc: Status Change data
  965. * @param d: Damage data
  966. * @param damage: Damage received as a reference
  967. * @param skill_id: Skill ID
  968. * @param skill_lv: Skill level
  969. * @return True: Damage inflicted, False: Missed
  970. **/
  971. bool battle_status_block_damage(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  972. if (!src || !target || !sc || !d)
  973. return true;
  974. status_change_entry *sce;
  975. int flag = d->flag;
  976. // SC Types that must be first because they may or may not block damage
  977. if ((sce = sc->data[SC_KYRIE]) && damage > 0) {
  978. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  979. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  980. if (sce->val2 >= 0)
  981. damage = 0;
  982. else
  983. damage = -sce->val2;
  984. }
  985. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  986. status_change_end(target, SC_KYRIE, INVALID_TIMER);
  987. }
  988. if ((sce = sc->data[SC_P_ALTER]) && damage > 0) {
  989. clif_specialeffect(target, EF_GUARD, AREA);
  990. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  991. if (sce->val3 >= 0)
  992. damage = 0;
  993. else
  994. damage = -sce->val3;
  995. if (sce->val3 <= 0)
  996. status_change_end(target, SC_P_ALTER, INVALID_TIMER);
  997. }
  998. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  999. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1000. if (sce->val2 >= 0)
  1001. damage = 0;
  1002. else
  1003. damage = -sce->val2;
  1004. if (sce->val2 <= 0)
  1005. status_change_end(target, SC_TUNAPARTY, INVALID_TIMER);
  1006. }
  1007. if ((sce = sc->data[SC_DIMENSION1]) && damage > 0) {
  1008. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1009. if (sce->val2 <= 0)
  1010. status_change_end(target, SC_DIMENSION1, INVALID_TIMER);
  1011. return false;
  1012. }
  1013. if ((sce = sc->data[SC_DIMENSION2]) && damage > 0) {
  1014. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1015. if (sce->val2 <= 0)
  1016. status_change_end(target, SC_DIMENSION2, INVALID_TIMER);
  1017. return false;
  1018. }
  1019. if (damage == 0)
  1020. return false;
  1021. // ATK_BLOCK Type
  1022. if ((sce = sc->data[SC_SAFETYWALL]) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1023. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1024. if (group) {
  1025. d->dmg_lv = ATK_BLOCK;
  1026. switch (sce->val2) {
  1027. case MG_SAFETYWALL:
  1028. if (--group->val2 <= 0) {
  1029. skill_delunitgroup(group);
  1030. break;
  1031. }
  1032. #ifdef RENEWAL
  1033. if (group->val3 - damage > 0)
  1034. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1035. else
  1036. skill_delunitgroup(group);
  1037. #endif
  1038. break;
  1039. case MH_STEINWAND:
  1040. if (--group->val2 <= 0) {
  1041. skill_delunitgroup(group);
  1042. break;
  1043. }
  1044. if (group->val3 - damage > 0)
  1045. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1046. else
  1047. skill_delunitgroup(group);
  1048. break;
  1049. }
  1050. return false;
  1051. }
  1052. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  1053. }
  1054. if ((sc->data[SC_PNEUMA] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1055. #ifdef RENEWAL
  1056. (sc->data[SC_BASILICA_CELL]
  1057. #else
  1058. (sc->data[SC_BASILICA]
  1059. #endif
  1060. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1061. (sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1062. sc->data[SC__MANHOLE] ||
  1063. sc->data[SC_KINGS_GRACE] ||
  1064. sc->data[SC_GRAVITYCONTROL]
  1065. )
  1066. {
  1067. d->dmg_lv = ATK_BLOCK;
  1068. return false;
  1069. }
  1070. if (sc->data[SC_WHITEIMPRISON]) { // Gravitation and Pressure do damage without removing the effect
  1071. if (skill_id == MG_NAPALMBEAT ||
  1072. skill_id == MG_SOULSTRIKE ||
  1073. skill_id == WL_SOULEXPANSION ||
  1074. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1075. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1076. {
  1077. if (skill_id == WL_SOULEXPANSION)
  1078. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  1079. status_change_end(target, SC_WHITEIMPRISON, INVALID_TIMER); // Those skills do damage and removes effect
  1080. } else {
  1081. d->dmg_lv = ATK_BLOCK;
  1082. return false;
  1083. }
  1084. }
  1085. if ((sce = sc->data[SC_WEAPONBLOCKING]) && flag&(BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1086. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1087. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1088. d->dmg_lv = ATK_BLOCK;
  1089. return false;
  1090. }
  1091. if ((sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0) {
  1092. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1093. d->dmg_lv = ATK_BLOCK;
  1094. if (sce->val3 <= 0) { // Shield Down
  1095. sce->val2--;
  1096. if (sce->val2 > 0) {
  1097. clif_millenniumshield(target, sce->val2);
  1098. sce->val3 = 1000; // Next shield
  1099. } else
  1100. status_change_end(target, SC_MILLENNIUMSHIELD, INVALID_TIMER); // All shields down
  1101. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1102. }
  1103. return false;
  1104. }
  1105. // ATK_MISS Type
  1106. if ((sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1107. status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1108. block_list *d_bl;
  1109. int delay;
  1110. // different delay depending on skill level [celest]
  1111. if (sce->val1 <= 5)
  1112. delay = 300;
  1113. else if (sce->val1 > 5 && sce->val1 <= 9)
  1114. delay = 200;
  1115. else
  1116. delay = 100;
  1117. map_session_data *sd = map_id2sd(target->id);
  1118. if (sd && pc_issit(sd))
  1119. pc_setstand(sd, true);
  1120. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1121. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1122. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1123. check_distance_bl(target, d_bl, sce_d->val3))
  1124. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1125. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1126. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1127. d->dmg_lv = ATK_MISS;
  1128. return false;
  1129. } else {
  1130. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1131. unit_set_walkdelay(target, gettick(), delay, 1);
  1132. if (sc->data[SC_SHRINK] && rnd() % 100 < 5 * sce->val1)
  1133. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1134. d->dmg_lv = ATK_MISS;
  1135. return false;
  1136. }
  1137. }
  1138. if (sc->data[SC_NEUTRALBARRIER] && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1139. #ifndef RENEWAL
  1140. || skill_id == CR_ACIDDEMONSTRATION
  1141. #endif
  1142. )) {
  1143. d->dmg_lv = ATK_MISS;
  1144. return false;
  1145. }
  1146. // ATK_DEF Type
  1147. if ((sce = sc->data[SC_LIGHTNINGWALK]) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1148. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1149. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1150. uint8 dir = map_calc_dir(target, src->x, src->y);
  1151. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1152. clif_blown(target);
  1153. unit_setdir(target, dir);
  1154. }
  1155. d->dmg_lv = ATK_DEF;
  1156. status_change_end(target, SC_LIGHTNINGWALK, INVALID_TIMER);
  1157. return false;
  1158. }
  1159. // Other
  1160. if ((sc->data[SC_HERMODE] && flag&BF_MAGIC) ||
  1161. (sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1162. (sc->data[SC_MEIKYOUSISUI] && rnd() % 100 < 40)) // custom value
  1163. return false;
  1164. if ((sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1165. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1166. if (skill_id == LK_PARRYING) {
  1167. unit_data *ud = unit_bl2ud(target);
  1168. if (ud != nullptr) // Delay the next attack
  1169. ud->attackabletime = gettick() + status_get_adelay(target);
  1170. }
  1171. return false;
  1172. }
  1173. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1174. map_session_data *sd = map_id2sd(target->id);
  1175. if (sd && pc_issit(sd))
  1176. pc_setstand(sd, true); //Stand it to dodge.
  1177. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1178. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1179. return false;
  1180. }
  1181. if ((sce = sc->data[SC_KAUPE]) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1182. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1183. //Shouldn't end until Breaker's non-weapon part connects.
  1184. #ifndef RENEWAL
  1185. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1186. #endif
  1187. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1188. status_change_end(target, SC_KAUPE, INVALID_TIMER);
  1189. return false;
  1190. }
  1191. if (flag&BF_MAGIC && (sce = sc->data[SC_PRESTIGE]) && rnd() % 100 < sce->val2) {
  1192. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1193. return false;
  1194. }
  1195. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1196. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1197. if (!status_isdead(src))
  1198. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1199. if (sce) {
  1200. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1201. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1202. }
  1203. //Both need to be consumed if they are active.
  1204. if (sce && --sce->val2 <= 0)
  1205. status_change_end(target, SC_UTSUSEMI, INVALID_TIMER);
  1206. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --sce->val2 <= 0)
  1207. status_change_end(target, SC_BUNSINJYUTSU, INVALID_TIMER);
  1208. return false;
  1209. }
  1210. return true;
  1211. }
  1212. /**
  1213. * Check damage through status.
  1214. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1215. * After this we apply bg/gvg reduction
  1216. * @param src
  1217. * @param bl
  1218. * @param d
  1219. * @param damage
  1220. * @param skill_id
  1221. * @param skill_lv
  1222. * @return damage
  1223. */
  1224. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1225. {
  1226. struct map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1227. struct status_change *sc;
  1228. struct status_change_entry *sce;
  1229. int div_ = d->div_, flag = d->flag;
  1230. nullpo_ret(bl);
  1231. if( !damage )
  1232. return 0;
  1233. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1234. return 0;
  1235. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1236. && skill_get_casttype(skill_id) == CAST_GROUND )
  1237. return 0;
  1238. if (bl->type == BL_PC) {
  1239. sd=(struct map_session_data *)bl;
  1240. //Special no damage states
  1241. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1242. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1243. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1244. damage -= damage * sd->special_state.no_magic_damage / 100;
  1245. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1246. damage -= damage * sd->special_state.no_misc_damage / 100;
  1247. if(!damage)
  1248. return 0;
  1249. }
  1250. sc = status_get_sc(bl); //check target status
  1251. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1252. return 1;
  1253. if (sc && sc->data[SC_MAXPAIN])
  1254. return 0;
  1255. switch (skill_id) {
  1256. #ifndef RENEWAL
  1257. case PA_PRESSURE:
  1258. case HW_GRAVITATION:
  1259. #endif
  1260. case SP_SOULEXPLOSION:
  1261. return damage; //These skills bypass everything else.
  1262. }
  1263. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1264. // So can defense sphere's but what the heck is that??? [Rytech]
  1265. if (skill_id == SJ_NOVAEXPLOSING && !(sc && (sc->data[SC_SAFETYWALL] || sc->data[SC_MILLENNIUMSHIELD])))
  1266. return damage;
  1267. if( sc && sc->count ) {
  1268. if (!battle_status_block_damage(src, bl, sc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1269. return 0;
  1270. // Damage increasing effects
  1271. #ifdef RENEWAL // Flat +400% damage from melee
  1272. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1273. damage <<= 2;
  1274. #endif
  1275. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1276. if (src->type != BL_MER || !skill_id)
  1277. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1278. #ifndef RENEWAL
  1279. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1280. #endif
  1281. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1282. }
  1283. #ifdef RENEWAL
  1284. if( sc->data[SC_RAID] ) {
  1285. if (status_get_class_(bl) == CLASS_BOSS)
  1286. damage += damage * 15 / 100;
  1287. else
  1288. damage += damage * 30 / 100;
  1289. }
  1290. #endif
  1291. if( damage ) {
  1292. if( sc->data[SC_DEEPSLEEP] ) {
  1293. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1294. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1295. }
  1296. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1297. switch(tsd->status.weapon) {
  1298. case W_MACE:
  1299. case W_2HMACE:
  1300. case W_1HAXE:
  1301. case W_2HAXE:
  1302. damage += damage / 2;
  1303. break;
  1304. case W_MUSICAL:
  1305. case W_WHIP:
  1306. if(!tsd->state.arrow_atk)
  1307. break;
  1308. case W_BOW:
  1309. case W_REVOLVER:
  1310. case W_RIFLE:
  1311. case W_GATLING:
  1312. case W_SHOTGUN:
  1313. case W_GRENADE:
  1314. case W_DAGGER:
  1315. case W_1HSWORD:
  1316. case W_2HSWORD:
  1317. damage -= damage / 2;
  1318. break;
  1319. }
  1320. }
  1321. if( sc->data[SC_VOICEOFSIREN] )
  1322. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1323. }
  1324. if (sc->data[SC_SOUNDOFDESTRUCTION])
  1325. damage <<= 1;
  1326. if (sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1327. int bonus = sc->data[SC_DARKCROW]->val2;
  1328. if( sc->data[SC_BURNT] && status_get_element(src) == ELE_FIRE )
  1329. damage += damage * 666 / 100; //Custom value
  1330. if (status_get_class_(bl) == CLASS_BOSS)
  1331. bonus /= 2;
  1332. damage += damage * bonus / 100;
  1333. }
  1334. // Damage reductions
  1335. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1336. #ifndef RENEWAL
  1337. if( sc->data[SC_ASSUMPTIO] ) {
  1338. if( map_flag_vs(bl->m) )
  1339. damage = (int64)damage*2/3; //Receive 66% damage
  1340. else
  1341. damage >>= 1; //Receive 50% damage
  1342. }
  1343. #endif
  1344. if (sc->data[SC_DEFENDER] &&
  1345. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1346. #ifdef RENEWAL
  1347. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1348. #else
  1349. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1350. #endif
  1351. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1352. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1353. damage -= damage * 20 / 100;
  1354. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1355. if(flag&BF_SKILL) //25% reduction
  1356. damage -= damage * 25 / 100;
  1357. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1358. damage >>= 2; //75% reduction
  1359. }
  1360. if (sc->data[SC_SPORE_EXPLOSION] && (flag & BF_LONG) == BF_LONG)
  1361. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1362. if(sc->data[SC_ARMORCHANGE]) {
  1363. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1364. if(flag&BF_WEAPON)
  1365. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1366. else if(flag&BF_MAGIC)
  1367. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1368. }
  1369. if(sc->data[SC_SMOKEPOWDER]) {
  1370. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1371. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1372. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1373. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1374. }
  1375. if (sc->data[SC_WATER_BARRIER])
  1376. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1377. if (sc->data[SC_SU_STOOP])
  1378. damage -= damage * 90 / 100;
  1379. // Compressed code, fixed by map.hpp [Epoque]
  1380. if (src->type == BL_MOB) {
  1381. std::vector<e_race2> race2 = status_get_race2(src);
  1382. for (const auto &raceit : race2) {
  1383. switch (raceit) {
  1384. case RC2_MANUK:
  1385. if (sce = sc->data[SC_MANU_DEF])
  1386. damage -= damage * sce->val1 / 100;
  1387. break;
  1388. case RC2_SPLENDIDE:
  1389. if (sce = sc->data[SC_SPL_DEF])
  1390. damage -= damage * sce->val1 / 100;
  1391. break;
  1392. case RC2_OGH_ATK_DEF:
  1393. if (sc->data[SC_GLASTHEIM_DEF])
  1394. return 0;
  1395. break;
  1396. case RC2_OGH_HIDDEN:
  1397. if (sce = sc->data[SC_GLASTHEIM_HIDDEN])
  1398. damage -= damage * sce->val1 / 100;
  1399. break;
  1400. case RC2_BIO5_ACOLYTE_MERCHANT:
  1401. if (sce = sc->data[SC_LHZ_DUN_N1])
  1402. damage -= damage * sce->val2 / 100;
  1403. break;
  1404. case RC2_BIO5_MAGE_ARCHER:
  1405. if (sce = sc->data[SC_LHZ_DUN_N2])
  1406. damage -= damage * sce->val2 / 100;
  1407. break;
  1408. case RC2_BIO5_SWORDMAN_THIEF:
  1409. if (sce = sc->data[SC_LHZ_DUN_N3])
  1410. damage -= damage * sce->val2 / 100;
  1411. break;
  1412. case RC2_BIO5_MVP:
  1413. if (sce = sc->data[SC_LHZ_DUN_N4])
  1414. damage -= damage * sce->val2 / 100;
  1415. break;
  1416. }
  1417. }
  1418. }
  1419. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1420. sce->val3&flag && sce->val4&flag)
  1421. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1422. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1423. #ifdef RENEWAL
  1424. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1425. #else
  1426. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1427. #endif
  1428. ) )
  1429. {
  1430. struct status_data *status = status_get_status_data(bl);
  1431. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1432. per /=20; //Uses 20% SP intervals.
  1433. //SP Cost: 1% + 0.5% per every 20% SP
  1434. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1435. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1436. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1437. }
  1438. if(sc->data[SC_GRANITIC_ARMOR])
  1439. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1440. if(sc->data[SC_PAIN_KILLER]) {
  1441. damage -= sc->data[SC_PAIN_KILLER]->val2;
  1442. damage = i64max(damage, 1);
  1443. }
  1444. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1445. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1446. if( damage > 0 && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1447. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1448. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1449. else if (flag&(BF_WEAPON|BF_SHORT))
  1450. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1451. }
  1452. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1453. if (flag&BF_WEAPON)
  1454. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1455. if (flag&BF_MAGIC)
  1456. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1457. }
  1458. #ifdef RENEWAL
  1459. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1460. if( sc->data[SC_STEELBODY] )
  1461. damage = damage > 10 ? damage / 10 : 1;
  1462. #endif
  1463. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1464. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1465. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1466. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1467. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1468. }
  1469. if (!damage)
  1470. return 0;
  1471. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1472. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1473. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1474. int spheres = 5;
  1475. if( sc->data[SC_RAISINGDRAGON] )
  1476. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1477. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1478. }
  1479. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1480. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1481. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1482. hom_addspiritball(hd, 10);
  1483. }
  1484. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1485. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1486. } //End of target SC_ check
  1487. //SC effects from caster side.
  1488. sc = status_get_sc(src);
  1489. if (sc && sc->count) {
  1490. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1491. damage += damage * 75 / 100;
  1492. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1493. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1494. if ((sce = sc->data[SC_BLOODSUCKER]) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1495. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1496. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1497. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1498. // [Epoque]
  1499. if (bl->type == BL_MOB) {
  1500. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1501. std::vector<e_race2> race2 = status_get_race2(bl);
  1502. for (const auto &raceit : race2) {
  1503. switch (raceit) {
  1504. case RC2_MANUK:
  1505. if (sce = sc->data[SC_MANU_ATK])
  1506. damage += damage * sce->val1 / 100;
  1507. break;
  1508. case RC2_SPLENDIDE:
  1509. if (sce = sc->data[SC_SPL_ATK])
  1510. damage += damage * sce->val1 / 100;
  1511. break;
  1512. case RC2_OGH_ATK_DEF:
  1513. if (sc->data[SC_GLASTHEIM_ATK])
  1514. damage <<= 1;
  1515. break;
  1516. case RC2_BIO5_SWORDMAN_THIEF:
  1517. if (sce = sc->data[SC_LHZ_DUN_N1])
  1518. damage += damage * sce->val1 / 100;
  1519. break;
  1520. case RC2_BIO5_ACOLYTE_MERCHANT:
  1521. if (sce = sc->data[SC_LHZ_DUN_N2])
  1522. damage += damage * sce->val1 / 100;
  1523. break;
  1524. case RC2_BIO5_MAGE_ARCHER:
  1525. if (sce = sc->data[SC_LHZ_DUN_N3])
  1526. damage += damage * sce->val1 / 100;
  1527. break;
  1528. case RC2_BIO5_MVP:
  1529. if (sce = sc->data[SC_LHZ_DUN_N4])
  1530. damage += damage * sce->val1 / 100;
  1531. break;
  1532. }
  1533. }
  1534. }
  1535. }
  1536. if (sc->data[SC_POISONINGWEAPON] && flag&BF_SHORT && (skill_id == 0 || skill_id == GC_VENOMPRESSURE) && damage > 0) {
  1537. damage += damage * 10 / 100;
  1538. if (rnd() % 100 < sc->data[SC_POISONINGWEAPON]->val3)
  1539. sc_start4(src, bl, (sc_type)sc->data[SC_POISONINGWEAPON]->val2, 100, sc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  1540. }
  1541. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1542. status_change_spread(src, bl, 0);
  1543. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1544. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1545. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1546. }
  1547. if (flag & BF_WEAPON && (sce = sc->data[SC_ADD_ATK_DAMAGE]))
  1548. damage += damage * sce->val1 / 100;
  1549. if (flag & BF_MAGIC && (sce = sc->data[SC_ADD_MATK_DAMAGE]))
  1550. damage += damage * sce->val1 / 100;
  1551. if (sc->data[SC_DANCEWITHWUG] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1552. damage += damage * sc->data[SC_DANCEWITHWUG]->val1 / 100;
  1553. if (sc->data[SC_UNLIMITEDHUMMINGVOICE] && flag&BF_MAGIC)
  1554. damage += damage * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  1555. if (tsd && (sce = sc->data[SC_SOULREAPER])) {
  1556. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1557. clif_specialeffect(src, 1208, AREA);
  1558. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1559. }
  1560. }
  1561. } //End of caster SC_ check
  1562. //PK damage rates
  1563. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map_getmapflag(bl->m, MF_PVP)) {
  1564. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1565. if (flag&BF_WEAPON)
  1566. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1567. if (flag&BF_MAGIC)
  1568. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1569. if (flag&BF_MISC)
  1570. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1571. } else { //Normal attacks get reductions based on range.
  1572. if (flag & BF_SHORT)
  1573. damage = damage * battle_config.pk_short_damage_rate / 100;
  1574. if (flag & BF_LONG)
  1575. damage = damage * battle_config.pk_long_damage_rate / 100;
  1576. }
  1577. damage = i64max(damage,1);
  1578. }
  1579. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1580. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1581. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1582. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1583. )
  1584. damage = div_;
  1585. }
  1586. if (tsd && pc_ismadogear(tsd)) {
  1587. short element = skill_get_ele(skill_id, skill_lv);
  1588. if( !skill_id || element == ELE_WEAPON ) { //Take weapon's element
  1589. struct status_data *sstatus = NULL;
  1590. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1591. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1592. else if( (sstatus = status_get_status_data(src)) ) {
  1593. element = sstatus->rhw.ele;
  1594. }
  1595. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  1596. element = status_get_attack_sc_element(src,status_get_sc(src));
  1597. else if( element == ELE_RANDOM ) //Use random element
  1598. element = rnd()%ELE_ALL;
  1599. pc_overheat(tsd, (element == ELE_FIRE ? 3 : 1));
  1600. }
  1601. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1602. mob_data *md = BL_CAST(BL_MOB, bl);
  1603. if (md && md->db->damagetaken != 100)
  1604. damage = i64max(damage * md->db->damagetaken / 100, 1);
  1605. }
  1606. return damage;
  1607. }
  1608. /**
  1609. * Determines whether battleground target can be hit
  1610. * @param src: Source of attack
  1611. * @param bl: Target of attack
  1612. * @param skill_id: Skill ID used
  1613. * @param flag: Special flags
  1614. * @return Can be hit (true) or can't be hit (false)
  1615. */
  1616. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1617. {
  1618. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1619. struct unit_data *ud = unit_bl2ud(bl);
  1620. if (ud && ud->immune_attack)
  1621. return false;
  1622. if (md && md->bg_id) {
  1623. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1624. return false;
  1625. if (src->type == BL_PC) {
  1626. struct map_session_data *sd = map_id2sd(src->id);
  1627. if (sd && sd->bg_id == md->bg_id)
  1628. return false;
  1629. }
  1630. }
  1631. return true;
  1632. }
  1633. /**
  1634. * Calculates BG related damage adjustments.
  1635. * @param src
  1636. * @param bl
  1637. * @param damage
  1638. * @param skill_id
  1639. * @param flag
  1640. * @return damage
  1641. * Credits:
  1642. * Original coder Skotlex
  1643. * Initial refactoring by Baalberith
  1644. * Refined and optimized by helvetica
  1645. */
  1646. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1647. {
  1648. if( !damage )
  1649. return 0;
  1650. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1651. return 0;
  1652. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1653. return damage; //skill that ignore bg map reduction
  1654. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1655. if( flag&BF_WEAPON )
  1656. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1657. if( flag&BF_MAGIC )
  1658. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1659. if( flag&BF_MISC )
  1660. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1661. } else { //Normal attacks get reductions based on range.
  1662. if( flag&BF_SHORT )
  1663. damage = damage * battle_config.bg_short_damage_rate / 100;
  1664. if( flag&BF_LONG )
  1665. damage = damage * battle_config.bg_long_damage_rate / 100;
  1666. }
  1667. damage = i64max(damage,1); //min 1 damage
  1668. return damage;
  1669. }
  1670. /**
  1671. * Determines whether target can be hit
  1672. * @param src
  1673. * @param bl
  1674. * @param skill_id
  1675. * @param flag
  1676. * @return Can be hit (true) or can't be hit (false)
  1677. */
  1678. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1679. {
  1680. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1681. struct unit_data *ud = unit_bl2ud(bl);
  1682. int class_ = status_get_class(bl);
  1683. if (ud && ud->immune_attack)
  1684. return false;
  1685. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1686. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1687. return false;
  1688. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1689. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1690. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1691. return false;
  1692. if (g != nullptr) {
  1693. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1694. return false; // [MouseJstr]
  1695. if (md->special_state.ai == AI_GUILD && g->guild_id == md->master_id)
  1696. return false;
  1697. }
  1698. }
  1699. }
  1700. return true;
  1701. }
  1702. /**
  1703. * Calculates GVG related damage adjustments.
  1704. * @param src
  1705. * @param bl
  1706. * @param damage
  1707. * @param skill_id
  1708. * @param flag
  1709. * @return damage
  1710. */
  1711. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1712. {
  1713. if (!damage) //No reductions to make.
  1714. return 0;
  1715. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1716. return 0;
  1717. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1718. return damage;
  1719. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1720. if (flag&BF_WEAPON)
  1721. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1722. if (flag&BF_MAGIC)
  1723. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1724. if (flag&BF_MISC)
  1725. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1726. } else { //Normal attacks get reductions based on range.
  1727. if (flag & BF_SHORT)
  1728. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1729. if (flag & BF_LONG)
  1730. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1731. }
  1732. damage = i64max(damage,1);
  1733. return damage;
  1734. }
  1735. /**
  1736. * HP/SP drain calculation
  1737. * @param damage Damage inflicted to the enemy
  1738. * @param rate Success chance 1000 = 100%
  1739. * @param per HP/SP drained
  1740. * @return diff
  1741. */
  1742. static int battle_calc_drain(int64 damage, int rate, int per)
  1743. {
  1744. int64 diff = 0;
  1745. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1746. diff = (damage * per) / 100;
  1747. if (diff == 0) {
  1748. if (per > 0)
  1749. diff = 1;
  1750. else
  1751. diff = -1;
  1752. }
  1753. }
  1754. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1755. }
  1756. /**
  1757. * Passive skill damage increases
  1758. * @param sd
  1759. * @param target
  1760. * @param dmg
  1761. * @param type
  1762. * @return damage
  1763. */
  1764. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1765. {
  1766. int64 damage;
  1767. struct status_data *status = status_get_status_data(target);
  1768. int weapon, skill;
  1769. #ifdef RENEWAL
  1770. damage = 0;
  1771. #else
  1772. damage = dmg;
  1773. #endif
  1774. nullpo_ret(sd);
  1775. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1776. target->type == BL_MOB && //This bonus doesn't work against players.
