battle.cpp 428 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157915891599160916191629163916491659166916791689169917091719172917391749175917691779178917991809181918291839184918591869187918891899190919191929193919491959196919791989199920092019202920392049205920692079208920992109211921292139214921592169217921892199220922192229223922492259226922792289229923092319232923392349235923692379238923992409241924292439244924592469247924892499250925192529253925492559256925792589259926092619262926392649265926692679268926992709271927292739274927592769277927892799280928192829283928492859286928792889289929092919292929392949295929692979298929993009301930293039304930593069307930893099310931193129313931493159316931793189319932093219322932393249325932693279328932993309331933293339334933593369337933893399340934193429343934493459346934793489349935093519352935393549355935693579358935993609361936293639364936593669367936893699370937193729373937493759376937793789379938093819382938393849385938693879388938993909391939293939394939593969397939893999400940194029403940494059406940794089409941094119412941394149415941694179418941994209421942294239424942594269427942894299430943194329433943494359436943794389439944094419442944394449445944694479448944994509451945294539454945594569457945894599460946194629463946494659466946794689469947094719472947394749475947694779478947994809481948294839484948594869487948894899490949194929493949494959496949794989499950095019502950395049505950695079508950995109511951295139514951595169517951895199520952195229523952495259526952795289529953095319532953395349535953695379538953995409541954295439544954595469547954895499550955195529553955495559556955795589559956095619562956395649565956695679568956995709571957295739574957595769577957895799580958195829583958495859586958795889589959095919592959395949595959695979598959996009601960296039604960596069607960896099610961196129613961496159616961796189619962096219622962396249625962696279628962996309631963296339634963596369637963896399640964196429643964496459646964796489649965096519652965396549655965696579658965996609661966296639664966596669667966896699670967196729673967496759676967796789679968096819682968396849685968696879688968996909691969296939694969596969697969896999700970197029703970497059706970797089709971097119712971397149715971697179718971997209721972297239724972597269727972897299730973197329733973497359736973797389739974097419742974397449745974697479748974997509751975297539754975597569757975897599760976197629763976497659766976797689769977097719772977397749775977697779778977997809781978297839784978597869787978897899790979197929793979497959796979797989799980098019802980398049805980698079808980998109811981298139814981598169817981898199820982198229823982498259826982798289829983098319832983398349835983698379838983998409841984298439844984598469847984898499850985198529853985498559856985798589859986098619862986398649865986698679868986998709871987298739874987598769877987898799880988198829883988498859886988798889889989098919892989398949895989698979898989999009901990299039904990599069907990899099910991199129913991499159916991799189919992099219922992399249925992699279928992999309931993299339934993599369937993899399940994199429943994499459946994799489949995099519952995399549955995699579958995999609961996299639964996599669967996899699970997199729973997499759976997799789979998099819982998399849985998699879988998999909991999299939994999599969997999899991000010001100021000310004100051000610007100081000910010100111001210013100141001510016100171001810019100201002110022100231002410025100261002710028100291003010031100321003310034100351003610037100381003910040100411004210043100441004510046100471004810049100501005110052100531005410055100561005710058100591006010061100621006310064100651006610067100681006910070100711007210073100741007510076100771007810079100801008110082100831008410085100861008710088100891009010091100921009310094100951009610097100981009910100101011010210103101041010510106101071010810109101101011110112101131011410115101161011710118101191012010121101221012310124101251012610127101281012910130101311013210133101341013510136101371013810139101401014110142101431014410145101461014710148101491015010151101521015310154101551015610157101581015910160101611016210163101641016510166101671016810169101701017110172101731017410175101761017710178101791018010181101821018310184101851018610187101881018910190101911019210193101941019510196101971019810199102001020110202102031020410205102061020710208102091021010211102121021310214102151021610217102181021910220102211022210223102241022510226102271022810229102301023110232102331023410235102361023710238102391024010241102421024310244102451024610247102481024910250102511025210253102541025510256102571025810259102601026110262102631026410265102661026710268102691027010271102721027310274102751027610277102781027910280102811028210283102841028510286102871028810289102901029110292102931029410295102961029710298102991030010301103021030310304103051030610307103081030910310103111031210313103141031510316103171031810319103201032110322103231032410325103261032710328103291033010331103321033310334103351033610337103381033910340103411034210343103441034510346103471034810349103501035110352103531035410355103561035710358103591036010361103621036310364103651036610367103681036910370103711037210373103741037510376103771037810379103801038110382103831038410385103861038710388103891039010391103921039310394103951039610397103981039910400104011040210403104041040510406104071040810409104101041110412104131041410415104161041710418104191042010421104221042310424104251042610427104281042910430104311043210433104341043510436104371043810439104401044110442104431044410445104461044710448104491045010451104521045310454104551045610457104581045910460104611046210463104641046510466104671046810469104701047110472104731047410475104761047710478104791048010481104821048310484104851048610487104881048910490104911049210493104941049510496104971049810499105001050110502105031050410505105061050710508105091051010511105121051310514105151051610517105181051910520105211052210523105241052510526105271052810529105301053110532105331053410535105361053710538105391054010541105421054310544105451054610547105481054910550105511055210553105541055510556105571055810559105601056110562105631056410565105661056710568105691057010571105721057310574105751057610577105781057910580105811058210583105841058510586105871058810589105901059110592105931059410595105961059710598105991060010601106021060310604106051060610607106081060910610106111061210613106141061510616106171061810619106201062110622106231062410625106261062710628106291063010631106321063310634106351063610637106381063910640106411064210643106441064510646106471064810649106501065110652106531065410655106561065710658106591066010661106621066310664106651066610667106681066910670106711067210673106741067510676106771067810679106801068110682106831068410685106861068710688106891069010691106921069310694106951069610697106981069910700107011070210703107041070510706107071070810709107101071110712107131071410715107161071710718107191072010721107221072310724107251072610727107281072910730107311073210733107341073510736107371073810739107401074110742107431074410745107461074710748107491075010751107521075310754107551075610757107581075910760107611076210763107641076510766107671076810769107701077110772107731077410775107761077710778107791078010781107821078310784107851078610787107881078910790107911079210793107941079510796107971079810799108001080110802108031080410805108061080710808108091081010811108121081310814108151081610817108181081910820108211082210823108241082510826108271082810829108301083110832108331083410835108361083710838108391084010841108421084310844108451084610847108481084910850108511085210853108541085510856108571085810859108601086110862108631086410865108661086710868108691087010871108721087310874108751087610877108781087910880108811088210883108841088510886108871088810889108901089110892108931089410895108961089710898108991090010901109021090310904109051090610907109081090910910109111091210913109141091510916109171091810919109201092110922109231092410925109261092710928109291093010931109321093310934109351093610937109381093910940109411094210943109441094510946109471094810949109501095110952109531095410955109561095710958109591096010961109621096310964109651096610967109681096910970109711097210973109741097510976109771097810979109801098110982109831098410985109861098710988109891099010991109921099310994109951099610997109981099911000110011100211003110041100511006110071100811009110101101111012110131101411015110161101711018110191102011021110221102311024110251102611027110281102911030110311103211033110341103511036110371103811039110401104111042110431104411045110461104711048110491105011051110521105311054110551105611057110581105911060110611106211063110641106511066110671106811069110701107111072110731107411075110761107711078110791108011081110821108311084110851108611087110881108911090110911109211093110941109511096110971109811099111001110111102111031110411105111061110711108111091111011111111121111311114111151111611117111181111911120111211112211123111241112511126111271112811129111301113111132111331113411135111361113711138111391114011141111421114311144111451114611147111481114911150111511115211153111541115511156111571115811159111601116111162111631116411165111661116711168111691117011171111721117311174111751117611177111781117911180111811118211183111841118511186111871118811189111901119111192111931119411195111961119711198111991120011201112021120311204112051120611207112081120911210112111121211213112141121511216112171121811219112201122111222112231122411225112261122711228112291123011231112321123311234112351123611237112381123911240112411124211243112441124511246112471124811249112501125111252112531125411255112561125711258112591126011261112621126311264112651126611267112681126911270112711127211273112741127511276112771127811279112801128111282112831128411285112861128711288112891129011291112921129311294112951129611297112981129911300113011130211303113041130511306113071130811309113101131111312113131131411315113161131711318113191132011321113221132311324113251132611327113281132911330113311133211333113341133511336113371133811339113401134111342113431134411345113461134711348113491135011351113521135311354113551135611357113581135911360113611136211363113641136511366113671136811369113701137111372113731137411375113761137711378113791138011381113821138311384113851138611387113881138911390113911139211393113941139511396113971139811399114001140111402114031140411405114061140711408114091141011411114121141311414114151141611417114181141911420114211142211423114241142511426114271142811429114301143111432114331143411435114361143711438114391144011441114421144311444114451144611447114481144911450114511145211453114541145511456114571145811459114601146111462114631146411465114661146711468114691147011471114721147311474114751147611477114781147911480114811148211483
  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. // Early declaration
  35. 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);
  36. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  37. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag);
  38. /**
  39. * Returns the current/list skill used by the bl
  40. * @param bl
  41. * @return skill_id
  42. */
  43. uint16 battle_getcurrentskill(struct block_list *bl)
  44. {
  45. struct unit_data *ud;
  46. if( bl->type == BL_SKILL ) {
  47. struct skill_unit *su = (struct skill_unit*)bl;
  48. return (su && su->group?su->group->skill_id:0);
  49. }
  50. ud = unit_bl2ud(bl);
  51. return (ud?ud->skill_id:0);
  52. }
  53. /**
  54. * Get random targeting enemy
  55. * @param bl
  56. * @param ap
  57. * @return Found target (1) or not found (0)
  58. */
  59. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  60. {
  61. struct block_list **bl_list;
  62. struct unit_data *ud;
  63. int target_id;
  64. int *c;
  65. bl_list = va_arg(ap, struct block_list **);
  66. c = va_arg(ap, int *);
  67. target_id = va_arg(ap, int);
  68. if (bl->id == target_id)
  69. return 0;
  70. if (*c >= 24)
  71. return 0;
  72. if ( !(ud = unit_bl2ud(bl)) )
  73. return 0;
  74. if (ud->target == target_id || ud->skilltarget == target_id) {
  75. bl_list[(*c)++] = bl;
  76. return 1;
  77. }
  78. return 0;
  79. }
  80. /**
  81. * Returns list of targets
  82. * @param target
  83. * @return Target list
  84. */
  85. struct block_list* battle_gettargeted(struct block_list *target)
  86. {
  87. struct block_list *bl_list[24];
  88. int c = 0;
  89. nullpo_retr(NULL, target);
  90. memset(bl_list, 0, sizeof(bl_list));
  91. map_foreachinallrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  92. if ( c == 0 )
  93. return NULL;
  94. if( c > 24 )
  95. c = 24;
  96. return bl_list[rnd()%c];
  97. }
  98. /**
  99. * Returns the ID of the current targeted character of the passed bl
  100. * @param bl
  101. * @return Target Unit ID
  102. * @author [Skotlex]
  103. */
  104. int battle_gettarget(struct block_list* bl)
  105. {
  106. switch (bl->type) {
  107. case BL_PC: return ((map_session_data*)bl)->ud.target;
  108. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  109. case BL_PET: return ((struct pet_data*)bl)->target_id;
  110. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  111. case BL_MER: return ((s_mercenary_data*)bl)->ud.target;
  112. case BL_ELEM: return ((s_elemental_data*)bl)->ud.target;
  113. }
  114. return 0;
  115. }
  116. /**
  117. * Get random enemy
  118. * @param bl
  119. * @param ap
  120. * @return Found target (1) or not found (0)
  121. */
  122. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  123. {
  124. struct block_list **bl_list;
  125. struct block_list *target;
  126. int *c;
  127. bl_list = va_arg(ap, struct block_list **);
  128. c = va_arg(ap, int *);
  129. target = va_arg(ap, struct block_list *);
  130. if (bl->id == target->id)
  131. return 0;
  132. if (*c >= 24)
  133. return 0;
  134. if (status_isdead(bl))
  135. return 0;
  136. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  137. bl_list[(*c)++] = bl;
  138. return 1;
  139. }
  140. return 0;
  141. }
  142. /**
  143. * Returns list of enemies within given range
  144. * @param target
  145. * @param type
  146. * @param range
  147. * @return Target list
  148. * @author [Skotlex]
  149. */
  150. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  151. {
  152. struct block_list *bl_list[24];
  153. int c = 0;
  154. memset(bl_list, 0, sizeof(bl_list));
  155. map_foreachinallrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  156. if ( c == 0 )
  157. return NULL;
  158. if( c > 24 )
  159. c = 24;
  160. return bl_list[rnd()%c];
  161. }
  162. /**
  163. * Get random enemy within area
  164. * @param bl
  165. * @param ap
  166. * @return Found target (1) or not found (0)
  167. */
  168. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  169. {
  170. struct block_list **bl_list, *src;
  171. int *c, ignore_id;
  172. bl_list = va_arg(ap, struct block_list **);
  173. c = va_arg(ap, int *);
  174. src = va_arg(ap, struct block_list *);
  175. ignore_id = va_arg(ap, int);
  176. if( bl->id == src->id || bl->id == ignore_id )
  177. return 0; // Ignores Caster and a possible pre-target
  178. if( *c >= 23 )
  179. return 0;
  180. if( status_isdead(bl) )
  181. return 0;
  182. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  183. bl_list[(*c)++] = bl;
  184. return 1;
  185. }
  186. return 0;
  187. }
  188. /**
  189. * Returns list of enemies within an area
  190. * @param src
  191. * @param x
  192. * @param y
  193. * @param range
  194. * @param type
  195. * @param ignore_id
  196. * @return Target list
  197. */
  198. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  199. {
  200. struct block_list *bl_list[24];
  201. int c = 0;
  202. memset(bl_list, 0, sizeof(bl_list));
  203. map_foreachinallarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  204. if( c == 0 )
  205. return NULL;
  206. if( c >= 24 )
  207. c = 23;
  208. return bl_list[rnd()%c];
  209. }
  210. /*========================================== [Playtester]
  211. * Deals damage without delay, applies additional effects and triggers monster events
  212. * This function is called from battle_delay_damage or battle_delay_damage_sub
  213. * @param src: Source of damage
  214. * @param target: Target of damage
  215. * @param damage: Damage to be dealt
  216. * @param delay: Damage delay
  217. * @param skill_lv: Level of skill used
  218. * @param skill_id: ID o skill used
  219. * @param dmg_lv: State of the attack (miss, etc.)
  220. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  221. * @param additional_effects: Whether additional effect should be applied
  222. * @param isspdamage: If the damage is done to SP
  223. * @param tick: Current tick
  224. *------------------------------------------*/
  225. 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) {
  226. map_freeblock_lock();
  227. if (isspdamage)
  228. status_fix_spdamage(src, target, damage, delay, skill_id);
  229. else
  230. status_fix_damage(src, target, damage, delay, skill_id); // We have to separate here between reflect damage and others [icescope]
  231. if (attack_type && !status_isdead(target) && additional_effects)
  232. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  233. if (dmg_lv > ATK_BLOCK && attack_type)
  234. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  235. // 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
  236. if (target->type == BL_MOB) {
  237. mob_data *md = BL_CAST(BL_MOB, target);
  238. if (md != nullptr) {
  239. // Trigger monster skill condition for non-skill attacks.