  1777. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1778. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1779. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM || status->race == RC_PLANT || status->race == RC_FISH) )
  1780. damage += (skill * 5);
  1781. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1782. damage += (skill * 10);
  1783. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1784. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1785. damage += (skill * 4);
  1786. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1787. damage += sd->status.str;
  1788. }
  1789. #ifdef RENEWAL
  1790. //Weapon Research bonus applies to all weapons
  1791. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1792. damage += (skill * 2);
  1793. #endif
  1794. // Kagerou/Oboro Spirit Charm bonus
  1795. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1796. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1797. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1798. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1799. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1800. damage += damage * 30 / 100;
  1801. }
  1802. if(type == 0)
  1803. weapon = sd->weapontype1;
  1804. else
  1805. weapon = sd->weapontype2;
  1806. switch(weapon) {
  1807. case W_1HSWORD:
  1808. #ifdef RENEWAL
  1809. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1810. damage += (skill * 3);
  1811. #endif
  1812. case W_DAGGER:
  1813. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1814. damage += (skill * 4);
  1815. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1816. damage += skill * 10;
  1817. break;
  1818. case W_2HSWORD:
  1819. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1820. damage += (skill * 4);
  1821. break;
  1822. case W_1HSPEAR:
  1823. case W_2HSPEAR:
  1824. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1825. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1826. damage += (skill * 4);
  1827. else
  1828. damage += (skill * 5);
  1829. // Increase damage by level of KN_SPEARMASTERY * 10
  1830. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1831. damage += (skill * 10);
  1832. }
  1833. break;
  1834. case W_1HAXE:
  1835. case W_2HAXE:
  1836. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1837. damage += (skill * 3);
  1838. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1839. damage += (skill * 5);
  1840. break;
  1841. case W_MACE:
  1842. case W_2HMACE:
  1843. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1844. damage += (skill * 3);
  1845. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1846. damage += (skill * 4);
  1847. break;
  1848. case W_FIST:
  1849. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1850. damage += (skill * 10);
  1851. // No break, fallthrough to Knuckles
  1852. case W_KNUCKLE:
  1853. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1854. damage += (skill * 3);
  1855. break;
  1856. case W_MUSICAL:
  1857. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1858. damage += (skill * 3);
  1859. break;
  1860. case W_WHIP:
  1861. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1862. damage += (skill * 3);
  1863. break;
  1864. case W_BOOK:
  1865. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1866. damage += (skill * 3);
  1867. break;
  1868. case W_KATAR:
  1869. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1870. damage += (skill * 3);
  1871. break;
  1872. }
  1873. return damage;
  1874. }
  1875. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  1876. * @param sd Player
  1877. * @param damage Current damage
  1878. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  1879. */
  1880. static void battle_add_weapon_damage(struct map_session_data *sd, int64 *damage, int lr_type) {
  1881. if (!sd)
  1882. return;
  1883. //rodatazone says that Overrefine bonuses are part of baseatk
  1884. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1885. if (lr_type == EQI_HAND_L) {
  1886. if (sd->left_weapon.overrefine)
  1887. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  1888. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  1889. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  1890. }
  1891. else if (lr_type == EQI_HAND_R) {
  1892. if (sd->right_weapon.overrefine)
  1893. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  1894. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  1895. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  1896. }
  1897. }
  1898. #ifdef RENEWAL
  1899. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1900. {
  1901. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1902. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1903. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1904. }
  1905. static int battle_calc_status_attack(struct status_data *status, short hand)
  1906. {
  1907. //left-hand penalty on sATK is always 50% [Baalberith]
  1908. if (hand == EQI_HAND_L)
  1909. return status->batk;
  1910. else
  1911. return 2 * status->batk;
  1912. }
  1913. /**
  1914. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  1915. * @param src Block list of attacker
  1916. * @param tstatus Target's status data
  1917. * @param wa Weapon attack data
  1918. * @param sd Player
  1919. * @return Base weapon damage
  1920. */
  1921. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1922. {
  1923. struct status_data *status = status_get_status_data(src);
  1924. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1925. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1926. uint16 atkmax = atkmin;
  1927. int64 damage = atkmin;
  1928. bool weapon_perfection = false;
  1929. struct status_change *sc = status_get_sc(src);
  1930. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1931. short base_stat;
  1932. switch (sd->status.weapon) {
  1933. case W_BOW:
  1934. case W_MUSICAL:
  1935. case W_WHIP:
  1936. case W_REVOLVER:
  1937. case W_RIFLE:
  1938. case W_GATLING:
  1939. case W_SHOTGUN:
  1940. case W_GRENADE:
  1941. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  1942. base_stat = status->str;
  1943. else
  1944. base_stat = status->dex;
  1945. break;
  1946. default:
  1947. base_stat = status->str;
  1948. break;
  1949. }
  1950. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  1951. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  1952. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  1953. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  1954. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1955. damage = atkmax;
  1956. else
  1957. damage = rnd_value(atkmin, atkmax);
  1958. }
  1959. if (sc && sc->data[SC_WEAPONPERFECTION])
  1960. weapon_perfection = true;
  1961. battle_add_weapon_damage(sd, &damage, type);
  1962. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1963. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1964. }
  1965. #endif
  1966. /*==========================================
  1967. * Calculates the standard damage of a normal attack assuming it hits,
  1968. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1969. * This applies to pre-renewal and non-sd in renewal
  1970. *------------------------------------------
  1971. * Pass damage2 as NULL to not calc it.
  1972. * Flag values:
  1973. * &1 : Critical hit
  1974. * &2 : Arrow attack
  1975. * &4 : Skill is Magic Crasher
  1976. * &8 : Skip target size adjustment (Extremity Fist?)
  1977. * &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)
  1978. *
  1979. * Credits:
  1980. * Original coder Skotlex
  1981. * Initial refactoring by Baalberith
  1982. * Refined and optimized by helvetica
  1983. */
  1984. 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)
  1985. {
  1986. unsigned int atkmin = 0, atkmax = 0;
  1987. short type = 0;
  1988. int64 damage = 0;
  1989. struct map_session_data *sd = NULL;
  1990. nullpo_retr(damage, src);
  1991. sd = BL_CAST(BL_PC, src);
  1992. if (!sd) { //Mobs/Pets
  1993. if(flag&4) {
  1994. atkmin = status->matk_min;
  1995. atkmax = status->matk_max;
  1996. } else {
  1997. atkmin = wa->atk;
  1998. atkmax = wa->atk2;
  1999. }
  2000. if (atkmin > atkmax)
  2001. atkmin = atkmax;
  2002. } else { //PCs
  2003. atkmax = wa->atk;
  2004. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2005. if (!(flag&1) || (flag&2)) { //Normal attacks
  2006. atkmin = status->dex;
  2007. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2008. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2009. if (atkmin > atkmax)
  2010. atkmin = atkmax;
  2011. if(flag&2 && !(flag&16)) { //Bows
  2012. atkmin = atkmin*atkmax/100;
  2013. if (atkmin > atkmax)
  2014. atkmax = atkmin;
  2015. }
  2016. }
  2017. }
  2018. if (sc && sc->data[SC_MAXIMIZEPOWER])
  2019. atkmin = atkmax;
  2020. //Weapon Damage calculation
  2021. if (!(flag&1))
  2022. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2023. else
  2024. damage = atkmax;
  2025. if (sd) {
  2026. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2027. if (flag&2 && sd->bonus.arrow_atk)
  2028. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2029. // Size fix only for players
  2030. if (!(sd->special_state.no_sizefix || (flag&8)))
  2031. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2032. } else if (src->type == BL_ELEM) {
  2033. struct status_change *ele_sc = status_get_sc(src);
  2034. int ele_class = status_get_class(src);
  2035. if (ele_sc) {
  2036. switch (ele_class) {
  2037. case ELEMENTALID_AGNI_S:
  2038. case ELEMENTALID_AGNI_M:
  2039. case ELEMENTALID_AGNI_L:
  2040. if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  2041. damage += damage * 20 / 100;
  2042. break;
  2043. case ELEMENTALID_AQUA_S:
  2044. case ELEMENTALID_AQUA_M:
  2045. case ELEMENTALID_AQUA_L:
  2046. if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  2047. damage += damage * 20 / 100;
  2048. break;
  2049. case ELEMENTALID_VENTUS_S:
  2050. case ELEMENTALID_VENTUS_M:
  2051. case ELEMENTALID_VENTUS_L:
  2052. if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  2053. damage += damage * 20 / 100;
  2054. break;
  2055. case ELEMENTALID_TERA_S:
  2056. case ELEMENTALID_TERA_M:
  2057. case ELEMENTALID_TERA_L:
  2058. if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  2059. damage += damage * 20 / 100;
  2060. break;
  2061. }
  2062. }
  2063. }
  2064. //Finally, add baseatk
  2065. if(flag&4)
  2066. damage += status->matk_min;
  2067. else
  2068. damage += status->batk;
  2069. if (sd)
  2070. battle_add_weapon_damage(sd, &damage, type);
  2071. #ifdef RENEWAL
  2072. if (flag&1)
  2073. damage = (damage * 14) / 10;
  2074. #endif
  2075. return damage;
  2076. }
  2077. /*==========================================
  2078. * Consumes ammo for the given skill.
  2079. *------------------------------------------
  2080. * Credits:
  2081. * Original coder Skotlex
  2082. * Initial refactoring by Baalberith
  2083. * Refined and optimized by helvetica
  2084. */
  2085. void battle_consume_ammo(struct map_session_data*sd, int skill, int lv)
  2086. {
  2087. int qty = 1;
  2088. if (!battle_config.arrow_decrement)
  2089. return;
  2090. if (skill) {
  2091. qty = skill_get_ammo_qty(skill, lv);
  2092. if (!qty) qty = 1;
  2093. }
  2094. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2095. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2096. sd->state.arrow_atk = 0;
  2097. }
  2098. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2099. {
  2100. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2101. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2102. return BF_SHORT;
  2103. switch (skill_id) {
  2104. case AC_SHOWER:
  2105. case AM_DEMONSTRATION:
  2106. // When monsters use Arrow Shower or Bomb, it is always short range
  2107. if (src->type == BL_MOB)
  2108. return BF_SHORT;
  2109. break;
  2110. #ifdef RENEWAL
  2111. case KN_BRANDISHSPEAR:
  2112. // Renewal changes to ranged physical damage
  2113. #endif
  2114. case SR_RAMPAGEBLASTER:
  2115. return BF_LONG;
  2116. case NJ_KIRIKAGE:
  2117. // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2118. case GC_CROSSIMPACT:
  2119. // Cast range is 7 cells and player jumps to target but skill is considered melee
  2120. return BF_SHORT;
  2121. }
  2122. //Skill Range Criteria
  2123. if (battle_config.skillrange_by_distance &&
  2124. (src->type&battle_config.skillrange_by_distance)
  2125. ) { //based on distance between src/target [Skotlex]
  2126. if (check_distance_bl(src, target, 3))
  2127. return BF_SHORT;
  2128. return BF_LONG;
  2129. }
  2130. //based on used skill's range
  2131. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2132. return BF_SHORT;
  2133. return BF_LONG;
  2134. }
  2135. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  2136. {
  2137. if (sd->skillblown.empty())
  2138. return 0;
  2139. //Apply the bonus blewcount. [Skotlex]
  2140. for (const auto &it : sd->skillblown) {
  2141. if (it.id == skill_id)
  2142. return it.val;
  2143. }
  2144. return 0;
  2145. }
  2146. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2147. switch( bl->type ){
  2148. case BL_PC:
  2149. return SKILLDMG_PC;
  2150. case BL_MOB:
  2151. if( status_get_class_(bl) == CLASS_BOSS ){
  2152. return SKILLDMG_BOSS;
  2153. }else{
  2154. return SKILLDMG_MOB;
  2155. }
  2156. default:
  2157. return SKILLDMG_OTHER;
  2158. }
  2159. }
  2160. /**
  2161. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2162. * @param src
  2163. * @param target
  2164. * @param skill_id
  2165. * @return Skill damage rate
  2166. */
  2167. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2168. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2169. if (!skill || !skill->damage.map)
  2170. return 0;
  2171. s_skill_damage *damage = &skill->damage;
  2172. //check the adjustment works for specified type
  2173. if (!(damage->caster&src->type))
  2174. return 0;
  2175. map_data *mapdata = map_getmapdata(src->m);
  2176. 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])) ||
  2177. (damage->map&2 && mapdata->flag[MF_PVP]) ||
  2178. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2179. (damage->map&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  2180. (damage->map&16 && mapdata->flag[MF_SKILL_DAMAGE]) ||
  2181. (damage->map&mapdata->zone && mapdata->flag[MF_RESTRICTED]))
  2182. {
  2183. return damage->rate[battle_skill_damage_type(target)];
  2184. }
  2185. return 0;
  2186. }
  2187. /**
  2188. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2189. * @param src
  2190. * @param target
  2191. * @param skill_id
  2192. * @return Skill damage rate
  2193. */
  2194. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2195. map_data *mapdata = map_getmapdata(src->m);
  2196. if (!mapdata || !mapdata->flag[MF_SKILL_DAMAGE])
  2197. return 0;
  2198. int rate = 0;
  2199. // Damage rate for all skills at this map
  2200. if (mapdata->damage_adjust.caster&src->type)
  2201. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2202. if (mapdata->skill_damage.empty())
  2203. return rate;
  2204. // Damage rate for specified skill at this map
  2205. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2206. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2207. }
  2208. return rate;
  2209. }
  2210. /**
  2211. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2212. * @param src
  2213. * @param target
  2214. * @param skill_id
  2215. * @return Total damage rate
  2216. */
  2217. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2218. nullpo_ret(src);
  2219. if (!target || !skill_id)
  2220. return 0;
  2221. skill_id = skill_dummy2skill_id(skill_id);
  2222. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2223. }
  2224. /**
  2225. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2226. * @param sd: Player who has Chorus skill active
  2227. * @return Bonus value based on party count
  2228. */
  2229. int battle_calc_chorusbonus(struct map_session_data *sd) {
  2230. #ifdef RENEWAL // No bonus in renewal
  2231. return 0;
  2232. #endif
  2233. int members = 0;
  2234. if (!sd || !sd->status.party_id)
  2235. return 0;
  2236. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2237. if (members < 3)
  2238. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2239. if (members > 7)
  2240. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2241. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2242. }
  2243. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2244. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2245. /*=======================================================
  2246. * Should infinite defense be applied on target? (plant)
  2247. *-------------------------------------------------------
  2248. * Credits:
  2249. * Original coder Skotlex
  2250. * Initial refactoring by Baalberith
  2251. * Refined and optimized by helvetica
  2252. * flag - see e_battle_flag
  2253. */
  2254. bool is_infinite_defense(struct block_list *target, int flag)
  2255. {
  2256. struct status_data *tstatus = status_get_status_data(target);
  2257. if(target->type == BL_SKILL) {
  2258. TBL_SKILL *su = ((TBL_SKILL*)target);
  2259. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2260. return true;
  2261. }
  2262. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2263. return true;
  2264. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2265. return true;
  2266. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2267. return true;
  2268. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2269. return true;
  2270. return false;
  2271. }
  2272. /*========================
  2273. * Is attack arrow based?
  2274. *------------------------
  2275. * Credits:
  2276. * Original coder Skotlex
  2277. * Initial refactoring by Baalberith
  2278. * Refined and optimized by helvetica
  2279. */
  2280. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2281. {
  2282. if(src != NULL) {
  2283. struct status_data *sstatus = status_get_status_data(src);
  2284. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2285. 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));
  2286. } else
  2287. return false;
  2288. }
  2289. /*=========================================
  2290. * Is attack right handed? By default yes.
  2291. *-----------------------------------------
  2292. * Credits:
  2293. * Original coder Skotlex
  2294. * Initial refactoring by Baalberith
  2295. * Refined and optimized by helvetica
  2296. */
  2297. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2298. {
  2299. if(src != NULL) {
  2300. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2301. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2302. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2303. return false;
  2304. }
  2305. return true;
  2306. }
  2307. /*=======================================
  2308. * Is attack left handed? By default no.
  2309. *---------------------------------------
  2310. * Credits:
  2311. * Original coder Skotlex
  2312. * Initial refactoring by Baalberith
  2313. * Refined and optimized by helvetica
  2314. */
  2315. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2316. {
  2317. if(src != NULL) {
  2318. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2319. if(!skill_id) {
  2320. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2321. if (sd) {
  2322. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2323. return true;
  2324. if (sd->status.weapon == W_KATAR)
  2325. return true;
  2326. }
  2327. struct status_data *sstatus = status_get_status_data(src);
  2328. if (sstatus->lhw.atk)
  2329. return true;
  2330. }
  2331. }
  2332. return false;
  2333. }
  2334. /*=============================
  2335. * Do we score a critical hit?
  2336. *-----------------------------
  2337. * Credits:
  2338. * Original coder Skotlex
  2339. * Initial refactoring by Baalberith
  2340. * Refined and optimized by helvetica
  2341. */
  2342. 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)
  2343. {
  2344. if (!first_call)
  2345. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2346. #ifdef RENEWAL
  2347. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2348. return true;
  2349. #endif
  2350. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2351. return false;
  2352. struct status_data *sstatus = status_get_status_data(src);
  2353. if( sstatus->cri )
  2354. {
  2355. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2356. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2357. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2358. return false;
  2359. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2360. return false;
  2361. }
  2362. struct status_data *tstatus = status_get_status_data(target);
  2363. struct status_change *sc = status_get_sc(src);
  2364. struct status_change *tsc = status_get_sc(target);
  2365. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2366. short cri = sstatus->cri;
  2367. if (sd) {
  2368. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2369. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2370. cri += sd->bonus.arrow_cri;
  2371. cri += sd->bonus.critical_rangeatk;
  2372. }
  2373. }
  2374. if(sc && sc->data[SC_CAMOUFLAGE])
  2375. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2376. //The official equation is *2, but that only applies when sd's do critical.
  2377. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2378. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2379. if( tsc && tsc->data[SC_SLEEP] )
  2380. cri <<= 1;
  2381. switch(skill_id) {
  2382. case 0:
  2383. if(sc && !sc->data[SC_AUTOCOUNTER])
  2384. break;
  2385. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2386. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2387. case KN_AUTOCOUNTER:
  2388. if(battle_config.auto_counter_type &&
  2389. (battle_config.auto_counter_type&src->type))
  2390. return true;
  2391. else
  2392. cri <<= 1;
  2393. break;
  2394. case SN_SHARPSHOOTING:
  2395. case MA_SHARPSHOOTING:
  2396. #ifdef RENEWAL
  2397. cri += 300; // !TODO: Confirm new bonus
  2398. #else
  2399. cri += 200;
  2400. #endif
  2401. break;
  2402. case NJ_KIRIKAGE:
  2403. cri += 250 + 50*skill_lv;
  2404. break;
  2405. #ifdef RENEWAL
  2406. case ASC_BREAKER:
  2407. #endif
  2408. case LG_CANNONSPEAR:
  2409. case GC_CROSSIMPACT:
  2410. cri /= 2;
  2411. break;
  2412. }
  2413. if(tsd && tsd->bonus.critical_def)
  2414. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2415. return (rnd()%1000 < cri);
  2416. }
  2417. return false;
  2418. }
  2419. /*==========================================================
  2420. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2421. *----------------------------------------------------------
  2422. * Credits:
  2423. * Original coder Skotlex
  2424. * Initial refactoring by Baalberith
  2425. * Refined and optimized by helvetica
  2426. */
  2427. 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)
  2428. {
  2429. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2430. return 2;
  2431. if(src != NULL) {
  2432. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2433. struct status_data *tstatus = status_get_status_data(target);
  2434. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2435. #ifndef RENEWAL
  2436. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2437. #endif
  2438. )
  2439. { //Elemental/Racial adjustments
  2440. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2441. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2442. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2443. )
  2444. if (weapon_position == EQI_HAND_R)
  2445. return 1;
  2446. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2447. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2448. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2449. )
  2450. { //Pass effect onto right hand if configured so. [Skotlex]
  2451. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2452. if (weapon_position == EQI_HAND_R)
  2453. return 1;
  2454. }
  2455. else if (weapon_position == EQI_HAND_L)
  2456. return 1;
  2457. }
  2458. }
  2459. }
  2460. return 0;
  2461. }
  2462. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2463. {
  2464. if (skill_id == 0) {
  2465. if (is_splash) {
  2466. std::bitset<NK_MAX> tmp_nk;
  2467. tmp_nk.set(NK_IGNOREATKCARD);
  2468. tmp_nk.set(NK_IGNOREFLEE);
  2469. return tmp_nk;
  2470. } else
  2471. return 0;
  2472. } else
  2473. return skill_db.find(skill_id)->nk;
  2474. }
  2475. /*=============================
  2476. * Checks if attack is hitting
  2477. *-----------------------------
  2478. * Credits:
  2479. * Original coder Skotlex
  2480. * Initial refactoring by Baalberith
  2481. * Refined and optimized by helvetica
  2482. */
  2483. 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)
  2484. {
  2485. struct status_data *sstatus = status_get_status_data(src);
  2486. struct status_data *tstatus = status_get_status_data(target);
  2487. struct status_change *sc = status_get_sc(src);
  2488. struct status_change *tsc = status_get_sc(target);
  2489. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2490. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2491. short flee, hitrate;
  2492. if (!first_call)
  2493. return (wd->dmg_lv != ATK_FLEE);
  2494. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2495. return true;
  2496. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2497. return true;
  2498. else if (sc && sc->data[SC_FUSION])
  2499. return true;
  2500. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2501. return true;
  2502. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2503. return true;
  2504. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2505. return true;
  2506. else if (nk[NK_IGNOREFLEE])
  2507. return true;
  2508. if( tsc && tsc->data[SC_NEUTRALBARRIER] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2509. return false;
  2510. flee = tstatus->flee;
  2511. #ifdef RENEWAL
  2512. hitrate = 0; //Default hitrate
  2513. #else
  2514. hitrate = 80; //Default hitrate
  2515. #endif
  2516. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2517. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2518. if(attacker_count >= battle_config.agi_penalty_count) {
  2519. if (battle_config.agi_penalty_type == 1)
  2520. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2521. else //assume type 2: absolute reduction
  2522. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2523. if(flee < 1)
  2524. flee = 1;
  2525. }
  2526. }
  2527. hitrate += sstatus->hit - flee;
  2528. //Fogwall's hit penalty is only for normal ranged attacks.
  2529. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2530. hitrate -= 50;
  2531. if(sd && is_skill_using_arrow(src, skill_id))
  2532. hitrate += sd->bonus.arrow_hit;
  2533. #ifdef RENEWAL
  2534. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2535. hitrate += pc_checkskill(sd,AC_VULTURE);
  2536. #endif
  2537. if(skill_id) {
  2538. switch(skill_id) { //Hit skill modifiers
  2539. //It is proven that bonus is applied on final hitrate, not hit.
  2540. case SM_BASH:
  2541. case MS_BASH:
  2542. hitrate += hitrate * 5 * skill_lv / 100;
  2543. break;
  2544. case MS_MAGNUM:
  2545. case SM_MAGNUM:
  2546. hitrate += hitrate * 10 * skill_lv / 100;
  2547. break;
  2548. case KN_AUTOCOUNTER:
  2549. case PA_SHIELDCHAIN:
  2550. case NPC_WATERATTACK:
  2551. case NPC_GROUNDATTACK:
  2552. case NPC_FIREATTACK:
  2553. case NPC_WINDATTACK:
  2554. case NPC_POISONATTACK:
  2555. case NPC_HOLYATTACK:
  2556. case NPC_DARKNESSATTACK:
  2557. case NPC_UNDEADATTACK:
  2558. case NPC_TELEKINESISATTACK:
  2559. case NPC_EARTHQUAKE:
  2560. case NPC_BLEEDING:
  2561. hitrate += hitrate * 20 / 100;
  2562. break;
  2563. case NPC_FIREBREATH:
  2564. case NPC_ICEBREATH:
  2565. case NPC_THUNDERBREATH:
  2566. case NPC_ACIDBREATH:
  2567. case NPC_DARKNESSBREATH:
  2568. hitrate *= 2;
  2569. break;
  2570. case KN_PIERCE:
  2571. case ML_PIERCE:
  2572. hitrate += hitrate * 5 * skill_lv / 100;
  2573. break;
  2574. case AS_SONICBLOW:
  2575. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2576. hitrate += hitrate * 50 / 100;
  2577. break;
  2578. #ifdef RENEWAL
  2579. case RG_BACKSTAP:
  2580. hitrate += skill_lv; // !TODO: What's the rate increase?
  2581. break;
  2582. #endif
  2583. case RK_SONICWAVE:
  2584. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2585. break;
  2586. case MC_CARTREVOLUTION:
  2587. case GN_CART_TORNADO:
  2588. case GN_CARTCANNON:
  2589. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2590. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2591. break;
  2592. case LG_BANISHINGPOINT:
  2593. hitrate += 3 * skill_lv;
  2594. break;
  2595. case GC_VENOMPRESSURE:
  2596. hitrate += 10 + 4 * skill_lv;
  2597. break;
  2598. case SC_FATALMENACE:
  2599. if (skill_lv < 6)
  2600. hitrate -= 35 - 5 * skill_lv;
  2601. else if (skill_lv > 6)
  2602. hitrate += 5 * skill_lv - 30;
  2603. break;
  2604. case RL_SLUGSHOT:
  2605. {
  2606. int8 dist = distance_bl(src, target);
  2607. if (dist > 3) {
  2608. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2609. // -10:-9:-8:-7:-6
  2610. dist -= 3;
  2611. hitrate -= ((11 - skill_lv) * dist);
  2612. }
  2613. }
  2614. break;
  2615. }
  2616. } 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]
  2617. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2618. if (sd) {
  2619. int skill = 0;
  2620. // Weaponry Research hidden bonus
  2621. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2622. hitrate += hitrate * ( 2 * skill ) / 100;
  2623. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2624. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2625. hitrate += 3 * skill;
  2626. }
  2627. if (sc) {
  2628. if (sc->data[SC_MTF_ASPD])
  2629. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2630. if (sc->data[SC_MTF_ASPD2])
  2631. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2632. }
  2633. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2634. return (rnd()%100 < hitrate);
  2635. }
  2636. /*==========================================
  2637. * If attack ignores def.
  2638. *------------------------------------------
  2639. * Credits:
  2640. * Original coder Skotlex
  2641. * Initial refactoring by Baalberith
  2642. * Refined and optimized by helvetica
  2643. */
  2644. 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)
  2645. {
  2646. struct status_data *tstatus = status_get_status_data(target);
  2647. struct status_change *sc = status_get_sc(src);
  2648. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2649. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2650. #ifndef RENEWAL
  2651. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2652. return true;
  2653. else
  2654. #endif
  2655. if (sc && sc->data[SC_FUSION])
  2656. return true;
  2657. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2658. { //Ignore Defense?
  2659. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2660. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2661. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2662. if (weapon_position == EQI_HAND_R)
  2663. return true;
  2664. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2665. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2666. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2667. {
  2668. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2669. if (weapon_position == EQI_HAND_R)
  2670. return true;
  2671. } else if (weapon_position == EQI_HAND_L)
  2672. return true;
  2673. }
  2674. } else if (skill_id == RK_WINDCUTTER && sd && sd->status.weapon == W_2HSWORD)
  2675. return true;
  2676. return nk[NK_IGNOREDEFENSE] != 0;
  2677. }
  2678. /*================================================
  2679. * Should skill attack consider VVS and masteries?
  2680. *------------------------------------------------
  2681. * Credits:
  2682. * Original coder Skotlex
  2683. * Initial refactoring by Baalberith
  2684. * Refined and optimized by helvetica
  2685. */
  2686. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2687. {
  2688. if (
  2689. #ifndef RENEWAL
  2690. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2691. #endif
  2692. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2693. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2694. return false;
  2695. return true;
  2696. }
  2697. #ifdef RENEWAL
  2698. /*========================================
  2699. * Calculate equipment ATK for renewal ATK
  2700. *----------------------------------------
  2701. * Credits:
  2702. * Original coder Skotlex
  2703. * Initial refactoring by Baalberith
  2704. * Refined and optimized by helvetica
  2705. */
  2706. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2707. {
  2708. if(src != NULL) {
  2709. int eatk = 0;
  2710. struct status_data *status = status_get_status_data(src);
  2711. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2712. if (sd) // add arrow atk if using an applicable skill
  2713. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2714. return eatk + status->eatk;
  2715. }
  2716. return 0; // shouldn't happen but just in case
  2717. }
  2718. #endif
  2719. /*========================================
  2720. * Returns the element type of attack
  2721. *----------------------------------------
  2722. * Credits:
  2723. * Original coder Skotlex
  2724. * Initial refactoring by Baalberith
  2725. * Refined and optimized by helvetica
  2726. */
  2727. 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)
  2728. {
  2729. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2730. struct status_change *sc = status_get_sc(src);
  2731. struct status_data *sstatus = status_get_status_data(src);
  2732. int element = skill_get_ele(skill_id, skill_lv);
  2733. //Take weapon's element
  2734. if( !skill_id || element == ELE_WEAPON ) {
  2735. if (weapon_position == EQI_HAND_R)
  2736. element = sstatus->rhw.ele;
  2737. else
  2738. element = sstatus->lhw.ele;
  2739. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2740. element = sd->bonus.arrow_ele;
  2741. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2742. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2743. // on official endows override all other elements [helvetica]
  2744. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2745. element = sc->data[SC_ENCHANTARMS]->val1;
  2746. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  2747. element = status_get_attack_sc_element(src,sc);
  2748. else if( element == ELE_RANDOM ) //Use random element
  2749. element = rnd()%ELE_ALL;
  2750. switch( skill_id ) {
  2751. case GS_GROUNDDRIFT:
  2752. element = wd->miscflag; //element comes in flag.
  2753. break;
  2754. case LK_SPIRALPIERCE:
  2755. if (!sd)
  2756. element = ELE_NEUTRAL; //forced neutral for monsters
  2757. break;
  2758. case RK_DRAGONBREATH:
  2759. if (sc) {
  2760. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Giant Growth
  2761. element = ELE_DARK;
  2762. else if (sc->data[SC_GIANTGROWTH])
  2763. element = ELE_HOLY;
  2764. }
  2765. break;
  2766. case RK_DRAGONBREATH_WATER:
  2767. if (sc) {
  2768. if (sc->data[SC_LUXANIMA]) // Lux Anima has priority over Fighting Spirit
  2769. element = ELE_NEUTRAL;
  2770. else if (sc->data[SC_FIGHTINGSPIRIT])
  2771. element = ELE_GHOST;
  2772. }
  2773. break;
  2774. case LG_HESPERUSLIT:
  2775. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2776. element = ELE_HOLY;
  2777. break;
  2778. case GN_CARTCANNON:
  2779. case NC_ARMSCANNON:
  2780. if (sd && sd->state.arrow_atk > 0)
  2781. element = sd->bonus.arrow_ele;
  2782. break;
  2783. case SJ_PROMINENCEKICK:
  2784. element = ELE_FIRE;
  2785. break;
  2786. case RL_H_MINE:
  2787. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2788. element = ELE_FIRE;
  2789. break;
  2790. }
  2791. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2792. element = ELE_HOLY;
  2793. // calc_flag means the element should be calculated for damage only
  2794. if (calc_for_damage_only)
  2795. return element;
  2796. #ifdef RENEWAL
  2797. if (skill_id == CR_SHIELDBOOMERANG)
  2798. element = ELE_NEUTRAL;
  2799. #endif
  2800. return element;
  2801. }
  2802. /*========================================
  2803. * Do element damage modifier calculation
  2804. *----------------------------------------
  2805. * Credits:
  2806. * Original coder Skotlex
  2807. * Initial refactoring by Baalberith
  2808. * Refined and optimized by helvetica
  2809. */
  2810. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2811. {
  2812. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2813. // Elemental attribute fix
  2814. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  2815. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2816. struct status_change *sc = status_get_sc(src);
  2817. struct status_data *sstatus = status_get_status_data(src);
  2818. struct status_data *tstatus = status_get_status_data(target);
  2819. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2820. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2821. switch (skill_id) {
  2822. case PA_SACRIFICE:
  2823. case RK_DRAGONBREATH:
  2824. case RK_DRAGONBREATH_WATER:
  2825. case NC_SELFDESTRUCTION:
  2826. case HFLI_SBR44:
  2827. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2828. if (is_attack_left_handed(src, skill_id))
  2829. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2830. break;
  2831. default:
  2832. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  2833. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  2834. #ifdef RENEWAL
  2835. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  2836. #endif
  2837. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2838. if (is_attack_left_handed(src, skill_id))
  2839. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2840. #ifdef RENEWAL
  2841. }
  2842. #endif
  2843. break;
  2844. }
  2845. // Forced to neutral skills [helvetica]
  2846. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  2847. switch (skill_id) {
  2848. #ifdef RENEWAL
  2849. case MO_INVESTIGATE:
  2850. case CR_SHIELDBOOMERANG:
  2851. case PA_SHIELDCHAIN:
  2852. #endif
  2853. case MC_CARTREVOLUTION:
  2854. case HW_MAGICCRASHER:
  2855. case SR_FALLENEMPIRE:
  2856. case SR_CRESCENTELBOW_AUTOSPELL:
  2857. case SR_GATEOFHELL:
  2858. case GN_FIRE_EXPANSION_ACID:
  2859. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2860. if (is_attack_left_handed(src, skill_id))
  2861. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2862. break;
  2863. }
  2864. #ifdef RENEWAL
  2865. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  2866. #endif
  2867. if (sc && sc->data[SC_WATK_ELEMENT]) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  2868. 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;
  2869. wd->damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2870. if (is_attack_left_handed(src, skill_id)) {
  2871. 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;
  2872. wd->damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2873. }
  2874. }
  2875. #ifdef RENEWAL
  2876. }
  2877. #endif
  2878. }
  2879. }
  2880. #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);
  2881. #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);
  2882. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2883. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2884. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2885. #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);
  2886. #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);
  2887. //Adds an absolute value to damage. 100 = +100 damage
  2888. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2889. #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);
  2890. #ifdef RENEWAL
  2891. #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);
  2892. #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);
  2893. #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);
  2894. #else
  2895. #define RE_ALLATK_ADD(wd, a) {;}
  2896. #define RE_ALLATK_RATE(wd, a) {;}
  2897. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2898. #endif
  2899. /*==================================
  2900. * Calculate weapon mastery damages
  2901. *----------------------------------
  2902. * Credits:
  2903. * Original coder Skotlex
  2904. * Initial refactoring by Baalberith
  2905. * Refined and optimized by helvetica
  2906. */
  2907. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2908. {
  2909. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2910. struct status_change *sc = status_get_sc(src);
  2911. struct status_data *sstatus = status_get_status_data(src);
  2912. int t_class = status_get_class(target);
  2913. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2914. skill_id != MO_INVESTIGATE &&
  2915. skill_id != MO_EXTREMITYFIST &&
  2916. skill_id != CR_GRANDCROSS)
  2917. { //Add mastery damage
  2918. uint16 skill;
  2919. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  2920. #ifdef RENEWAL
  2921. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  2922. #endif
  2923. if (is_attack_left_handed(src, skill_id)) {
  2924. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  2925. #ifdef RENEWAL
  2926. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  2927. #endif
  2928. }
  2929. #ifdef RENEWAL
  2930. //General skill masteries
  2931. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2932. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  2933. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2934. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  2935. if (skill_id != CR_SHIELDBOOMERANG)
  2936. 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);
  2937. if (skill_id == MO_FINGEROFFENSIVE) {
  2938. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball_old * 3);
  2939. } else
  2940. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  2941. #endif
  2942. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  2943. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  2944. #ifdef RENEWAL
  2945. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  2946. #endif
  2947. }
  2948. if (skill_id == NV_BREAKTHROUGH) {
  2949. ATK_ADD(wd->damage, wd->damage2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2950. #ifdef RENEWAL
  2951. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv + (skill_lv > 4 ? 25 : 0));
  2952. #endif
  2953. }
  2954. switch(skill_id) {
  2955. case RA_WUGDASH:
  2956. case RA_WUGSTRIKE:
  2957. case RA_WUGBITE:
  2958. if (sd) {
  2959. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2960. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  2961. #ifdef RENEWAL
  2962. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  2963. #endif
  2964. }
  2965. break;
  2966. }
  2967. if (sc) { // Status change considered as masteries
  2968. #ifdef RENEWAL
  2969. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2970. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2971. #endif
  2972. if(sc->data[SC_CAMOUFLAGE]) {
  2973. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2974. #ifdef RENEWAL
  2975. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2976. #endif
  2977. }
  2978. if(sc->data[SC_GN_CARTBOOST]) {
  2979. ATK_ADD(wd->damage, wd->damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2980. #ifdef RENEWAL
  2981. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2982. #endif
  2983. }
  2984. if (sc->data[SC_P_ALTER]) {
  2985. ATK_ADD(wd->damage, wd->damage2, sc->data[SC_P_ALTER]->val2);
  2986. #ifdef RENEWAL
  2987. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->data[SC_P_ALTER]->val2);
  2988. #endif
  2989. }
  2990. }
  2991. }
  2992. }
  2993. #ifdef RENEWAL
  2994. /*=========================================
  2995. * Calculate the various Renewal ATK parts
  2996. *-----------------------------------------
  2997. * Credits:
  2998. * Original coder Skotlex
  2999. * Initial refactoring by Baalberith
  3000. * Refined and optimized by helvetica
  3001. */
  3002. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3003. {
  3004. struct status_data *sstatus = status_get_status_data(src);
  3005. struct status_data *tstatus = status_get_status_data(target);
  3006. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3007. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3008. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3009. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3010. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3011. if (sd && sd->sc.data[SC_SEVENWIND]) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3012. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3013. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3014. } else { // status atk is considered neutral on normal attacks [helvetica]
  3015. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3016. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3017. }
  3018. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  3019. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3020. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  3021. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3022. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3023. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3024. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3025. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3026. //Mastery ATK is a special kind of ATK that has no elemental properties
  3027. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3028. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3029. wd->damage = 0;
  3030. wd->damage2 = 0;
  3031. }
  3032. #endif
  3033. /*==========================================================
  3034. * Calculate basic ATK that goes into the skill ATK formula
  3035. *----------------------------------------------------------
  3036. * Credits:
  3037. * Original coder Skotlex
  3038. * Initial refactoring by Baalberith
  3039. * Refined and optimized by helvetica
  3040. */
  3041. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3042. {
  3043. struct status_change *sc = status_get_sc(src);
  3044. struct status_data *sstatus = status_get_status_data(src);
  3045. struct status_data *tstatus = status_get_status_data(target);
  3046. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3047. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3048. uint16 i;
  3049. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3050. switch (skill_id) { //Calc base damage according to skill
  3051. case PA_SACRIFICE:
  3052. wd->damage = sstatus->max_hp* 9/100;
  3053. wd->damage2 = 0;
  3054. #ifdef RENEWAL
  3055. wd->weaponAtk = wd->damage;
  3056. wd->weaponAtk2 = wd->damage2;
  3057. #endif
  3058. break;
  3059. #ifdef RENEWAL
  3060. case LK_SPIRALPIERCE:
  3061. case ML_SPIRALPIERCE:
  3062. if (sd) {
  3063. short index = sd->equip_index[EQI_HAND_R];
  3064. if (index >= 0 &&
  3065. sd->inventory_data[index] &&
  3066. sd->inventory_data[index]->type == IT_WEAPON)
  3067. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3068. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3069. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3070. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3071. case SZ_SMALL: //Small: 115%
  3072. ATK_RATE(wd->damage, wd->damage2, 115);
  3073. RE_ALLATK_RATE(wd, 115);
  3074. break;
  3075. //case SZ_MEDIUM: //Medium: 100%
  3076. case SZ_BIG: //Large: 85%
  3077. ATK_RATE(wd->damage, wd->damage2, 85);
  3078. RE_ALLATK_RATE(wd, 85);
  3079. break;
  3080. }
  3081. } else {
  3082. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3083. }
  3084. #else
  3085. case NJ_ISSEN:
  3086. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3087. wd->damage2 = 0;
  3088. break;
  3089. case LK_SPIRALPIERCE:
  3090. case ML_SPIRALPIERCE:
  3091. if (sd) {
  3092. short index = sd->equip_index[EQI_HAND_R];
  3093. if (index >= 0 &&
  3094. sd->inventory_data[index] &&
  3095. sd->inventory_data[index]->type == IT_WEAPON)
  3096. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3097. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3098. } else {
  3099. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3100. }
  3101. i = sstatus->str/10;
  3102. i*=i;
  3103. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3104. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3105. case SZ_SMALL: //Small: 125%
  3106. ATK_RATE(wd->damage, wd->damage2, 125);
  3107. break;
  3108. //case SZ_MEDIUM: //Medium: 100%
  3109. case SZ_BIG: //Large: 75%
  3110. ATK_RATE(wd->damage, wd->damage2, 75);
  3111. break;
  3112. }
  3113. #endif
  3114. break;
  3115. case CR_SHIELDBOOMERANG:
  3116. case PA_SHIELDCHAIN:
  3117. wd->damage = sstatus->batk;
  3118. if (sd) {
  3119. short index = sd->equip_index[EQI_HAND_L];
  3120. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3121. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3122. #ifdef RENEWAL
  3123. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3124. #endif
  3125. }
  3126. } else
  3127. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3128. break;
  3129. case RK_DRAGONBREATH:
  3130. case RK_DRAGONBREATH_WATER:
  3131. {
  3132. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3133. if(status_get_lv(src) > 100)
  3134. damagevalue = damagevalue * status_get_lv(src) / 100;
  3135. if(sd)
  3136. damagevalue = damagevalue * (90 + 10 * pc_checkskill(sd, RK_DRAGONTRAINING)) / 100;
  3137. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3138. #ifdef RENEWAL
  3139. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3140. #endif
  3141. wd->flag |= BF_LONG;
  3142. }
  3143. break;
  3144. case NC_SELFDESTRUCTION: {
  3145. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3146. if(status_get_lv(src) > 100)
  3147. damagevalue = damagevalue * status_get_lv(src) / 100;
  3148. damagevalue = damagevalue + sstatus->hp;
  3149. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3150. #ifdef RENEWAL
  3151. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3152. #endif
  3153. }
  3154. break;
  3155. case KO_HAPPOKUNAI:
  3156. if(sd) {
  3157. short index = sd->equip_index[EQI_AMMO];
  3158. int damagevalue = 3 * (
  3159. #ifdef RENEWAL
  3160. 2 *
  3161. #endif
  3162. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3163. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3164. if (sc && sc->data[SC_KAGEMUSYA])
  3165. damagevalue += damagevalue * sc->data[SC_KAGEMUSYA]->val2 / 100;
  3166. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3167. #ifdef RENEWAL
  3168. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3169. #endif
  3170. } else
  3171. ATK_ADD(wd->damage, wd->damage2, 5000);
  3172. break;
  3173. case HFLI_SBR44: //[orn]
  3174. if(src->type == BL_HOM)
  3175. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3176. break;
  3177. default:
  3178. #ifdef RENEWAL
  3179. if (sd)
  3180. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3181. else {
  3182. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3183. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  3184. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3185. if (is_attack_left_handed(src, skill_id))
  3186. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3187. }
  3188. #else
  3189. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3190. (is_skill_using_arrow(src, skill_id)?2:0)|
  3191. (skill_id == HW_MAGICCRASHER?4:0)|
  3192. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  3193. (skill_id == MO_EXTREMITYFIST?8:0)|
  3194. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  3195. if (is_skill_using_arrow(src, skill_id) && sd) {
  3196. switch(sd->status.weapon) {
  3197. case W_BOW:
  3198. case W_REVOLVER:
  3199. case W_RIFLE:
  3200. case W_GATLING:
  3201. case W_SHOTGUN:
  3202. case W_GRENADE:
  3203. break;
  3204. default:
  3205. i |= 16; // for ex. shuriken must not be influenced by DEX
  3206. break;
  3207. }
  3208. }
  3209. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3210. if (is_attack_left_handed(src, skill_id))
  3211. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3212. #endif
  3213. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3214. if(wd->miscflag > 0) {
  3215. wd->damage /= wd->miscflag;
  3216. #ifdef RENEWAL
  3217. wd->statusAtk /= wd->miscflag;
  3218. wd->weaponAtk /= wd->miscflag;
  3219. wd->equipAtk /= wd->miscflag;
  3220. wd->masteryAtk /= wd->miscflag;
  3221. #endif
  3222. } else
  3223. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3224. }
  3225. //Add any bonuses that modify the base atk (pre-skills)
  3226. if(sd) {
  3227. int skill;
  3228. if (sd->bonus.atk_rate) {
  3229. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.atk_rate);
  3230. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  3231. }
  3232. #ifndef RENEWAL
  3233. 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]
  3234. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3235. }
  3236. #endif
  3237. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3238. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3239. // Reduce count by one (self) [Tydus1]
  3240. i -= 1;
  3241. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3242. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  3243. }
  3244. }
  3245. }
  3246. #ifndef RENEWAL
  3247. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3248. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3249. }
  3250. #endif
  3251. break;
  3252. } //End switch(skill_id)
  3253. }
  3254. //For quick div adjustment.
  3255. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3256. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3257. /*================================================= [Playtester]
  3258. * Applies DAMAGE_DIV_FIX and checks for min damage
  3259. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3260. * @param skill_id: ID of the skill that deals damage
  3261. * @return Modified damage struct
  3262. *------------------------------------------------*/
  3263. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3264. {
  3265. if(d->damage) {
  3266. DAMAGE_DIV_FIX(d->damage, d->div_);
  3267. //Min damage
  3268. 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)))
  3269. d->damage = d->div_;
  3270. } else if (d->div_ < 0) {
  3271. d->div_ *= -1;
  3272. }
  3273. }
  3274. /*=======================================
  3275. * Check for and calculate multi attacks
  3276. *---------------------------------------
  3277. * Credits:
  3278. * Original coder Skotlex
  3279. * Initial refactoring by Baalberith
  3280. * Refined and optimized by helvetica
  3281. */
  3282. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3283. {
  3284. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3285. struct status_change *sc = status_get_sc(src);
  3286. struct status_change *tsc = status_get_sc(target);
  3287. struct status_data *tstatus = status_get_status_data(target);
  3288. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3289. short i;
  3290. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3291. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3292. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3293. { //Success chance is not added, the higher one is used [Skotlex]
  3294. int max_rate = 0;
  3295. if (sc && sc->data[SC_KAGEMUSYA])
  3296. max_rate = sc->data[SC_KAGEMUSYA]->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3297. else
  3298. #ifdef RENEWAL
  3299. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3300. #else
  3301. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3302. #endif
  3303. if( rnd()%100 < max_rate ) {
  3304. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3305. wd->type = DMG_MULTI_HIT;
  3306. }
  3307. }
  3308. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3309. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3310. && rnd()%100 < 5*skill_lv ) //Success rate
  3311. {
  3312. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3313. wd->type = DMG_MULTI_HIT;
  3314. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3315. }
  3316. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  3317. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3318. {
  3319. int chance = rnd()%100;
  3320. switch(sc->data[SC_FEARBREEZE]->val1) {
  3321. case 5: if( chance < 4) { wd->div_ = 5; break; } // 3 % chance to attack 5 times.
  3322. case 4: if( chance < 7) { wd->div_ = 4; break; } // 6 % chance to attack 4 times.
  3323. case 3: if( chance < 10) { wd->div_ = 3; break; } // 9 % chance to attack 3 times.
  3324. case 2:
  3325. case 1: if( chance < 13) { wd->div_ = 2; break; } // 12 % chance to attack 2 times.
  3326. }
  3327. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3328. sc->data[SC_FEARBREEZE]->val4 = wd->div_-1;
  3329. if (wd->div_ > 1)
  3330. wd->type = DMG_MULTI_HIT;
  3331. }
  3332. }
  3333. switch (skill_id) {
  3334. case RK_WINDCUTTER:
  3335. if (sd && sd->weapontype1 == W_2HSWORD)
  3336. wd->div_ = 2;
  3337. break;
  3338. case SC_FATALMENACE:
  3339. if (sd && sd->weapontype1 == W_DAGGER)
  3340. wd->div_++;
  3341. break;
  3342. case SR_RIDEINLIGHTNING:
  3343. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3344. break;
  3345. case RL_QD_SHOT:
  3346. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->data[SC_C_MARKER] ? 2 : 0);
  3347. break;
  3348. case KO_JYUMONJIKIRI:
  3349. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  3350. wd->div_ = wd->div_ * -1;// needs more info
  3351. break;
  3352. #ifdef RENEWAL
  3353. case AS_POISONREACT:
  3354. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3355. if (skill_lv > 0) {
  3356. if(rnd()%100 < (7 * skill_lv)) {
  3357. wd->div_++;
  3358. }
  3359. }
  3360. break;
  3361. #endif
  3362. }
  3363. }
  3364. /*======================================================
  3365. * Calculate skill level ratios for weapon-based skills
  3366. *------------------------------------------------------
  3367. * Credits:
  3368. * Original coder Skotlex
  3369. * Initial refactoring by Baalberith
  3370. * Refined and optimized by helvetica
  3371. */
  3372. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3373. {
  3374. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3375. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3376. struct status_change *sc = status_get_sc(src);
  3377. struct status_change *tsc = status_get_sc(target);
  3378. struct status_data *sstatus = status_get_status_data(src);
  3379. struct status_data *tstatus = status_get_status_data(target);
  3380. int skillratio = 100;
  3381. int i;
  3382. //Skill damage modifiers that stack linearly
  3383. if(sc && skill_id != PA_SACRIFICE) {
  3384. if(sc->data[SC_OVERTHRUST])
  3385. skillratio += sc->data[SC_OVERTHRUST]->val3;
  3386. if(sc->data[SC_MAXOVERTHRUST])
  3387. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  3388. if(sc->data[SC_BERSERK])
  3389. #ifndef RENEWAL
  3390. skillratio += 100;
  3391. #else
  3392. skillratio += 200;
  3393. if (sc && sc->data[SC_TRUESIGHT])
  3394. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  3395. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  3396. skillratio += sc->data[SC_CONCENTRATION]->val2;
  3397. #endif
  3398. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3399. if (sc->data[SC_CRUSHSTRIKE]) {
  3400. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3401. short index = sd->equip_index[EQI_HAND_R];
  3402. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3403. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3404. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  3405. }
  3406. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  3407. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3408. } else {
  3409. if (sc->data[SC_GIANTGROWTH] && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3410. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3411. skillratio += 125;
  3412. else
  3413. skillratio += 250;
  3414. }
  3415. }
  3416. }
  3417. }
  3418. switch(skill_id) {
  3419. case SM_BASH:
  3420. case MS_BASH:
  3421. skillratio += 30 * skill_lv;
  3422. break;
  3423. case SM_MAGNUM:
  3424. case MS_MAGNUM:
  3425. if(wd->miscflag == 1)
  3426. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3427. else
  3428. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3429. break;
  3430. case MC_MAMMONITE:
  3431. skillratio += 50 * skill_lv;
  3432. break;
  3433. case HT_POWER:
  3434. skillratio += -50 + 8 * sstatus->str;
  3435. break;
  3436. case AC_DOUBLE:
  3437. case MA_DOUBLE:
  3438. skillratio += 10 * (skill_lv - 1);
  3439. break;
  3440. case AC_SHOWER:
  3441. case MA_SHOWER:
  3442. #ifdef RENEWAL
  3443. skillratio += 50 + 10 * skill_lv;
  3444. #else
  3445. skillratio += -25 + 5 * skill_lv;
  3446. #endif
  3447. break;
  3448. case AC_CHARGEARROW:
  3449. case MA_CHARGEARROW:
  3450. skillratio += 50;
  3451. break;
  3452. #ifndef RENEWAL
  3453. case HT_FREEZINGTRAP:
  3454. case MA_FREEZINGTRAP:
  3455. skillratio += -50 + 10 * skill_lv;
  3456. break;
  3457. #endif
  3458. case KN_PIERCE:
  3459. case ML_PIERCE:
  3460. skillratio += 10 * skill_lv;
  3461. break;
  3462. case MER_CRASH:
  3463. skillratio += 10 * skill_lv;
  3464. break;
  3465. case KN_SPEARSTAB:
  3466. skillratio += 20 * skill_lv;
  3467. break;
  3468. case KN_SPEARBOOMERANG:
  3469. skillratio += 50 * skill_lv;
  3470. break;
  3471. #ifdef RENEWAL
  3472. case KN_BRANDISHSPEAR:
  3473. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3474. break;
  3475. #else
  3476. case KN_BRANDISHSPEAR:
  3477. #endif
  3478. case ML_BRANDISH:
  3479. {
  3480. int ratio = 100 + 20 * skill_lv;
  3481. skillratio += -100 + ratio;
  3482. if(skill_lv > 3 && wd->miscflag == 0)
  3483. skillratio += ratio / 2;
  3484. if(skill_lv > 6 && wd->miscflag == 0)
  3485. skillratio += ratio / 4;
  3486. if(skill_lv > 9 && wd->miscflag == 0)
  3487. skillratio += ratio / 8;
  3488. if(skill_lv > 6 && wd->miscflag == 1)
  3489. skillratio += ratio / 2;
  3490. if(skill_lv > 9 && wd->miscflag == 1)
  3491. skillratio += ratio / 4;
  3492. if(skill_lv > 9 && wd->miscflag == 2)
  3493. skillratio += ratio / 2;
  3494. }
  3495. break;
  3496. case KN_BOWLINGBASH:
  3497. case MS_BOWLINGBASH:
  3498. skillratio += 40 * skill_lv;
  3499. break;
  3500. case AS_GRIMTOOTH:
  3501. skillratio += 20 * skill_lv;
  3502. break;
  3503. case AS_POISONREACT:
  3504. skillratio += 30 * skill_lv;
  3505. break;
  3506. case AS_SONICBLOW:
  3507. #ifdef RENEWAL
  3508. skillratio += 100 + 100 * skill_lv;
  3509. if (tstatus->hp < tstatus->max_hp >> 1)
  3510. skillratio += skillratio / 2;
  3511. #else
  3512. skillratio += 300 + 40 * skill_lv;
  3513. #endif
  3514. break;
  3515. case TF_SPRINKLESAND:
  3516. skillratio += 30;
  3517. break;
  3518. case MC_CARTREVOLUTION:
  3519. skillratio += 50;
  3520. if(sd && sd->cart_weight)
  3521. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3522. else if (!sd)
  3523. skillratio += 100; //Max damage for non players.
  3524. break;
  3525. case NPC_PIERCINGATT:
  3526. skillratio += -25; //75% base damage
  3527. break;
  3528. case NPC_COMBOATTACK:
  3529. skillratio += 25 * skill_lv;
  3530. break;
  3531. case NPC_RANDOMATTACK:
  3532. case NPC_WATERATTACK:
  3533. case NPC_GROUNDATTACK:
  3534. case NPC_FIREATTACK:
  3535. case NPC_WINDATTACK:
  3536. case NPC_POISONATTACK:
  3537. case NPC_HOLYATTACK:
  3538. case NPC_DARKNESSATTACK:
  3539. case NPC_UNDEADATTACK:
  3540. case NPC_TELEKINESISATTACK:
  3541. case NPC_BLOODDRAIN:
  3542. case NPC_ACIDBREATH:
  3543. case NPC_DARKNESSBREATH:
  3544. case NPC_FIREBREATH:
  3545. case NPC_ICEBREATH:
  3546. case NPC_THUNDERBREATH:
  3547. case NPC_HELLJUDGEMENT:
  3548. case NPC_PULSESTRIKE:
  3549. skillratio += 100 * (skill_lv - 1);
  3550. break;
  3551. case NPC_REVERBERATION_ATK:
  3552. skillratio += 400 + 200 * skill_lv;
  3553. break;
  3554. case RG_BACKSTAP:
  3555. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3556. skillratio += (200 + 40 * skill_lv) / 2;
  3557. else
  3558. skillratio += 200 + 40 * skill_lv;
  3559. break;
  3560. case RG_RAID:
  3561. #ifdef RENEWAL
  3562. skillratio += -100 + 50 + skill_lv * 150;
  3563. #else
  3564. skillratio += 40 * skill_lv;
  3565. #endif
  3566. break;
  3567. case RG_INTIMIDATE:
  3568. skillratio += 30 * skill_lv;
  3569. break;
  3570. case CR_SHIELDCHARGE:
  3571. skillratio += 20 * skill_lv;
  3572. break;
  3573. case CR_SHIELDBOOMERANG:
  3574. #ifdef RENEWAL
  3575. skillratio += -100 + skill_lv * 80;
  3576. #else
  3577. skillratio += 30 * skill_lv;
  3578. #endif
  3579. break;
  3580. case NPC_DARKCROSS:
  3581. case CR_HOLYCROSS:
  3582. #ifdef RENEWAL
  3583. if(sd && sd->status.weapon == W_2HSPEAR)
  3584. skillratio += 70 * skill_lv;
  3585. else
  3586. #endif
  3587. skillratio += 35 * skill_lv;
  3588. break;
  3589. case AM_DEMONSTRATION:
  3590. skillratio += 20 * skill_lv;
  3591. break;
  3592. case AM_ACIDTERROR:
  3593. #ifdef RENEWAL
  3594. skillratio += -100 + 200 * skill_lv;
  3595. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  3596. skillratio += 100; // !TODO: What's this bonus increase?
  3597. #else
  3598. skillratio += 40 * skill_lv;
  3599. #endif
  3600. break;
  3601. case MO_FINGEROFFENSIVE:
  3602. #ifdef RENEWAL
  3603. skillratio += 500 + skill_lv * 200;
  3604. if (tsc && tsc->data[SC_BLADESTOP])
  3605. skillratio += skillratio / 2;
  3606. #else
  3607. skillratio += 50 * skill_lv;
  3608. #endif
  3609. break;
  3610. case MO_INVESTIGATE:
  3611. #ifdef RENEWAL
  3612. skillratio += -100 + 100 * skill_lv;
  3613. if (tsc && tsc->data[SC_BLADESTOP])
  3614. skillratio += skillratio / 2;
  3615. #else
  3616. skillratio += 75 * skill_lv;
  3617. #endif
  3618. break;
  3619. case MO_EXTREMITYFIST:
  3620. skillratio += 100 * (7 + sstatus->sp / 10);
  3621. #ifdef RENEWAL
  3622. if (wd->miscflag&1)
  3623. skillratio *= 2; // More than 5 spirit balls active
  3624. #endif
  3625. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3626. break;
  3627. case MO_TRIPLEATTACK:
  3628. skillratio += 20 * skill_lv;
  3629. break;
  3630. case MO_CHAINCOMBO:
  3631. #ifdef RENEWAL
  3632. skillratio += 150 + 50 * skill_lv;
  3633. if (sd && sd->status.weapon == W_KNUCKLE)
  3634. skillratio *= 2;
  3635. #else
  3636. skillratio += 50 + 50 * skill_lv;
  3637. #endif
  3638. break;
  3639. case MO_COMBOFINISH:
  3640. #ifdef RENEWAL
  3641. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3642. #else
  3643. skillratio += 140 + 60 * skill_lv;
  3644. #endif
  3645. if (sc->data[SC_GT_ENERGYGAIN])
  3646. skillratio += skillratio * 50 / 100;
  3647. break;
  3648. case BA_MUSICALSTRIKE:
  3649. case DC_THROWARROW:
  3650. #ifdef RENEWAL
  3651. skillratio += 10 + 40 * skill_lv;
  3652. #else
  3653. skillratio += 25 + 25 * skill_lv;
  3654. #endif
  3655. break;
  3656. case CH_TIGERFIST:
  3657. #ifdef RENEWAL
  3658. skillratio += 400 + 150 * skill_lv;
  3659. RE_LVL_DMOD(100);
  3660. #else
  3661. skillratio += -60 + 100 * skill_lv;
  3662. #endif
  3663. if (sc->data[SC_GT_ENERGYGAIN])
  3664. skillratio += skillratio * 50 / 100;
  3665. break;
  3666. case CH_CHAINCRUSH:
  3667. #ifdef RENEWAL
  3668. skillratio += -100 + 200 * skill_lv;
  3669. RE_LVL_DMOD(100);
  3670. #else
  3671. skillratio += 300 + 100 * skill_lv;
  3672. #endif
  3673. if (sc->data[SC_GT_ENERGYGAIN])
  3674. skillratio += skillratio * 50 / 100;
  3675. break;
  3676. case CH_PALMSTRIKE:
  3677. #ifdef RENEWAL
  3678. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  3679. RE_LVL_DMOD(100);
  3680. #else
  3681. skillratio += 100 + 100 * skill_lv;
  3682. #endif
  3683. break;
  3684. case LK_HEADCRUSH:
  3685. skillratio += 40 * skill_lv;
  3686. break;
  3687. case LK_JOINTBEAT:
  3688. skillratio += 10 * skill_lv - 50;
  3689. 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.