  240. if (!status_isdead(target) && src != target) {
  241. if (damage > 0)
  242. mobskill_event(md, src, tick, attack_type, damage);
  243. if (skill_id > 0)
  244. mobskill_event(md, src, tick, MSC_SKILLUSED | (skill_id << 16));
  245. }
  246. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  247. if (damage > 0 && (attack_type & BF_NORMAL))
  248. md->norm_attacked_id = md->attacked_id;
  249. }
  250. }
  251. map_freeblock_unlock();
  252. }
  253. /// Damage Delayed Structure
  254. struct delay_damage {
  255. int src_id;
  256. int target_id;
  257. int64 damage;
  258. t_tick delay;
  259. unsigned short distance;
  260. uint16 skill_lv;
  261. uint16 skill_id;
  262. enum damage_lv dmg_lv;
  263. unsigned short attack_type;
  264. bool additional_effects;
  265. enum bl_type src_type;
  266. bool isspdamage;
  267. };
  268. TIMER_FUNC(battle_delay_damage_sub){
  269. struct delay_damage *dat = (struct delay_damage *)data;
  270. if ( dat ) {
  271. struct block_list* src = map_id2bl(dat->src_id);
  272. struct block_list* target = map_id2bl(dat->target_id);
  273. if (target && !status_isdead(target)) {
  274. if( src && target->m == src->m &&
  275. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  276. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  277. {
  278. //Deal damage
  279. 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);
  280. } 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
  281. map_freeblock_lock();
  282. status_fix_damage(target, target, dat->damage, dat->delay, dat->skill_id);
  283. map_freeblock_unlock();
  284. }
  285. }
  286. map_session_data *sd = BL_CAST(BL_PC, src);
  287. if (sd && --sd->delayed_damage == 0 && sd->state.hold_recalc) {
  288. sd->state.hold_recalc = false;
  289. status_calc_pc(sd, SCO_FORCE);
  290. }
  291. }
  292. ers_free(delay_damage_ers, dat);
  293. return 0;
  294. }
  295. 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)
  296. {
  297. struct delay_damage *dat;
  298. status_change *sc;
  299. struct block_list *d_tbl = NULL;
  300. struct block_list *e_tbl = NULL;
  301. nullpo_ret(src);
  302. nullpo_ret(target);
  303. sc = status_get_sc(target);
  304. if (sc) {
  305. if (sc->getSCE(SC_DEVOTION) && sc->getSCE(SC_DEVOTION)->val1)
  306. d_tbl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  307. if (sc->getSCE(SC_WATER_SCREEN_OPTION) && sc->getSCE(SC_WATER_SCREEN_OPTION)->val1)
  308. e_tbl = map_id2bl(sc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  309. }
  310. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->getSCE(SC_DEVOTION)->val3)) || e_tbl) &&
  311. damage > 0 && skill_id != CR_REFLECTSHIELD
  312. #ifndef RENEWAL
  313. && skill_id != PA_PRESSURE
  314. #endif
  315. ) {
  316. map_session_data* tsd = BL_CAST( BL_PC, target );
  317. if( tsd && pc_issit( tsd ) && battle_config.devotion_standup_fix ){
  318. pc_setstand( tsd, true );
  319. skill_sit( tsd, 0 );
  320. }
  321. damage = 0;
  322. }
  323. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  324. //Deal damage
  325. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  326. return 0;
  327. }
  328. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  329. dat->src_id = src->id;
  330. dat->target_id = target->id;
  331. dat->skill_id = skill_id;
  332. dat->skill_lv = skill_lv;
  333. dat->attack_type = attack_type;
  334. dat->damage = damage;
  335. dat->dmg_lv = dmg_lv;
  336. dat->delay = ddelay;
  337. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  338. dat->additional_effects = additional_effects;
  339. dat->src_type = src->type;
  340. dat->isspdamage = isspdamage;
  341. if (src->type != BL_PC && amotion > 1000)
  342. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  343. if( src->type == BL_PC )
  344. ((TBL_PC*)src)->delayed_damage++;
  345. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  346. return 0;
  347. }
  348. /**
  349. * Does attribute fix modifiers.
  350. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  351. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  352. * @param src
  353. * @param target
  354. * @param damage
  355. * @param atk_elem
  356. * @param def_type
  357. * @param def_lv
  358. * @param flag
  359. * @return damage
  360. */
  361. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  362. {
  363. status_change *sc = NULL, *tsc = NULL;
  364. int ratio;
  365. if (src) sc = status_get_sc(src);
  366. if (target) tsc = status_get_sc(target);
  367. if (!CHK_ELEMENT(atk_elem))
  368. atk_elem = rnd()%ELE_ALL;
  369. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  370. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  371. return damage;
  372. }
  373. ratio = elemental_attribute_db.getAttribute(def_lv-1, atk_elem, def_type);
  374. if (sc && sc->count) { //increase dmg by src status
  375. switch(atk_elem){
  376. case ELE_FIRE:
  377. if (sc->getSCE(SC_VOLCANO))
  378. #ifdef RENEWAL
  379. ratio += sc->getSCE(SC_VOLCANO)->val3;
  380. #else
  381. damage += (int64)((damage*sc->getSCE(SC_VOLCANO)->val3) / 100);
  382. #endif
  383. break;
  384. case ELE_WIND:
  385. if (sc->getSCE(SC_VIOLENTGALE))
  386. #ifdef RENEWAL
  387. ratio += sc->getSCE(SC_VIOLENTGALE)->val3;
  388. #else
  389. damage += (int64)((damage*sc->getSCE(SC_VIOLENTGALE)->val3) / 100);
  390. #endif
  391. break;
  392. case ELE_WATER:
  393. if (sc->getSCE(SC_DELUGE))
  394. #ifdef RENEWAL
  395. ratio += sc->getSCE(SC_DELUGE)->val3;
  396. #else
  397. damage += (int64)((damage*sc->getSCE(SC_DELUGE)->val3) / 100);
  398. #endif
  399. break;
  400. case ELE_GHOST:
  401. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  402. ratio += sc->getSCE(SC_TELEKINESIS_INTENSE)->val3;
  403. break;
  404. }
  405. }
  406. if( target && target->type == BL_SKILL ) {
  407. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  408. struct skill_unit *su = (struct skill_unit*)target;
  409. std::shared_ptr<s_skill_unit_group> sg;
  410. struct block_list *src2;
  411. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  412. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  413. return 0;
  414. if( sg->unit_id != UNT_FIREWALL ) {
  415. int x,y;
  416. x = sg->val3 >> 16;
  417. y = sg->val3 & 0xffff;
  418. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  419. sg->val3 = -1;
  420. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  421. }
  422. }
  423. }
  424. if (tsc && tsc->count) { //increase dmg by target status
  425. switch(atk_elem) {
  426. case ELE_FIRE:
  427. if (tsc->getSCE(SC_SPIDERWEB)) { //Double damage
  428. #ifdef RENEWAL
  429. ratio += 100;
  430. #else
  431. damage *= 2;
  432. #endif
  433. //Remove a unit group or end whole status change
  434. status_change_end(target, SC_SPIDERWEB);
  435. }
  436. if (tsc->getSCE(SC_THORNSTRAP) && battle_getcurrentskill(src) != GN_CARTCANNON)
  437. status_change_end(target, SC_THORNSTRAP);
  438. if (tsc->getSCE(SC_CRYSTALIZE))
  439. status_change_end(target, SC_CRYSTALIZE);
  440. if (tsc->getSCE(SC_EARTH_INSIGNIA))
  441. #ifdef RENEWAL
  442. ratio += 50;
  443. #else
  444. damage += (int64)(damage * 50 / 100);
  445. #endif
  446. if( tsc->getSCE(SC_WIDEWEB) ) {
  447. #ifdef RENEWAL
  448. ratio += 100;
  449. #else
  450. damage *= 2;
  451. #endif
  452. status_change_end(target,SC_WIDEWEB);
  453. }
  454. if( tsc->getSCE(SC_BURNT) ) {
  455. #ifdef RENEWAL
  456. ratio += 400;
  457. #else
  458. damage += (int64)(damage * 400 / 100);
  459. #endif
  460. }
  461. break;
  462. case ELE_HOLY:
  463. if (tsc->getSCE(SC_ORATIO))
  464. #ifdef RENEWAL
  465. ratio += tsc->getSCE(SC_ORATIO)->val1 * 2;
  466. #else
  467. damage += (int64)(damage * (tsc->getSCE(SC_ORATIO)->val1 * 2) / 100);
  468. #endif
  469. break;
  470. case ELE_POISON:
  471. if (tsc->getSCE(SC_VENOMIMPRESS))
  472. #ifdef RENEWAL
  473. ratio += tsc->getSCE(SC_VENOMIMPRESS)->val2;
  474. #else
  475. damage += (int64)(damage * tsc->getSCE(SC_VENOMIMPRESS)->val2 / 100);
  476. #endif
  477. if (tsc->getSCE(SC_CLOUD_POISON)) {
  478. #ifdef RENEWAL
  479. ratio += 5 * tsc->getSCE(SC_CLOUD_POISON)->val1;
  480. #else
  481. damage += (int64)(damage * 5 * tsc->getSCE(SC_CLOUD_POISON)->val1 / 100);
  482. #endif
  483. }
  484. break;
  485. case ELE_WIND:
  486. if (tsc->getSCE(SC_WATER_INSIGNIA))
  487. #ifdef RENEWAL
  488. ratio += 50;
  489. #else
  490. damage += (int64)(damage * 50 / 100);
  491. #endif
  492. if (tsc->getSCE(SC_CRYSTALIZE)) {
  493. uint16 skill_id = battle_getcurrentskill(src);
  494. if (skill_get_type(skill_id)&BF_MAGIC)
  495. #ifdef RENEWAL
  496. ratio += 50;
  497. #else
  498. damage += (int64)(damage * 50 / 100);
  499. #endif
  500. }
  501. break;
  502. case ELE_WATER:
  503. if (tsc->getSCE(SC_FIRE_INSIGNIA))
  504. #ifdef RENEWAL
  505. ratio += 50;
  506. #else
  507. damage += (int64)(damage * 50 / 100);
  508. #endif
  509. if (tsc->getSCE(SC_MISTYFROST))
  510. #ifdef RENEWAL
  511. ratio += 15;
  512. #else
  513. damage += (int64)(damage * 15 / 100);
  514. #endif
  515. break;
  516. case ELE_EARTH:
  517. if (tsc->getSCE(SC_WIND_INSIGNIA))
  518. #ifdef RENEWAL
  519. ratio += 50;
  520. #else
  521. damage += (int64)(damage * 50 / 100);
  522. #endif
  523. status_change_end(target, SC_MAGNETICFIELD); //freed if received earth dmg
  524. break;
  525. case ELE_NEUTRAL:
  526. if (tsc->getSCE(SC_ANTI_M_BLAST))
  527. #ifdef RENEWAL
  528. ratio += tsc->getSCE(SC_ANTI_M_BLAST)->val2;
  529. #else
  530. damage += (int64)(damage * tsc->getSCE(SC_ANTI_M_BLAST)->val2 / 100);
  531. #endif
  532. break;
  533. case ELE_DARK:
  534. if (tsc->getSCE(SC_SOULCURSE)) {
  535. if (status_get_class_(target) == CLASS_BOSS)
  536. #ifdef RENEWAL
  537. ratio += 20;
  538. #else
  539. damage += (int64)(damage * 20 / 100);
  540. #endif
  541. else
  542. #ifdef RENEWAL
  543. ratio += 100;
  544. #else
  545. damage *= 2;
  546. #endif
  547. }
  548. break;
  549. }
  550. if (tsc->getSCE(SC_MAGIC_POISON))
  551. #ifdef RENEWAL
  552. ratio += 50;
  553. #else
  554. damage += (int64)(damage * 50 / 100);
  555. #endif
  556. }
  557. if (battle_config.attr_recover == 0 && ratio < 0)
  558. ratio = 0;
  559. #ifdef RENEWAL
  560. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  561. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  562. #else
  563. damage = (int64)((damage*ratio)/100);
  564. #endif
  565. //Damage can be negative, see battle_config.attr_recover
  566. return damage;
  567. }
  568. /**
  569. * Calculates card bonuses damage adjustments.
  570. * @param attack_type @see enum e_battle_flag
  571. * @param src Attacker
  572. * @param target Target
  573. * @param nk Skill's nk @see enum e_skill_nk [NK_IGNOREATKCARD|NK_IGNOREELEMENT|NK_IGNOREDEFCARD]
  574. * @param rh_ele Right-hand weapon element
  575. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  576. * @param damage Original damage
  577. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  578. * 3: Calculates attacker bonuses in both hands.
  579. * 2: Calculates attacker bonuses in right-hand only.
  580. * 0 or 1: Only calculates target bonuses.
  581. * @param flag Misc value of skill & damage flags
  582. * @return damage Damage diff between original damage and after calculation
  583. */
  584. 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){
  585. map_session_data *sd, ///< Attacker session data if BL_PC
  586. *tsd; ///< Target session data if BL_PC
  587. int cardfix = 1000;
  588. int s_class, ///< Attacker class
  589. t_class; ///< Target class
  590. std::vector<e_race2> s_race2, /// Attacker Race2
  591. t_race2; ///< Target Race2
  592. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  593. struct status_data *sstatus, ///< Attacker status data
  594. *tstatus; ///< Target status data
  595. int64 original_damage;
  596. if( !damage )
  597. return 0;
  598. original_damage = damage;
  599. sd = BL_CAST(BL_PC, src);
  600. tsd = BL_CAST(BL_PC, target);
  601. t_class = status_get_class(target);
  602. s_class = status_get_class(src);
  603. sstatus = status_get_status_data(src);
  604. tstatus = status_get_status_data(target);
  605. s_race2 = status_get_race2(src);
  606. t_race2 = status_get_race2(target);
  607. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  608. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  609. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - max(0, fix))) / 1000); }
  610. switch( attack_type ) {
  611. case BF_MAGIC:
  612. // Affected by attacker ATK bonuses
  613. if( sd && !nk[NK_IGNOREATKCARD] ) {
  614. int32 race2_val = 0;
  615. for (const auto &raceit : t_race2)
  616. race2_val += sd->indexed_bonus.magic_addrace2[raceit];
  617. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addrace[tstatus->race] + sd->indexed_bonus.magic_addrace[RC_ALL] + race2_val) / 100;
  618. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  619. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addele[tstatus->def_ele] + sd->indexed_bonus.magic_addele[ELE_ALL] +
  620. sd->indexed_bonus.magic_addele_script[tstatus->def_ele] + sd->indexed_bonus.magic_addele_script[ELE_ALL]) / 100;
  621. cardfix = cardfix * (100 + sd->indexed_bonus.magic_atk_ele[rh_ele] + sd->indexed_bonus.magic_atk_ele[ELE_ALL]) / 100;
  622. }
  623. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addsize[tstatus->size] + sd->indexed_bonus.magic_addsize[SZ_ALL]) / 100;
  624. cardfix = cardfix * (100 + sd->indexed_bonus.magic_addclass[tstatus->class_] + sd->indexed_bonus.magic_addclass[CLASS_ALL]) / 100;
  625. for (const auto &it : sd->add_mdmg) {
  626. if (it.id == t_class) {
  627. cardfix = cardfix * (100 + it.val) / 100;
  628. break;
  629. }
  630. }
  631. APPLY_CARDFIX(damage, cardfix);
  632. }
  633. // Affected by target DEF bonuses
  634. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  635. cardfix = 1000; // reset var for target
  636. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  637. 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];
  638. for (const auto &it : tsd->subele2) {
  639. if (it.ele != ELE_ALL && it.ele != rh_ele)
  640. continue;
  641. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  642. ((it.flag)&flag)&BF_RANGEMASK &&
  643. ((it.flag)&flag)&BF_SKILLMASK))
  644. continue;
  645. ele_fix += it.rate;
  646. }
  647. if (s_defele != ELE_NONE)
  648. ele_fix += tsd->indexed_bonus.magic_subdefele[s_defele] + tsd->indexed_bonus.magic_subdefele[ELE_ALL];
  649. cardfix = cardfix * (100 - ele_fix) / 100;
  650. }
  651. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  652. cardfix = cardfix * (100 - tsd->indexed_bonus.magic_subsize[sstatus->size] - tsd->indexed_bonus.magic_subsize[SZ_ALL]) / 100;
  653. int32 race_fix = 0;
  654. for (const auto &raceit : s_race2)
  655. race_fix += tsd->indexed_bonus.subrace2[raceit];
  656. cardfix = cardfix * (100 - race_fix) / 100;
  657. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  658. for (const auto &it : tsd->subrace3) {
  659. if (it.race != RC_ALL && it.race != sstatus->race)
  660. continue;
  661. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  662. ((it.flag)&flag)&BF_RANGEMASK &&
  663. ((it.flag)&flag)&BF_SKILLMASK))
  664. continue;
  665. race_fix += it.rate;
  666. }
  667. cardfix = cardfix * (100 - race_fix) / 100;
  668. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  669. for (const auto &it : tsd->add_mdef) {
  670. if (it.id == s_class) {
  671. cardfix = cardfix * (100 - it.val) / 100;
  672. break;
  673. }
  674. }
  675. #ifndef RENEWAL
  676. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  677. if( flag&BF_SHORT )
  678. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  679. else if (!nk[NK_IGNORELONGCARD])
  680. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  681. #endif
  682. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  683. if( tsd->sc.getSCE(SC_MDEF_RATE) )
  684. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_MDEF_RATE)->val1) / 100;
  685. APPLY_CARDFIX(damage, cardfix);
  686. }
  687. break;
  688. case BF_WEAPON:
  689. // Affected by attacker ATK bonuses
  690. if( sd && !nk[NK_IGNOREATKCARD] && (left&2) ) {
  691. short cardfix_ = 1000;
  692. if( sd->state.arrow_atk ) { // Ranged attack
  693. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->indexed_bonus.arrow_addrace[tstatus->race] +
  694. sd->right_weapon.addrace[RC_ALL] + sd->indexed_bonus.arrow_addrace[RC_ALL]) / 100;
  695. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  696. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->indexed_bonus.arrow_addele[tstatus->def_ele] +
  697. sd->right_weapon.addele[ELE_ALL] + sd->indexed_bonus.arrow_addele[ELE_ALL];
  698. for (const auto &it : sd->right_weapon.addele2) {
  699. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  700. continue;
  701. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  702. ((it.flag)&flag)&BF_RANGEMASK &&
  703. ((it.flag)&flag)&BF_SKILLMASK))
  704. continue;
  705. ele_fix += it.rate;
  706. }
  707. cardfix = cardfix * (100 + ele_fix) / 100;
  708. }
  709. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->indexed_bonus.arrow_addsize[tstatus->size] +
  710. sd->right_weapon.addsize[SZ_ALL] + sd->indexed_bonus.arrow_addsize[SZ_ALL]) / 100;
  711. int32 race_fix = 0;
  712. for (const auto &raceit : t_race2)
  713. race_fix += sd->right_weapon.addrace2[raceit];
  714. cardfix = cardfix * (100 + race_fix) / 100;
  715. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->indexed_bonus.arrow_addclass[tstatus->class_] +
  716. sd->right_weapon.addclass[CLASS_ALL] + sd->indexed_bonus.arrow_addclass[CLASS_ALL]) / 100;
  717. } else { // Melee attack
  718. int skill = 0;
  719. // Calculates each right & left hand weapon bonuses separatedly
  720. if( !battle_config.left_cardfix_to_right ) {
  721. // Right-handed weapon
  722. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  723. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  724. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  725. for (const auto &it : sd->right_weapon.addele2) {
  726. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  727. continue;
  728. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  729. ((it.flag)&flag)&BF_RANGEMASK &&
  730. ((it.flag)&flag)&BF_SKILLMASK))
  731. continue;
  732. ele_fix += it.rate;
  733. }
  734. cardfix = cardfix * (100 + ele_fix) / 100;
  735. }
  736. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  737. for (const auto &raceit : t_race2)
  738. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit]) / 100;
  739. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  740. if( left&1 ) { // Left-handed weapon
  741. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  742. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  743. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  744. for (const auto &it : sd->left_weapon.addele2) {
  745. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  746. continue;
  747. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  748. ((it.flag)&flag)&BF_RANGEMASK &&
  749. ((it.flag)&flag)&BF_SKILLMASK))
  750. continue;
  751. ele_fix_lh += it.rate;
  752. }
  753. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  754. }
  755. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  756. for (const auto &raceit : t_race2)
  757. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[raceit]) / 100;
  758. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  759. }
  760. }
  761. // Calculates right & left hand weapon as unity
  762. else {
  763. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_IGNOREELEMENT?
  764. //if( !nk[&]K_IGNOREELEMENT) ) { // Affected by Element modifier bonuses
  765. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  766. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  767. for (const auto &it : sd->right_weapon.addele2) {
  768. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  769. continue;
  770. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  771. ((it.flag)&flag)&BF_RANGEMASK &&
  772. ((it.flag)&flag)&BF_SKILLMASK))
  773. continue;
  774. ele_fix += it.rate;
  775. }
  776. for (const auto &it : sd->left_weapon.addele2) {
  777. if (it.ele != ELE_ALL && it.ele != tstatus->def_ele)
  778. continue;
  779. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  780. ((it.flag)&flag)&BF_RANGEMASK &&
  781. ((it.flag)&flag)&BF_SKILLMASK))
  782. continue;
  783. ele_fix += it.rate;
  784. }
  785. cardfix = cardfix * (100 + ele_fix) / 100;
  786. //}
  787. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  788. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  789. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  790. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  791. for (const auto &raceit : t_race2)
  792. cardfix = cardfix * (100 + sd->right_weapon.addrace2[raceit] + sd->left_weapon.addrace2[raceit]) / 100;
  793. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  794. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  795. }
  796. #ifndef RENEWAL
  797. 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]
  798. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  799. #endif
  800. }
  801. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  802. for (const auto &it : sd->right_weapon.add_dmg) {
  803. if (it.id == t_class) {
  804. cardfix = cardfix * (100 + it.val) / 100;
  805. break;
  806. }
  807. }
  808. if( left&1 ) {
  809. for (const auto &it : sd->left_weapon.add_dmg) {
  810. if (it.id == t_class) {
  811. cardfix_ = cardfix_ * (100 + it.val) / 100;
  812. break;
  813. }
  814. }
  815. }
  816. #ifndef RENEWAL
  817. if (flag & BF_SHORT)
  818. cardfix = cardfix * (100 + sd->bonus.short_attack_atk_rate) / 100;
  819. if( flag&BF_LONG )
  820. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  821. #endif
  822. if (left&1) {
  823. APPLY_CARDFIX(damage, cardfix_);
  824. } else {
  825. APPLY_CARDFIX(damage, cardfix);
  826. }
  827. }
  828. // Affected by target DEF bonuses
  829. else if( tsd && !nk[NK_IGNOREDEFCARD] && !(left&2) ) {
  830. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  831. 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];
  832. for (const auto &it : tsd->subele2) {
  833. if (it.ele != ELE_ALL && it.ele != rh_ele)
  834. continue;
  835. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  836. ((it.flag)&flag)&BF_RANGEMASK &&
  837. ((it.flag)&flag)&BF_SKILLMASK))
  838. continue;
  839. ele_fix += it.rate;
  840. }
  841. cardfix = cardfix * (100 - ele_fix) / 100;
  842. if( left&1 && lh_ele != rh_ele ) {
  843. 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];
  844. for (const auto &it : tsd->subele2) {
  845. if (it.ele != ELE_ALL && it.ele != lh_ele)
  846. continue;
  847. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  848. ((it.flag)&flag)&BF_RANGEMASK &&
  849. ((it.flag)&flag)&BF_SKILLMASK))
  850. continue;
  851. ele_fix_lh += it.rate;
  852. }
  853. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  854. }
  855. cardfix = cardfix * (100 - tsd->indexed_bonus.subdefele[s_defele] - tsd->indexed_bonus.subdefele[ELE_ALL]) / 100;
  856. }
  857. int32 race_fix = 0;
  858. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  859. cardfix = cardfix * (100 - tsd->indexed_bonus.weapon_subsize[sstatus->size] - tsd->indexed_bonus.weapon_subsize[SZ_ALL]) / 100;
  860. for (const auto &raceit : s_race2)
  861. race_fix += tsd->indexed_bonus.subrace2[raceit];
  862. cardfix = cardfix * (100 - race_fix) / 100;
  863. race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  864. for (const auto &it : tsd->subrace3) {
  865. if (it.race != RC_ALL && it.race != sstatus->race)
  866. continue;
  867. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  868. ((it.flag)&flag)&BF_RANGEMASK &&
  869. ((it.flag)&flag)&BF_SKILLMASK))
  870. continue;
  871. race_fix += it.rate;
  872. }
  873. cardfix = cardfix * (100 - race_fix) / 100;
  874. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  875. for (const auto &it : tsd->add_def) {
  876. if (it.id == s_class) {
  877. cardfix = cardfix * (100 - it.val) / 100;
  878. break;
  879. }
  880. }
  881. if( flag&BF_SHORT )
  882. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  883. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  884. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  885. if( tsd->sc.getSCE(SC_DEF_RATE) )
  886. cardfix = cardfix * (100 - tsd->sc.getSCE(SC_DEF_RATE)->val1) / 100;
  887. APPLY_CARDFIX(damage, cardfix);
  888. }
  889. break;
  890. case BF_MISC:
  891. // Affected by target DEF bonuses
  892. if( tsd && !nk[NK_IGNOREDEFCARD] ) {
  893. if( !nk[NK_IGNOREELEMENT] ) { // Affected by Element modifier bonuses
  894. 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];
  895. for (const auto &it : tsd->subele2) {
  896. if (it.ele != rh_ele)
  897. continue;
  898. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  899. ((it.flag)&flag)&BF_RANGEMASK &&
  900. ((it.flag)&flag)&BF_SKILLMASK))
  901. continue;
  902. ele_fix += it.rate;
  903. }
  904. if (s_defele != ELE_NONE)
  905. ele_fix += tsd->indexed_bonus.subdefele[s_defele] + tsd->indexed_bonus.subdefele[ELE_ALL];
  906. cardfix = cardfix * (100 - ele_fix) / 100;
  907. }
  908. int race_fix = tsd->indexed_bonus.subrace[sstatus->race] + tsd->indexed_bonus.subrace[RC_ALL];
  909. for (const auto &it : tsd->subrace3) {
  910. if (it.race != RC_ALL && it.race != sstatus->race)
  911. continue;
  912. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  913. ((it.flag)&flag)&BF_RANGEMASK &&
  914. ((it.flag)&flag)&BF_SKILLMASK))
  915. continue;
  916. race_fix += it.rate;
  917. }
  918. cardfix = cardfix * (100 - race_fix) / 100;
  919. cardfix = cardfix * (100 - tsd->indexed_bonus.subsize[sstatus->size] - tsd->indexed_bonus.subsize[SZ_ALL]) / 100;
  920. race_fix = 0;
  921. for (const auto &raceit : s_race2)
  922. race_fix += tsd->indexed_bonus.subrace2[raceit];
  923. cardfix = cardfix * (100 - race_fix) / 100;