  3690. skillratio <<= 1;
  3691. break;
  3692. #ifdef RENEWAL
  3693. // Renewal: skill ratio applies to entire damage [helvetica]
  3694. case LK_SPIRALPIERCE:
  3695. case ML_SPIRALPIERCE:
  3696. skillratio += 50 + 50 * skill_lv;
  3697. RE_LVL_DMOD(100);
  3698. break;
  3699. #endif
  3700. case ASC_METEORASSAULT:
  3701. #ifdef RENEWAL
  3702. skillratio += 100 + 120 * skill_lv;
  3703. RE_LVL_DMOD(100);
  3704. #else
  3705. skillratio += -60 + 40 * skill_lv;
  3706. #endif
  3707. break;
  3708. case SN_SHARPSHOOTING:
  3709. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  3710. if (wd->miscflag & 2) // Splash damage bonus
  3711. skillratio += -100 + 140 * skill_lv;
  3712. else
  3713. skillratio += 100 + 50 * skill_lv;
  3714. break;
  3715. }
  3716. // Fall through
  3717. case MA_SHARPSHOOTING:
  3718. #ifdef RENEWAL
  3719. skillratio += -100 + 300 + 300 * skill_lv;
  3720. RE_LVL_DMOD(100);
  3721. #else
  3722. skillratio += 100 + 50 * skill_lv;
  3723. #endif
  3724. break;
  3725. #ifdef RENEWAL
  3726. case CR_ACIDDEMONSTRATION:
  3727. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  3728. if (target->type == BL_PC)
  3729. skillratio /= 2;
  3730. break;
  3731. #endif
  3732. case CG_ARROWVULCAN:
  3733. #ifdef RENEWAL
  3734. skillratio += 400 + 100 * skill_lv;
  3735. RE_LVL_DMOD(100);
  3736. #else
  3737. skillratio += 100 + 100 * skill_lv;
  3738. #endif
  3739. break;
  3740. case AS_SPLASHER:
  3741. #ifdef RENEWAL
  3742. skillratio += -100 + 400 + 100 * skill_lv;
  3743. #else
  3744. skillratio += 400 + 50 * skill_lv;
  3745. #endif
  3746. if(sd)
  3747. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3748. break;
  3749. case ASC_BREAKER:
  3750. #ifdef RENEWAL
  3751. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  3752. RE_LVL_DMOD(100);
  3753. #else
  3754. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3755. skillratio += -100 + 100 * skill_lv;
  3756. #endif
  3757. break;
  3758. case PA_SACRIFICE:
  3759. skillratio += -10 + 10 * skill_lv;
  3760. break;
  3761. case PA_SHIELDCHAIN:
  3762. #ifdef RENEWAL
  3763. skillratio = 60 + 40 * skill_lv;
  3764. RE_LVL_DMOD(100);
  3765. #else
  3766. skillratio += 30 * skill_lv;
  3767. #endif
  3768. break;
  3769. case WS_CARTTERMINATION:
  3770. i = 10 * (16 - skill_lv);
  3771. if (i < 1) i = 1;
  3772. //Preserve damage ratio when max cart weight is changed.
  3773. if (sd && sd->cart_weight)
  3774. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3775. else if (!sd)
  3776. skillratio += 80000 / i - 100;
  3777. break;
  3778. case TK_DOWNKICK:
  3779. case TK_STORMKICK:
  3780. skillratio += 60 + 20 * skill_lv;
  3781. break;
  3782. case TK_TURNKICK:
  3783. case TK_COUNTER:
  3784. skillratio += 90 + 30 * skill_lv;
  3785. break;
  3786. case TK_JUMPKICK:
  3787. //Different damage formulas depending on damage trigger
  3788. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3789. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  3790. else if (wd->miscflag) {
  3791. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  3792. if (sc && sc->data[SC_SPURT]) //Spurt formula [8%*baselevel]
  3793. skillratio *= 2;
  3794. }
  3795. else
  3796. skillratio += -70 + 10 * skill_lv;
  3797. break;
  3798. case GS_TRIPLEACTION:
  3799. skillratio += 50 * skill_lv;
  3800. break;
  3801. case GS_BULLSEYE:
  3802. //Only works well against brute/demihumans non bosses.
  3803. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM) && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  3804. skillratio += 400;
  3805. break;
  3806. case GS_TRACKING:
  3807. skillratio += 100 * (skill_lv + 1);
  3808. break;
  3809. case GS_PIERCINGSHOT:
  3810. #ifdef RENEWAL
  3811. if (sd && sd->weapontype1 == W_RIFLE)
  3812. skillratio += 150 + 30 * skill_lv;
  3813. else
  3814. skillratio += 100 + 20 * skill_lv;
  3815. #else
  3816. skillratio += 20 * skill_lv;
  3817. #endif
  3818. break;
  3819. case GS_RAPIDSHOWER:
  3820. skillratio += 400 + 50 * skill_lv;
  3821. break;
  3822. case GS_DESPERADO:
  3823. skillratio += 50 * (skill_lv - 1);
  3824. if (sc && sc->data[SC_FALLEN_ANGEL])
  3825. skillratio *= 2;
  3826. break;
  3827. case GS_DUST:
  3828. skillratio += 50 * skill_lv;
  3829. break;
  3830. case GS_FULLBUSTER:
  3831. skillratio += 100 * (skill_lv + 2);
  3832. break;
  3833. case GS_SPREADATTACK:
  3834. #ifdef RENEWAL
  3835. skillratio += 30 * skill_lv;
  3836. #else
  3837. skillratio += 20 * (skill_lv - 1);
  3838. #endif
  3839. break;
  3840. #ifdef RENEWAL
  3841. case GS_GROUNDDRIFT:
  3842. skillratio += 100 + 20 * skill_lv;
  3843. break;
  3844. #endif
  3845. case NJ_HUUMA:
  3846. #ifdef RENEWAL
  3847. skillratio += -150 + 250 * skill_lv;
  3848. #else
  3849. skillratio += 50 + 150 * skill_lv;
  3850. #endif
  3851. break;
  3852. case NJ_TATAMIGAESHI:
  3853. skillratio += 10 * skill_lv;
  3854. #ifdef RENEWAL
  3855. skillratio *= 2;
  3856. #endif
  3857. break;
  3858. case NJ_KASUMIKIRI:
  3859. #ifdef RENEWAL
  3860. skillratio += 20 * skill_lv;
  3861. #else
  3862. skillratio += 10 * skill_lv;
  3863. #endif
  3864. break;
  3865. case NJ_KIRIKAGE:
  3866. #ifdef RENEWAL
  3867. skillratio += -50 + 150 * skill_lv;
  3868. #else
  3869. skillratio += 100 * (skill_lv - 1);
  3870. #endif
  3871. break;
  3872. #ifdef RENEWAL
  3873. case NJ_SYURIKEN:
  3874. skillratio += 5 * skill_lv;
  3875. break;
  3876. case NJ_KUNAI:
  3877. skillratio += -100 + 100 * skill_lv;
  3878. break;
  3879. #endif
  3880. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3881. int k = (wd->miscflag-1)/3;
  3882. if (k < 0)
  3883. k = 0;
  3884. else if (k > 4)
  3885. k = 4;
  3886. skillratio += 100 * k;
  3887. }
  3888. break;
  3889. case HT_PHANTASMIC:
  3890. skillratio += 50;
  3891. break;
  3892. case MO_BALKYOUNG:
  3893. skillratio += 200;
  3894. break;
  3895. case HFLI_MOON: //[orn]
  3896. skillratio += 10 + 110 * skill_lv;
  3897. break;
  3898. case HFLI_SBR44: //[orn]
  3899. skillratio += 100 * (skill_lv - 1);
  3900. break;
  3901. case NPC_VAMPIRE_GIFT:
  3902. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3903. break;
  3904. case RK_SONICWAVE:
  3905. skillratio += -100 + 1050 + 150 * skill_lv;
  3906. RE_LVL_DMOD(100);
  3907. break;
  3908. case RK_HUNDREDSPEAR:
  3909. skillratio += -100 + 600 + 200 * skill_lv;
  3910. if (sd)
  3911. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3912. RE_LVL_DMOD(100);
  3913. break;
  3914. case RK_WINDCUTTER:
  3915. if (sd) {
  3916. if (sd->weapontype1 == W_2HSWORD)
  3917. skillratio += -100 + 250 * skill_lv;
  3918. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  3919. skillratio += -100 + 400 * skill_lv;
  3920. else
  3921. skillratio += -100 + 300 * skill_lv;
  3922. } else
  3923. skillratio += -100 + 300 * skill_lv;
  3924. RE_LVL_DMOD(100);
  3925. break;
  3926. case RK_IGNITIONBREAK:
  3927. skillratio += -100 + 450 * skill_lv;
  3928. RE_LVL_DMOD(100);
  3929. break;
  3930. case NPC_IGNITIONBREAK:
  3931. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  3932. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  3933. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  3934. i = distance_bl(src,target);
  3935. if (i < 2)
  3936. skillratio += -100 + 500 * (skill_lv + 1);
  3937. else if (i < 4)
  3938. skillratio += -100 + 250 + 500 * skill_lv;
  3939. else
  3940. skillratio += -100 + 500 * skill_lv;
  3941. break;
  3942. case RK_STORMBLAST:
  3943. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  3944. RE_LVL_DMOD(100);
  3945. break;
  3946. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3947. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3948. RE_LVL_DMOD(150); // Base level bonus.
  3949. break;
  3950. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  3951. case GC_CROSSIMPACT:
  3952. skillratio += -100 + 1400 + 150 * skill_lv;
  3953. RE_LVL_DMOD(100);
  3954. break;
  3955. case GC_COUNTERSLASH:
  3956. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3957. skillratio += -100 + 300 + 150 * skill_lv;
  3958. RE_LVL_DMOD(120);
  3959. break;
  3960. case GC_VENOMPRESSURE:
  3961. skillratio += 900;
  3962. break;
  3963. case GC_PHANTOMMENACE:
  3964. skillratio += 200;
  3965. break;
  3966. case GC_ROLLINGCUTTER:
  3967. skillratio += -100 + 50 + 80 * skill_lv;
  3968. RE_LVL_DMOD(100);
  3969. break;
  3970. case GC_CROSSRIPPERSLASHER:
  3971. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  3972. RE_LVL_DMOD(100);
  3973. if (sc && sc->data[SC_ROLLINGCUTTER])
  3974. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * 200;
  3975. break;
  3976. case GC_DARKCROW:
  3977. skillratio += 100 * (skill_lv - 1);
  3978. break;
  3979. case AB_DUPLELIGHT_MELEE:
  3980. skillratio += 50 + 15 * skill_lv;
  3981. break;
  3982. case NPC_ARROWSTORM:
  3983. skillratio += 900 + 80 * skill_lv;
  3984. break;
  3985. case RA_ARROWSTORM:
  3986. if (sc && sc->data[SC_FEARBREEZE])
  3987. skillratio += -100 + 200 + 250 * skill_lv;
  3988. else
  3989. skillratio += -100 + 200 + 180 * skill_lv;
  3990. RE_LVL_DMOD(100);
  3991. break;
  3992. case RA_AIMEDBOLT:
  3993. if (sc && sc->data[SC_FEARBREEZE])
  3994. skillratio += -100 + 800 + 35 * skill_lv;
  3995. else
  3996. skillratio += -100 + 500 + 20 * skill_lv;
  3997. RE_LVL_DMOD(100);
  3998. break;
  3999. case RA_CLUSTERBOMB:
  4000. skillratio += 100 + 100 * skill_lv;
  4001. break;
  4002. case RA_WUGDASH:// ATK 300%
  4003. skillratio += 200;
  4004. break;
  4005. case RA_WUGSTRIKE:
  4006. skillratio += -100 + 200 * skill_lv;
  4007. break;
  4008. case RA_WUGBITE:
  4009. skillratio += 300 + 200 * skill_lv;
  4010. if (skill_lv == 5)
  4011. skillratio += 100;
  4012. break;
  4013. case RA_SENSITIVEKEEN:
  4014. skillratio += 50 * skill_lv;
  4015. break;
  4016. case NC_BOOSTKNUCKLE:
  4017. skillratio += 200 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4018. RE_LVL_DMOD(100);
  4019. break;
  4020. case NC_PILEBUNKER:
  4021. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4022. RE_LVL_DMOD(100);
  4023. break;
  4024. case NC_VULCANARM:
  4025. skillratio += -100 + 140 * skill_lv + sstatus->dex / 6; // !TODO: What's the DEX bonus?
  4026. RE_LVL_DMOD(100);
  4027. break;
  4028. case NC_FLAMELAUNCHER:
  4029. case NC_COLDSLOWER:
  4030. skillratio += 200 + 300 * skill_lv;
  4031. RE_LVL_DMOD(150);
  4032. break;
  4033. case NC_ARMSCANNON:
  4034. skillratio += -100 + 400 + 300 * skill_lv;
  4035. RE_LVL_DMOD(100);
  4036. break;
  4037. case NC_AXEBOOMERANG:
  4038. skillratio += 150 + 50 * skill_lv;
  4039. if (sd) {
  4040. short index = sd->equip_index[EQI_HAND_R];
  4041. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4042. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4043. }
  4044. RE_LVL_DMOD(100);
  4045. break;
  4046. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4047. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4048. RE_LVL_DMOD(100);
  4049. break;
  4050. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4051. skillratio += 350 + 50 * skill_lv;
  4052. break;
  4053. case NC_AXETORNADO:
  4054. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4055. RE_LVL_DMOD(100);
  4056. break;
  4057. case SC_FATALMENACE:
  4058. skillratio += 120 * skill_lv + sstatus->agi / 6; // !TODO: What's the AGI bonus?
  4059. RE_LVL_DMOD(100);
  4060. break;
  4061. case SC_TRIANGLESHOT:
  4062. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4063. RE_LVL_DMOD(100);
  4064. break;
  4065. case SC_FEINTBOMB:
  4066. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4067. RE_LVL_DMOD(120);
  4068. break;
  4069. case LG_CANNONSPEAR:
  4070. skillratio += -100 + skill_lv * (50 + sstatus->str);
  4071. RE_LVL_DMOD(100);
  4072. break;
  4073. case LG_BANISHINGPOINT:
  4074. skillratio += -100 + (80 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  4075. RE_LVL_DMOD(100);
  4076. break;
  4077. case LG_SHIELDPRESS:
  4078. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4079. if (sd) {
  4080. short index = sd->equip_index[EQI_HAND_L];
  4081. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4082. skillratio += sd->inventory_data[index]->weight / 10;
  4083. }
  4084. RE_LVL_DMOD(100);
  4085. break;
  4086. case LG_PINPOINTATTACK:
  4087. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4088. RE_LVL_DMOD(120);
  4089. break;
  4090. case LG_RAGEBURST:
  4091. if (sd && sd->spiritball_old)
  4092. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4093. else
  4094. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4095. RE_LVL_DMOD(100);
  4096. break;
  4097. case LG_MOONSLASHER:
  4098. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4099. RE_LVL_DMOD(100);
  4100. break;
  4101. case LG_OVERBRAND:
  4102. if(sc && sc->data[SC_OVERBRANDREADY])
  4103. skillratio += -100 + 450 * skill_lv;
  4104. else
  4105. skillratio += -100 + 300 * skill_lv;
  4106. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4107. RE_LVL_DMOD(100);
  4108. break;
  4109. case LG_EARTHDRIVE:
  4110. skillratio += -100 + 380 * skill_lv + ((sstatus->str + sstatus->vit) / 6); // !TODO: What's the STR/VIT bonus?
  4111. RE_LVL_DMOD(100);
  4112. break;
  4113. case LG_HESPERUSLIT:
  4114. if (sc && sc->data[SC_INSPIRATION])
  4115. skillratio += -100 + 450 * skill_lv;
  4116. else
  4117. skillratio += -100 + 300 * skill_lv;
  4118. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4119. RE_LVL_DMOD(100);
  4120. break;
  4121. case SR_EARTHSHAKER:
  4122. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  4123. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4124. skillratio += -100 + 300 * skill_lv;
  4125. RE_LVL_DMOD(100);
  4126. skillratio += status_get_str(src) * 3;
  4127. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4128. skillratio += -100 + 400 * skill_lv;
  4129. RE_LVL_DMOD(100);
  4130. skillratio += status_get_str(src) * 2;
  4131. }
  4132. break;
  4133. case SR_DRAGONCOMBO:
  4134. skillratio += 100 + 80 * skill_lv;
  4135. RE_LVL_DMOD(100);
  4136. break;
  4137. case SR_FALLENEMPIRE:
  4138. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4139. skillratio += 300 * skill_lv;
  4140. RE_LVL_DMOD(150);
  4141. break;
  4142. case SR_TIGERCANNON:
  4143. {
  4144. unsigned int hp = sstatus->max_hp * (12 + (skill_lv * 2)) / 100,
  4145. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4146. if (wd->miscflag&8)
  4147. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4148. skillratio += -100 + (hp + sp) / 2;
  4149. else
  4150. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4151. skillratio += -100 + (hp + sp) / 4;
  4152. RE_LVL_DMOD(100);
  4153. }
  4154. if (sc->data[SC_GT_REVITALIZE])
  4155. skillratio += skillratio * 30 / 100;
  4156. break;
  4157. case SR_SKYNETBLOW:
  4158. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4159. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4160. RE_LVL_DMOD(100);
  4161. break;
  4162. case SR_RAMPAGEBLASTER:
  4163. if (tsc && tsc->data[SC_EARTHSHAKER]) {
  4164. skillratio += 1400 + 550 * skill_lv;
  4165. RE_LVL_DMOD(120);
  4166. } else {
  4167. skillratio += 900 + 350 * skill_lv;
  4168. RE_LVL_DMOD(150);
  4169. }
  4170. if (sc->data[SC_GT_CHANGE])
  4171. skillratio += skillratio * 30 / 100;
  4172. break;
  4173. case SR_KNUCKLEARROW:
  4174. 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)] %
  4175. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4176. if (tsd && tsd->weight)
  4177. skillratio += 100 * tsd->weight / tsd->max_weight;
  4178. RE_LVL_DMOD(150);
  4179. } else {
  4180. if (status_get_class_(target) == CLASS_BOSS)
  4181. skillratio += 400 + 200 * skill_lv;
  4182. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4183. skillratio += 400 + 100 * skill_lv;
  4184. RE_LVL_DMOD(100);
  4185. }
  4186. if (sc->data[SC_GT_CHANGE])
  4187. skillratio += skillratio * 30 / 100;
  4188. break;
  4189. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4190. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4191. RE_LVL_DMOD(100);
  4192. break;
  4193. case SR_GATEOFHELL:
  4194. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  4195. skillratio += -100 + 800 * skill_lv;
  4196. else
  4197. skillratio += -100 + 500 * skill_lv;
  4198. RE_LVL_DMOD(100);
  4199. if (sc->data[SC_GT_REVITALIZE])
  4200. skillratio += skillratio * 30 / 100;
  4201. break;
  4202. case SR_GENTLETOUCH_QUIET:
  4203. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4204. RE_LVL_DMOD(100);
  4205. break;
  4206. case SR_HOWLINGOFLION:
  4207. skillratio += -100 + 500 * skill_lv;
  4208. RE_LVL_DMOD(100);
  4209. break;
  4210. case SR_RIDEINLIGHTNING:
  4211. skillratio += -100 + 40 * skill_lv;
  4212. if (sd && sd->status.weapon == W_KNUCKLE)
  4213. skillratio += 50 * skill_lv;
  4214. RE_LVL_DMOD(100);
  4215. break;
  4216. case WM_SEVERE_RAINSTORM_MELEE:
  4217. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4218. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4219. if (wd->miscflag&4) // Whip/Instrument equipped
  4220. skillratio += 20 * skill_lv;
  4221. RE_LVL_DMOD(100);
  4222. break;
  4223. case WM_GREAT_ECHO:
  4224. skillratio += -100 + 250 + 500 * skill_lv;
  4225. if (sd) {
  4226. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4227. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4228. skillratio <<= 1;
  4229. }
  4230. RE_LVL_DMOD(100);
  4231. break;
  4232. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4233. skillratio += -100 + 200 * skill_lv;
  4234. if(sd && sd->cart_weight)
  4235. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4236. }
  4237. break;
  4238. case GN_CARTCANNON:
  4239. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4240. RE_LVL_DMOD(100);
  4241. break;
  4242. case GN_SPORE_EXPLOSION:
  4243. skillratio += -100 + 400 + 200 * skill_lv;
  4244. RE_LVL_DMOD(100);
  4245. break;
  4246. case GN_WALLOFTHORN:
  4247. skillratio += 10 * skill_lv;
  4248. break;
  4249. case GN_CRAZYWEED_ATK:
  4250. skillratio += -100 + 700 + 100 * skill_lv;
  4251. RE_LVL_DMOD(100);
  4252. break;
  4253. case GN_SLINGITEM_RANGEMELEEATK:
  4254. if( sd ) {
  4255. switch( sd->itemid ) {
  4256. case ITEMID_APPLE_BOMB:
  4257. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4258. break;
  4259. case ITEMID_COCONUT_BOMB:
  4260. case ITEMID_PINEAPPLE_BOMB:
  4261. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4262. break;
  4263. case ITEMID_MELON_BOMB:
  4264. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4265. break;
  4266. case ITEMID_BANANA_BOMB:
  4267. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4268. break;
  4269. case ITEMID_BLACK_LUMP:
  4270. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4271. break;
  4272. case ITEMID_BLACK_HARD_LUMP:
  4273. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4274. break;
  4275. case ITEMID_VERY_HARD_LUMP:
  4276. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4277. break;
  4278. }
  4279. RE_LVL_DMOD(100);
  4280. }
  4281. break;
  4282. case GN_HELLS_PLANT_ATK:
  4283. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4284. RE_LVL_DMOD(100);
  4285. break;
  4286. // Physical Elemantal Spirits Attack Skills
  4287. case EL_CIRCLE_OF_FIRE:
  4288. case EL_FIRE_BOMB_ATK:
  4289. case EL_STONE_RAIN:
  4290. skillratio += 200;
  4291. break;
  4292. case EL_FIRE_WAVE_ATK:
  4293. skillratio += 500;
  4294. break;
  4295. case EL_TIDAL_WEAPON:
  4296. skillratio += 1400;
  4297. break;
  4298. case EL_WIND_SLASH:
  4299. skillratio += 100;
  4300. break;
  4301. case EL_HURRICANE:
  4302. skillratio += 600;
  4303. break;
  4304. case EL_TYPOON_MIS:
  4305. case EL_WATER_SCREW_ATK:
  4306. skillratio += 900;
  4307. break;
  4308. case EL_STONE_HAMMER:
  4309. skillratio += 400;
  4310. break;
  4311. case EL_ROCK_CRUSHER:
  4312. skillratio += 700;
  4313. break;
  4314. case KO_JYUMONJIKIRI:
  4315. skillratio += -100 + 200 * skill_lv;
  4316. RE_LVL_DMOD(120);
  4317. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  4318. skillratio += skill_lv * status_get_lv(src);
  4319. if (sc && sc->data[SC_KAGEMUSYA])
  4320. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4321. break;
  4322. case KO_HUUMARANKA:
  4323. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4324. RE_LVL_DMOD(100);
  4325. if (sc && sc->data[SC_KAGEMUSYA])
  4326. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4327. break;
  4328. case KO_SETSUDAN:
  4329. skillratio += 100 * (skill_lv - 1);
  4330. RE_LVL_DMOD(100);
  4331. if (tsc) {
  4332. struct status_change_entry *sce;
  4333. 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.
  4334. skillratio += 200 * sce->val1;
  4335. }
  4336. break;
  4337. case KO_BAKURETSU:
  4338. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4339. RE_LVL_DMOD(120);
  4340. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4341. if (sc && sc->data[SC_KAGEMUSYA])
  4342. skillratio += skillratio * sc->data[SC_KAGEMUSYA]->val2 / 100;
  4343. break;
  4344. case KO_MAKIBISHI:
  4345. skillratio += -100 + 20 * skill_lv;
  4346. break;
  4347. case MH_NEEDLE_OF_PARALYZE:
  4348. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // !TODO: Confirm Base Level and DEX bonus
  4349. break;
  4350. case MH_STAHL_HORN:
  4351. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  4352. break;
  4353. case MH_LAVA_SLIDE:
  4354. skillratio += -100 + 50 * skill_lv;
  4355. break;
  4356. case MH_SONIC_CRAW:
  4357. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4358. break;
  4359. case MH_SILVERVEIN_RUSH:
  4360. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4361. break;
  4362. case MH_MIDNIGHT_FRENZY:
  4363. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str / 6; // !TODO: Confirm STR bonus
  4364. break;
  4365. case MH_MAGMA_FLOW:
  4366. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4367. break;
  4368. case RL_MASS_SPIRAL:
  4369. skillratio += -100 + 200 * skill_lv;
  4370. break;
  4371. case RL_FIREDANCE:
  4372. skillratio += 100 + 100 * skill_lv;
  4373. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4374. RE_LVL_DMOD(100);
  4375. break;
  4376. case RL_BANISHING_BUSTER:
  4377. skillratio += -100 + 1000 + 200 * skill_lv;
  4378. RE_LVL_DMOD(100);
  4379. break;
  4380. case RL_S_STORM:
  4381. skillratio += -100 + 1700 + 200 * skill_lv;
  4382. break;
  4383. case RL_SLUGSHOT:
  4384. if (target->type == BL_MOB)
  4385. skillratio += -100 + 1200 * skill_lv;
  4386. else
  4387. skillratio += -100 + 2000 * skill_lv;
  4388. skillratio *= 2 + tstatus->size;
  4389. break;
  4390. case RL_D_TAIL:
  4391. skillratio += -100 + 500 + 200 * skill_lv;
  4392. if (sd && (wd->miscflag & 8))
  4393. skillratio *= 2;
  4394. RE_LVL_DMOD(100);
  4395. break;
  4396. case RL_R_TRIP:
  4397. skillratio += -100 + 350 * skill_lv;
  4398. RE_LVL_DMOD(100);
  4399. break;
  4400. case RL_R_TRIP_PLUSATK:
  4401. skillratio += -100 + 300 + 300 * skill_lv;
  4402. break;
  4403. case RL_H_MINE:
  4404. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4405. skillratio += -100 + 500 + 300 * skill_lv;
  4406. else // 200 + 200 * SkillLv
  4407. skillratio += -100 + 200 + 200 * skill_lv;
  4408. break;
  4409. case RL_HAMMER_OF_GOD:
  4410. skillratio += -100 + 100 * skill_lv;
  4411. if (sd) {
  4412. if (wd->miscflag & 8)
  4413. skillratio += 400 * sd->spiritball_old;
  4414. else
  4415. skillratio += 150 * sd->spiritball_old;
  4416. }
  4417. RE_LVL_DMOD(100);
  4418. break;
  4419. case RL_FIRE_RAIN:
  4420. case RL_AM_BLAST:
  4421. skillratio += -100 + 3500 + 300 * skill_lv;
  4422. break;
  4423. case SU_BITE:
  4424. skillratio += 100;
  4425. break;
  4426. case SU_SCRATCH:
  4427. skillratio += -50 + 50 * skill_lv;
  4428. break;
  4429. case SU_SCAROFTAROU:
  4430. skillratio += -100 + 100 * skill_lv;
  4431. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4432. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4433. break;
  4434. case SU_PICKYPECK:
  4435. case SU_PICKYPECK_DOUBLE_ATK:
  4436. skillratio += 100 + 100 * skill_lv;
  4437. if (status_get_hp(target) < status_get_max_hp(target) >> 1)
  4438. skillratio *= 2;
  4439. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4440. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4441. break;
  4442. case SU_LUNATICCARROTBEAT:
  4443. case SU_LUNATICCARROTBEAT2:
  4444. skillratio += 100 + 100 * skill_lv;
  4445. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4446. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4447. break;
  4448. case SU_SVG_SPIRIT:
  4449. skillratio += 150 + 150 * skill_lv;
  4450. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4451. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4452. break;
  4453. case SJ_FULLMOONKICK:
  4454. skillratio += 1000 + 100 * skill_lv;
  4455. RE_LVL_DMOD(100);
  4456. if (sc && sc->data[SC_LIGHTOFMOON])
  4457. skillratio += skillratio * sc->data[SC_LIGHTOFMOON]->val2 / 100;
  4458. break;
  4459. case SJ_NEWMOONKICK:
  4460. skillratio += 600 + 100 * skill_lv;
  4461. break;
  4462. case SJ_STAREMPEROR:
  4463. skillratio += 700 + 200 * skill_lv;
  4464. break;
  4465. case SJ_SOLARBURST:
  4466. skillratio += 900 + 220 * skill_lv;
  4467. RE_LVL_DMOD(100);
  4468. if (sc && sc->data[SC_LIGHTOFSUN])
  4469. skillratio += skillratio * sc->data[SC_LIGHTOFSUN]->val2 / 100;
  4470. break;
  4471. case SJ_PROMINENCEKICK:
  4472. skillratio += 50 + 50 * skill_lv;
  4473. break;
  4474. case SJ_FALLINGSTAR_ATK:
  4475. case SJ_FALLINGSTAR_ATK2:
  4476. skillratio += 100 * skill_lv;
  4477. RE_LVL_DMOD(100);
  4478. if (sc && sc->data[SC_LIGHTOFSTAR])
  4479. skillratio += skillratio * sc->data[SC_LIGHTOFSTAR]->val2 / 100;
  4480. break;
  4481. }
  4482. return skillratio;
  4483. }
  4484. /*==================================================================================================
  4485. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  4486. *--------------------------------------------------------------------------------------------------*
  4487. * Credits:
  4488. * Original coder Skotlex
  4489. * Initial refactoring by Baalberith
  4490. * Refined and optimized by helvetica
  4491. */
  4492. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4493. {
  4494. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4495. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4496. struct status_data *sstatus = status_get_status_data(src);
  4497. struct status_data *tstatus = status_get_status_data(target);
  4498. int64 atk = 0;
  4499. //Constant/misc additions from skills
  4500. switch (skill_id) {
  4501. case MO_EXTREMITYFIST:
  4502. atk = 250 + 150 * skill_lv;
  4503. break;
  4504. #ifndef RENEWAL
  4505. case GS_MAGICALBULLET:
  4506. if (sstatus->matk_max > sstatus->matk_min)
  4507. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  4508. else
  4509. atk = sstatus->matk_min;
  4510. break;
  4511. case NJ_SYURIKEN:
  4512. atk = 4 * skill_lv;
  4513. break;
  4514. #endif
  4515. #ifdef RENEWAL
  4516. case HT_FREEZINGTRAP:
  4517. if(sd)
  4518. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  4519. break;
  4520. #endif
  4521. case GC_COUNTERSLASH:
  4522. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  4523. break;
  4524. case LG_SHIELDPRESS:
  4525. if (sd) {
  4526. int damagevalue = 0;
  4527. short index = sd->equip_index[EQI_HAND_L];
  4528. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4529. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  4530. atk = damagevalue;
  4531. }
  4532. break;
  4533. }
  4534. return atk;
  4535. }
  4536. /*==============================================================
  4537. * Stackable SC bonuses added on top of calculated skill damage
  4538. *--------------------------------------------------------------
  4539. * Credits:
  4540. * Original coder Skotlex
  4541. * Initial refactoring by Baalberith
  4542. * Refined and optimized by helvetica
  4543. */
  4544. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4545. {
  4546. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4547. struct status_change *sc = status_get_sc(src);
  4548. struct status_data *sstatus = status_get_status_data(src);
  4549. struct status_data *tstatus = status_get_status_data(target);
  4550. uint8 anger_id = 0; // SLS Anger
  4551. // Kagerou/Oboro Earth Charm effect +15% wATK
  4552. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4553. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  4554. #ifdef RENEWAL
  4555. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  4556. #endif
  4557. }
  4558. //The following are applied on top of current damage and are stackable.