  924. cardfix = cardfix * (100 - tsd->indexed_bonus.subclass[sstatus->class_] - tsd->indexed_bonus.subclass[CLASS_ALL]) / 100;
  925. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  926. if( flag&BF_SHORT )
  927. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  928. else if (!nk[NK_IGNORELONGCARD]) // BF_LONG (there's no other choice)
  929. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  930. APPLY_CARDFIX(damage, cardfix);
  931. }
  932. break;
  933. }
  934. #undef APPLY_CARDFIX
  935. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  936. }
  937. /**
  938. * Absorb damage based on criteria
  939. * @param bl
  940. * @param d Damage
  941. **/
  942. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  943. int64 dmg_ori = 0, dmg_new = 0;
  944. nullpo_retv(bl);
  945. nullpo_retv(d);
  946. if (!d->damage && !d->damage2)
  947. return;
  948. switch (bl->type) {
  949. case BL_PC:
  950. {
  951. map_session_data *sd = BL_CAST(BL_PC, bl);
  952. if (!sd)
  953. return;
  954. dmg_ori = dmg_new = d->damage + d->damage2;
  955. if (sd->bonus.absorb_dmg_maxhp) {
  956. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  957. if (dmg_ori > hp)
  958. dmg_new = dmg_ori - hp;
  959. }
  960. if (sd->bonus.absorb_dmg_maxhp2) {
  961. int hp = sd->bonus.absorb_dmg_maxhp2 * status_get_max_hp(bl) / 100;
  962. if (dmg_ori > hp) {
  963. dmg_new = hp;
  964. }
  965. }
  966. }
  967. break;
  968. }
  969. if (dmg_ori == dmg_new)
  970. return;
  971. if (!d->damage2)
  972. d->damage = dmg_new;
  973. else if (!d->damage)
  974. d->damage2 = dmg_new;
  975. else {
  976. d->damage = dmg_new;
  977. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  978. if (d->damage2 < 1)
  979. d->damage2 = 1;
  980. d->damage = d->damage - d->damage2;
  981. }
  982. }
  983. /**
  984. * Check for active statuses that block damage
  985. * @param src: Attacker
  986. * @param target: Target of attack
  987. * @param sc: Status Change data
  988. * @param d: Damage data
  989. * @param damage: Damage received as a reference
  990. * @param skill_id: Skill ID
  991. * @param skill_lv: Skill level
  992. * @return True: Damage inflicted, False: Missed
  993. **/
  994. bool battle_status_block_damage(struct block_list *src, struct block_list *target, status_change *sc, struct Damage *d, int64 &damage, uint16 skill_id, uint16 skill_lv) {
  995. if (!src || !target || !sc || !d)
  996. return true;
  997. status_change_entry *sce;
  998. int flag = d->flag;
  999. // SC Types that must be first because they may or may not block damage
  1000. if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
  1001. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1002. if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
  1003. if (sce->val2 >= 0)
  1004. damage = 0;
  1005. else
  1006. damage = -sce->val2;
  1007. }
  1008. if ((--sce->val3) <= 0 || (sce->val2 <= 0) || skill_id == AL_HOLYLIGHT)
  1009. status_change_end(target, SC_KYRIE);
  1010. }
  1011. int element;
  1012. if (flag & BF_WEAPON) {
  1013. struct status_data *sstatus = status_get_status_data(src);
  1014. if(sstatus->rhw.ele == ELE_NEUTRAL && sstatus->lhw.ele > sstatus->rhw.ele)
  1015. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  1016. else
  1017. element = battle_get_weapon_element(d, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  1018. } else if(flag & BF_MAGIC)
  1019. element = battle_get_magic_element(src, target, skill_id, skill_lv, d->miscflag);
  1020. else
  1021. element = battle_get_misc_element(src, target, skill_id, skill_lv, d->miscflag);
  1022. switch( element ){
  1023. case ELE_NEUTRAL:
  1024. if( sc->getSCE( SC_IMMUNE_PROPERTY_NOTHING ) ){
  1025. damage = 0;
  1026. return false;
  1027. }
  1028. break;
  1029. case ELE_WATER:
  1030. if( sc->getSCE( SC_IMMUNE_PROPERTY_WATER ) ){
  1031. damage = 0;
  1032. return false;
  1033. }
  1034. break;
  1035. case ELE_EARTH:
  1036. if( sc->getSCE( SC_IMMUNE_PROPERTY_GROUND ) ){
  1037. damage = 0;
  1038. return false;
  1039. }
  1040. break;
  1041. case ELE_FIRE:
  1042. if( sc->getSCE( SC_IMMUNE_PROPERTY_FIRE ) ){
  1043. damage = 0;
  1044. return false;
  1045. }
  1046. break;
  1047. case ELE_WIND:
  1048. if( sc->getSCE( SC_IMMUNE_PROPERTY_WIND ) ){
  1049. damage = 0;
  1050. return false;
  1051. }
  1052. break;
  1053. case ELE_DARK:
  1054. if( sc->getSCE( SC_IMMUNE_PROPERTY_DARKNESS ) ){
  1055. damage = 0;
  1056. return false;
  1057. }
  1058. break;
  1059. case ELE_HOLY:
  1060. if( sc->getSCE( SC_IMMUNE_PROPERTY_SAINT ) ){
  1061. damage = 0;
  1062. return false;
  1063. }
  1064. break;
  1065. case ELE_POISON:
  1066. if( sc->getSCE( SC_IMMUNE_PROPERTY_POISON ) ){
  1067. damage = 0;
  1068. return false;
  1069. }
  1070. break;
  1071. case ELE_GHOST:
  1072. if( sc->getSCE( SC_IMMUNE_PROPERTY_TELEKINESIS ) ){
  1073. damage = 0;
  1074. return false;
  1075. }
  1076. break;
  1077. case ELE_UNDEAD:
  1078. if( sc->getSCE( SC_IMMUNE_PROPERTY_UNDEAD ) ){
  1079. damage = 0;
  1080. return false;
  1081. }
  1082. break;
  1083. }
  1084. if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
  1085. clif_specialeffect(target, EF_GUARD, AREA);
  1086. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1087. if (sce->val3 >= 0)
  1088. damage = 0;
  1089. else
  1090. damage = -sce->val3;
  1091. if (sce->val3 <= 0)
  1092. status_change_end(target, SC_P_ALTER);
  1093. }
  1094. if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
  1095. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1096. if (sce->val2 >= 0)
  1097. damage = 0;
  1098. else
  1099. damage = -sce->val2;
  1100. if (sce->val2 <= 0)
  1101. status_change_end(target, SC_TUNAPARTY);
  1102. }
  1103. if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
  1104. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1105. if (sce->val2 <= 0)
  1106. status_change_end(target, SC_DIMENSION1);
  1107. return false;
  1108. }
  1109. if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
  1110. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1111. if (sce->val2 <= 0)
  1112. status_change_end(target, SC_DIMENSION2);
  1113. return false;
  1114. }
  1115. if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
  1116. clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
  1117. sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1118. if (flag & BF_WEAPON) {
  1119. if (sce->val2 >= 0)
  1120. damage = 0;
  1121. else
  1122. damage = -sce->val2;
  1123. }
  1124. if (sce->val2 <= 0)
  1125. status_change_end(target, SC_GUARDIAN_S);
  1126. }
  1127. // Weapon Blocking can be triggered while the above statuses are active.
  1128. if ((sce = sc->getSCE(SC_WEAPONBLOCKING)) && flag & (BF_SHORT | BF_WEAPON) && rnd() % 100 < sce->val2) {
  1129. clif_skill_nodamage(target, src, GC_WEAPONBLOCKING, sce->val1, 1);
  1130. sc_start(src, target, SC_WEAPONBLOCK_ON, 100, src->id, skill_get_time2(GC_WEAPONBLOCKING, sce->val1));
  1131. d->dmg_lv = ATK_BLOCK;
  1132. return false;
  1133. }
  1134. if (damage == 0)
  1135. return false;
  1136. // ATK_BLOCK Type
  1137. if ((sce = sc->getSCE(SC_SAFETYWALL)) && (flag&(BF_SHORT | BF_MAGIC)) == BF_SHORT) {
  1138. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  1139. if (group) {
  1140. d->dmg_lv = ATK_BLOCK;
  1141. switch (sce->val2) {
  1142. case MG_SAFETYWALL:
  1143. if (--group->val2 <= 0) {
  1144. skill_delunitgroup(group);
  1145. break;
  1146. }
  1147. #ifdef RENEWAL
  1148. if (group->val3 - damage > 0)
  1149. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1150. else
  1151. skill_delunitgroup(group);
  1152. #endif
  1153. break;
  1154. case MH_STEINWAND:
  1155. if (--group->val2 <= 0) {
  1156. skill_delunitgroup(group);
  1157. break;
  1158. }
  1159. if (group->val3 - damage > 0)
  1160. group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
  1161. else
  1162. skill_delunitgroup(group);
  1163. break;
  1164. }
  1165. return false;
  1166. }
  1167. status_change_end(target, SC_SAFETYWALL);
  1168. }
  1169. if ((sc->getSCE(SC_PNEUMA) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1170. #ifdef RENEWAL
  1171. (sc->getSCE(SC_BASILICA_CELL)
  1172. #else
  1173. (sc->getSCE(SC_BASILICA)
  1174. #endif
  1175. && !status_bl_has_mode(src, MD_STATUSIMMUNE) && skill_id != SP_SOULEXPLOSION) ||
  1176. (sc->getSCE(SC_ZEPHYR) && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL | INF_SELF_SKILL))) ||
  1177. sc->getSCE(SC__MANHOLE) ||
  1178. sc->getSCE(SC_KINGS_GRACE) ||
  1179. sc->getSCE(SC_GRAVITYCONTROL)
  1180. )
  1181. {
  1182. d->dmg_lv = ATK_BLOCK;
  1183. return false;
  1184. }
  1185. if (sc->getSCE(SC_WHITEIMPRISON)) { // Gravitation and Pressure do damage without removing the effect
  1186. if (skill_id == MG_NAPALMBEAT ||
  1187. skill_id == MG_SOULSTRIKE ||
  1188. skill_id == WL_SOULEXPANSION ||
  1189. skill_id == AG_SOUL_VC_STRIKE ||
  1190. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  1191. (skill_id == 0 && (status_get_status_data(src))->rhw.ele == ELE_GHOST))
  1192. {
  1193. if (skill_id == WL_SOULEXPANSION)
  1194. damage *= 2; // If used against a player in White Imprison, the skill deals double damage.
  1195. status_change_end(target, SC_WHITEIMPRISON); // Those skills do damage and removes effect
  1196. } else {
  1197. d->dmg_lv = ATK_BLOCK;
  1198. return false;
  1199. }
  1200. }
  1201. if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
  1202. sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
  1203. d->dmg_lv = ATK_BLOCK;
  1204. if (sce->val3 <= 0) { // Shield Down
  1205. sce->val2--;
  1206. if (sce->val2 > 0) {
  1207. clif_millenniumshield(target, sce->val2);
  1208. sce->val3 = 1000; // Next shield
  1209. } else
  1210. status_change_end(target, SC_MILLENNIUMSHIELD); // All shields down
  1211. status_change_start(src, target, SC_STUN, 10000, 0, 0, 0, 0, 1000, SCSTART_NOTICKDEF);
  1212. }
  1213. return false;
  1214. }
  1215. // ATK_MISS Type
  1216. if ((sce = sc->getSCE(SC_AUTOGUARD)) && flag&BF_WEAPON && rnd() % 100 < sce->val2 && !skill_get_inf2(skill_id, INF2_IGNOREAUTOGUARD)) {
  1217. status_change_entry *sce_d = sc->getSCE(SC_DEVOTION);
  1218. block_list *d_bl;
  1219. int delay;
  1220. // different delay depending on skill level [celest]
  1221. if (sce->val1 <= 5)
  1222. delay = 300;
  1223. else if (sce->val1 > 5 && sce->val1 <= 9)
  1224. delay = 200;
  1225. else
  1226. delay = 100;
  1227. map_session_data *sd = map_id2sd(target->id);
  1228. if (sd && pc_issit(sd))
  1229. pc_setstand(sd, true);
  1230. if (sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  1231. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  1232. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == target->id)) &&
  1233. check_distance_bl(target, d_bl, sce_d->val3))
  1234. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  1235. clif_skill_nodamage(d_bl, d_bl, CR_AUTOGUARD, sce->val1, 1);
  1236. unit_set_walkdelay(d_bl, gettick(), delay, 1);
  1237. d->dmg_lv = ATK_MISS;
  1238. return false;
  1239. } else {
  1240. clif_skill_nodamage(target, target, CR_AUTOGUARD, sce->val1, 1);
  1241. unit_set_walkdelay(target, gettick(), delay, 1);
  1242. #ifdef RENEWAL
  1243. if (sc->getSCE(SC_SHRINK))
  1244. sc_start(target, src, SC_STUN, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1245. #else
  1246. if (sc->getSCE(SC_SHRINK) && rnd() % 100 < 5 * sce->val1)
  1247. skill_blown(target, src, skill_get_blewcount(CR_SHRINK, 1), -1, BLOWN_NONE);
  1248. #endif
  1249. d->dmg_lv = ATK_MISS;
  1250. return false;
  1251. }
  1252. }
  1253. if (sc->getSCE(SC_NEUTRALBARRIER) && ((flag&(BF_LONG|BF_MAGIC)) == BF_LONG
  1254. #ifndef RENEWAL
  1255. || skill_id == CR_ACIDDEMONSTRATION
  1256. #endif
  1257. )) {
  1258. d->dmg_lv = ATK_MISS;
  1259. return false;
  1260. }
  1261. // ATK_DEF Type
  1262. if ((sce = sc->getSCE(SC_LIGHTNINGWALK)) && !(flag & BF_MAGIC) && flag&BF_LONG && rnd() % 100 < sce->val1) {
  1263. const int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1264. const int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1265. uint8 dir = map_calc_dir(target, src->x, src->y);
  1266. if (unit_movepos(target, src->x - dx[dir], src->y - dy[dir], 1, 1)) {
  1267. clif_blown(target);
  1268. unit_setdir(target, dir);
  1269. }
  1270. d->dmg_lv = ATK_DEF;
  1271. status_change_end(target, SC_LIGHTNINGWALK);
  1272. return false;
  1273. }
  1274. // Other
  1275. if ((sc->getSCE(SC_HERMODE) && flag&BF_MAGIC) ||
  1276. (sc->getSCE(SC_TATAMIGAESHI) && (flag&(BF_MAGIC | BF_LONG)) == BF_LONG) ||
  1277. (sc->getSCE(SC_MEIKYOUSISUI) && rnd() % 100 < 40)) // custom value
  1278. return false;
  1279. if ((sce = sc->getSCE(SC_PARRYING)) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd() % 100 < sce->val2) {
  1280. clif_skill_nodamage(target, target, LK_PARRYING, sce->val1, 1);
  1281. if (skill_id == LK_PARRYING) {
  1282. unit_data *ud = unit_bl2ud(target);
  1283. if (ud != nullptr) // Delay the next attack
  1284. ud->attackabletime = gettick() + status_get_adelay(target);
  1285. }
  1286. return false;
  1287. }
  1288. if (sc->getSCE(SC_DODGE) && (flag&BF_LONG || sc->getSCE(SC_SPURT)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < 20) {
  1289. map_session_data *sd = map_id2sd(target->id);
  1290. if (sd && pc_issit(sd))
  1291. pc_setstand(sd, true); //Stand it to dodge.
  1292. clif_skill_nodamage(target, target, TK_DODGE, 1, 1);
  1293. sc_start4(src, target, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1294. return false;
  1295. }
  1296. if ((sce = sc->getSCE(SC_KAUPE)) && (skill_id != NPC_EARTHQUAKE || (skill_id == NPC_EARTHQUAKE && flag & NPC_EARTHQUAKE_FLAG)) && rnd() % 100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1297. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1298. //Shouldn't end until Breaker's non-weapon part connects.
  1299. #ifndef RENEWAL
  1300. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1301. #endif
  1302. if (--sce->val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1303. status_change_end(target, SC_KAUPE);
  1304. return false;
  1305. }
  1306. if (flag&BF_MAGIC && (sce = sc->getSCE(SC_PRESTIGE)) && rnd() % 100 < sce->val2) {
  1307. clif_specialeffect(target, EF_STORMKICK4, AREA); // Still need confirm it.
  1308. return false;
  1309. }
  1310. if (((sce = sc->getSCE(SC_UTSUSEMI)) || sc->getSCE(SC_BUNSINJYUTSU)) && flag&BF_WEAPON && !skill_get_inf2(skill_id, INF2_IGNORECICADA)) {
  1311. skill_additional_effect(src, target, skill_id, skill_lv, flag, ATK_BLOCK, gettick());
  1312. if (!status_isdead(src))
  1313. skill_counter_additional_effect(src, target, skill_id, skill_lv, flag, gettick());
  1314. if (sce) {
  1315. clif_specialeffect(target, EF_STORMKICK4, AREA);
  1316. skill_blown(src, target, sce->val3, -1, BLOWN_NONE);
  1317. }
  1318. //Both need to be consumed if they are active.
  1319. if (sce && --sce->val2 <= 0)
  1320. status_change_end(target, SC_UTSUSEMI);
  1321. if ((sce = sc->getSCE(SC_BUNSINJYUTSU)) && --sce->val2 <= 0)
  1322. status_change_end(target, SC_BUNSINJYUTSU);
  1323. return false;
  1324. }
  1325. if ((sce = sc->getSCE(SC_DAMAGE_HEAL))) {
  1326. if (damage > 0 && (flag & sce->val2)) {
  1327. int32 heal = static_cast<int32>( i64min( damage, INT32_MAX ) );
  1328. if(flag & BF_WEAPON) {
  1329. clif_specialeffect_value(target, EF_HEAL, heal, AREA);
  1330. } else {
  1331. clif_specialeffect_value(target, 1143, heal, AREA);
  1332. }
  1333. clif_specialeffect_value(target, EF_GREEN_NUMBER, heal, AREA);
  1334. status_heal(target, damage, 0, 0);
  1335. damage = 0;
  1336. return false;
  1337. }
  1338. }
  1339. return true;
  1340. }
  1341. /**
  1342. * Check damage through status.
  1343. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  1344. * After this we apply bg/gvg reduction
  1345. * @param src
  1346. * @param bl
  1347. * @param d
  1348. * @param damage
  1349. * @param skill_id
  1350. * @param skill_lv
  1351. * @return damage
  1352. */
  1353. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  1354. {
  1355. map_session_data *sd = NULL, *tsd = BL_CAST(BL_PC, src);
  1356. struct status_change_entry *sce;
  1357. int div_ = d->div_, flag = d->flag;
  1358. nullpo_ret(bl);
  1359. if( !damage )
  1360. return 0;
  1361. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  1362. return 0;
  1363. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_id && skill_get_type(skill_id) != BF_MISC
  1364. && skill_get_casttype(skill_id) == CAST_GROUND )
  1365. return 0;
  1366. if (bl->type == BL_PC) {
  1367. sd=(map_session_data *)bl;
  1368. //Special no damage states
  1369. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  1370. damage -= damage * sd->special_state.no_weapon_damage / 100;
  1371. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  1372. damage -= damage * sd->special_state.no_magic_damage / 100;
  1373. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  1374. damage -= damage * sd->special_state.no_misc_damage / 100;
  1375. if(!damage)
  1376. return 0;
  1377. }
  1378. status_change* tsc = status_get_sc(bl); //check target status
  1379. if( tsc && tsc->getSCE(SC_INVINCIBLE) && !tsc->getSCE(SC_INVINCIBLEOFF) )
  1380. return 1;
  1381. switch (skill_id) {
  1382. #ifndef RENEWAL
  1383. case PA_PRESSURE:
  1384. case HW_GRAVITATION:
  1385. #endif
  1386. case SP_SOULEXPLOSION:
  1387. // Adjust these based on any possible PK damage rates.
  1388. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1389. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1390. return damage; //These skills bypass everything else.
  1391. }
  1392. // Nothing can reduce the damage, but Safety Wall and Millennium Shield can block it completely.
  1393. // So can defense sphere's but what the heck is that??? [Rytech]
  1394. if (skill_id == SJ_NOVAEXPLOSING && !(tsc && (tsc->getSCE(SC_SAFETYWALL) || tsc->getSCE(SC_MILLENNIUMSHIELD)))) {
  1395. // Adjust this based on any possible PK damage rates.
  1396. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1397. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1398. return damage;
  1399. }
  1400. if( tsc && tsc->count ) {
  1401. // Damage increasing effects
  1402. #ifdef RENEWAL // Flat +400% damage from melee
  1403. if (tsc->getSCE(SC_KAITE) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1404. damage *= 4;
  1405. #endif
  1406. if (tsc->getSCE(SC_GROUNDGRAVITY) && flag&(BF_MAGIC|BF_WEAPON))
  1407. damage += damage * 15 / 100;
  1408. if (tsc->getSCE(SC_SHIELDCHAINRUSH))
  1409. damage += damage / 10;
  1410. if (tsc->getSCE(SC_AETERNA) && skill_id != PF_SOULBURN) {
  1411. if (src->type != BL_MER || !skill_id)
  1412. damage *= 2; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1413. #ifndef RENEWAL
  1414. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1415. #endif
  1416. status_change_end(bl, SC_AETERNA); //Shouldn't end until Breaker's non-weapon part connects.
  1417. }
  1418. #ifdef RENEWAL
  1419. if( tsc->getSCE(SC_RAID) ) {
  1420. if (status_get_class_(bl) == CLASS_BOSS)
  1421. damage += damage * 15 / 100;
  1422. else
  1423. damage += damage * 30 / 100;
  1424. }
  1425. #endif
  1426. if( damage ) {
  1427. if( tsc->getSCE(SC_DEEPSLEEP) ) {
  1428. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1429. status_change_end(bl,SC_DEEPSLEEP);
  1430. }
  1431. if( tsd && sd && tsc->getSCE(SC_CRYSTALIZE) && flag&BF_WEAPON ) {
  1432. switch(tsd->status.weapon) {
  1433. case W_MACE:
  1434. case W_2HMACE:
  1435. case W_1HAXE:
  1436. case W_2HAXE:
  1437. damage += damage / 2;
  1438. break;
  1439. case W_MUSICAL:
  1440. case W_WHIP:
  1441. if(!tsd->state.arrow_atk)
  1442. break;
  1443. [[fallthrough]];
  1444. case W_BOW:
  1445. case W_REVOLVER:
  1446. case W_RIFLE:
  1447. case W_GATLING:
  1448. case W_SHOTGUN:
  1449. case W_GRENADE:
  1450. case W_DAGGER:
  1451. case W_1HSWORD:
  1452. case W_2HSWORD:
  1453. damage -= damage / 2;
  1454. break;
  1455. }
  1456. }
  1457. if( tsc->getSCE(SC_VOICEOFSIREN) )
  1458. status_change_end(bl,SC_VOICEOFSIREN);
  1459. }
  1460. if (tsc->getSCE(SC_SOUNDOFDESTRUCTION))
  1461. damage *= 2;
  1462. if (tsc->getSCE(SC_DARKCROW) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  1463. int bonus = tsc->getSCE(SC_DARKCROW)->val2;
  1464. if( tsc->getSCE(SC_BURNT) && status_get_element(src) == ELE_FIRE )
  1465. damage += damage * 666 / 100; //Custom value
  1466. if (status_get_class_(bl) == CLASS_BOSS)
  1467. bonus /= 2;
  1468. damage += damage * bonus / 100;
  1469. }
  1470. if (tsc->getSCE(SC_HOLY_OIL) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1471. damage += damage * 50 / 100;// Need official adjustment. [Rytech]
  1472. if( tsc->getSCE( SC_RUSH_QUAKE1 ) && ( flag&BF_WEAPON ) == BF_WEAPON ){
  1473. damage += damage * 50 / 100;
  1474. }
  1475. if (tsc->getSCE(SC_SHADOW_SCAR)) // !TODO: Need official adjustment for this too.
  1476. damage += damage * (3 * tsc->getSCE(SC_SHADOW_SCAR)->val1) / 100;
  1477. // Damage reductions
  1478. // Assumptio increases DEF on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1479. #ifndef RENEWAL
  1480. if( tsc->getSCE(SC_ASSUMPTIO) ) {
  1481. if( map_flag_vs(bl->m) )
  1482. damage = (int64)damage*2/3; //Receive 66% damage
  1483. else
  1484. damage /= 2; //Receive 50% damage
  1485. }
  1486. #endif
  1487. if (tsc->getSCE(SC_DEFENDER) &&
  1488. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1489. #ifdef RENEWAL
  1490. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == GN_FIRE_EXPANSION_ACID))
  1491. #else
  1492. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1493. #endif
  1494. damage -= damage * tsc->getSCE(SC_DEFENDER)->val2 / 100;
  1495. if(tsc->getSCE(SC_ADJUSTMENT) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1496. damage -= damage * 20 / 100;
  1497. if(tsc->getSCE(SC_FOGWALL) && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH) {
  1498. if(flag&BF_SKILL) //25% reduction
  1499. damage -= damage * 25 / 100;
  1500. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1501. damage /= 4; //75% reduction
  1502. }
  1503. if (tsc->getSCE(SC_SPORE_EXPLOSION) && (flag & BF_LONG) == BF_LONG)
  1504. damage += damage * (status_get_class(bl) == CLASS_BOSS ? 5 : 10) / 100;
  1505. if(tsc->getSCE(SC_ARMORCHANGE)) {
  1506. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1507. if(flag&BF_WEAPON)
  1508. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val2 / 100;
  1509. else if(flag&BF_MAGIC)
  1510. damage -= damage * tsc->getSCE(SC_ARMORCHANGE)->val3 / 100;
  1511. }
  1512. if(tsc->getSCE(SC_SMOKEPOWDER)) {
  1513. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1514. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1515. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1516. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1517. }
  1518. if (tsc->getSCE(SC_WATER_BARRIER))
  1519. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1520. if (tsc->getSCE(SC_SU_STOOP))
  1521. damage -= damage * 90 / 100;
  1522. // Compressed code, fixed by map.hpp [Epoque]
  1523. if (src->type == BL_MOB) {
  1524. std::vector<e_race2> race2 = status_get_race2(src);
  1525. for (const auto &raceit : race2) {
  1526. switch (raceit) {
  1527. case RC2_MANUK:
  1528. if (sce = tsc->getSCE(SC_MANU_DEF))
  1529. damage -= damage * sce->val1 / 100;
  1530. break;
  1531. case RC2_SPLENDIDE:
  1532. if (sce = tsc->getSCE(SC_SPL_DEF))
  1533. damage -= damage * sce->val1 / 100;
  1534. break;
  1535. case RC2_OGH_ATK_DEF:
  1536. if (tsc->getSCE(SC_GLASTHEIM_DEF))
  1537. return 0;
  1538. break;
  1539. case RC2_OGH_HIDDEN:
  1540. if (sce = tsc->getSCE(SC_GLASTHEIM_HIDDEN))
  1541. damage -= damage * sce->val1 / 100;
  1542. break;
  1543. case RC2_BIO5_ACOLYTE_MERCHANT:
  1544. if (sce = tsc->getSCE(SC_LHZ_DUN_N1))
  1545. damage -= damage * sce->val2 / 100;
  1546. break;
  1547. case RC2_BIO5_MAGE_ARCHER:
  1548. if (sce = tsc->getSCE(SC_LHZ_DUN_N2))
  1549. damage -= damage * sce->val2 / 100;
  1550. break;
  1551. case RC2_BIO5_SWORDMAN_THIEF:
  1552. if (sce = tsc->getSCE(SC_LHZ_DUN_N3))
  1553. damage -= damage * sce->val2 / 100;
  1554. break;
  1555. case RC2_BIO5_MVP:
  1556. if (sce = tsc->getSCE(SC_LHZ_DUN_N4))
  1557. damage -= damage * sce->val2 / 100;
  1558. break;
  1559. }
  1560. }
  1561. }
  1562. if((sce=tsc->getSCE(SC_ARMOR)) && //NPC_DEFENDER
  1563. sce->val3&flag && sce->val4&flag)
  1564. damage -= damage * tsc->getSCE(SC_ARMOR)->val2 / 100;
  1565. if( tsc->getSCE(SC_ENERGYCOAT) && (skill_id == GN_HELLS_PLANT_ATK ||
  1566. #ifdef RENEWAL
  1567. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1568. #else
  1569. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1570. #endif
  1571. ) )
  1572. {
  1573. struct status_data *status = status_get_status_data(bl);
  1574. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1575. per /=20; //Uses 20% SP intervals.
  1576. //SP Cost: 1% + 0.5% per every 20% SP
  1577. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1578. status_change_end(bl, SC_ENERGYCOAT);
  1579. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1580. }
  1581. if(tsc->getSCE(SC_GRANITIC_ARMOR))
  1582. damage -= damage * tsc->getSCE(SC_GRANITIC_ARMOR)->val2 / 100;
  1583. if(tsc->getSCE(SC_PAIN_KILLER)) {
  1584. damage -= tsc->getSCE(SC_PAIN_KILLER)->val2;
  1585. damage = i64max(damage, 1);
  1586. }
  1587. if( (sce=tsc->getSCE(SC_MAGMA_FLOW)) && (rnd()%100 <= sce->val2) )
  1588. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1589. if( damage > 0 && (sce = tsc->getSCE(SC_STONEHARDSKIN)) ) {
  1590. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1591. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1592. else if (flag&(BF_WEAPON|BF_SHORT))
  1593. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1594. }
  1595. if (src->type == BL_PC && tsc->getSCE(SC_GVG_GOLEM)) {
  1596. if (flag&BF_WEAPON)
  1597. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val3 / 100;
  1598. if (flag&BF_MAGIC)
  1599. damage -= damage * tsc->getSCE(SC_GVG_GOLEM)->val4 / 100;
  1600. }
  1601. #ifdef RENEWAL
  1602. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1603. if( tsc->getSCE(SC_STEELBODY) )
  1604. damage = damage > 10 ? damage / 10 : 1;
  1605. #endif
  1606. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1607. if( skill_id == RA_AIMEDBOLT && (tsc->getSCE(SC_BITE) || tsc->getSCE(SC_ANKLE) || tsc->getSCE(SC_ELECTRICSHOCKER)) ) {
  1608. status_change_end(bl, SC_BITE);
  1609. status_change_end(bl, SC_ANKLE);
  1610. status_change_end(bl, SC_ELECTRICSHOCKER);
  1611. }
  1612. if (!damage)
  1613. return 0;
  1614. if( sd && (sce = tsc->getSCE(SC_FORCEOFVANGUARD)) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1615. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1616. if( sd && (sce = tsc->getSCE(SC_GT_ENERGYGAIN)) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1617. int spheres = 5;
  1618. if( tsc->getSCE(SC_RAISINGDRAGON) )
  1619. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  1620. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1621. }
  1622. if (tsc->getSCE(SC_STYLE_CHANGE) && tsc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING) {
  1623. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1624. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1625. hom_addspiritball(hd, 10);
  1626. }
  1627. if( tsc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * tsc->getSCE(SC__DEADLYINFECT)->val1 )
  1628. status_change_spread(bl, src);
  1629. } //End of target SC_ check
  1630. //SC effects from caster side.