  4559. if (sc) {
  4560. #ifdef RENEWAL
  4561. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  4562. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  4563. if (sc->data[SC_DRUMBATTLE])
  4564. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  4565. if (sc->data[SC_MADNESSCANCEL])
  4566. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  4567. if (sc->data[SC_MAGICALBULLET]) {
  4568. short tmdef = tstatus->mdef + tstatus->mdef2;
  4569. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  4570. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  4571. } else {
  4572. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  4573. }
  4574. }
  4575. if (sc->data[SC_GATLINGFEVER])
  4576. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->data[SC_GATLINGFEVER]->val3);
  4577. #else
  4578. if (sc->data[SC_TRUESIGHT])
  4579. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  4580. #endif
  4581. if (sc->data[SC_SPIRIT]) {
  4582. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  4583. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4584. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  4585. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  4586. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  4587. RE_ALLATK_ADDRATE(wd, 100);
  4588. }
  4589. }
  4590. if (sc->data[SC_GT_CHANGE])
  4591. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GT_CHANGE]->val1);
  4592. if (sc->data[SC_EDP]) {
  4593. switch(skill_id) {
  4594. case AS_SPLASHER:
  4595. case ASC_METEORASSAULT:
  4596. // Pre-Renewal only: Soul Breaker ignores EDP
  4597. // Renewal only: Grimtooth and Venom Knife ignore EDP
  4598. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  4599. #ifndef RENEWAL
  4600. case ASC_BREAKER:
  4601. #else
  4602. case AS_GRIMTOOTH:
  4603. case AS_VENOMKNIFE:
  4604. #endif
  4605. break; // skills above have no effect with EDP
  4606. #ifdef RENEWAL
  4607. default: // fall through to apply EDP bonuses
  4608. // Renewal EDP formula [helvetica]
  4609. // weapon atk * (1 + (edp level * .8))
  4610. // equip atk * (1 + (edp level * .6))
  4611. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4612. ATK_RATE(wd->equipAtk, wd->equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4613. break;
  4614. #else
  4615. default:
  4616. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EDP]->val3);
  4617. #endif
  4618. }
  4619. }
  4620. if (sc->data[SC_DANCEWITHWUG]) {
  4621. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  4622. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4623. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4624. }
  4625. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4626. #ifdef RENEWAL
  4627. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4628. #endif
  4629. }
  4630. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4631. ATK_ADD(wd->damage, wd->damage2, 200);
  4632. #ifdef RENEWAL
  4633. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  4634. #endif
  4635. }
  4636. if (sc->data[SC_EQC]) {
  4637. ATK_ADDRATE(wd->damage, wd->damage2, -sc->data[SC_EQC]->val2);
  4638. #ifdef RENEWAL
  4639. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->data[SC_EQC]->val2);
  4640. #endif
  4641. }
  4642. if(sc->data[SC_STYLE_CHANGE]) {
  4643. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4644. if(hd) {
  4645. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  4646. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4647. }
  4648. }
  4649. if(sc->data[SC_UNLIMIT] && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4650. switch(skill_id) {
  4651. case RA_WUGDASH:
  4652. case RA_WUGSTRIKE:
  4653. case RA_WUGBITE:
  4654. break;
  4655. default:
  4656. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_UNLIMIT]->val2);
  4657. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4658. break;
  4659. }
  4660. }
  4661. if (sc->data[SC_HEAT_BARREL]) {
  4662. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_HEAT_BARREL]->val3);
  4663. RE_ALLATK_ADDRATE(wd, sc->data[SC_HEAT_BARREL]->val3);
  4664. }
  4665. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4666. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4667. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4668. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4669. }
  4670. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4671. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4672. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4673. }
  4674. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4675. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4676. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4677. }
  4678. }
  4679. if (sd && wd->flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4680. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_GVG_GIANT]->val3);
  4681. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4682. }
  4683. if (skill_id == 0 && sc->data[SC_EXEEDBREAK]) {
  4684. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_EXEEDBREAK]->val2);
  4685. RE_ALLATK_ADDRATE(wd, sc->data[SC_EXEEDBREAK]->val2);
  4686. }
  4687. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0) {
  4688. ATK_ADDRATE(wd->damage, wd->damage2, sc->data[SC_PYREXIA]->val2);
  4689. RE_ALLATK_ADDRATE(wd, sc->data[SC_PYREXIA]->val2);
  4690. }
  4691. if (sc->data[SC_MIRACLE])
  4692. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  4693. }
  4694. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4695. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  4696. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  4697. RE_ALLATK_ADDRATE(wd, 20);
  4698. }
  4699. }
  4700. if (sd != nullptr && !anger_id)
  4701. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  4702. uint16 anger_level;
  4703. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  4704. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  4705. if (anger_id == 2)
  4706. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  4707. if (anger_level < 4)
  4708. skillratio /= 12 - 3 * anger_level;
  4709. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  4710. #ifdef RENEWAL
  4711. RE_ALLATK_ADDRATE(wd, skillratio);
  4712. #endif
  4713. }
  4714. }
  4715. /*====================================
  4716. * Calc defense damage reduction
  4717. *------------------------------------
  4718. * Credits:
  4719. * Original coder Skotlex
  4720. * Initial refactoring by Baalberith
  4721. * Refined and optimized by helvetica
  4722. */
  4723. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4724. {
  4725. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4726. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4727. struct status_change *sc = status_get_sc(src);
  4728. struct status_change *tsc = status_get_sc(target);
  4729. struct status_data *sstatus = status_get_status_data(src);
  4730. struct status_data *tstatus = status_get_status_data(target);
  4731. //Defense reduction
  4732. short vit_def;
  4733. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4734. short def2 = tstatus->def2;
  4735. if (sd) {
  4736. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  4737. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  4738. if (i) {
  4739. i = min(i,100); //cap it to 100 for 0 def min
  4740. def1 -= def1 * i / 100;
  4741. def2 -= def2 * i / 100;
  4742. }
  4743. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4744. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4745. short si = 10 * sd->spiritcharm;
  4746. def1 = (def1 * (100 + si)) / 100;
  4747. }
  4748. }
  4749. if (sc && sc->data[SC_EXPIATIO]) {
  4750. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4751. i = min(i,100); //cap it to 100 for 0 def min
  4752. def1 = (def1*(100-i))/100;
  4753. def2 = (def2*(100-i))/100;
  4754. }
  4755. if (tsc) {
  4756. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4757. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4758. def1 = (def1 * (100 + i)) / 100;
  4759. }
  4760. if( tsc->data[SC_CAMOUFLAGE] ){
  4761. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4762. i = min(i,100); //cap it to 100 for 0 def min
  4763. def1 = (def1*(100-i))/100;
  4764. def2 = (def2*(100-i))/100;
  4765. }
  4766. if (tsc->data[SC_GT_REVITALIZE])
  4767. def1 += tsc->data[SC_GT_REVITALIZE]->val4;
  4768. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4769. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4770. }
  4771. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4772. unsigned char target_count; //256 max targets should be a sane max
  4773. //Official servers limit the count to 22 targets
  4774. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4775. if(target_count >= battle_config.vit_penalty_count) {
  4776. if(battle_config.vit_penalty_type == 1) {
  4777. if( !tsc || !tsc->data[SC_STEELBODY] )
  4778. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4779. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4780. } else { //Assume type 2
  4781. if( !tsc || !tsc->data[SC_STEELBODY] )
  4782. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4783. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4784. }
  4785. }
  4786. if (skill_id == AM_ACIDTERROR)
  4787. #ifdef RENEWAL
  4788. def2 = 0; //Ignore only status defense. [FatalEror]
  4789. #else
  4790. def1 = 0; //Ignores only armor defense. [Skotlex]
  4791. #endif
  4792. if(def2 < 1)
  4793. def2 = 1;
  4794. }
  4795. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4796. if (tsd) { //Sd vit-eq
  4797. int skill;
  4798. #ifndef RENEWAL
  4799. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4800. vit_def = def2*(def2-15)/150;
  4801. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4802. #else
  4803. vit_def = def2;
  4804. #endif
  4805. 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
  4806. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4807. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4808. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4809. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4810. vit_def += skill*5;
  4811. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4812. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4813. vit_def += skill * 10;
  4814. } else { //Mob-Pet vit-eq
  4815. #ifndef RENEWAL
  4816. //VIT + rnd(0,[VIT/20]^2-1)
  4817. vit_def = (def2/20)*(def2/20);
  4818. if (tsc && tsc->data[SC_SKA])
  4819. vit_def += 100; //Eska increases the random part of the formula by 100
  4820. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4821. #else
  4822. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4823. vit_def = def2;
  4824. #endif
  4825. }
  4826. if (battle_config.weapon_defense_type) {
  4827. vit_def += def1*battle_config.weapon_defense_type;
  4828. def1 = 0;
  4829. }
  4830. #ifdef RENEWAL
  4831. /**
  4832. * RE DEF Reduction
  4833. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4834. * Pierce defence gains 1 atk per def/2
  4835. */
  4836. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4837. def1 = -399;
  4838. ATK_ADD2(wd->damage, wd->damage2,
  4839. 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,
  4840. 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
  4841. );
  4842. 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) )
  4843. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  4844. 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) )
  4845. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4846. #else
  4847. if (def1 > 100) def1 = 100;
  4848. ATK_RATE2(wd->damage, wd->damage2,
  4849. 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)),
  4850. 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))
  4851. );
  4852. ATK_ADD2(wd->damage, wd->damage2,
  4853. 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,
  4854. 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
  4855. );
  4856. #endif
  4857. }
  4858. /*====================================
  4859. * Modifiers ignoring DEF
  4860. *------------------------------------
  4861. * Credits:
  4862. * Original coder Skotlex
  4863. * Initial refactoring by Baalberith
  4864. * Refined and optimized by helvetica
  4865. */
  4866. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4867. {
  4868. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4869. struct status_change *sc = status_get_sc(src);
  4870. struct status_data *sstatus = status_get_status_data(src);
  4871. // Post skill/vit reduction damage increases
  4872. if( sc ) { // SC skill damages
  4873. if(sc->data[SC_AURABLADE]
  4874. #ifndef RENEWAL
  4875. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4876. #endif
  4877. ) {
  4878. #ifdef RENEWAL
  4879. ATK_ADD(wd->damage, wd->damage2, (3 + sc->data[SC_AURABLADE]->val1) * status_get_lv(src)); // !TODO: Confirm formula
  4880. #else
  4881. ATK_ADD(wd->damage, wd->damage2, 20 * sc->data[SC_AURABLADE]->val1);
  4882. #endif
  4883. }
  4884. }
  4885. #ifndef RENEWAL
  4886. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4887. //Refine bonus
  4888. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4889. if (skill_id == MO_FINGEROFFENSIVE) {
  4890. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  4891. } else {
  4892. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4893. }
  4894. }
  4895. #endif
  4896. //Set to min of 1
  4897. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  4898. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  4899. switch (skill_id) {
  4900. case AS_SONICBLOW:
  4901. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4902. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  4903. break;
  4904. }
  4905. }
  4906. /*=================================================================================
  4907. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4908. *---------------------------------------------------------------------------------
  4909. * Credits:
  4910. * Original coder Skotlex
  4911. * Initial refactoring by Baalberith
  4912. * Refined and optimized by helvetica
  4913. */
  4914. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4915. {
  4916. struct status_data *tstatus = status_get_status_data(target);
  4917. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4918. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4919. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4920. //Plants receive 1 damage when hit
  4921. if( attack_hits || wd->damage > 0 )
  4922. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4923. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  4924. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4925. if (sd && sd->status.weapon == W_KATAR)
  4926. wd->damage2 = 0; //No backhand damage against plants
  4927. else
  4928. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4929. }
  4930. if (attack_hits && target->type == BL_MOB) {
  4931. struct status_change *sc = status_get_sc(target);
  4932. int64 damage_dummy = 1;
  4933. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  4934. wd->damage = wd->damage2 = 0;
  4935. return;
  4936. }
  4937. }
  4938. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  4939. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  4940. wd->damage = wd->damage2 = 0;
  4941. return;
  4942. }
  4943. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4944. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4945. if (wd->damage > 0) {
  4946. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4947. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  4948. } else if (wd->damage2 > 0) {
  4949. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4950. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  4951. }
  4952. return;
  4953. }
  4954. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4955. battle_apply_div_fix(wd, skill_id);
  4956. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4957. if(wd->damage > 1 && wd->damage2 > 0) {
  4958. wd->damage = 1;
  4959. wd->damage2 = 1;
  4960. }
  4961. }
  4962. /*========================================================================================
  4963. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4964. *----------------------------------------------------------------------------------------
  4965. * Credits:
  4966. * Original coder Skotlex
  4967. * Initial refactoring by Baalberith
  4968. * Refined and optimized by helvetica
  4969. */
  4970. 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)
  4971. {
  4972. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4973. if (sd) {
  4974. int skill;
  4975. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4976. wd->damage = wd->damage2;
  4977. wd->damage2 = 0;
  4978. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4979. skill = pc_checkskill(sd,TF_DOUBLE);
  4980. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  4981. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4982. if (wd->damage) {
  4983. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4984. skill = pc_checkskill(sd,AS_RIGHT);
  4985. ATK_RATER(wd->damage, 50 + (skill * 10))
  4986. }
  4987. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4988. skill = pc_checkskill(sd,KO_RIGHT);
  4989. ATK_RATER(wd->damage, 70 + (skill * 10))
  4990. }
  4991. if(wd->damage < 1)
  4992. wd->damage = 1;
  4993. }
  4994. if (wd->damage2) {
  4995. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4996. skill = pc_checkskill(sd,AS_LEFT);
  4997. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  4998. }
  4999. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  5000. skill = pc_checkskill(sd,KO_LEFT);
  5001. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  5002. }
  5003. if(wd->damage2 < 1)
  5004. wd->damage2 = 1;
  5005. }
  5006. }
  5007. }
  5008. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  5009. wd->damage=0;
  5010. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  5011. wd->damage2=0;
  5012. }
  5013. /**
  5014. * Check if bl is devoted by someone
  5015. * @param bl
  5016. * @return 'd_bl' if devoted or NULL if not devoted
  5017. */
  5018. struct block_list *battle_check_devotion(struct block_list *bl) {
  5019. struct block_list *d_bl = NULL;
  5020. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  5021. struct status_change *sc = status_get_sc(bl);
  5022. if (sc && sc->data[SC_DEVOTION])
  5023. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  5024. }
  5025. return d_bl;
  5026. }
  5027. /*==========================================
  5028. * BG/GvG attack modifiers
  5029. *------------------------------------------
  5030. * Credits:
  5031. * Original coder Skotlex
  5032. * Initial refactoring by Baalberith
  5033. * Refined and optimized by helvetica
  5034. */
  5035. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5036. {
  5037. if( wd->damage + wd->damage2 ) { //There is a total damage value
  5038. if( src != target && //Don't reflect your own damage (Grand Cross)
  5039. (!skill_id || skill_id ||
  5040. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  5041. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5042. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5043. struct status_data *sstatus = status_get_status_data(src);
  5044. t_tick tick = gettick(), rdelay = 0;
  5045. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  5046. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  5047. struct block_list *d_bl = battle_check_devotion(src);
  5048. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5049. if( tsd )
  5050. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5051. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  5052. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  5053. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5054. }
  5055. }
  5056. struct map_data *mapdata = map_getmapdata(target->m);
  5057. if(!wd->damage2) {
  5058. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  5059. if( mapdata_flag_gvg2(mapdata) )
  5060. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5061. else if( mapdata->flag[MF_BATTLEGROUND] )
  5062. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5063. }
  5064. else if(!wd->damage) {
  5065. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  5066. if( mapdata_flag_gvg2(mapdata) )
  5067. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5068. else if( mapdata->flag[MF_BATTLEGROUND] )
  5069. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  5070. }
  5071. else {
  5072. int64 d1 = wd->damage + wd->damage2,d2 = wd->damage2;
  5073. wd->damage = battle_calc_damage(src,target,wd,d1,skill_id,skill_lv);
  5074. if( mapdata_flag_gvg2(mapdata) )
  5075. wd->damage = battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  5076. else if( mapdata->flag[MF_BATTLEGROUND] )
  5077. wd->damage = battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  5078. wd->damage2 = (int64)d2*100/d1 * wd->damage/100;
  5079. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  5080. wd->damage-=wd->damage2;
  5081. }
  5082. }
  5083. }
  5084. /*==========================================
  5085. * final ATK modifiers - after BG/GvG calc
  5086. *------------------------------------------
  5087. * Credits:
  5088. * Original coder Skotlex
  5089. * Initial refactoring by Baalberith
  5090. * Refined and optimized by helvetica
  5091. */
  5092. 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)
  5093. {
  5094. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5095. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5096. struct status_change *sc = status_get_sc(src);
  5097. struct status_change *tsc = status_get_sc(target);
  5098. struct status_data *sstatus = status_get_status_data(src);
  5099. struct status_data *tstatus = status_get_status_data(target);
  5100. int skill_damage = 0;
  5101. //Reject Sword bugreport:4493 by Daegaladh
  5102. if(wd->damage && tsc && tsc->data[SC_REJECTSWORD] &&
  5103. (src->type!=BL_PC || (
  5104. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  5105. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  5106. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  5107. )) &&
  5108. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  5109. )
  5110. {
  5111. ATK_RATER(wd->damage, 50)
  5112. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  5113. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  5114. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  5115. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  5116. }
  5117. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd->flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  5118. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  5119. int64 rdamage = 0;
  5120. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  5121. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  5122. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  5123. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  5124. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
  5125. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  5126. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SINGLE); // This is how official does
  5127. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  5128. status_damage(target, src, rdamage, 0, 0, 0, 0);
  5129. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  5130. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  5131. }
  5132. if( sc ) {
  5133. //SC_FUSION hp penalty [Komurka]
  5134. if (sc->data[SC_FUSION]) {
  5135. unsigned int hp = sstatus->max_hp;
  5136. if (sd && tsd) {
  5137. hp = hp / 13;
  5138. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  5139. hp = sstatus->hp;
  5140. } else
  5141. hp = 2*hp/100; //2% hp loss per hit
  5142. status_zap(src, hp, 0);
  5143. }
  5144. // Only affecting non-skills
  5145. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  5146. if (sc->data[SC_ENCHANTBLADE]) {
  5147. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  5148. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  5149. if (sstatus->matk_max > sstatus->matk_min)
  5150. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  5151. else
  5152. enchant_dmg = enchant_dmg + sstatus->matk_min;
  5153. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  5154. if (enchant_dmg > 0)
  5155. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  5156. }
  5157. }
  5158. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5159. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  5160. }
  5161. #ifndef RENEWAL
  5162. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  5163. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  5164. wd->damage += md.damage;
  5165. }
  5166. #endif
  5167. // Skill damage adjustment
  5168. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  5169. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  5170. }
  5171. /*====================================================
  5172. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  5173. *----------------------------------------------------
  5174. * Credits:
  5175. * Original coder Skotlex
  5176. * Initial refactoring by Baalberith
  5177. * Refined and optimized by helvetica
  5178. */
  5179. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5180. {
  5181. struct status_data *sstatus = status_get_status_data(src);
  5182. struct status_data *tstatus = status_get_status_data(target);
  5183. struct status_change *sc = status_get_sc(src);
  5184. struct map_session_data *sd = BL_CAST(BL_PC, src);
  5185. struct Damage wd;
  5186. wd.type = DMG_NORMAL; //Normal attack
  5187. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  5188. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  5189. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  5190. /*if(skill_id == KN_AUTOCOUNTER)
  5191. wd.amotion >>= 1; */
  5192. wd.dmotion = tstatus->dmotion;
  5193. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  5194. wd.miscflag = wflag;
  5195. wd.flag = BF_WEAPON; //Initial Flag
  5196. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  5197. wd.isspdamage = false;
  5198. wd.damage = wd.damage2 =
  5199. #ifdef RENEWAL
  5200. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  5201. #endif
  5202. 0;
  5203. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  5204. if(sd)
  5205. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  5206. if (skill_id) {
  5207. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5208. switch(skill_id)
  5209. {
  5210. #ifdef RENEWAL
  5211. case RG_BACKSTAP:
  5212. if (sd && sd->status.weapon == W_DAGGER)
  5213. wd.div_ = 2;
  5214. break;
  5215. case MO_CHAINCOMBO:
  5216. if (sd && sd->status.weapon == W_KNUCKLE)
  5217. wd.div_ = -6;
  5218. break;
  5219. #endif
  5220. case MH_SONIC_CRAW:{
  5221. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5222. wd.div_ = hd->homunculus.spiritball;
  5223. }
  5224. break;
  5225. case MO_FINGEROFFENSIVE:
  5226. if (sd) {
  5227. if (battle_config.finger_offensive_type)
  5228. wd.div_ = 1;
  5229. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  5230. wd.div_ = sd->spiritball + sd->spiritball_old;
  5231. }
  5232. break;
  5233. case KN_PIERCE:
  5234. case ML_PIERCE:
  5235. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  5236. break;
  5237. case TF_DOUBLE: //For NPC used skill.
  5238. case GS_CHAINACTION:
  5239. wd.type = DMG_MULTI_HIT;
  5240. break;
  5241. case GS_GROUNDDRIFT:
  5242. wd.amotion = sstatus->amotion;
  5243. //Fall through
  5244. case KN_SPEARSTAB:
  5245. #ifndef RENEWAL
  5246. case KN_BOWLINGBASH:
  5247. #endif
  5248. case MS_BOWLINGBASH:
  5249. case MO_BALKYOUNG:
  5250. case TK_TURNKICK:
  5251. wd.blewcount = 0;
  5252. break;
  5253. #ifdef RENEWAL
  5254. case KN_BOWLINGBASH:
  5255. if (sd && sd->status.weapon == W_2HSWORD) {
  5256. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  5257. wd.div_ = 3;
  5258. else if (wd.miscflag >= 4)
  5259. wd.div_ = 4;
  5260. }
  5261. break;
  5262. #endif
  5263. case KN_AUTOCOUNTER:
  5264. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  5265. break;
  5266. case LK_SPIRALPIERCE:
  5267. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  5268. break;
  5269. case RK_WINDCUTTER:
  5270. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  5271. wd.flag |= BF_LONG;
  5272. }
  5273. } else {
  5274. bool is_long = false;
  5275. if (is_skill_using_arrow(src, skill_id) || (sc && sc->data[SC_SOULATTACK]))
  5276. is_long = true;
  5277. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  5278. }
  5279. return wd;
  5280. }
  5281. /**
  5282. * Check if we should reflect the damage and calculate it if so
  5283. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  5284. * @param wd : weapon damage
  5285. * @param src : bl who did the attack
  5286. * @param target : target of the attack
  5287. * @param skill_id : id of casted skill, 0 = basic atk
  5288. * @param skill_lv : lvl of skill casted
  5289. */
  5290. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  5291. {
  5292. // Don't reflect your own damage (Grand Cross)
  5293. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  5294. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  5295. {
  5296. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  5297. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  5298. struct status_change *tsc = status_get_sc(target);
  5299. struct status_data *sstatus = status_get_status_data(src);
  5300. struct unit_data *ud = unit_bl2ud(target);
  5301. t_tick tick = gettick(), rdelay = 0;
  5302. if (!tsc)
  5303. return;
  5304. // Calculate skill reflect damage separately
  5305. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  5306. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  5307. if( rdamage > 0 ) {
  5308. struct block_list *d_bl = battle_check_devotion(src);
  5309. status_change *sc = status_get_sc(src);
  5310. if (sc && sc->data[SC_VITALITYACTIVATION])
  5311. rdamage /= 2;
  5312. if (tsc->data[SC_MAXPAIN]) {
  5313. tsc->data[SC_MAXPAIN]->val2 = (int)rdamage;
  5314. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, tsc->data[SC_MAXPAIN]->val1, tick, wd->flag);
  5315. tsc->data[SC_MAXPAIN]->val2 = 0;
  5316. }
  5317. else if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  5318. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  5319. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  5320. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  5321. if( tsd )
  5322. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  5323. // It appears that official servers give skill reflect damage a longer delay
  5324. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  5325. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  5326. }
  5327. }
  5328. }
  5329. }
  5330. /*============================================
  5331. * Calculate "weapon"-type attacks and skills
  5332. *--------------------------------------------
  5333. * Credits:
  5334. * Original coder Skotlex
  5335. * Initial refactoring by Baalberith
  5336. * Refined and optimized by helvetica
  5337. */
  5338. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  5339. {
  5340. struct map_session_data *sd, *tsd;
  5341. struct Damage wd;
  5342. struct status_change *sc = status_get_sc(src);
  5343. struct status_change *tsc = status_get_sc(target);
  5344. struct status_data *tstatus = status_get_status_data(target);
  5345. int right_element, left_element;
  5346. bool infdef = false;
  5347. memset(&wd,0,sizeof(wd));
  5348. if (src == NULL || target == NULL) {
  5349. nullpo_info(NLP_MARK);
  5350. return wd;
  5351. }
  5352. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  5353. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5354. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5355. if (sc && !sc->count)
  5356. sc = NULL; //Skip checking as there are no status changes active.
  5357. if (tsc && !tsc->count)
  5358. tsc = NULL; //Skip checking as there are no status changes active.
  5359. sd = BL_CAST(BL_PC, src);
  5360. tsd = BL_CAST(BL_PC, target);
  5361. //Check for Lucky Dodge
  5362. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  5363. wd.type = DMG_LUCY_DODGE;
  5364. wd.dmg_lv = ATK_LUCKY;
  5365. if(wd.div_ < 0)
  5366. wd.div_ *= -1;
  5367. return wd;
  5368. }
  5369. // on official check for multi hit first so we can override crit on double attack [helvetica]
  5370. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  5371. // crit check is next since crits always hit on official [helvetica]
  5372. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  5373. #if PACKETVER >= 20161207
  5374. if (wd.type&DMG_MULTI_HIT)
  5375. wd.type = DMG_MULTI_HIT_CRITICAL;
  5376. else
  5377. wd.type = DMG_CRITICAL;
  5378. #else
  5379. wd.type = DMG_CRITICAL;
  5380. #endif
  5381. }
  5382. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  5383. // check if we're landing a hit
  5384. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  5385. wd.dmg_lv = ATK_FLEE;
  5386. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  5387. int64 ratio = 0;
  5388. int i = 0;
  5389. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  5390. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  5391. ATK_RATE(wd.damage, wd.damage2, ratio);
  5392. RE_ALLATK_RATE(&wd, ratio);
  5393. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  5394. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  5395. #ifdef RENEWAL
  5396. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  5397. struct status_data *sstatus = status_get_status_data(src);
  5398. if (sstatus->matk_max > sstatus->matk_min) {
  5399. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5400. } else
  5401. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  5402. }
  5403. #endif
  5404. // add any miscellaneous player ATK bonuses
  5405. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  5406. ATK_ADDRATE(wd.damage, wd.damage2, i);
  5407. RE_ALLATK_ADDRATE(&wd, i);
  5408. }
  5409. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  5410. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  5411. RE_ALLATK_ADDRATE(&wd, -i);
  5412. }
  5413. #ifdef RENEWAL
  5414. // In Renewal we only cardfix to the weapon and equip ATK
  5415. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5416. if (sd) {
  5417. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  5418. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  5419. if (is_attack_left_handed(src, skill_id)) {
  5420. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  5421. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  5422. }
  5423. }
  5424. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5425. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  5426. std::bitset<NK_MAX> ignoreele_nk = nk;
  5427. ignoreele_nk.set(NK_IGNOREELEMENT);
  5428. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  5429. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  5430. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  5431. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  5432. if (is_attack_left_handed(src, skill_id)) {
  5433. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  5434. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  5435. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  5436. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  5437. }
  5438. }
  5439. // final attack bonuses that aren't affected by cards
  5440. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5441. if (sd) { //monsters, homuns and pets have their damage computed directly
  5442. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk + bonus_damage;
  5443. if (is_attack_left_handed(src, skill_id))
  5444. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2 + bonus_damage;
  5445. if (wd.flag & BF_SHORT)
  5446. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  5447. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  5448. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  5449. }
  5450. #else
  5451. // final attack bonuses that aren't affected by cards
  5452. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  5453. #endif
  5454. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  5455. 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))
  5456. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  5457. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  5458. }
  5459. }
  5460. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  5461. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  5462. return wd; //Enough, rest is not needed.