  1631. status_change* sc = status_get_sc(src);
  1632. if (sc && sc->count) {
  1633. if (sc->getSCE(SC_BREAKINGLIMIT)) {
  1634. switch (skill_id) {
  1635. case HN_SHIELD_CHAIN_RUSH:
  1636. case HN_DOUBLEBOWLINGBASH:
  1637. damage += damage * 120 / 100;
  1638. break;
  1639. case HN_MEGA_SONIC_BLOW:
  1640. case HN_SPIRAL_PIERCE_MAX:
  1641. damage *= 2;
  1642. break;
  1643. }
  1644. }
  1645. if (sc->getSCE(SC_RULEBREAK)) {
  1646. switch (skill_id) {
  1647. case HN_METEOR_STORM_BUSTER:
  1648. case HN_GROUND_GRAVITATION:
  1649. damage += damage / 2;
  1650. break;
  1651. case HN_JUPITEL_THUNDER_STORM:
  1652. case HN_JACK_FROST_NOVA:
  1653. case HN_HELLS_DRIVE:
  1654. damage += damage * 70 / 100;
  1655. break;
  1656. case HN_NAPALM_VULCAN_STRIKE:
  1657. damage += damage * 40 / 100;
  1658. break;
  1659. }
  1660. }
  1661. if( sc->getSCE(SC_INVINCIBLE) && !sc->getSCE(SC_INVINCIBLEOFF) )
  1662. damage += damage * 75 / 100;
  1663. if ((sce = sc->getSCE(SC_BLOODLUST)) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1664. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1665. if ((sce = sc->getSCE(SC_BLOODSUCKER)) && flag & BF_WEAPON && damage > 0 && rnd() % 100 < (2 * sce->val1 - 1))
  1666. status_heal(src, damage * sce->val1 / 100, 0, 3);
  1667. if (flag&BF_MAGIC && bl->type == BL_PC && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val4)
  1668. damage += damage * sc->getSCE(SC_GVG_GIANT)->val4 / 100;
  1669. // [Epoque]
  1670. if (bl->type == BL_MOB) {
  1671. if ((flag&BF_WEAPON) || (flag&BF_MAGIC)) {
  1672. std::vector<e_race2> race2 = status_get_race2(bl);
  1673. for (const auto &raceit : race2) {
  1674. switch (raceit) {
  1675. case RC2_MANUK:
  1676. if (sce = sc->getSCE(SC_MANU_ATK))
  1677. damage += damage * sce->val1 / 100;
  1678. break;
  1679. case RC2_SPLENDIDE:
  1680. if (sce = sc->getSCE(SC_SPL_ATK))
  1681. damage += damage * sce->val1 / 100;
  1682. break;
  1683. case RC2_OGH_ATK_DEF:
  1684. if (sc->getSCE(SC_GLASTHEIM_ATK))
  1685. damage *= 2;
  1686. break;
  1687. case RC2_BIO5_SWORDMAN_THIEF:
  1688. if (sce = sc->getSCE(SC_LHZ_DUN_N1))
  1689. damage += damage * sce->val1 / 100;
  1690. break;
  1691. case RC2_BIO5_ACOLYTE_MERCHANT:
  1692. if (sce = sc->getSCE(SC_LHZ_DUN_N2))
  1693. damage += damage * sce->val1 / 100;
  1694. break;
  1695. case RC2_BIO5_MAGE_ARCHER:
  1696. if (sce = sc->getSCE(SC_LHZ_DUN_N3))
  1697. damage += damage * sce->val1 / 100;
  1698. break;
  1699. case RC2_BIO5_MVP:
  1700. if (sce = sc->getSCE(SC_LHZ_DUN_N4))
  1701. damage += damage * sce->val1 / 100;
  1702. break;
  1703. }
  1704. }
  1705. }
  1706. }
  1707. if (sc->getSCE(SC_POISONINGWEAPON) && flag&BF_SHORT && damage > 0) {
  1708. damage += damage * 10 / 100;
  1709. if (rnd() % 100 < sc->getSCE(SC_POISONINGWEAPON)->val3)
  1710. sc_start4(src, bl, (sc_type)sc->getSCE(SC_POISONINGWEAPON)->val2, 100, sc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, (sc->getSCE(SC_POISONINGWEAPON)->val2 == SC_VENOMBLEED ? skill_get_time2(GC_POISONINGWEAPON, 1) : skill_get_time2(GC_POISONINGWEAPON, 2)));
  1711. }
  1712. if( sc->getSCE(SC__DEADLYINFECT) && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->getSCE(SC__DEADLYINFECT)->val1 )
  1713. status_change_spread(src, bl);
  1714. if (sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING) {
  1715. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1716. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1717. }
  1718. if (flag & BF_WEAPON && (sce = sc->getSCE(SC_ADD_ATK_DAMAGE)))
  1719. damage += damage * sce->val1 / 100;
  1720. if (flag & BF_MAGIC && (sce = sc->getSCE(SC_ADD_MATK_DAMAGE)))
  1721. damage += damage * sce->val1 / 100;
  1722. if (sc->getSCE(SC_DANCEWITHWUG) && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1723. damage += damage * sc->getSCE(SC_DANCEWITHWUG)->val1 / 100;
  1724. if (sc->getSCE(SC_UNLIMITEDHUMMINGVOICE) && flag&BF_MAGIC)
  1725. damage += damage * sc->getSCE(SC_UNLIMITEDHUMMINGVOICE)->val3 / 100;
  1726. if (tsd && (sce = sc->getSCE(SC_SOULREAPER))) {
  1727. if (rnd()%100 < sce->val2 && tsd->soulball < MAX_SOUL_BALL) {
  1728. clif_specialeffect(src, 1208, AREA);
  1729. pc_addsoulball(tsd, 5 + 3 * pc_checkskill(tsd, SP_SOULENERGY));
  1730. }
  1731. }
  1732. } //End of caster SC_ check
  1733. //PK damage rates
  1734. if (battle_config.pk_mode == 1 && map_getmapflag(bl->m, MF_PVP) > 0)
  1735. damage = battle_calc_pk_damage(*src, *bl, damage, skill_id, flag);
  1736. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1737. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1738. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1739. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1740. )
  1741. damage = div_;
  1742. }
  1743. if (sd && pc_ismadogear(sd)) {
  1744. pc_overheat(*sd, (battle_get_weapon_element(d, src, bl, skill_id, skill_lv, EQI_HAND_R, false) == ELE_FIRE ? 3 : 1));
  1745. }
  1746. // Target status (again), required for RELIEVE
  1747. sc = status_get_sc(bl);
  1748. // !TODO: Should RELIEVE needed to be down here or after some other check? Should the skill be independent of damagetaken from mob_db.yml?
  1749. if (sc && sc->count) {
  1750. if ((sce = sc->getSCE(SC_RELIEVE_ON)) && !sc->getSCE(SC_RELIEVE_OFF))
  1751. damage = i64max((damage - damage * sce->val2 / 100), 1);
  1752. }
  1753. if (bl->type == BL_MOB) { // Reduces damage received for Green Aura MVP
  1754. mob_data *md = BL_CAST(BL_MOB, bl);
  1755. if (md && md->damagetaken != 100)
  1756. damage = i64max(damage * md->damagetaken / 100, 1);
  1757. }
  1758. if (tsc && tsc->count) {
  1759. if (!battle_status_block_damage(src, bl, tsc, d, damage, skill_id, skill_lv)) // Statuses that reduce damage to 0.
  1760. return 0;
  1761. }
  1762. return damage;
  1763. }
  1764. /**
  1765. * Determines whether battleground target can be hit
  1766. * @param src: Source of attack
  1767. * @param bl: Target of attack
  1768. * @param skill_id: Skill ID used
  1769. * @param flag: Special flags
  1770. * @return Can be hit (true) or can't be hit (false)
  1771. */
  1772. bool battle_can_hit_bg_target(struct block_list *src, struct block_list *bl, uint16 skill_id, int flag)
  1773. {
  1774. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1775. struct unit_data *ud = unit_bl2ud(bl);
  1776. if (ud && ud->immune_attack)
  1777. return false;
  1778. if (md && md->bg_id) {
  1779. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) && flag&BF_SKILL) //Skill immunity.
  1780. return false;
  1781. if (src->type == BL_PC) {
  1782. map_session_data *sd = map_id2sd(src->id);
  1783. if (sd && sd->bg_id == md->bg_id)
  1784. return false;
  1785. }
  1786. }
  1787. return true;
  1788. }
  1789. /**
  1790. * Calculates BG related damage adjustments.
  1791. * @param src
  1792. * @param bl
  1793. * @param damage
  1794. * @param skill_id
  1795. * @param flag
  1796. * @return damage
  1797. * Credits:
  1798. * Original coder Skotlex
  1799. * Initial refactoring by Baalberith
  1800. * Refined and optimized by helvetica
  1801. */
  1802. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1803. {
  1804. if( !damage )
  1805. return 0;
  1806. if (!battle_can_hit_bg_target(src, bl, skill_id, flag))
  1807. return 0;
  1808. if(skill_get_inf2(skill_id, INF2_IGNOREBGREDUCTION))
  1809. return damage; //skill that ignore bg map reduction
  1810. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1811. if( flag&BF_WEAPON )
  1812. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1813. if( flag&BF_MAGIC )
  1814. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1815. if( flag&BF_MISC )
  1816. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1817. } else { //Normal attacks get reductions based on range.
  1818. if( flag&BF_SHORT )
  1819. damage = damage * battle_config.bg_short_damage_rate / 100;
  1820. if( flag&BF_LONG )
  1821. damage = damage * battle_config.bg_long_damage_rate / 100;
  1822. }
  1823. damage = i64max(damage,1); //min 1 damage
  1824. return damage;
  1825. }
  1826. /**
  1827. * Determines whether target can be hit
  1828. * @param src
  1829. * @param bl
  1830. * @param skill_id
  1831. * @param flag
  1832. * @return Can be hit (true) or can't be hit (false)
  1833. */
  1834. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1835. {
  1836. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1837. struct unit_data *ud = unit_bl2ud(bl);
  1838. int class_ = status_get_class(bl);
  1839. if (ud && ud->immune_attack)
  1840. return false;
  1841. if(md && (md->guardian_data || md->special_state.ai == AI_GUILD)) {
  1842. if ((status_bl_has_mode(bl,MD_SKILLIMMUNE) || (class_ == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) && flag&BF_SKILL) //Skill immunity.
  1843. return false;
  1844. if( src->type != BL_MOB || mob_is_clone( ((struct mob_data*)src)->mob_id ) ){
  1845. auto g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1846. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g->guild, GD_APPROVAL) <= 0 ))
  1847. return false;
  1848. if (g != nullptr) {
  1849. if (battle_config.guild_max_castles && guild_checkcastles(g->guild)>=battle_config.guild_max_castles)
  1850. return false; // [MouseJstr]
  1851. if (md->special_state.ai == AI_GUILD && g->guild.guild_id == md->master_id)
  1852. return false;
  1853. }
  1854. }
  1855. }
  1856. return true;
  1857. }
  1858. /**
  1859. * Calculates GVG related damage adjustments.
  1860. * @param src
  1861. * @param bl
  1862. * @param damage
  1863. * @param skill_id
  1864. * @param flag
  1865. * @return damage
  1866. */
  1867. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1868. {
  1869. if (!damage) //No reductions to make.
  1870. return 0;
  1871. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1872. return 0;
  1873. if (skill_get_inf2(skill_id, INF2_IGNOREGVGREDUCTION)) //Skills with no gvg damage reduction.
  1874. return damage;
  1875. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1876. if (flag&BF_WEAPON)
  1877. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1878. if (flag&BF_MAGIC)
  1879. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1880. if (flag&BF_MISC)
  1881. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1882. } else { //Normal attacks get reductions based on range.
  1883. if (flag & BF_SHORT)
  1884. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1885. if (flag & BF_LONG)
  1886. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1887. }
  1888. damage = i64max(damage,1);
  1889. return damage;
  1890. }
  1891. /**
  1892. * Calculates PK related damage adjustments (between players only).
  1893. * @param src: Source object
  1894. * @param bl: Target object
  1895. * @param damage: Damage being done
  1896. * @param skill_id: Skill used
  1897. * @param flag: Battle flag type
  1898. * @return Modified damage
  1899. */
  1900. int64 battle_calc_pk_damage(block_list &src, block_list &bl, int64 damage, uint16 skill_id, int flag) {
  1901. if (damage == 0) // No reductions to make.
  1902. return 0;
  1903. if (battle_config.pk_mode == 0) // PK mode is disabled.
  1904. return damage;
  1905. if (src.type == BL_PC && bl.type == BL_PC) {
  1906. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1907. if (flag & BF_WEAPON)
  1908. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1909. if (flag & BF_MAGIC)
  1910. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1911. if (flag & BF_MISC)
  1912. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1913. } else { //Normal attacks get reductions based on range.
  1914. if (flag & BF_SHORT)
  1915. damage = damage * battle_config.pk_short_damage_rate / 100;
  1916. if (flag & BF_LONG)
  1917. damage = damage * battle_config.pk_long_damage_rate / 100;
  1918. }
  1919. }
  1920. return i64max(damage, 1);
  1921. }
  1922. /**
  1923. * HP/SP drain calculation
  1924. * @param damage Damage inflicted to the enemy
  1925. * @param rate Success chance 1000 = 100%
  1926. * @param per HP/SP drained
  1927. * @return diff
  1928. */
  1929. static int battle_calc_drain(int64 damage, int rate, int per)
  1930. {
  1931. int64 diff = 0;
  1932. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1933. diff = (damage * per) / 100;
  1934. if (diff == 0) {
  1935. if (per > 0)
  1936. diff = 1;
  1937. else
  1938. diff = -1;
  1939. }
  1940. }
  1941. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1942. }
  1943. /**
  1944. * Passive skill damage increases
  1945. * @param sd
  1946. * @param target
  1947. * @param dmg
  1948. * @param type
  1949. * @return damage
  1950. */
  1951. int64 battle_addmastery(map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1952. {
  1953. int64 damage;
  1954. struct status_data *status = status_get_status_data(target);
  1955. int weapon, skill;
  1956. #ifdef RENEWAL
  1957. damage = 0;
  1958. #else
  1959. damage = dmg;
  1960. #endif
  1961. nullpo_ret(sd);
  1962. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1963. target->type == BL_MOB && //This bonus doesn't work against players.