  5463. #ifdef RENEWAL
  5464. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  5465. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  5466. if (skill_id > 0)
  5467. wd.damage = (int64)floor((float)((wd.damage * 140) / 100 * (100 + (sd->bonus.crit_atk_rate / 2))) / 100);
  5468. else
  5469. wd.damage = (int64)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5470. if (is_attack_left_handed(src, skill_id)) {
  5471. if (skill_id > 0)
  5472. wd.damage2 = (int64)floor((float)((wd.damage2 * 140) / 100 * (100 + (sd->bonus.crit_atk_rate / 2))) / 100);
  5473. else
  5474. wd.damage2 = (int64)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  5475. }
  5476. } else
  5477. wd.damage = (int64)floor((float)(wd.damage * 140) / 100);
  5478. if (tsd && tsd->bonus.crit_def_rate != 0) {
  5479. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  5480. }
  5481. }
  5482. #endif
  5483. switch (skill_id) {
  5484. #ifndef RENEWAL
  5485. case NJ_KUNAI:
  5486. ATK_ADD(wd.damage, wd.damage2, 90);
  5487. break;
  5488. #endif
  5489. case TK_DOWNKICK:
  5490. case TK_STORMKICK:
  5491. case TK_TURNKICK:
  5492. case TK_COUNTER:
  5493. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  5494. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  5495. break;
  5496. case SR_TIGERCANNON:
  5497. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  5498. if (wd.miscflag&8) {
  5499. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  5500. } else
  5501. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  5502. break;
  5503. case SR_GATEOFHELL: {
  5504. status_data *sstatus = status_get_status_data(src);
  5505. double bonus = 1 + skill_lv * 2 / 10;
  5506. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  5507. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  5508. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  5509. } else
  5510. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  5511. }
  5512. break;
  5513. case MH_TINDER_BREAKER:
  5514. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5515. break;
  5516. case MH_CBC:
  5517. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5518. break;
  5519. case MH_EQC:
  5520. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  5521. break;
  5522. }
  5523. if(sd) {
  5524. #ifndef RENEWAL
  5525. uint16 skill;
  5526. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  5527. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  5528. if (skill_id == TF_POISON)
  5529. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  5530. if (skill_id == GS_GROUNDDRIFT)
  5531. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  5532. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  5533. 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);
  5534. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  5535. ATK_ADD(wd.damage, wd.damage2, 4);
  5536. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  5537. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  5538. } else
  5539. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  5540. #endif
  5541. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  5542. short index = sd->equip_index[EQI_HAND_L];
  5543. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  5544. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  5545. }
  5546. #ifndef RENEWAL
  5547. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  5548. switch(skill_id) {
  5549. case RK_DRAGONBREATH:
  5550. case RK_DRAGONBREATH_WATER:
  5551. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  5552. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5553. if(is_attack_left_handed(src, skill_id))
  5554. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  5555. }
  5556. break;
  5557. default:
  5558. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  5559. if( is_attack_left_handed(src, skill_id ))
  5560. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  5561. break;
  5562. }
  5563. #endif
  5564. }
  5565. #ifdef RENEWAL
  5566. // In renewal only do it for non player attacks
  5567. if( tsd && !sd ){
  5568. #else
  5569. if( tsd ){
  5570. #endif
  5571. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  5572. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  5573. if(is_attack_left_handed(src, skill_id))
  5574. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  5575. }
  5576. // only do 1 dmg to plant, no need to calculate rest
  5577. if(infdef){
  5578. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  5579. return wd;
  5580. }
  5581. //Apply DAMAGE_DIV_FIX and check for min damage
  5582. battle_apply_div_fix(&wd, skill_id);
  5583. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  5584. #ifdef RENEWAL
  5585. switch (skill_id) {
  5586. case NJ_ISSEN:
  5587. case GN_FIRE_EXPANSION_ACID:
  5588. return wd; //These skills will do a GVG fix later
  5589. default:
  5590. #endif
  5591. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  5592. #ifdef RENEWAL
  5593. break;
  5594. }
  5595. #endif
  5596. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  5597. battle_absorb_damage(target, &wd);
  5598. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5599. return wd;
  5600. }
  5601. /*==========================================
  5602. * Calculate "magic"-type attacks and skills
  5603. *------------------------------------------
  5604. * Credits:
  5605. * Original coder DracoRPG
  5606. * Refined and optimized by helvetica
  5607. */
  5608. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5609. {
  5610. int i, skill_damage = 0;
  5611. short s_ele = 0;
  5612. TBL_PC *sd;
  5613. TBL_PC *tsd;
  5614. struct status_change *sc, *tsc;
  5615. struct Damage ad;
  5616. struct status_data *sstatus = status_get_status_data(src);
  5617. struct status_data *tstatus = status_get_status_data(target);
  5618. struct {
  5619. unsigned imdef : 1;
  5620. unsigned infdef : 1;
  5621. } flag;
  5622. memset(&ad,0,sizeof(ad));
  5623. memset(&flag,0,sizeof(flag));
  5624. if (src == NULL || target == NULL) {
  5625. nullpo_info(NLP_MARK);
  5626. return ad;
  5627. }
  5628. //Initial Values
  5629. ad.damage = 1;
  5630. ad.div_ = skill_get_num(skill_id,skill_lv);
  5631. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5632. ad.dmotion = tstatus->dmotion;
  5633. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5634. ad.flag = BF_MAGIC|BF_SKILL;
  5635. ad.dmg_lv = ATK_DEF;
  5636. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  5637. std::bitset<NK_MAX> nk;
  5638. if (skill)
  5639. nk = skill->nk;
  5640. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  5641. sd = BL_CAST(BL_PC, src);
  5642. tsd = BL_CAST(BL_PC, target);
  5643. sc = status_get_sc(src);
  5644. tsc = status_get_sc(target);
  5645. //Initialize variables that will be used afterwards
  5646. s_ele = skill_get_ele(skill_id, skill_lv);
  5647. if (s_ele == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  5648. s_ele = sstatus->rhw.ele;
  5649. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5650. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5651. } else if (s_ele == ELE_ENDOWED) //Use status element
  5652. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5653. else if (s_ele == ELE_RANDOM) //Use random element
  5654. s_ele = rnd()%ELE_ALL;
  5655. switch(skill_id) {
  5656. case NPC_EARTHQUAKE:
  5657. s_ele = ELE_NEUTRAL;
  5658. break;
  5659. case WL_HELLINFERNO:
  5660. if (mflag & 2) { // ELE_DARK
  5661. s_ele = ELE_DARK;
  5662. ad.div_ = 3;
  5663. }
  5664. break;
  5665. case WM_REVERBERATION:
  5666. if (sd)
  5667. s_ele = sd->bonus.arrow_ele;
  5668. break;
  5669. case SO_PSYCHIC_WAVE:
  5670. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  5671. ad.div_ = 2;
  5672. if( sc && sc->count ) {
  5673. if( sc->data[SC_HEATER_OPTION] )
  5674. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5675. else if( sc->data[SC_COOLER_OPTION] )
  5676. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5677. else if( sc->data[SC_BLAST_OPTION] )
  5678. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5679. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5680. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5681. }
  5682. break;
  5683. case KO_KAIHOU:
  5684. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5685. s_ele = sd->spiritcharm_type;
  5686. break;
  5687. case AB_ADORAMUS:
  5688. if (sc && sc->data[SC_ANCILLA])
  5689. s_ele = ELE_NEUTRAL;
  5690. break;
  5691. case LG_RAYOFGENESIS:
  5692. if (sc && sc->data[SC_INSPIRATION])
  5693. s_ele = ELE_NEUTRAL;
  5694. break;
  5695. }
  5696. //Set miscellaneous data that needs be filled
  5697. if(sd) {
  5698. sd->state.arrow_atk = 0;
  5699. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5700. }
  5701. //Skill Range Criteria
  5702. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5703. //Infinite defense (plant mode)
  5704. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5705. switch(skill_id) {
  5706. case MG_FIREWALL:
  5707. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5708. ad.blewcount = 0; //No knockback
  5709. //Fall through
  5710. case NJ_KAENSIN:
  5711. case PR_SANCTUARY:
  5712. ad.dmotion = 1; //No flinch animation.
  5713. break;
  5714. }
  5715. if (!flag.infdef) { //No need to do the math for plants
  5716. unsigned int skillratio = 100; //Skill dmg modifiers.
  5717. #ifdef RENEWAL
  5718. ad.damage = 0; //reinitialize..
  5719. #endif
  5720. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5721. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5722. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5723. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5724. //Adds an absolute value to damage. 100 = +100 damage
  5725. #define MATK_ADD(a) { ad.damage += a; }
  5726. //Calc base damage according to skill
  5727. switch (skill_id) {
  5728. case AL_HEAL:
  5729. case PR_BENEDICTIO:
  5730. case PR_SANCTUARY:
  5731. case AB_HIGHNESSHEAL:
  5732. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5733. break;
  5734. case PR_ASPERSIO:
  5735. ad.damage = 40;
  5736. break;
  5737. case ALL_RESURRECTION:
  5738. case PR_TURNUNDEAD:
  5739. //Undead check is on skill_castend_damageid code.
  5740. #ifdef RENEWAL
  5741. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5742. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5743. #else
  5744. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5745. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5746. #endif
  5747. if(i > 700)
  5748. i = 700;
  5749. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  5750. ad.damage = tstatus->hp;
  5751. else {
  5752. #ifdef RENEWAL
  5753. if (sstatus->matk_max > sstatus->matk_min) {
  5754. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5755. } else {
  5756. MATK_ADD(sstatus->matk_min);
  5757. }
  5758. MATK_RATE(skill_lv);
  5759. #else
  5760. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5761. #endif
  5762. }
  5763. break;
  5764. case NPC_DARKBREATH:
  5765. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * 6 - skill_lv) : 50) / 100;
  5766. break;
  5767. case PF_SOULBURN:
  5768. ad.damage = tstatus->sp * 2;
  5769. break;
  5770. case AB_RENOVATIO:
  5771. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5772. break;
  5773. case NPC_EARTHQUAKE:
  5774. if (mflag & NPC_EARTHQUAKE_FLAG) {
  5775. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  5776. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  5777. }
  5778. if (src->type == BL_PC)
  5779. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  5780. else
  5781. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  5782. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  5783. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  5784. ad.damage /= mflag;
  5785. break;
  5786. case NPC_ICEMINE:
  5787. case NPC_FLAMECROSS:
  5788. ad.damage = sstatus->rhw.atk * 20 * skill_lv;
  5789. break;
  5790. default: {
  5791. if (sstatus->matk_max > sstatus->matk_min) {
  5792. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5793. } else {
  5794. MATK_ADD(sstatus->matk_min);
  5795. }
  5796. if (sd) { // Soul energy spheres adds MATK.
  5797. MATK_ADD(3*sd->soulball);
  5798. }
  5799. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  5800. if (mflag>0)
  5801. ad.damage /= mflag;
  5802. else
  5803. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5804. }
  5805. switch(skill_id) {
  5806. case MG_NAPALMBEAT:
  5807. skillratio += -30 + 10 * skill_lv;
  5808. break;
  5809. case MG_FIREBALL:
  5810. #ifdef RENEWAL
  5811. skillratio += 40 + 20 * skill_lv;
  5812. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5813. skillratio = skillratio * 3 / 4;
  5814. #else
  5815. skillratio += -30 + 10 * skill_lv;
  5816. #endif
  5817. break;
  5818. case MG_SOULSTRIKE:
  5819. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5820. skillratio += 5 * skill_lv;
  5821. break;
  5822. case MG_FIREWALL:
  5823. skillratio -= 50;
  5824. break;
  5825. case MG_FIREBOLT:
  5826. case MG_COLDBOLT:
  5827. case MG_LIGHTNINGBOLT:
  5828. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5829. skillratio += (sc->data[SC_SPELLFIST]->val3 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  5830. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5831. ad.flag = BF_WEAPON|BF_SHORT;
  5832. ad.type = DMG_NORMAL;
  5833. }
  5834. break;
  5835. case MG_THUNDERSTORM:
  5836. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5837. #ifndef RENEWAL
  5838. skillratio -= 20;
  5839. #endif
  5840. break;
  5841. case MG_FROSTDIVER:
  5842. skillratio += 10 * skill_lv;
  5843. break;
  5844. case AL_HOLYLIGHT:
  5845. skillratio += 25;
  5846. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5847. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5848. break;
  5849. case AL_RUWACH:
  5850. skillratio += 45;
  5851. break;
  5852. case WZ_FROSTNOVA:
  5853. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5854. break;
  5855. case WZ_FIREPILLAR:
  5856. if (sd && ad.div_ > 0)
  5857. ad.div_ *= -1; //For players, damage is divided by number of hits
  5858. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5859. break;
  5860. case WZ_SIGHTRASHER:
  5861. skillratio += 20 * skill_lv;
  5862. break;
  5863. case WZ_WATERBALL:
  5864. skillratio += 30 * skill_lv;
  5865. break;
  5866. case WZ_STORMGUST:
  5867. #ifdef RENEWAL
  5868. skillratio -= 30; // Offset only once
  5869. skillratio += 50 * skill_lv;
  5870. #else
  5871. skillratio += 40 * skill_lv;
  5872. #endif
  5873. break;
  5874. #ifdef RENEWAL
  5875. case WZ_EARTHSPIKE:
  5876. skillratio += 100;
  5877. break;
  5878. #endif
  5879. case HW_NAPALMVULCAN:
  5880. #ifdef RENEWAL
  5881. skillratio += -100 + 70 * skill_lv;
  5882. RE_LVL_DMOD(100);
  5883. #else
  5884. skillratio += 25;
  5885. #endif
  5886. break;
  5887. case SL_STIN: //Target size must be small (0) for full damage
  5888. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5889. break;
  5890. case SL_STUN:
  5891. skillratio += 5 * skill_lv;
  5892. break;
  5893. case SL_SMA: //Base damage is 40% + lv%
  5894. skillratio += -60 + status_get_lv(src);
  5895. break;
  5896. case NJ_KOUENKA:
  5897. skillratio -= 10;
  5898. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5899. skillratio += 10 * sd->spiritcharm;
  5900. break;
  5901. case NJ_KAENSIN:
  5902. skillratio -= 50;
  5903. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5904. skillratio += 20 * sd->spiritcharm;
  5905. break;
  5906. case NJ_BAKUENRYU:
  5907. skillratio += 50 + 150 * skill_lv;
  5908. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5909. skillratio += 100 * sd->spiritcharm;
  5910. break;
  5911. case NJ_HYOUSENSOU:
  5912. #ifdef RENEWAL
  5913. skillratio -= 30;
  5914. if (sc && sc->data[SC_SUITON])
  5915. skillratio += 2 * skill_lv;
  5916. #endif
  5917. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5918. skillratio += 20 * sd->spiritcharm;
  5919. break;
  5920. case NJ_HYOUSYOURAKU:
  5921. skillratio += 50 * skill_lv;
  5922. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5923. skillratio += 100 * sd->spiritcharm;
  5924. break;
  5925. case NJ_RAIGEKISAI:
  5926. #ifdef RENEWAL
  5927. skillratio += 100 * skill_lv;
  5928. #else
  5929. skillratio += 60 + 40 * skill_lv;
  5930. #endif
  5931. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5932. skillratio += 20 * sd->spiritcharm;
  5933. break;
  5934. case NJ_KAMAITACHI:
  5935. skillratio += 100 * skill_lv;
  5936. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5937. skillratio += 100 * sd->spiritcharm;
  5938. break;
  5939. case NJ_HUUJIN:
  5940. #ifdef RENEWAL
  5941. skillratio += 50;
  5942. #endif
  5943. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5944. skillratio += 10 * sd->spiritcharm;
  5945. break;
  5946. case NPC_ENERGYDRAIN:
  5947. skillratio += 100 * skill_lv;
  5948. break;
  5949. #ifdef RENEWAL
  5950. case WZ_HEAVENDRIVE:
  5951. skillratio += 25;
  5952. break;
  5953. case WZ_METEOR:
  5954. skillratio += 25;
  5955. break;
  5956. case WZ_VERMILION:
  5957. if(sd)
  5958. skillratio += 300 + skill_lv * 100;
  5959. else
  5960. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5961. break;
  5962. case PR_MAGNUS:
  5963. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5964. skillratio += 30;
  5965. break;
  5966. case BA_DISSONANCE:
  5967. skillratio += skill_lv * 10;
  5968. if (sd)
  5969. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  5970. break;
  5971. case HW_GRAVITATION:
  5972. skillratio += -100 + 100 * skill_lv;
  5973. RE_LVL_DMOD(100);
  5974. break;
  5975. case PA_PRESSURE:
  5976. skillratio += -100 + 500 + 150 * skill_lv;
  5977. RE_LVL_DMOD(100);
  5978. break;
  5979. #else
  5980. case WZ_VERMILION:
  5981. skillratio += 20 * skill_lv - 20;
  5982. break;
  5983. #endif
  5984. case AB_JUDEX:
  5985. skillratio += -100 + 300 + 70 * skill_lv;
  5986. RE_LVL_DMOD(100);
  5987. break;
  5988. case AB_ADORAMUS:
  5989. skillratio += - 100 + 300 + 250 * skill_lv;
  5990. RE_LVL_DMOD(100);
  5991. break;
  5992. case AB_DUPLELIGHT_MAGIC:
  5993. skillratio += 300 + 40 * skill_lv;
  5994. break;
  5995. case WL_SOULEXPANSION:
  5996. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  5997. RE_LVL_DMOD(100);
  5998. break;
  5999. case WL_FROSTMISTY:
  6000. skillratio += -100 + 200 + 100 * skill_lv;
  6001. RE_LVL_DMOD(100);
  6002. break;
  6003. case NPC_JACKFROST:
  6004. if (tsc && tsc->data[SC_FREEZING]) {
  6005. skillratio += 900 + 300 * skill_lv;
  6006. RE_LVL_DMOD(100);
  6007. } else {
  6008. skillratio += 400 + 100 * skill_lv;
  6009. RE_LVL_DMOD(150);
  6010. }
  6011. break;
  6012. case WL_JACKFROST:
  6013. if (tsc && tsc->data[SC_MISTY_FROST])
  6014. skillratio += -100 + 1200 + 600 * skill_lv;
  6015. else
  6016. skillratio += -100 + 1000 + 300 * skill_lv;
  6017. RE_LVL_DMOD(100);
  6018. break;
  6019. case WL_DRAINLIFE:
  6020. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  6021. RE_LVL_DMOD(100);
  6022. break;
  6023. case WL_CRIMSONROCK:
  6024. skillratio += -100 + 700 + 600 * skill_lv;
  6025. RE_LVL_DMOD(100);
  6026. break;
  6027. case WL_HELLINFERNO:
  6028. skillratio += -100 + 400 * skill_lv;
  6029. if (mflag & 2) // ELE_DARK
  6030. skillratio += 200;
  6031. RE_LVL_DMOD(100);
  6032. break;
  6033. case WL_COMET:
  6034. skillratio += -100 + 2500 + 700 * skill_lv;
  6035. RE_LVL_DMOD(100);
  6036. break;
  6037. case WL_CHAINLIGHTNING_ATK:
  6038. skillratio += 400 + 100 * skill_lv;
  6039. RE_LVL_DMOD(100);
  6040. if (mflag > 0)
  6041. skillratio += 100 * mflag;
  6042. break;
  6043. case WL_EARTHSTRAIN:
  6044. skillratio += -100 + 1000 + 600 * skill_lv;
  6045. RE_LVL_DMOD(100);
  6046. break;
  6047. case WL_TETRAVORTEX_FIRE:
  6048. case WL_TETRAVORTEX_WATER:
  6049. case WL_TETRAVORTEX_WIND:
  6050. case WL_TETRAVORTEX_GROUND:
  6051. skillratio += -100 + 800 + 400 * skill_lv;
  6052. break;
  6053. case WL_SUMMON_ATK_FIRE:
  6054. case WL_SUMMON_ATK_WATER:
  6055. case WL_SUMMON_ATK_WIND:
  6056. case WL_SUMMON_ATK_GROUND:
  6057. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  6058. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  6059. break;
  6060. case LG_RAYOFGENESIS:
  6061. skillratio += -100 + 230 * skill_lv + sstatus->int_ / 6; // !TODO: What's the INT bonus?
  6062. if (sc && sc->data[SC_INSPIRATION])
  6063. skillratio += 70 * skill_lv;
  6064. RE_LVL_DMOD(100);
  6065. break;
  6066. case WM_METALICSOUND:
  6067. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  6068. if (tsc && tsc->data[SC_SLEEP])
  6069. skillratio += 100; // !TODO: Confirm target sleeping bonus
  6070. RE_LVL_DMOD(100);
  6071. break;
  6072. case WM_REVERBERATION:
  6073. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  6074. skillratio += -100 + 700 + 300 * skill_lv;
  6075. RE_LVL_DMOD(100);
  6076. break;
  6077. case SO_FIREWALK:
  6078. skillratio += -100 + 60 * skill_lv;
  6079. RE_LVL_DMOD(100);
  6080. if( sc && sc->data[SC_HEATER_OPTION] )
  6081. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6082. break;
  6083. case SO_ELECTRICWALK:
  6084. skillratio += -100 + 60 * skill_lv;
  6085. RE_LVL_DMOD(100);
  6086. if( sc && sc->data[SC_BLAST_OPTION] )
  6087. skillratio += (sd ? sd->status.job_level / 2 : 0);
  6088. break;
  6089. case NPC_FIREWALK:
  6090. case NPC_ELECTRICWALK:
  6091. skillratio += -100 + 100 * skill_lv;
  6092. break;
  6093. case SO_EARTHGRAVE: // !TODO: Confirm formula
  6094. skillratio += -100 + sstatus->int_ / 6 * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  6095. RE_LVL_DMOD(100);
  6096. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  6097. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6098. break;
  6099. case SO_DIAMONDDUST: // !TODO: Confirm formula
  6100. skillratio += -100 + 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ / 6 * skill_lv;
  6101. RE_LVL_DMOD(100);
  6102. if( sc && sc->data[SC_COOLER_OPTION] )
  6103. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6104. break;
  6105. case SO_POISON_BUSTER:
  6106. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  6107. if( tsc && tsc->data[SC_CLOUD_POISON] )
  6108. skillratio += 200 * skill_lv;
  6109. RE_LVL_DMOD(100);
  6110. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  6111. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6112. break;
  6113. case NPC_POISON_BUSTER:
  6114. skillratio += -100 + 1500 * skill_lv;
  6115. break;
  6116. case SO_PSYCHIC_WAVE:
  6117. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  6118. RE_LVL_DMOD(100);
  6119. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  6120. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  6121. skillratio += 20;
  6122. break;
  6123. case SO_CLOUD_KILL:
  6124. skillratio += -100 + 40 * skill_lv;
  6125. RE_LVL_DMOD(100);
  6126. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  6127. skillratio += (sd ? sd->status.job_level : 0);
  6128. break;
  6129. case NPC_CLOUD_KILL:
  6130. skillratio += -100 + 50 * skill_lv;
  6131. break;
  6132. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  6133. skillratio += -100 + sstatus->int_ / 6 * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0); // !TODO: Confirm new formula
  6134. RE_LVL_DMOD(100);
  6135. if (sc && sc->data[SC_BLAST_OPTION])
  6136. skillratio += (sd ? sd->status.job_level * 5 : 0);
  6137. break;
  6138. case GN_DEMONIC_FIRE:
  6139. if (skill_lv > 20) // Fire expansion Lv.2
  6140. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  6141. else if (skill_lv > 10) { // Fire expansion Lv.1
  6142. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  6143. RE_LVL_DMOD(100);
  6144. } else
  6145. skillratio += 10 + 20 * skill_lv;
  6146. break;
  6147. case KO_KAIHOU:
  6148. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  6149. skillratio += -100 + 200 * sd->spiritcharm;
  6150. RE_LVL_DMOD(100);
  6151. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  6152. }
  6153. break;
  6154. // Magical Elemental Spirits Attack Skills
  6155. case EL_FIRE_MANTLE:
  6156. case EL_WATER_SCREW:
  6157. skillratio += 900;
  6158. break;
  6159. case EL_FIRE_ARROW:
  6160. case EL_ROCK_CRUSHER_ATK:
  6161. skillratio += 200;
  6162. break;
  6163. case EL_FIRE_BOMB:
  6164. case EL_ICE_NEEDLE:
  6165. case EL_HURRICANE_ATK:
  6166. skillratio += 400;
  6167. break;
  6168. case EL_FIRE_WAVE:
  6169. case EL_TYPOON_MIS_ATK:
  6170. skillratio += 1100;
  6171. break;
  6172. case MH_ERASER_CUTTER:
  6173. case MH_XENO_SLASHER:
  6174. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_ / 6; // !TODO: Confirm Base Level and INT bonus
  6175. break;
  6176. case MH_HEILIGE_STANGE:
  6177. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit / 6; // !TODO: Confirm VIT bonus
  6178. break;
  6179. case MH_POISON_MIST:
  6180. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex / 6; // ! TODO: Confirm DEX bonus
  6181. break;
  6182. case SU_SV_STEMSPEAR:
  6183. skillratio += 600;
  6184. break;
  6185. case SU_CN_METEOR:
  6186. case SU_CN_METEOR2:
  6187. skillratio += 100 + 100 * skill_lv;
  6188. break;
  6189. case NPC_VENOMFOG:
  6190. skillratio += 600 + 100 * skill_lv;
  6191. break;
  6192. case NPC_COMET:
  6193. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  6194. i = cap_value(i, 1, 4);
  6195. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  6196. break;
  6197. case NPC_FIRESTORM:
  6198. skillratio += 200;
  6199. break;
  6200. case NPC_HELLBURNING:
  6201. skillratio += 900;
  6202. break;
  6203. case SP_CURSEEXPLOSION:
  6204. if (tsc && tsc->data[SC_SOULCURSE])
  6205. skillratio += 1400 + 200 * skill_lv;
  6206. else
  6207. skillratio += 300 + 100 * skill_lv;
  6208. break;
  6209. case SP_SPA:
  6210. skillratio += 400 + 250 * skill_lv;
  6211. RE_LVL_DMOD(100);
  6212. break;
  6213. case SP_SHA:
  6214. skillratio += -100 + 5 * skill_lv;
  6215. break;
  6216. case SP_SWHOO:
  6217. skillratio += 1000 + 200 * skill_lv;
  6218. RE_LVL_DMOD(100);
  6219. break;
  6220. }
  6221. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  6222. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
  6223. (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
  6224. (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
  6225. (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
  6226. skillratio += 25;
  6227. }
  6228. MATK_RATE(skillratio);
  6229. //Constant/misc additions from skills
  6230. if (skill_id == WZ_FIREPILLAR)
  6231. MATK_ADD(100 + 50 * skill_lv);
  6232. break;
  6233. }
  6234. }
  6235. #ifdef RENEWAL
  6236. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6237. #endif
  6238. if(sd) {
  6239. //Damage bonuses
  6240. if ((i = pc_skillatk_bonus(sd, skill_id)))
  6241. ad.damage += (int64)ad.damage*i/100;
  6242. //Ignore Defense?