  1964. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1965. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1966. 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) )
  1967. damage += (skill * 5);
  1968. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1969. damage += (skill * 10);
  1970. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1971. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_INSECT || status->race == RC_BRUTE || status->race == RC_PLAYER_DORAM) ) {
  1972. damage += (skill * 4);
  1973. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_HUNTER)
  1974. damage += sd->status.str;
  1975. }
  1976. #ifdef RENEWAL
  1977. //Weapon Research bonus applies to all weapons
  1978. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1979. damage += (skill * 2);
  1980. #endif
  1981. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  1982. damage += 15 * skill + (skill > 4 ? 25 : 0);
  1983. // Kagerou/Oboro Spirit Charm bonus
  1984. if (sd->spiritcharm >= MAX_SPIRITCHARM) {
  1985. if ((sd->spiritcharm_type == CHARM_TYPE_FIRE && status->def_ele == ELE_EARTH) ||
  1986. (sd->spiritcharm_type == CHARM_TYPE_WATER && status->def_ele == ELE_FIRE) ||
  1987. (sd->spiritcharm_type == CHARM_TYPE_LAND && status->def_ele == ELE_WIND) ||
  1988. (sd->spiritcharm_type == CHARM_TYPE_WIND && status->def_ele == ELE_WATER))
  1989. damage += damage * 30 / 100;
  1990. }
  1991. if(type == 0)
  1992. weapon = sd->weapontype1;
  1993. else
  1994. weapon = sd->weapontype2;
  1995. switch(weapon) {
  1996. case W_1HSWORD:
  1997. #ifdef RENEWAL
  1998. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1999. damage += (skill * 3);
  2000. #endif
  2001. case W_DAGGER:
  2002. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  2003. damage += (skill * 4);
  2004. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  2005. damage += skill * 10;
  2006. break;
  2007. case W_2HSWORD:
  2008. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  2009. damage += (skill * 4);
  2010. break;
  2011. case W_1HSPEAR:
  2012. case W_2HSPEAR:
  2013. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  2014. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  2015. damage += (skill * 4);
  2016. else
  2017. damage += (skill * 5);
  2018. // Increase damage by level of KN_SPEARMASTERY * 10
  2019. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  2020. damage += (skill * 10);
  2021. }
  2022. break;
  2023. case W_1HAXE:
  2024. case W_2HAXE:
  2025. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  2026. damage += (skill * 3);
  2027. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2028. damage += (skill * 5);
  2029. break;
  2030. case W_MACE:
  2031. case W_2HMACE:
  2032. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  2033. damage += (skill * 3);
  2034. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  2035. damage += (skill * 4);
  2036. break;
  2037. case W_FIST:
  2038. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  2039. damage += (skill * 10);
  2040. [[fallthrough]];
  2041. case W_KNUCKLE:
  2042. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  2043. damage += (skill * 3);
  2044. break;
  2045. case W_MUSICAL:
  2046. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  2047. damage += (skill * 3);
  2048. break;
  2049. case W_WHIP:
  2050. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  2051. damage += (skill * 3);
  2052. break;
  2053. case W_BOOK:
  2054. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  2055. damage += (skill * 3);
  2056. break;
  2057. case W_KATAR:
  2058. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  2059. damage += (skill * 3);
  2060. break;
  2061. }
  2062. return damage;
  2063. }
  2064. /** Calculates overrefine damage bonus and weapon related bonuses (unofficial)
  2065. * @param sd Player
  2066. * @param damage Current damage
  2067. * @param lr_type EQI_HAND_L:left-hand weapon, EQI_HAND_R:right-hand weapon
  2068. */
  2069. static void battle_add_weapon_damage(map_session_data *sd, int64 *damage, int lr_type) {
  2070. if (!sd)
  2071. return;
  2072. //rodatazone says that Overrefine bonuses are part of baseatk
  2073. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  2074. if (lr_type == EQI_HAND_L) {
  2075. if (sd->left_weapon.overrefine)
  2076. (*damage) = (*damage) + rnd() % sd->left_weapon.overrefine + 1;
  2077. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype2])
  2078. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype2] / 100;
  2079. }
  2080. else if (lr_type == EQI_HAND_R) {
  2081. if (sd->right_weapon.overrefine)
  2082. (*damage) = (*damage) + rnd() % sd->right_weapon.overrefine + 1;
  2083. if (sd->indexed_bonus.weapon_damage_rate[sd->weapontype1])
  2084. (*damage) += (*damage) * sd->indexed_bonus.weapon_damage_rate[sd->weapontype1] / 100;
  2085. }
  2086. }
  2087. #ifdef RENEWAL
  2088. static int battle_calc_sizefix(int64 damage, map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  2089. {
  2090. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  2091. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2092. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2093. }
  2094. static int battle_calc_status_attack(struct status_data *status, short hand)
  2095. {
  2096. //left-hand penalty on sATK is always 50% [Baalberith]
  2097. if (hand == EQI_HAND_L)
  2098. return status->batk;
  2099. else
  2100. return 2 * status->batk;
  2101. }
  2102. /**
  2103. * Calculates renewal Variance, OverUpgradeBonus, and SizePenaltyMultiplier of weapon damage parts for player
  2104. * @param src Block list of attacker
  2105. * @param tstatus Target's status data
  2106. * @param wa Weapon attack data
  2107. * @param sd Player
  2108. * @return Base weapon damage
  2109. */
  2110. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, map_session_data *sd, bool critical)
  2111. {
  2112. struct status_data *status = status_get_status_data(src);
  2113. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2114. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  2115. uint16 atkmax = atkmin;
  2116. int64 damage = atkmin;
  2117. bool weapon_perfection = false;
  2118. status_change *sc = status_get_sc(src);
  2119. if (sd && sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  2120. short base_stat;
  2121. switch (sd->status.weapon) {
  2122. case W_BOW:
  2123. case W_MUSICAL:
  2124. case W_WHIP:
  2125. case W_REVOLVER:
  2126. case W_RIFLE:
  2127. case W_GATLING:
  2128. case W_SHOTGUN:
  2129. case W_GRENADE:
  2130. if (pc_checkskill(sd, SU_SOULATTACK) > 0)
  2131. base_stat = status->str;
  2132. else
  2133. base_stat = status->dex;
  2134. break;
  2135. default:
  2136. base_stat = status->str;
  2137. break;
  2138. }
  2139. float variance = 5.0f * wa->atk * wa->wlv / 100.0f;
  2140. float base_stat_bonus = wa->atk * base_stat / 200.0f;
  2141. atkmin = max(0, (int)(atkmin - variance + base_stat_bonus));
  2142. atkmax = min(UINT16_MAX, (int)(atkmax + variance + base_stat_bonus));
  2143. if ((sc && sc->getSCE(SC_MAXIMIZEPOWER)) || critical == true)
  2144. damage = atkmax;
  2145. else
  2146. damage = rnd_value(atkmin, atkmax);
  2147. }
  2148. if (sc && sc->getSCE(SC_WEAPONPERFECTION))
  2149. weapon_perfection = true;
  2150. battle_add_weapon_damage(sd, &damage, type);
  2151. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  2152. return (int)cap_value(damage, INT_MIN, INT_MAX);
  2153. }
  2154. #endif
  2155. /*==========================================
  2156. * Calculates the standard damage of a normal attack assuming it hits,
  2157. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  2158. * This applies to pre-renewal and non-sd in renewal
  2159. *------------------------------------------
  2160. * Pass damage2 as NULL to not calc it.
  2161. * Flag values:
  2162. * &1 : Critical hit
  2163. * &2 : Arrow attack
  2164. * &4 : Skill is Magic Crasher
  2165. * &8 : Skip target size adjustment (Extremity Fist?)
  2166. * &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)
  2167. *
  2168. * Credits:
  2169. * Original coder Skotlex
  2170. * Initial refactoring by Baalberith
  2171. * Refined and optimized by helvetica
  2172. */
  2173. static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, status_change *sc, unsigned short t_size, int flag)
  2174. {
  2175. unsigned int atkmin = 0, atkmax = 0;
  2176. short type = 0;
  2177. int64 damage = 0;
  2178. map_session_data *sd = NULL;
  2179. nullpo_retr(damage, src);
  2180. sd = BL_CAST(BL_PC, src);
  2181. if (!sd) { //Mobs/Pets
  2182. #ifndef RENEWAL
  2183. if (sc != nullptr && sc->getSCE(SC_CHANGE) != nullptr)
  2184. return status->matk_max; // [Aegis] simply uses raw max matk for base damage when Mental Charge active
  2185. #endif
  2186. if(flag&4) {
  2187. atkmin = status->matk_min;
  2188. atkmax = status->matk_max;
  2189. } else {
  2190. atkmin = wa->atk;
  2191. atkmax = wa->atk2;
  2192. }
  2193. if (atkmin > atkmax)
  2194. atkmin = atkmax;
  2195. } else { //PCs
  2196. atkmax = wa->atk;
  2197. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  2198. if (!(flag&1) || (flag&2)) { //Normal attacks
  2199. atkmin = status->dex;
  2200. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]] && sd->inventory_data[sd->equip_index[type]]->type == IT_WEAPON)
  2201. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->weapon_level*20)/100;
  2202. if (atkmin > atkmax)
  2203. atkmin = atkmax;
  2204. if(flag&2 && !(flag&16)) { //Bows
  2205. atkmin = atkmin*atkmax/100;
  2206. if (atkmin > atkmax)
  2207. atkmax = atkmin;
  2208. }
  2209. }
  2210. }
  2211. if (sc && sc->getSCE(SC_MAXIMIZEPOWER))
  2212. atkmin = atkmax;
  2213. //Weapon Damage calculation
  2214. if (!(flag&1))
  2215. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  2216. else
  2217. damage = atkmax;
  2218. if (sd) {
  2219. //rodatazone says the range is 0~arrow_atk-1 for non crit
  2220. if (flag&2 && sd->bonus.arrow_atk)
  2221. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  2222. // Size fix only for players
  2223. if (!(sd->special_state.no_sizefix || (flag&8)))
  2224. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  2225. } else if (src->type == BL_ELEM) {
  2226. status_change *ele_sc = status_get_sc(src);
  2227. int ele_class = status_get_class(src);
  2228. if (ele_sc) {
  2229. switch (ele_class) {
  2230. case ELEMENTALID_AGNI_S:
  2231. case ELEMENTALID_AGNI_M:
  2232. case ELEMENTALID_AGNI_L:
  2233. case ELEMENTALID_ARDOR:
  2234. if (ele_sc->getSCE(SC_FIRE_INSIGNIA) && ele_sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 1)
  2235. damage += damage * 20 / 100;
  2236. break;
  2237. case ELEMENTALID_AQUA_S:
  2238. case ELEMENTALID_AQUA_M:
  2239. case ELEMENTALID_AQUA_L:
  2240. case ELEMENTALID_DILUVIO:
  2241. if (ele_sc->getSCE(SC_WATER_INSIGNIA) && ele_sc->getSCE(SC_WATER_INSIGNIA)->val1 == 1)
  2242. damage += damage * 20 / 100;
  2243. break;
  2244. case ELEMENTALID_VENTUS_S:
  2245. case ELEMENTALID_VENTUS_M:
  2246. case ELEMENTALID_VENTUS_L:
  2247. case ELEMENTALID_PROCELLA:
  2248. if (ele_sc->getSCE(SC_WIND_INSIGNIA) && ele_sc->getSCE(SC_WIND_INSIGNIA)->val1 == 1)
  2249. damage += damage * 20 / 100;
  2250. break;
  2251. case ELEMENTALID_TERA_S:
  2252. case ELEMENTALID_TERA_M:
  2253. case ELEMENTALID_TERA_L:
  2254. case ELEMENTALID_TERREMOTUS:
  2255. case ELEMENTALID_SERPENS:
  2256. if (ele_sc->getSCE(SC_EARTH_INSIGNIA) && ele_sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 1)
  2257. damage += damage * 20 / 100;
  2258. break;
  2259. }
  2260. }
  2261. }
  2262. //Finally, add baseatk
  2263. if(flag&4)
  2264. damage += status->matk_min;
  2265. else
  2266. damage += status->batk;
  2267. if (sd)
  2268. battle_add_weapon_damage(sd, &damage, type);
  2269. #ifdef RENEWAL
  2270. if (flag&1)
  2271. damage = (damage * 14) / 10;
  2272. #endif
  2273. return damage;
  2274. }
  2275. /*==========================================
  2276. * Consumes ammo for the given skill.
  2277. *------------------------------------------
  2278. * Credits:
  2279. * Original coder Skotlex
  2280. * Initial refactoring by Baalberith
  2281. * Refined and optimized by helvetica
  2282. */
  2283. void battle_consume_ammo(map_session_data*sd, int skill, int lv)
  2284. {
  2285. int qty = 1;
  2286. if( sd == nullptr ){
  2287. return;
  2288. }
  2289. if (!battle_config.arrow_decrement)
  2290. return;
  2291. if (skill) {
  2292. qty = skill_get_ammo_qty(skill, lv);
  2293. if (!qty) qty = 1;
  2294. if( skill == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING ){
  2295. qty += 4;
  2296. }
  2297. }
  2298. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  2299. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  2300. sd->state.arrow_atk = 0;
  2301. }
  2302. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2303. {
  2304. // [Akinari] , [Xynvaroth]: Traps are always short range.
  2305. if (skill_get_inf2(skill_id, INF2_ISTRAP))
  2306. return BF_SHORT;
  2307. switch (skill_id) {
  2308. case AC_SHOWER:
  2309. case AM_DEMONSTRATION:
  2310. // When monsters use Arrow Shower or Bomb, it is always short range
  2311. if (src->type == BL_MOB)
  2312. return BF_SHORT;
  2313. break;
  2314. #ifdef RENEWAL
  2315. case KN_BRANDISHSPEAR:
  2316. // Renewal changes to ranged physical damage
  2317. #endif
  2318. case SR_RAMPAGEBLASTER:
  2319. case BO_ACIDIFIED_ZONE_WATER_ATK:
  2320. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  2321. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  2322. case BO_ACIDIFIED_ZONE_WIND_ATK:
  2323. case NW_THE_VIGILANTE_AT_NIGHT:
  2324. return BF_LONG;
  2325. case NJ_KIRIKAGE: // Cast range mimics NJ_SHADOWJUMP but damage is considered melee
  2326. case GC_CROSSIMPACT: // Cast range is 7 cells and player jumps to target but skill is considered melee
  2327. case DK_SERVANT_W_PHANTOM: // 9 cell cast range.
  2328. case SHC_SAVAGE_IMPACT: // 7 cell cast range.
  2329. case SHC_FATAL_SHADOW_CROW: // 9 cell cast range.
  2330. case MT_RUSH_QUAKE: // 9 cell cast range.
  2331. case ABC_UNLUCKY_RUSH: // 7 cell cast range.
  2332. case MH_THE_ONE_FIGHTER_RISES: // 7 cell cast range.
  2333. //case ABC_DEFT_STAB: // 2 cell cast range???
  2334. case NPC_MAXPAIN_ATK:
  2335. return BF_SHORT;
  2336. case CD_PETITIO: { // Skill range is 2 but damage is melee with books and ranged with mace.