  6243. if (!flag.imdef && (
  6244. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  6245. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  6246. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  6247. ))
  6248. flag.imdef = 1;
  6249. }
  6250. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6251. ad.damage -= (int64)ad.damage*i/100;
  6252. if(!flag.imdef){
  6253. defType mdef = tstatus->mdef;
  6254. int mdef2= tstatus->mdef2;
  6255. if (sc && sc->data[SC_EXPIATIO]) {
  6256. i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  6257. i = min(i, 100); //cap it to 100 for 5 mdef min
  6258. mdef -= mdef * i / 100;
  6259. //mdef2 -= mdef2 * i / 100;
  6260. }
  6261. if(sd) {
  6262. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  6263. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  6264. std::vector<e_race2> race2 = status_get_race2(target);
  6265. for (const auto &raceit : race2)
  6266. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  6267. if (i)
  6268. {
  6269. if (i > 100) i = 100;
  6270. mdef -= mdef * i/100;
  6271. //mdef2-= mdef2* i/100;
  6272. }
  6273. }
  6274. #ifdef RENEWAL
  6275. /**
  6276. * RE MDEF Reduction
  6277. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  6278. */
  6279. if (mdef < 0)
  6280. mdef = 0; // Negative eMDEF is treated as 0 on official
  6281. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  6282. #else
  6283. if(battle_config.magic_defense_type)
  6284. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  6285. else
  6286. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  6287. #endif
  6288. }
  6289. if(ad.damage<1)
  6290. ad.damage=1;
  6291. else if(sc) { //only applies when hit
  6292. switch(skill_id) {
  6293. case MG_LIGHTNINGBOLT:
  6294. case MG_THUNDERSTORM:
  6295. if(sc->data[SC_GUST_OPTION])
  6296. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6297. break;
  6298. case MG_FIREBOLT:
  6299. case MG_FIREWALL:
  6300. if(sc->data[SC_PYROTECHNIC_OPTION])
  6301. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6302. break;
  6303. case MG_COLDBOLT:
  6304. case MG_FROSTDIVER:
  6305. if(sc->data[SC_AQUAPLAY_OPTION])
  6306. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6307. break;
  6308. case WZ_EARTHSPIKE:
  6309. case WZ_HEAVENDRIVE:
  6310. if(sc->data[SC_PETROLOGY_OPTION])
  6311. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  6312. break;
  6313. }
  6314. }
  6315. if (!nk[NK_IGNOREELEMENT])
  6316. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6317. //Apply the physical part of the skill's damage. [Skotlex]
  6318. switch(skill_id) {
  6319. case CR_GRANDCROSS:
  6320. case NPC_GRANDDARKNESS: {
  6321. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6322. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  6323. #ifdef RENEWAL
  6324. if (src == target)
  6325. ad.damage = 0;
  6326. #else
  6327. if(src == target) {
  6328. if(src->type == BL_PC)
  6329. ad.damage = ad.damage / 2;
  6330. else
  6331. ad.damage = 0;
  6332. }
  6333. #endif
  6334. }
  6335. break;
  6336. }
  6337. #ifndef RENEWAL
  6338. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  6339. #endif
  6340. } //Hint: Against plants damage will still be 1 at this point
  6341. //Apply DAMAGE_DIV_FIX and check for min damage
  6342. battle_apply_div_fix(&ad, skill_id);
  6343. struct map_data *mapdata = map_getmapdata(target->m);
  6344. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  6345. if (mapdata_flag_gvg2(mapdata))
  6346. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  6347. else if (mapdata->flag[MF_BATTLEGROUND])
  6348. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  6349. // Skill damage adjustment
  6350. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6351. MATK_ADDRATE(skill_damage);
  6352. battle_absorb_damage(target, &ad);
  6353. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  6354. return ad;
  6355. }
  6356. /*==========================================
  6357. * Calculate "misc"-type attacks and skills
  6358. *------------------------------------------
  6359. * Credits:
  6360. * Original coder Skotlex
  6361. * Refined and optimized by helvetica
  6362. */
  6363. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6364. {
  6365. int skill_damage = 0;
  6366. short i, s_ele;
  6367. struct map_session_data *sd, *tsd;
  6368. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  6369. struct status_data *sstatus = status_get_status_data(src);
  6370. struct status_data *tstatus = status_get_status_data(target);
  6371. struct status_change *ssc = status_get_sc(src);
  6372. memset(&md,0,sizeof(md));
  6373. if (src == NULL || target == NULL) {
  6374. nullpo_info(NLP_MARK);
  6375. return md;
  6376. }
  6377. //Some initial values
  6378. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  6379. md.dmotion = tstatus->dmotion;
  6380. md.div_ = skill_get_num(skill_id,skill_lv);
  6381. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  6382. md.dmg_lv = ATK_DEF;
  6383. md.flag = BF_MISC|BF_SKILL;
  6384. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6385. std::bitset<NK_MAX> nk;
  6386. if (skill)
  6387. nk = skill->nk;
  6388. sd = BL_CAST(BL_PC, src);
  6389. tsd = BL_CAST(BL_PC, target);
  6390. if(sd) {
  6391. sd->state.arrow_atk = 0;
  6392. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  6393. }
  6394. s_ele = skill_get_ele(skill_id, skill_lv);
  6395. if (s_ele == ELE_WEAPON || s_ele == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  6396. s_ele = ELE_NEUTRAL;
  6397. else if (s_ele == ELE_RANDOM) //Use random element
  6398. s_ele = rnd()%ELE_ALL;
  6399. //Skill Range Criteria
  6400. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6401. switch (skill_id) {
  6402. case TF_THROWSTONE:
  6403. md.damage = 50;
  6404. md.flag |= BF_WEAPON;
  6405. break;
  6406. #ifdef RENEWAL
  6407. case HT_LANDMINE:
  6408. case MA_LANDMINE:
  6409. case HT_BLASTMINE:
  6410. case HT_CLAYMORETRAP:
  6411. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  6412. md.damage += md.damage * (rnd()%20 - 10) / 100;
  6413. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  6414. break;
  6415. #else
  6416. case HT_LANDMINE:
  6417. case MA_LANDMINE:
  6418. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  6419. break;
  6420. case HT_BLASTMINE:
  6421. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  6422. break;
  6423. case HT_CLAYMORETRAP:
  6424. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  6425. break;
  6426. #endif
  6427. case HT_BLITZBEAT:
  6428. case SN_FALCONASSAULT:
  6429. {
  6430. uint16 skill;
  6431. //Blitz-beat Damage
  6432. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  6433. skill = 0;
  6434. #ifdef RENEWAL
  6435. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  6436. RE_LVL_MDMOD(100);
  6437. #else
  6438. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  6439. if(mflag > 1) //Autocasted Blitz
  6440. nk.set(NK_SPLASHSPLIT);
  6441. #endif
  6442. if (skill_id == SN_FALCONASSAULT) {
  6443. //Div fix of Blitzbeat
  6444. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  6445. //Falcon Assault Modifier
  6446. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  6447. }
  6448. }
  6449. break;
  6450. #ifndef RENEWAL
  6451. case BA_DISSONANCE:
  6452. md.damage = 30 + skill_lv * 10;
  6453. if (sd)
  6454. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  6455. break;
  6456. #endif
  6457. case NPC_SELFDESTRUCTION:
  6458. md.damage = sstatus->hp;
  6459. break;
  6460. case NPC_SMOKING:
  6461. md.damage = 3;
  6462. break;
  6463. case NPC_EVILLAND:
  6464. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  6465. break;
  6466. #ifndef RENEWAL
  6467. case ASC_BREAKER:
  6468. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  6469. nk.set(NK_IGNOREFLEE);
  6470. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  6471. break;
  6472. case HW_GRAVITATION:
  6473. md.damage = 200 + 200 * skill_lv;
  6474. md.dmotion = 0; //No flinch animation
  6475. break;
  6476. case PA_PRESSURE:
  6477. md.damage = 500 + 300 * skill_lv;
  6478. break;
  6479. #endif
  6480. case PA_GOSPEL:
  6481. if (mflag > 0)
  6482. md.damage = (rnd() % 4000) + 1500;
  6483. else {
  6484. md.damage = (rnd() % 5000) + 3000;
  6485. #ifdef RENEWAL
  6486. md.damage -= (int64)status_get_def(target);
  6487. #else
  6488. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  6489. #endif
  6490. md.damage -= tstatus->def2;
  6491. if (md.damage < 0)
  6492. md.damage = 0;
  6493. }
  6494. break;
  6495. case GN_FIRE_EXPANSION_ACID:
  6496. #ifdef RENEWAL
  6497. // Official Renewal formula [helvetica]
  6498. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  6499. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  6500. // is considered "neutral" for purposes of resistances
  6501. {
  6502. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6503. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  6504. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  6505. // AD benefits from endow/element but damage is forced back to neutral
  6506. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  6507. }
  6508. // Fall through
  6509. #else
  6510. case CR_ACIDDEMONSTRATION:
  6511. if(tstatus->vit+sstatus->int_) //crash fix
  6512. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  6513. else
  6514. md.damage = 0;
  6515. if (tsd) md.damage>>=1;
  6516. #endif
  6517. break;
  6518. case NJ_ZENYNAGE:
  6519. case KO_MUCHANAGE:
  6520. md.damage = skill_get_zeny(skill_id, skill_lv);
  6521. if (!md.damage)
  6522. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  6523. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  6524. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  6525. md.damage = md.damage / 2;
  6526. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  6527. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  6528. else if (tsd && skill_id == NJ_ZENYNAGE)
  6529. md.damage = md.damage / 2;
  6530. break;
  6531. #ifdef RENEWAL
  6532. case NJ_ISSEN:
  6533. // Official Renewal formula [helvetica]
  6534. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  6535. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  6536. // modified def formula
  6537. {
  6538. short totaldef;
  6539. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  6540. struct status_change *sc = status_get_sc(src);
  6541. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  6542. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  6543. md.div_ = -(i + 2); // mirror image count + 2
  6544. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  6545. }
  6546. // modified def reduction, final damage = base damage - (edef + sdef)
  6547. totaldef = tstatus->def2 + (short)status_get_def(target);
  6548. md.damage -= totaldef;
  6549. md.flag |= BF_WEAPON;
  6550. }
  6551. break;
  6552. #endif
  6553. case GS_FLING:
  6554. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  6555. break;
  6556. case HVAN_EXPLOSION: //[orn]
  6557. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  6558. break;
  6559. case RA_CLUSTERBOMB:
  6560. case RA_FIRINGTRAP:
  6561. case RA_ICEBOUNDTRAP:
  6562. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  6563. RE_LVL_TMDMOD();
  6564. if(sd) {
  6565. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  6566. if(researchskill_lv)
  6567. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6568. else
  6569. md.damage = 0;
  6570. } else
  6571. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  6572. nk.set(NK_IGNOREELEMENT);
  6573. nk.set(NK_IGNOREFLEE);
  6574. nk.set(NK_IGNOREDEFCARD);
  6575. break;
  6576. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  6577. md.damage = 800 + 200 * skill_lv;
  6578. break;
  6579. case GN_THORNS_TRAP:
  6580. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  6581. break;
  6582. case RL_B_TRAP:
  6583. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  6584. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  6585. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  6586. md.damage /= 10;
  6587. break;
  6588. case NPC_MAXPAIN_ATK:
  6589. if (ssc && ssc->data[SC_MAXPAIN])
  6590. md.damage = ssc->data[SC_MAXPAIN]->val2;
  6591. else
  6592. md.damage = 0;
  6593. break;
  6594. case NPC_WIDESUCK:
  6595. md.damage = tstatus->max_hp * 15 / 100;
  6596. break;
  6597. case SU_SV_ROOTTWIST_ATK:
  6598. md.damage = 100;
  6599. break;
  6600. case SP_SOULEXPLOSION:
  6601. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  6602. break;
  6603. case SJ_NOVAEXPLOSING:
  6604. // (Base ATK + Weapon ATK) * Ratio
  6605. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  6606. // Additional Damage
  6607. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  6608. break;
  6609. }
  6610. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  6611. if(mflag > 0)
  6612. md.damage /= mflag;
  6613. else
  6614. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6615. }
  6616. if (!nk[NK_IGNOREFLEE]) {
  6617. struct status_change *sc = status_get_sc(target);
  6618. i = 0; //Temp for "hit or no hit"
  6619. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  6620. i = 1;
  6621. else {
  6622. short
  6623. flee = tstatus->flee,
  6624. #ifdef RENEWAL
  6625. hitrate = 0; //Default hitrate
  6626. #else
  6627. hitrate = 80; //Default hitrate
  6628. #endif
  6629. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  6630. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  6631. if(attacker_count >= battle_config.agi_penalty_count) {
  6632. if (battle_config.agi_penalty_type == 1)
  6633. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6634. else //assume type 2: absolute reduction
  6635. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6636. if(flee < 1)
  6637. flee = 1;
  6638. }
  6639. }
  6640. hitrate += sstatus->hit - flee;
  6641. #ifdef RENEWAL
  6642. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6643. hitrate += pc_checkskill(sd,AC_VULTURE);
  6644. #endif
  6645. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6646. if(rnd()%100 < hitrate)
  6647. i = 1;
  6648. }
  6649. if (!i) {
  6650. md.damage = 0;
  6651. md.dmg_lv = ATK_FLEE;
  6652. }
  6653. }
  6654. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6655. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6656. md.damage += (int64)md.damage*i/100;
  6657. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6658. md.damage -= (int64)md.damage*i/100;
  6659. if(!nk[NK_IGNOREELEMENT])
  6660. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6661. //Plant damage
  6662. if(md.damage < 0)
  6663. md.damage = 0;
  6664. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6665. md.damage = 1;
  6666. }
  6667. //Apply DAMAGE_DIV_FIX and check for min damage
  6668. battle_apply_div_fix(&md, skill_id);
  6669. switch(skill_id) {
  6670. case RA_FIRINGTRAP:
  6671. case RA_ICEBOUNDTRAP:
  6672. if (md.damage == 1)
  6673. break;
  6674. case RA_CLUSTERBOMB:
  6675. {
  6676. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6677. md.damage += wd.damage;
  6678. }
  6679. break;
  6680. case NJ_ZENYNAGE:
  6681. if (sd) {
  6682. if (md.damage > sd->status.zeny)
  6683. md.damage = sd->status.zeny;
  6684. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6685. }
  6686. break;
  6687. }
  6688. struct map_data *mapdata = map_getmapdata(target->m);
  6689. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6690. if(mapdata_flag_gvg2(mapdata))
  6691. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6692. else if(mapdata->flag[MF_BATTLEGROUND])
  6693. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6694. // Skill damage adjustment
  6695. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6696. md.damage += (int64)md.damage * skill_damage / 100;
  6697. battle_absorb_damage(target, &md);
  6698. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6699. return md;
  6700. }
  6701. /**
  6702. * Calculate vanish damage on a target
  6703. * @param sd: Player with vanish item
  6704. * @param target: Target to vanish HP/SP
  6705. * @param flag: Damage struct battle flag
  6706. */
  6707. void battle_vanish_damage(struct map_session_data *sd, struct block_list *target, int flag)
  6708. {
  6709. nullpo_retv(sd);
  6710. nullpo_retv(target);
  6711. // bHPVanishRate
  6712. int16 vanish_hp = 0;
  6713. if (!sd->hp_vanish.empty()) {
  6714. for (auto &it : sd->hp_vanish) {
  6715. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6716. ((it.flag)&flag)&BF_RANGEMASK &&
  6717. ((it.flag)&flag)&BF_SKILLMASK))
  6718. continue;
  6719. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6720. vanish_hp += it.per;
  6721. }
  6722. }
  6723. // bSPVanishRate
  6724. int16 vanish_sp = 0;
  6725. if (!sd->sp_vanish.empty()) {
  6726. for (auto &it : sd->sp_vanish) {
  6727. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  6728. ((it.flag)&flag)&BF_RANGEMASK &&
  6729. ((it.flag)&flag)&BF_SKILLMASK))
  6730. continue;
  6731. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  6732. vanish_sp += it.per;
  6733. }
  6734. }
  6735. if (vanish_hp > 0 || vanish_sp > 0)
  6736. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  6737. }
  6738. /*==========================================
  6739. * Battle main entry, from skill_attack
  6740. *------------------------------------------
  6741. * Credits:
  6742. * Original coder unknown
  6743. * Initial refactoring by Baalberith
  6744. * Refined and optimized by helvetica
  6745. */
  6746. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6747. {
  6748. struct Damage d;
  6749. switch(attack_type) {
  6750. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6751. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6752. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6753. default:
  6754. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6755. memset(&d,0,sizeof(d));
  6756. break;
  6757. }
  6758. if( d.damage + d.damage2 < 1 )
  6759. { //Miss/Absorbed
  6760. //Weapon attacks should go through to cause additional effects.
  6761. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6762. d.dmg_lv = ATK_MISS;
  6763. d.dmotion = 0;
  6764. }
  6765. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6766. d.dmg_lv = ATK_DEF;
  6767. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  6768. if (sd && d.damage + d.damage2 > 1)
  6769. battle_vanish_damage(sd, target, d.flag);
  6770. return d;
  6771. }
  6772. /*==========================================
  6773. * Final damage return function
  6774. *------------------------------------------
  6775. * Credits:
  6776. * Original coder unknown
  6777. * Initial refactoring by Baalberith
  6778. * Refined and optimized by helvetica
  6779. */
  6780. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6781. struct map_session_data* sd;
  6782. int64 rdamage = 0, damage = *dmg;
  6783. int max_damage = status_get_max_hp(bl);
  6784. struct status_change *sc, *ssc;
  6785. sd = BL_CAST(BL_PC, bl);
  6786. sc = status_get_sc(bl);
  6787. ssc = status_get_sc(src);
  6788. if (sc) { // These statuses do not reflect any damage (off the target)
  6789. if (sc->data[SC_WHITEIMPRISON] || sc->data[SC_DARKCROW] || sc->data[SC_KYOMU])
  6790. return 0;
  6791. }
  6792. if (ssc) {
  6793. if (ssc->data[SC_HELLS_PLANT])
  6794. return 0;
  6795. }
  6796. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6797. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
  6798. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6799. rdamage = i64max(rdamage, 1);
  6800. } else if( status_reflect && sc && sc->count ) {
  6801. if( sc->data[SC_REFLECTSHIELD] ) {
  6802. struct status_change_entry *sce_d;
  6803. struct block_list *d_bl = NULL;
  6804. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6805. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6806. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6807. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6808. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6809. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6810. return 0;
  6811. }
  6812. }
  6813. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6814. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6815. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6816. rdamage = 0;
  6817. else {
  6818. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6819. rdamage = i64max(rdamage, 1);
  6820. }
  6821. }
  6822. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  6823. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6824. int64 rd1 = min(damage, status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6825. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6826. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SINGLE);
  6827. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), BLOWN_NONE);
  6828. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6829. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6830. }
  6831. }
  6832. }
  6833. } else {
  6834. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6835. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6836. rdamage = i64max(rdamage, 1);
  6837. }
  6838. }
  6839. if (rdamage > 0) {
  6840. map_session_data* ssd = BL_CAST(BL_PC, src);
  6841. if (ssd && ssd->bonus.reduce_damage_return != 0) {
  6842. rdamage -= rdamage * ssd->bonus.reduce_damage_return / 100;
  6843. rdamage = i64max(rdamage, 1);
  6844. }
  6845. }
  6846. if (ssc) {
  6847. if (ssc->data[SC_REFLECTDAMAGE]) {
  6848. rdamage -= damage * ssc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6849. if (--(ssc->data[SC_REFLECTDAMAGE]->val3) < 1) // TODO: Confirm if reflect count still exists
  6850. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  6851. }
  6852. if (ssc->data[SC_VENOMBLEED] && ssc->data[SC_VENOMBLEED]->val3 == 0)
  6853. rdamage -= damage * ssc->data[SC_VENOMBLEED]->val2 / 100;
  6854. if (rdamage > 0 && ssc->data[SC_REF_T_POTION])
  6855. return 1; // Returns 1 damage
  6856. }
  6857. if (sc) {
  6858. if (sc->data[SC_MAXPAIN])
  6859. rdamage = damage * sc->data[SC_MAXPAIN]->val1 * 10 / 100;
  6860. }
  6861. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6862. }
  6863. /**
  6864. * Calculate Vellum damage on a target
  6865. * @param sd: Player with vanish item
  6866. * @param target: Target to vanish HP/SP
  6867. * @param wd: Damage struct reference
  6868. * @return True on damage done or false if not
  6869. */
  6870. bool battle_vellum_damage(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6871. {
  6872. nullpo_retr(false, sd);
  6873. nullpo_retr(false, target);
  6874. nullpo_retr(false, wd);
  6875. struct status_data *tstatus = status_get_status_data(target);
  6876. // bHPVanishRaceRate
  6877. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6878. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6879. // bSPVanishRaceRate
  6880. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  6881. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  6882. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  6883. // Vellum damage overrides any other damage done as well.
  6884. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  6885. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6886. wd->damage2 = 0;
  6887. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  6888. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6889. wd->damage2 = 0;
  6890. wd->isspdamage = true;
  6891. } else
  6892. return false;
  6893. return true;
  6894. }
  6895. /*===========================================
  6896. * Perform battle drain effects (HP/SP loss)
  6897. *-------------------------------------------*/
  6898. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6899. {
  6900. struct weapon_data *wd;
  6901. int64 *damage;
  6902. int thp = 0, // HP gained
  6903. tsp = 0, // SP gained
  6904. //rhp = 0, // HP reduced from target
  6905. //rsp = 0, // SP reduced from target
  6906. hp = 0, sp = 0;
  6907. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6908. return;
  6909. for (int i = 0; i < 4; i++) {
  6910. //First two iterations: Right hand
  6911. if (i < 2) {
  6912. wd = &sd->right_weapon;
  6913. damage = &rdamage;
  6914. } else {
  6915. wd = &sd->left_weapon;
  6916. damage = &ldamage;
  6917. }
  6918. if (*damage <= 0)
  6919. continue;
  6920. if (i == 1 || i == 3) {
  6921. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6922. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6923. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6924. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6925. if( hp ) {
  6926. //rhp += hp;
  6927. thp += hp;
  6928. }
  6929. if( sp ) {
  6930. //rsp += sp;
  6931. tsp += sp;
  6932. }
  6933. } else {
  6934. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6935. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6936. if( hp ) {
  6937. //rhp += hp;
  6938. thp += hp;
  6939. }
  6940. if( sp ) {
  6941. //rsp += sp;
  6942. tsp += sp;
  6943. }
  6944. }
  6945. }
  6946. if (!thp && !tsp)
  6947. return;
  6948. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6949. //if (rhp || rsp)
  6950. // status_zap(tbl, rhp, rsp);
  6951. }
  6952. /*===========================================
  6953. * Deals the same damage to targets in area.
  6954. *-------------------------------------------
  6955. * Credits:
  6956. * Original coder pakpil
  6957. */
  6958. int battle_damage_area(struct block_list *bl, va_list ap) {
  6959. t_tick tick;
  6960. int64 damage;
  6961. int amotion, dmotion;
  6962. struct block_list *src;
  6963. nullpo_ret(bl);
  6964. tick = va_arg(ap, t_tick);
  6965. src = va_arg(ap,struct block_list *);
  6966. amotion = va_arg(ap,int);
  6967. dmotion = va_arg(ap,int);
  6968. damage = va_arg(ap,int);
  6969. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6970. return 0;
  6971. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6972. map_freeblock_lock();
  6973. if( src->type == BL_PC )
  6974. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6975. if( amotion )
  6976. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6977. else
  6978. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  6979. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6980. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6981. map_freeblock_unlock();
  6982. }
  6983. return 0;
  6984. }
  6985. /*==========================================
  6986. * Do a basic physical attack (call through unit_attack_timer)
  6987. *------------------------------------------*/
  6988. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  6989. struct map_session_data *sd = NULL, *tsd = NULL;
  6990. struct status_data *sstatus, *tstatus;
  6991. struct status_change *sc, *tsc;
  6992. int64 damage;
  6993. int skillv;
  6994. struct Damage wd;
  6995. bool vellum_damage = false;
  6996. nullpo_retr(ATK_NONE, src);
  6997. nullpo_retr(ATK_NONE, target);
  6998. if (src->prev == NULL || target->prev == NULL)
  6999. return ATK_NONE;
  7000. sd = BL_CAST(BL_PC, src);
  7001. tsd = BL_CAST(BL_PC, target);
  7002. sstatus = status_get_status_data(src);
  7003. tstatus = status_get_status_data(target);
  7004. sc = status_get_sc(src);
  7005. tsc = status_get_sc(target);
  7006. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  7007. sc = NULL;
  7008. if (tsc && !tsc->count)
  7009. tsc = NULL;
  7010. if (sd)
  7011. {
  7012. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  7013. if (sd->state.arrow_atk)
  7014. {
  7015. short index = sd->equip_index[EQI_AMMO];
  7016. if (index < 0) {
  7017. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  7018. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7019. else
  7020. clif_arrow_fail(sd,0);
  7021. return ATK_NONE;
  7022. }
  7023. //Ammo check by Ishizu-chan
  7024. if (sd->inventory_data[index]) {
  7025. switch (sd->status.weapon) {
  7026. case W_BOW:
  7027. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  7028. clif_arrow_fail(sd,0);
  7029. return ATK_NONE;
  7030. }
  7031. break;
  7032. case W_REVOLVER:
  7033. case W_RIFLE:
  7034. case W_GATLING:
  7035. case W_SHOTGUN:
  7036. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  7037. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7038. return ATK_NONE;
  7039. }
  7040. break;
  7041. case W_GRENADE:
  7042. if (sd->inventory_data[index]->subtype !=
  7043. #ifdef RENEWAL
  7044. AMMO_BULLET) {
  7045. #else
  7046. AMMO_GRENADE) {
  7047. #endif
  7048. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  7049. return ATK_NONE;
  7050. }
  7051. break;
  7052. }
  7053. }
  7054. }
  7055. }
  7056. if (sc && sc->count) {
  7057. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  7058. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  7059. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  7060. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7061. else if (sc->data[SC_NEWMOON] && --(sc->data[SC_NEWMOON]->val2) <= 0)
  7062. status_change_end(src, SC_NEWMOON, INVALID_TIMER);
  7063. }
  7064. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  7065. uint8 dir = map_calc_dir(target,src->x,src->y);
  7066. int t_dir = unit_getdir(target);
  7067. int dist = distance_bl(src, target);
  7068. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  7069. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  7070. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  7071. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  7072. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  7073. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  7074. return ATK_BLOCK;
  7075. }
  7076. }
  7077. if( tsc && tsc->data[SC_BLADESTOP_WAIT] &&
  7078. #ifndef RENEWAL
  7079. status_get_class_(src) != CLASS_BOSS &&
  7080. #endif
  7081. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  7082. {
  7083. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  7084. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  7085. #ifdef RENEWAL
  7086. if (status_get_class_(src) == CLASS_BOSS)
  7087. duration = 2000; // Only lasts 2 seconds for Boss monsters
  7088. #endif
  7089. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  7090. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  7091. { //Target locked.
  7092. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  7093. clif_bladestop(target, src->id, 1);
  7094. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  7095. return ATK_BLOCK;
  7096. }
  7097. }
  7098. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  7099. #ifdef RENEWAL
  7100. int triple_rate = 30; //Base Rate
  7101. #else
  7102. int triple_rate = 30 - skillv; //Base Rate
  7103. #endif
  7104. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  7105. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  7106. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  7107. }
  7108. if (rnd()%100 < triple_rate) {
  7109. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  7110. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  7111. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  7112. return ATK_DEF;
  7113. return ATK_MISS;
  7114. }
  7115. }
  7116. if (sc) {
  7117. if (sc->data[SC_SACRIFICE]) {
  7118. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  7119. damage_lv ret_val;
  7120. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  7121. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  7122. /**
  7123. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  7124. * For further information: bugreport:4950
  7125. */
  7126. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  7127. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  7128. if( ret_val == ATK_NONE )
  7129. return ATK_MISS;
  7130. return ret_val;
  7131. }
  7132. if (sc->data[SC_MAGICALATTACK]) {
  7133. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  7134. return ATK_DEF;
  7135. return ATK_MISS;
  7136. }
  7137. if( sc->data[SC_GT_ENERGYGAIN] ) {
  7138. int spheres = 5;
  7139. if( sc->data[SC_RAISINGDRAGON] )
  7140. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  7141. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  7142. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  7143. }
  7144. }
  7145. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  7146. int spheres = 5;
  7147. if( tsc->data[SC_RAISINGDRAGON] )
  7148. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  7149. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  7150. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  7151. }
  7152. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  7153. 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)));
  7154. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  7155. int hp_heal = tstatus->max_hp - tstatus->hp;
  7156. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  7157. hp_heal = tsc->data[SC_KAAHI]->val2;
  7158. if (hp_heal)
  7159. status_heal(target, hp_heal, 0, 2);
  7160. }
  7161. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  7162. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  7163. vellum_damage = true;
  7164. if( sc && sc->count ) {
  7165. if (sc->data[SC_EXEEDBREAK])
  7166. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  7167. if( sc->data[SC_SPELLFIST] && !vellum_damage ){
  7168. if (status_charge(src, 0, 20)) {
  7169. if (!is_infinite_defense(target, wd.flag)) {
  7170. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val2, sc->data[SC_SPELLFIST]->val3, flag | BF_SHORT);
  7171. wd.damage = ad.damage;
  7172. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  7173. } else {
  7174. wd.damage = 1;
  7175. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  7176. }
  7177. } else
  7178. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  7179. }
  7180. if (sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  7181. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  7182. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  7183. short idx = sd->equip_index[EQI_AMMO];
  7184. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  7185. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  7186. sc->data[SC_FEARBREEZE]->val4 = 0;
  7187. }
  7188. }
  7189. }
  7190. if (sd && sd->state.arrow_atk) //Consume arrow.
  7191. battle_consume_ammo(sd, 0, 0);
  7192. damage = wd.damage + wd.damage2;
  7193. if( damage > 0 && src != target )
  7194. {
  7195. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  7196. { // Activates it only from melee damage
  7197. uint16 skill_id;
  7198. if( rnd()%2 == 1 )
  7199. skill_id = AB_DUPLELIGHT_MELEE;
  7200. else
  7201. skill_id = AB_DUPLELIGHT_MAGIC;
  7202. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  7203. }
  7204. }
  7205. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  7206. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  7207. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  7208. if ( target->type == BL_SKILL && damage > 0 ) {
  7209. TBL_SKILL *su = (TBL_SKILL*)target;
  7210. if (su && su->group) {
  7211. if (su->group->skill_id == HT_BLASTMINE)
  7212. skill_blown(src, target, 3, -1, BLOWN_NONE);
  7213. if (su->group->skill_id == GN_WALLOFTHORN) {
  7214. if (--su->val2 <= 0)
  7215. skill_delunit(su);
  7216. }
  7217. }
  7218. }
  7219. map_freeblock_lock();
  7220. if( !(tsc && tsc->data[SC_DEVOTION]) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  7221. if( !status_isdead(target) )
  7222. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  7223. if( wd.dmg_lv > ATK_BLOCK )
  7224. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  7225. } else
  7226. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  7227. if( tsc ) {
  7228. if( tsc->data[SC_DEVOTION] ) {
  7229. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  7230. struct block_list *d_bl = map_id2bl(sce->val1);
  7231. if( d_bl && (
  7232. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  7233. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  7234. ) && check_distance_bl(target, d_bl, sce->val3) )
  7235. {
  7236. // Only trigger if the devoted player was hit
  7237. if( damage > 0 ){
  7238. struct map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  7239. // The devoting player needs to stand up
  7240. if( dsd && pc_issit( dsd ) ){
  7241. pc_setstand( dsd, true );
  7242. skill_sit( dsd, 0 );
  7243. }
  7244. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, damage, 1, DMG_NORMAL, 0, false);
  7245. status_fix_damage(NULL, d_bl, damage, 0, CR_DEVOTION);
  7246. }
  7247. }
  7248. else
  7249. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  7250. }
  7251. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  7252. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  7253. if (ed) {
  7254. 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);
  7255. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  7256. }
  7257. }
  7258. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  7259. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  7260. if (e_bl && !status_isdead(e_bl)) {
  7261. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  7262. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  7263. }
  7264. }
  7265. }
  7266. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  7267. int sp = 0;
  7268. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  7269. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  7270. int i = rnd()%100;
  7271. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  7272. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  7273. //reduction only for skill_lv > 1
  7274. if (skill_lv > 1) {
  7275. if (i >= 50) skill_lv /= 2;
  7276. else if (i >= 15) skill_lv--;
  7277. }
  7278. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  7279. if (status_charge(src, 0, sp)) {
  7280. struct unit_data *ud = unit_bl2ud(src);
  7281. switch (skill_get_casttype(skill_id)) {
  7282. case CAST_GROUND:
  7283. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  7284. break;
  7285. case CAST_NODAMAGE:
  7286. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  7287. break;
  7288. case CAST_DAMAGE:
  7289. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  7290. break;
  7291. }
  7292. if (ud) {
  7293. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  7294. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  7295. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  7296. if (battle_config.display_status_timers && sd)
  7297. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  7298. }
  7299. }
  7300. }
  7301. }
  7302. if (sd) {
  7303. uint16 r_skill = 0, sk_idx = 0;
  7304. if( wd.flag&BF_WEAPON && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  7305. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  7306. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  7307. {
  7308. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  7309. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2, type;
  7310. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  7311. int maxcount = 0;
  7312. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  7313. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  7314. type = -1;
  7315. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  7316. type = -1;
  7317. if( BL_PC&battle_config.land_skill_limit &&
  7318. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  7319. ) {
  7320. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  7321. if( maxcount == 0 )
  7322. type = -1;
  7323. }
  7324. if( type != CAST_GROUND ){
  7325. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  7326. map_freeblock_unlock();
  7327. return wd.dmg_lv;
  7328. }
  7329. }
  7330. if (sd->state.autocast == 0) {
  7331. sd->state.autocast = 1;
  7332. skill_consume_requirement(sd, r_skill, r_lv, 3);
  7333. switch (type) {
  7334. case CAST_GROUND:
  7335. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  7336. break;
  7337. case CAST_NODAMAGE:
  7338. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  7339. break;
  7340. case CAST_DAMAGE:
  7341. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  7342. break;
  7343. }
  7344. }
  7345. sd->state.autocast = 0;
  7346. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  7347. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  7348. }
  7349. }
  7350. if (wd.flag&BF_WEAPON && sc && sc->data[SC_FALLINGSTAR] && rand()%100 < sc->data[SC_FALLINGSTAR]->val2) {
  7351. if (sd)
  7352. sd->state.autocast = 1;
  7353. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1)))
  7354. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->data[SC_FALLINGSTAR]->val1, tick, flag);
  7355. if (sd)
  7356. sd->state.autocast = 0;
  7357. }
  7358. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  7359. if (battle_config.left_cardfix_to_right)
  7360. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  7361. else
  7362. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  7363. }
  7364. }
  7365. if (tsc) {
  7366. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  7367. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  7368. || sstatus->def_ele == ELE_POISON) &&
  7369. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  7370. status_check_skilluse(target, src, TF_POISON, 0)
  7371. ) { //Poison React
  7372. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  7373. if (sstatus->def_ele == ELE_POISON) {
  7374. sce->val2 = 0;
  7375. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  7376. } else {
  7377. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  7378. --sce->val2;
  7379. }
  7380. if (sce->val2 <= 0)
  7381. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  7382. }
  7383. }
  7384. map_freeblock_unlock();
  7385. return wd.dmg_lv;
  7386. }
  7387. /*=========================
  7388. * Check for undead status
  7389. *-------------------------
  7390. * Credits:
  7391. * Original coder Skotlex
  7392. * Refactored by Baalberith
  7393. */
  7394. int battle_check_undead(int race,int element)
  7395. {
  7396. if(battle_config.undead_detect_type == 0) {
  7397. if(element == ELE_UNDEAD)
  7398. return 1;
  7399. }
  7400. else if(battle_config.undead_detect_type == 1) {
  7401. if(race == RC_UNDEAD)
  7402. return 1;
  7403. }
  7404. else {
  7405. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  7406. return 1;
  7407. }
  7408. return 0;
  7409. }
  7410. /*================================================================
  7411. * Returns the upmost level master starting with the given object
  7412. *----------------------------------------------------------------*/
  7413. struct block_list* battle_get_master(struct block_list *src)
  7414. {
  7415. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  7416. do {
  7417. prev = src;
  7418. switch (src->type) {
  7419. case BL_PET:
  7420. if (((TBL_PET*)src)->master)
  7421. src = (struct block_list*)((TBL_PET*)src)->master;
  7422. break;
  7423. case BL_MOB:
  7424. if (((TBL_MOB*)src)->master_id)
  7425. src = map_id2bl(((TBL_MOB*)src)->master_id);
  7426. break;
  7427. case BL_HOM:
  7428. if (((TBL_HOM*)src)->master)
  7429. src = (struct block_list*)((TBL_HOM*)src)->master;
  7430. break;
  7431. case BL_MER:
  7432. if (((TBL_MER*)src)->master)
  7433. src = (struct block_list*)((TBL_MER*)src)->master;
  7434. break;
  7435. case BL_ELEM:
  7436. if (((TBL_ELEM*)src)->master)
  7437. src = (struct block_list*)((TBL_ELEM*)src)->master;
  7438. break;
  7439. case BL_SKILL:
  7440. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  7441. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  7442. break;
  7443. }
  7444. } while (src && src != prev);
  7445. return prev;
  7446. }
  7447. /*==========================================
  7448. * Checks the state between two targets
  7449. * (enemy, friend, party, guild, etc)
  7450. *------------------------------------------
  7451. * Usage:
  7452. * See battle.hpp for possible values/combinations
  7453. * to be used here (BCT_* constants)
  7454. * Return value is:
  7455. * 1: flag holds true (is enemy, party, etc)
  7456. * -1: flag fails
  7457. * 0: Invalid target (non-targetable ever)
  7458. *
  7459. * Credits:
  7460. * Original coder unknown
  7461. * Rewritten by Skotlex
  7462. */
  7463. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  7464. {
  7465. int16 m; //map
  7466. int state = 0; //Initial state none
  7467. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  7468. struct block_list *s_bl = src, *t_bl = target;
  7469. struct unit_data *ud = NULL;
  7470. nullpo_ret(src);
  7471. nullpo_ret(target);
  7472. ud = unit_bl2ud(target);
  7473. m = target->m;
  7474. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  7475. //objects involved.
  7476. if( (t_bl = battle_get_master(target)) == NULL )
  7477. t_bl = target;
  7478. if( (s_bl = battle_get_master(src)) == NULL )
  7479. s_bl = src;
  7480. if ( s_bl->type == BL_PC ) {
  7481. switch( t_bl->type ) {
  7482. case BL_MOB: // Source => PC, Target => MOB
  7483. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  7484. return 0;
  7485. break;
  7486. case BL_PC:
  7487. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  7488. return 0;
  7489. break;
  7490. default:/* anything else goes */
  7491. break;
  7492. }
  7493. }
  7494. struct map_data *mapdata = map_getmapdata(m);
  7495. switch( target->type ) { // Checks on actual target
  7496. case BL_PC: {
  7497. struct status_change* sc = status_get_sc(src);
  7498. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  7499. return -1; //Cannot be targeted yet.
  7500. if( sc && sc->count ) {
  7501. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  7502. return -1;
  7503. }
  7504. }
  7505. break;
  7506. case BL_MOB:
  7507. {
  7508. struct mob_data *md = ((TBL_MOB*)target);
  7509. if (ud && ud->immune_attack)
  7510. return 0;
  7511. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  7512. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  7513. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  7514. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  7515. ){ //Targettable by players
  7516. state |= BCT_ENEMY;
  7517. strip_enemy = 0;
  7518. }
  7519. break;
  7520. }
  7521. case BL_SKILL:
  7522. {
  7523. TBL_SKILL *su = (TBL_SKILL*)target;
  7524. uint16 skill_id = battle_getcurrentskill(src);
  7525. if( !su || !su->group)
  7526. return 0;
  7527. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  7528. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  7529. ;
  7530. }
  7531. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  7532. switch (skill_id) {
  7533. case RK_DRAGONBREATH:
  7534. case RK_DRAGONBREATH_WATER:
  7535. case NC_SELFDESTRUCTION:
  7536. case NC_AXETORNADO:
  7537. case SR_SKYNETBLOW:
  7538. // Can only hit traps in PVP/GVG maps
  7539. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7540. return 0;
  7541. break;
  7542. }
  7543. }
  7544. else
  7545. return 0;
  7546. state |= BCT_ENEMY;
  7547. strip_enemy = 0;
  7548. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  7549. switch (skill_id) {
  7550. case RK_DRAGONBREATH:
  7551. case RK_DRAGONBREATH_WATER:
  7552. case NC_SELFDESTRUCTION:
  7553. case NC_AXETORNADO:
  7554. case SR_SKYNETBLOW:
  7555. // Can only hit icewall in PVP/GVG maps
  7556. if (!mapdata->flag[MF_PVP] && !mapdata->flag[MF_GVG])
  7557. return 0;
  7558. break;
  7559. case HT_CLAYMORETRAP:
  7560. // Can't hit icewall
  7561. return 0;
  7562. default:
  7563. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  7564. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  7565. return -1;
  7566. }
  7567. state |= BCT_ENEMY;
  7568. strip_enemy = 0;
  7569. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  7570. return 0;
  7571. }
  7572. break;
  7573. case BL_MER:
  7574. case BL_HOM:
  7575. case BL_ELEM:
  7576. if (ud && ud->immune_attack)
  7577. return 0;
  7578. break;
  7579. //All else not specified is an invalid target.
  7580. default:
  7581. return 0;
  7582. } //end switch actual target
  7583. switch( t_bl->type ) { //Checks on target master
  7584. case BL_PC: {
  7585. struct map_session_data *sd;
  7586. struct status_change *sc = NULL;
  7587. if( t_bl == s_bl )
  7588. break;
  7589. sd = BL_CAST(BL_PC, t_bl);
  7590. sc = status_get_sc(t_bl);
  7591. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  7592. return 0; // Global immunity only to Attacks
  7593. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  7594. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  7595. if( sd->state.killable ) {
  7596. state |= BCT_ENEMY; // Everything can kill it
  7597. strip_enemy = 0;
  7598. }
  7599. break;
  7600. }
  7601. case BL_MOB:
  7602. {
  7603. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  7604. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7605. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  7606. break;
  7607. }
  7608. default: break; //other type doesn't have slave yet
  7609. } //end switch master target
  7610. switch( src->type ) { //Checks on actual src type
  7611. case BL_PET:
  7612. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  7613. return 0; //Pet may not attack non-mobs.
  7614. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  7615. mob_data *md = BL_CAST(BL_MOB, t_bl);
  7616. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  7617. return 0; //pet may not attack Guardians/Emperium
  7618. }
  7619. break;
  7620. case BL_SKILL: {
  7621. struct skill_unit *su = (struct skill_unit *)src;
  7622. struct status_change* sc = status_get_sc(target);
  7623. if (!su || !su->group)
  7624. return 0;
  7625. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  7626. if (su->group->src_id == target->id) {
  7627. if (inf2[INF2_NOTARGETSELF])
  7628. return -1;
  7629. if (inf2[INF2_TARGETSELF])
  7630. return 1;
  7631. }
  7632. //Status changes that prevent traps from triggering
  7633. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  7634. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  7635. return -1;
  7636. }
  7637. }
  7638. break;
  7639. case BL_MER:
  7640. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  7641. return 0; //mercenary may not attack Emperium
  7642. break;
  7643. } //end switch actual src
  7644. switch( s_bl->type )
  7645. { //Checks on source master
  7646. case BL_PC:
  7647. {
  7648. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  7649. if( s_bl != t_bl )
  7650. {
  7651. if( sd->state.killer )
  7652. {
  7653. state |= BCT_ENEMY; // Can kill anything
  7654. strip_enemy = 0;
  7655. }
  7656. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  7657. {
  7658. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  7659. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7660. else
  7661. return 0; // You can't target anything out of your duel
  7662. }
  7663. }
  7664. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  7665. return 0; //If you don't belong to a guild, can't target emperium.
  7666. if( t_bl->type != BL_PC )
  7667. state |= BCT_ENEMY; //Natural enemy.
  7668. break;
  7669. }
  7670. case BL_MOB:
  7671. {
  7672. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7673. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  7674. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7675. if( !md->special_state.ai )
  7676. { //Normal mobs
  7677. if(
  7678. ( 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 ) ) ||
  7679. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  7680. )
  7681. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  7682. else
  7683. state |= BCT_ENEMY; //However, all else are enemies.
  7684. }
  7685. else
  7686. {
  7687. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7688. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7689. }
  7690. break;
  7691. }
  7692. default:
  7693. //Need some sort of default behaviour for unhandled types.
  7694. if (t_bl->type != s_bl->type)
  7695. state |= BCT_ENEMY;
  7696. break;
  7697. } //end switch on src master
  7698. if( (flag&BCT_ALL) == BCT_ALL )
  7699. { //All actually stands for all attackable chars, icewall and traps
  7700. if(target->type&(BL_CHAR|BL_SKILL))
  7701. return 1;
  7702. else
  7703. return -1;
  7704. }
  7705. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7706. return -1;
  7707. if( t_bl == s_bl )
  7708. { //No need for further testing.
  7709. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7710. if( state&BCT_ENEMY && strip_enemy )
  7711. state&=~BCT_ENEMY;
  7712. return (flag&state)?1:-1;
  7713. }
  7714. if( mapdata_flag_vs(mapdata) )
  7715. { //Check rivalry settings.
  7716. int sbg_id = 0, tbg_id = 0;
  7717. if(mapdata->flag[MF_BATTLEGROUND] )
  7718. {
  7719. sbg_id = bg_team_get_id(s_bl);
  7720. tbg_id = bg_team_get_id(t_bl);
  7721. }
  7722. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7723. {
  7724. int s_party = status_get_party_id(s_bl);
  7725. 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) )
  7726. state |= BCT_PARTY;
  7727. else
  7728. state |= BCT_ENEMY;
  7729. }
  7730. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7731. {
  7732. int s_guild = status_get_guild_id(s_bl);
  7733. int t_guild = status_get_guild_id(t_bl);
  7734. 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) )
  7735. state |= BCT_GUILD;
  7736. else
  7737. state |= BCT_ENEMY;
  7738. }
  7739. if( state&BCT_ENEMY && mapdata->flag[MF_BATTLEGROUND] && sbg_id && sbg_id == tbg_id )
  7740. state &= ~BCT_ENEMY;
  7741. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7742. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7743. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7744. if (
  7745. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7746. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7747. (int)sd->status.base_level < battle_config.pk_min_level ||
  7748. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7749. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7750. )
  7751. state &= ~BCT_ENEMY;
  7752. }
  7753. }//end map_flag_vs chk rivality
  7754. else
  7755. { //Non pvp/gvg, check party/guild settings.
  7756. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7757. {
  7758. int s_party = status_get_party_id(s_bl);
  7759. if(s_party && s_party == status_get_party_id(t_bl))
  7760. state |= BCT_PARTY;
  7761. }
  7762. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7763. {
  7764. int s_guild = status_get_guild_id(s_bl);
  7765. int t_guild = status_get_guild_id(t_bl);
  7766. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7767. state |= BCT_GUILD;
  7768. }
  7769. } //end non pvp/gvg chk rivality
  7770. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7771. state = BCT_NEUTRAL;
  7772. //Alliance state takes precedence over enemy one.
  7773. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7774. state&=~BCT_ENEMY;
  7775. return (flag&state)?1:-1;
  7776. }
  7777. /*==========================================
  7778. * Check if can attack from this range
  7779. * Basic check then calling path_search for obstacle etc..
  7780. *------------------------------------------
  7781. */
  7782. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7783. {
  7784. int d;
  7785. nullpo_retr(false, src);
  7786. nullpo_retr(false, bl);
  7787. if( src->m != bl->m )
  7788. return false;
  7789. #ifndef CIRCULAR_AREA
  7790. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7791. if ( !check_distance_client_bl(src, bl, range) )
  7792. return false;
  7793. } else
  7794. #endif
  7795. if( !check_distance_bl(src, bl, range) )
  7796. return false;
  7797. if( (d = distance_bl(src, bl)) < 2 )
  7798. return true; // No need for path checking.
  7799. if( d > AREA_SIZE )
  7800. return false; // Avoid targetting objects beyond your range of sight.
  7801. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7802. }
  7803. /*=============================================
  7804. * Battle.conf settings and default/max values
  7805. *---------------------------------------------
  7806. */
  7807. static const struct _battle_data {
  7808. const char* str;
  7809. int* val;
  7810. int defval;
  7811. int min;
  7812. int max;
  7813. } battle_data[] = {
  7814. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7815. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7816. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7817. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7818. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  7819. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  7820. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7821. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7822. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7823. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7824. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7825. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7826. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7827. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7828. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7829. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7830. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7831. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7832. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7833. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7834. #ifdef RENEWAL
  7835. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  7836. #else
  7837. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7838. #endif
  7839. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7840. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7841. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7842. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7843. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7844. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7845. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7846. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7847. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7848. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7849. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7850. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7851. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7852. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7853. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7854. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7855. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7856. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7857. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7858. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7859. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7860. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7861. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7862. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7863. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7864. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7865. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7866. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7867. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7868. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7869. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7870. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7871. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7872. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7873. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7874. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7875. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7876. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7877. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7878. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7879. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7880. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7881. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7882. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7883. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7884. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7885. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7886. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7887. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7888. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7889. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7890. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7891. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7892. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7893. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7894. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7895. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7896. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7897. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7898. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7899. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7900. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7901. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7902. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7903. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7904. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7905. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7906. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7907. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7908. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7909. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7910. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7911. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7912. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7913. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7914. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7915. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7916. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7917. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7918. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7919. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7920. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7921. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7922. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7923. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  7924. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7925. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7926. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7927. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7928. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7929. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7930. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7931. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7932. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7933. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7934. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7935. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7936. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7937. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7938. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7939. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7940. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7941. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7942. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7943. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7944. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  7945. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  7946. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7947. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  7948. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  7949. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7950. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7951. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  7952. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7953. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7954. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7955. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  7956. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  7957. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  7958. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7959. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7960. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7961. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7962. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7963. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7964. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7965. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7966. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7967. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7968. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7969. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7970. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7971. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7972. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7973. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7974. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7975. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7976. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7977. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7978. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7979. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7980. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7981. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7982. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7983. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7984. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7985. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7986. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7987. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7988. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7989. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7990. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7991. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7992. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7993. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7994. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7995. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7996. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7997. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7998. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7999. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  8000. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  8001. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  8002. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  8003. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  8004. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  8005. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  8006. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  8007. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  8008. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  8009. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  8010. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  8011. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  8012. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  8013. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  8014. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  8015. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  8016. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  8017. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  8018. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  8019. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  8020. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  8021. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  8022. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  8023. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  8024. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  8025. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  8026. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  8027. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  8028. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  8029. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  8030. // eAthena additions
  8031. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  8032. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  8033. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  8034. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  8035. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  8036. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  8037. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  8038. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  8039. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  8040. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  8041. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  8042. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  8043. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  8044. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  8045. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  8046. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  8047. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  8048. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  8049. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  8050. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  8051. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  8052. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  8053. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  8054. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  8055. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  8056. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  8057. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  8058. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  8059. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  8060. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  8061. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  8062. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  8063. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  8064. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  8065. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  8066. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  8067. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  8068. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  8069. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  8070. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  8071. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  8072. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  8073. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  8074. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  8075. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  8076. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  8077. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  8078. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  8079. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  8080. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  8081. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  8082. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  8083. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  8084. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  8085. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  8086. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  8087. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  8088. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  8089. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  8090. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  8091. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  8092. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  8093. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  8094. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  8095. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  8096. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  8097. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  8098. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  8099. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  8100. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  8101. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  8102. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  8103. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  8104. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  8105. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  8106. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  8107. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  8108. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  8109. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  8110. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  8111. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  8112. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  8113. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  8114. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  8115. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  8116. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  8117. { "display_version", &battle_config.display_version, 1, 0, 1, },
  8118. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  8119. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  8120. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  8121. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  8122. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  8123. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  8124. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  8125. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  8126. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  8127. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  8128. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  8129. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  8130. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  8131. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  8132. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  8133. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  8134. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  8135. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  8136. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  8137. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  8138. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  8139. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  8140. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  8141. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  8142. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  8143. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  8144. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  8145. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  8146. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  8147. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  8148. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  8149. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  8150. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  8151. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  8152. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  8153. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  8154. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  8155. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  8156. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  8157. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  8158. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  8159. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  8160. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  8161. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  8162. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  8163. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  8164. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  8165. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  8166. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  8167. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  8168. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  8169. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  8170. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  8171. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  8172. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  8173. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  8174. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  8175. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  8176. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  8177. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  8178. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  8179. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  8180. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  8181. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  8182. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  8183. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  8184. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  8185. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  8186. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  8187. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  8188. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  8189. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  8190. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  8191. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  8192. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  8193. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  8194. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  8195. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  8196. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  8197. // BattleGround Settings
  8198. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  8199. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  8200. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  8201. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  8202. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  8203. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  8204. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  8205. // rAthena
  8206. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  8207. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  8208. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  8209. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  8210. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  8211. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  8212. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  8213. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  8214. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  8215. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  8216. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  8217. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  8218. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  8219. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  8220. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  8221. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  8222. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  8223. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  8224. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  8225. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  8226. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  8227. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  8228. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  8229. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  8230. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  8231. #ifdef VIP_ENABLE
  8232. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  8233. #else
  8234. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  8235. #endif
  8236. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  8237. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  8238. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  8239. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  8240. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  8241. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  8242. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  8243. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  8244. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  8245. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  8246. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  8247. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  8248. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  8249. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  8250. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  8251. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  8252. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  8253. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  8254. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  8255. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  8256. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  8257. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  8258. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  8259. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  8260. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  8261. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  8262. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  8263. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  8264. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  8265. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  8266. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  8267. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  8268. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  8269. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  8270. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8271. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  8272. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  8273. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  8274. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  8275. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  8276. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  8277. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  8278. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  8279. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  8280. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  8281. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  8282. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  8283. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  8284. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  8285. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  8286. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  8287. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  8288. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  8289. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  8290. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  8291. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  8292. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  8293. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  8294. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  8295. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  8296. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  8297. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  8298. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  8299. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  8300. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  8301. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  8302. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  8303. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  8304. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  8305. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  8306. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  8307. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  8308. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  8309. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  8310. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  8311. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  8312. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  8313. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  8314. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  8315. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  8316. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  8317. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  8318. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  8319. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  8320. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  8321. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  8322. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  8323. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  8324. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  8325. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  8326. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  8327. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  8328. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  8329. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  8330. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  8331. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  8332. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  8333. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  8334. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  8335. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  8336. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  8337. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  8338. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  8339. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  8340. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  8341. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  8342. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  8343. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  8344. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  8345. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  8346. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  8347. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  8348. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  8349. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  8350. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  8351. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  8352. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  8353. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  8354. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  8355. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  8356. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  8357. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  8358. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  8359. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  8360. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  8361. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  8362. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  8363. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  8364. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  8365. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  8366. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  8367. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  8368. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  8369. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  8370. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  8371. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  8372. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  8373. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  8374. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  8375. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  8376. #include "../custom/battle_config_init.inc"
  8377. };
  8378. /*==========================
  8379. * Set battle settings
  8380. *--------------------------*/
  8381. int battle_set_value(const char* w1, const char* w2)
  8382. {
  8383. int val = config_switch(w2);
  8384. int i;
  8385. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8386. if (i == ARRAYLENGTH(battle_data))
  8387. return 0; // not found
  8388. if (val < battle_data[i].min || val > battle_data[i].max) {
  8389. 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);
  8390. val = battle_data[i].defval;
  8391. }
  8392. *battle_data[i].val = val;
  8393. return 1;
  8394. }
  8395. /*===========================
  8396. * Get battle settings
  8397. *---------------------------*/
  8398. int battle_get_value(const char* w1)
  8399. {
  8400. int i;
  8401. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  8402. if (i == ARRAYLENGTH(battle_data))
  8403. return 0; // not found
  8404. else
  8405. return *battle_data[i].val;
  8406. }
  8407. /*======================
  8408. * Set default settings
  8409. *----------------------*/
  8410. void battle_set_defaults()
  8411. {
  8412. int i;
  8413. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  8414. *battle_data[i].val = battle_data[i].defval;
  8415. }
  8416. /*==================================
  8417. * Cap certain battle.conf settings
  8418. *----------------------------------*/
  8419. void battle_adjust_conf()
  8420. {
  8421. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  8422. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  8423. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  8424. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  8425. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  8426. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  8427. battle_config.max_cart_weight *= 10;
  8428. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  8429. battle_config.max_def = 100;
  8430. if (battle_config.min_hitrate > battle_config.max_hitrate)
  8431. battle_config.min_hitrate = battle_config.max_hitrate;
  8432. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  8433. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  8434. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  8435. battle_config.day_duration = 60000;
  8436. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  8437. battle_config.night_duration = 60000;
  8438. #if PACKETVER < 20100427
  8439. if (battle_config.feature_buying_store) {
  8440. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  8441. battle_config.feature_buying_store = 0;
  8442. }
  8443. #endif
  8444. #if PACKETVER < 20100803
  8445. if (battle_config.feature_search_stores) {
  8446. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  8447. battle_config.feature_search_stores = 0;
  8448. }
  8449. #endif
  8450. #if PACKETVER < 20120101
  8451. if (battle_config.feature_bgqueue) {
  8452. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  8453. battle_config.feature_bgqueue = 0;
  8454. }
  8455. #endif
  8456. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  8457. if (battle_config.feature_auction) {
  8458. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  8459. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8460. battle_config.feature_auction = 0;
  8461. }
  8462. #elif PACKETVER >= 20141112
  8463. if (battle_config.feature_auction) {
  8464. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  8465. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  8466. battle_config.feature_auction = 0;
  8467. }
  8468. #endif
  8469. #if PACKETVER < 20130724
  8470. if (battle_config.feature_banking) {
  8471. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  8472. battle_config.feature_banking = 0;
  8473. }
  8474. #endif
  8475. #if PACKETVER < 20131223
  8476. if (battle_config.mvp_exp_reward_message) {
  8477. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  8478. battle_config.mvp_exp_reward_message = 0;
  8479. }
  8480. #endif
  8481. #if PACKETVER < 20141022
  8482. if (battle_config.feature_roulette) {
  8483. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  8484. battle_config.feature_roulette = 0;
  8485. }
  8486. #endif
  8487. #if PACKETVER < 20150513
  8488. if (battle_config.feature_achievement) {
  8489. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  8490. battle_config.feature_achievement = 0;
  8491. }
  8492. #endif
  8493. #if PACKETVER < 20141008
  8494. if (battle_config.feature_petevolution) {
  8495. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8496. battle_config.feature_petevolution = 0;
  8497. }
  8498. if (battle_config.feature_pet_autofeed) {
  8499. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  8500. battle_config.feature_pet_autofeed = 0;
  8501. }
  8502. #endif
  8503. #if PACKETVER < 20161012
  8504. if (battle_config.feature_refineui) {
  8505. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  8506. battle_config.feature_refineui = 0;
  8507. }
  8508. #endif
  8509. #if PACKETVER < 20170208
  8510. if (battle_config.feature_equipswitch) {
  8511. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  8512. battle_config.feature_equipswitch = 0;
  8513. }
  8514. #endif
  8515. #if PACKETVER < 20170920
  8516. if( battle_config.feature_homunculus_autofeed ){
  8517. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  8518. battle_config.feature_homunculus_autofeed = 0;
  8519. }
  8520. #endif
  8521. #if PACKETVER < 20180307
  8522. if( battle_config.feature_attendance ){
  8523. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  8524. battle_config.feature_attendance = 0;
  8525. }
  8526. #endif
  8527. #if PACKETVER < 20180321
  8528. if( battle_config.feature_privateairship ){
  8529. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  8530. battle_config.feature_privateairship = 0;
  8531. }
  8532. #endif
  8533. #ifndef CELL_NOSTACK
  8534. if (battle_config.custom_cell_stack_limit != 1)
  8535. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  8536. #endif
  8537. }
  8538. /*=====================================
  8539. * Read battle.conf settings from file
  8540. *-------------------------------------*/
  8541. int battle_config_read(const char* cfgName)
  8542. {
  8543. FILE* fp;
  8544. static int count = 0;
  8545. if (count == 0)
  8546. battle_set_defaults();
  8547. count++;
  8548. fp = fopen(cfgName,"r");
  8549. if (fp == NULL)
  8550. ShowError("File not found: %s\n", cfgName);
  8551. else {
  8552. char line[1024], w1[1024], w2[1024];
  8553. while(fgets(line, sizeof(line), fp)) {
  8554. if (line[0] == '/' && line[1] == '/')
  8555. continue;
  8556. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  8557. continue;
  8558. if (strcmpi(w1, "import") == 0)
  8559. battle_config_read(w2);
  8560. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  8561. const char* symbol = &w2[0];
  8562. if (ISPRINT(*symbol) && // no control characters
  8563. *symbol != '/' && // symbol of client commands
  8564. *symbol != '%' && // symbol of party chat
  8565. *symbol != '$' && // symbol of guild chat
  8566. *symbol != charcommand_symbol)
  8567. atcommand_symbol = *symbol;
  8568. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  8569. const char* symbol = &w2[0];
  8570. if (ISPRINT(*symbol) && // no control characters
  8571. *symbol != '/' && // symbol of client commands
  8572. *symbol != '%' && // symbol of party chat
  8573. *symbol != '$' && // symbol of guild chat
  8574. *symbol != atcommand_symbol)
  8575. charcommand_symbol = *symbol;
  8576. }else if( battle_set_value(w1, w2) == 0 )
  8577. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  8578. }
  8579. fclose(fp);
  8580. }
  8581. count--;
  8582. if (count == 0)
  8583. battle_adjust_conf();
  8584. return 0;
  8585. }
  8586. /*==========================
  8587. * initialize battle timer
  8588. *--------------------------*/
  8589. void do_init_battle(void)
  8590. {
  8591. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  8592. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  8593. }
  8594. /*==================
  8595. * end battle timer
  8596. *------------------*/
  8597. void do_final_battle(void)
  8598. {
  8599. ers_destroy(delay_damage_ers);
  8600. }