  2337. map_session_data *sd = BL_CAST(BL_PC, src);
  2338. if (sd && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  2339. return BF_LONG;
  2340. break;
  2341. }
  2342. case DK_HACKANDSLASHER:
  2343. case DK_HACKANDSLASHER_ATK: {
  2344. map_session_data* sd = BL_CAST( BL_PC, src );
  2345. if( sd != nullptr && ( sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR ) ){
  2346. return BF_LONG;
  2347. }
  2348. break;
  2349. }
  2350. }
  2351. //Skill Range Criteria
  2352. if (battle_config.skillrange_by_distance &&
  2353. (src->type&battle_config.skillrange_by_distance)
  2354. ) { //based on distance between src/target [Skotlex]
  2355. if (check_distance_bl(src, target, 3))
  2356. return BF_SHORT;
  2357. return BF_LONG;
  2358. }
  2359. //based on used skill's range
  2360. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  2361. return BF_SHORT;
  2362. return BF_LONG;
  2363. }
  2364. static int battle_blewcount_bonus(map_session_data *sd, uint16 skill_id)
  2365. {
  2366. if (sd->skillblown.empty())
  2367. return 0;
  2368. //Apply the bonus blewcount. [Skotlex]
  2369. for (const auto &it : sd->skillblown) {
  2370. if (it.id == skill_id)
  2371. return it.val;
  2372. }
  2373. return 0;
  2374. }
  2375. static enum e_skill_damage_type battle_skill_damage_type( struct block_list* bl ){
  2376. switch( bl->type ){
  2377. case BL_PC:
  2378. return SKILLDMG_PC;
  2379. case BL_MOB:
  2380. if( status_get_class_(bl) == CLASS_BOSS ){
  2381. return SKILLDMG_BOSS;
  2382. }else{
  2383. return SKILLDMG_MOB;
  2384. }
  2385. default:
  2386. return SKILLDMG_OTHER;
  2387. }
  2388. }
  2389. /**
  2390. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  2391. * @param src
  2392. * @param target
  2393. * @param skill_id
  2394. * @return Skill damage rate
  2395. */
  2396. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2397. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2398. if (!skill || !skill->damage.map)
  2399. return 0;
  2400. s_skill_damage *damage = &skill->damage;
  2401. //check the adjustment works for specified type
  2402. if (!(damage->caster&src->type))
  2403. return 0;
  2404. map_data *mapdata = map_getmapdata(src->m);
  2405. if ((damage->map&1 && (!mapdata->getMapFlag(MF_PVP) && !mapdata_flag_gvg2(mapdata) && !mapdata->getMapFlag(MF_BATTLEGROUND) && !mapdata->getMapFlag(MF_SKILL_DAMAGE) && !mapdata->getMapFlag(MF_RESTRICTED))) ||
  2406. (damage->map&2 && mapdata->getMapFlag(MF_PVP)) ||
  2407. (damage->map&4 && mapdata_flag_gvg2(mapdata)) ||
  2408. (damage->map&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  2409. (damage->map&16 && mapdata->getMapFlag(MF_SKILL_DAMAGE)) ||
  2410. (damage->map&mapdata->zone && mapdata->getMapFlag(MF_RESTRICTED)))
  2411. {
  2412. return damage->rate[battle_skill_damage_type(target)];
  2413. }
  2414. return 0;
  2415. }
  2416. /**
  2417. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  2418. * @param src
  2419. * @param target
  2420. * @param skill_id
  2421. * @return Skill damage rate
  2422. */
  2423. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2424. map_data *mapdata = map_getmapdata(src->m);
  2425. if (!mapdata || !mapdata->getMapFlag(MF_SKILL_DAMAGE))
  2426. return 0;
  2427. int rate = 0;
  2428. // Damage rate for all skills at this map
  2429. if (mapdata->damage_adjust.caster&src->type)
  2430. rate = mapdata->damage_adjust.rate[battle_skill_damage_type(target)];
  2431. if (mapdata->skill_damage.empty())
  2432. return rate;
  2433. // Damage rate for specified skill at this map
  2434. if (mapdata->skill_damage.find(skill_id) != mapdata->skill_damage.end() && mapdata->skill_damage[skill_id].caster&src->type) {
  2435. rate += mapdata->skill_damage[skill_id].rate[battle_skill_damage_type(target)];
  2436. }
  2437. return rate;
  2438. }
  2439. /**
  2440. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  2441. * @param src
  2442. * @param target
  2443. * @param skill_id
  2444. * @return Total damage rate
  2445. */
  2446. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  2447. nullpo_ret(src);
  2448. if (!target || !skill_id)
  2449. return 0;
  2450. skill_id = skill_dummy2skill_id(skill_id);
  2451. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  2452. }
  2453. /**
  2454. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  2455. * @param sd: Player who has Chorus skill active
  2456. * @return Bonus value based on party count
  2457. */
  2458. int battle_calc_chorusbonus(map_session_data *sd) {
  2459. #ifdef RENEWAL // No bonus in renewal
  2460. return 0;
  2461. #endif
  2462. int members = 0;
  2463. if (!sd || !sd->status.party_id)
  2464. return 0;
  2465. members = party_foreachsamemap(party_sub_count_class, sd, 0, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  2466. if (members < 3)
  2467. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  2468. if (members > 7)
  2469. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  2470. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  2471. }
  2472. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2473. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  2474. /*=======================================================
  2475. * Should infinite defense be applied on target? (plant)
  2476. *-------------------------------------------------------
  2477. * Credits:
  2478. * Original coder Skotlex
  2479. * Initial refactoring by Baalberith
  2480. * Refined and optimized by helvetica
  2481. * flag - see e_battle_flag
  2482. */
  2483. bool is_infinite_defense(struct block_list *target, int flag)
  2484. {
  2485. struct status_data *tstatus = status_get_status_data(target);
  2486. if(target->type == BL_SKILL) {
  2487. TBL_SKILL *su = ((TBL_SKILL*)target);
  2488. if (su && su->group && (su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  2489. return true;
  2490. }
  2491. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  2492. return true;
  2493. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  2494. return true;
  2495. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  2496. return true;
  2497. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  2498. return true;
  2499. return false;
  2500. }
  2501. /*========================
  2502. * Is attack arrow based?
  2503. *------------------------
  2504. * Credits:
  2505. * Original coder Skotlex
  2506. * Initial refactoring by Baalberith
  2507. * Refined and optimized by helvetica
  2508. */
  2509. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  2510. {
  2511. if(src != NULL) {
  2512. struct status_data *sstatus = status_get_status_data(src);
  2513. map_session_data *sd = BL_CAST(BL_PC, src);
  2514. 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));
  2515. } else
  2516. return false;
  2517. }
  2518. /*=========================================
  2519. * Is attack right handed? By default yes.
  2520. *-----------------------------------------
  2521. * Credits:
  2522. * Original coder Skotlex
  2523. * Initial refactoring by Baalberith
  2524. * Refined and optimized by helvetica
  2525. */
  2526. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  2527. {
  2528. if(src != NULL) {
  2529. map_session_data *sd = BL_CAST(BL_PC, src);
  2530. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2531. if(!skill_id && sd && sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2532. return false;
  2533. }
  2534. return true;
  2535. }
  2536. /*=======================================
  2537. * Is attack left handed? By default no.
  2538. *---------------------------------------
  2539. * Credits:
  2540. * Original coder Skotlex
  2541. * Initial refactoring by Baalberith
  2542. * Refined and optimized by helvetica
  2543. */
  2544. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  2545. {
  2546. if(src != NULL) {
  2547. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  2548. if(!skill_id) {
  2549. map_session_data *sd = BL_CAST(BL_PC, src);
  2550. if (sd) {
  2551. if (sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
  2552. return true;
  2553. if (sd->status.weapon == W_KATAR)
  2554. return true;
  2555. }
  2556. struct status_data *sstatus = status_get_status_data(src);
  2557. if (sstatus->lhw.atk)
  2558. return true;
  2559. }
  2560. }
  2561. return false;
  2562. }
  2563. /*=============================
  2564. * Do we score a critical hit?
  2565. *-----------------------------
  2566. * Credits:
  2567. * Original coder Skotlex
  2568. * Initial refactoring by Baalberith
  2569. * Refined and optimized by helvetica
  2570. */
  2571. 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)
  2572. {
  2573. if (!first_call)
  2574. return (wd->type == DMG_CRITICAL || wd->type == DMG_MULTI_HIT_CRITICAL);
  2575. #ifdef RENEWAL
  2576. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2577. return true;
  2578. #endif
  2579. if( skill_id && !skill_get_nk(skill_id,NK_CRITICAL) )
  2580. return false;
  2581. struct status_data *sstatus = status_get_status_data(src);
  2582. if( sstatus->cri )
  2583. {
  2584. map_session_data *sd = BL_CAST(BL_PC, src);
  2585. if(wd->type == DMG_MULTI_HIT){ //Multiple Hit Attack Skills.
  2586. if(pc_checkskill(sd,GS_CHAINACTION) && !skill_get_nk(GS_CHAINACTION,NK_CRITICAL)) //Chain Action
  2587. return false;
  2588. if(pc_checkskill(sd,TF_DOUBLE) && !skill_get_nk(TF_DOUBLE,NK_CRITICAL)) //Double Attack
  2589. return false;
  2590. }
  2591. struct status_data *tstatus = status_get_status_data(target);
  2592. status_change *sc = status_get_sc(src);
  2593. status_change *tsc = status_get_sc(target);
  2594. map_session_data *tsd = BL_CAST(BL_PC, target);
  2595. short cri = sstatus->cri;
  2596. if (sd) {
  2597. cri += sd->indexed_bonus.critaddrace[tstatus->race] + sd->indexed_bonus.critaddrace[RC_ALL];
  2598. if(!skill_id && is_skill_using_arrow(src, skill_id)) {
  2599. cri += sd->bonus.arrow_cri;
  2600. cri += sd->bonus.critical_rangeatk;
  2601. }
  2602. }
  2603. if(sc && sc->getSCE(SC_CAMOUFLAGE))
  2604. cri += 100 * min(10,sc->getSCE(SC_CAMOUFLAGE)->val3); //max 100% (1K)
  2605. //The official equation is *2, but that only applies when sd's do critical.
  2606. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2607. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2608. if( tsc && tsc->getSCE(SC_SLEEP) )
  2609. cri *= 2;
  2610. switch(skill_id) {
  2611. case 0:
  2612. if(sc && !sc->getSCE(SC_AUTOCOUNTER))
  2613. break;
  2614. clif_specialeffect(src, EF_AUTOCOUNTER, AREA);
  2615. status_change_end(src, SC_AUTOCOUNTER);
  2616. [[fallthrough]];
  2617. case KN_AUTOCOUNTER:
  2618. if(battle_config.auto_counter_type &&
  2619. (battle_config.auto_counter_type&src->type))
  2620. return true;
  2621. else
  2622. cri *= 2;
  2623. break;
  2624. case SN_SHARPSHOOTING:
  2625. case MA_SHARPSHOOTING:
  2626. #ifdef RENEWAL
  2627. cri += 300; // !TODO: Confirm new bonus
  2628. #else
  2629. cri += 200;
  2630. #endif
  2631. break;
  2632. case NJ_KIRIKAGE:
  2633. cri += 250 + 50*skill_lv;
  2634. break;
  2635. #ifdef RENEWAL
  2636. case ASC_BREAKER:
  2637. #endif
  2638. case GC_CROSSIMPACT:
  2639. case SHC_SAVAGE_IMPACT:
  2640. case SHC_ETERNAL_SLASH:
  2641. case SHC_IMPACT_CRATER:
  2642. cri /= 2;
  2643. break;
  2644. case WH_GALESTORM:
  2645. if (sc && !sc->getSCE(SC_CALAMITYGALE))
  2646. return false;
  2647. break;
  2648. case NW_ONLY_ONE_BULLET:
  2649. case NW_SPIRAL_SHOOTING:
  2650. if( sd == nullptr || sd->weapontype1 != W_RIFLE ){
  2651. return false;
  2652. }
  2653. break;
  2654. case NW_MAGAZINE_FOR_ONE:
  2655. if( sd == nullptr || sd->weapontype1 != W_REVOLVER ){
  2656. return false;
  2657. }
  2658. break;
  2659. }
  2660. if(tsd && tsd->bonus.critical_def)
  2661. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2662. return (rnd()%1000 < cri);
  2663. }
  2664. return false;
  2665. }
  2666. /*==========================================================
  2667. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2668. *----------------------------------------------------------
  2669. * Credits:
  2670. * Original coder Skotlex
  2671. * Initial refactoring by Baalberith
  2672. * Refined and optimized by helvetica
  2673. */
  2674. 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)
  2675. {
  2676. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2677. return 2;
  2678. if(src != NULL) {
  2679. map_session_data *sd = BL_CAST(BL_PC, src);
  2680. struct status_data *tstatus = status_get_status_data(target);
  2681. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI
  2682. #ifndef RENEWAL
  2683. && !is_attack_critical(wd, src, target, skill_id, skill_lv, false)
  2684. #endif
  2685. )
  2686. { //Elemental/Racial adjustments
  2687. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2688. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2689. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2690. )
  2691. if (weapon_position == EQI_HAND_R)
  2692. return 1;
  2693. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2694. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2695. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2696. )
  2697. { //Pass effect onto right hand if configured so. [Skotlex]
  2698. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2699. if (weapon_position == EQI_HAND_R)
  2700. return 1;
  2701. }
  2702. else if (weapon_position == EQI_HAND_L)
  2703. return 1;
  2704. }
  2705. }
  2706. }
  2707. return 0;
  2708. }
  2709. static std::bitset<NK_MAX> battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2710. {
  2711. if (skill_id == 0) {
  2712. if (is_splash) {
  2713. std::bitset<NK_MAX> tmp_nk;
  2714. tmp_nk.set(NK_IGNOREATKCARD);
  2715. tmp_nk.set(NK_IGNOREFLEE);
  2716. return tmp_nk;
  2717. } else
  2718. return 0;
  2719. } else
  2720. return skill_db.find(skill_id)->nk;
  2721. }
  2722. /*=============================
  2723. * Checks if attack is hitting
  2724. *-----------------------------
  2725. * Credits:
  2726. * Original coder Skotlex
  2727. * Initial refactoring by Baalberith
  2728. * Refined and optimized by helvetica
  2729. */
  2730. 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)
  2731. {
  2732. struct status_data *sstatus = status_get_status_data(src);
  2733. struct status_data *tstatus = status_get_status_data(target);
  2734. status_change *sc = status_get_sc(src);
  2735. status_change *tsc = status_get_sc(target);
  2736. map_session_data *sd = BL_CAST(BL_PC, src);
  2737. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2738. short flee, hitrate;
  2739. if (!first_call)
  2740. return (wd->dmg_lv != ATK_FLEE);
  2741. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2742. return true;
  2743. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2744. return true;
  2745. else if (sc && sc->getSCE(SC_FUSION))
  2746. return true;
  2747. else if ((skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION) && !wd->miscflag)
  2748. return true;
  2749. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER )
  2750. return true;
  2751. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2752. return true;
  2753. else if (nk[NK_IGNOREFLEE])
  2754. return true;
  2755. if( tsc && tsc->getSCE(SC_NEUTRALBARRIER) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2756. return false;
  2757. flee = tstatus->flee;
  2758. #ifdef RENEWAL
  2759. hitrate = 0; //Default hitrate
  2760. #else
  2761. hitrate = 80; //Default hitrate
  2762. #endif
  2763. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2764. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2765. if(attacker_count >= battle_config.agi_penalty_count) {
  2766. if (battle_config.agi_penalty_type == 1)
  2767. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2768. else //assume type 2: absolute reduction
  2769. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2770. if(flee < 1)
  2771. flee = 1;
  2772. }
  2773. }
  2774. hitrate += sstatus->hit - flee;
  2775. //Fogwall's hit penalty is only for normal ranged attacks.
  2776. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->getSCE(SC_FOGWALL))
  2777. hitrate -= 50;
  2778. if(sd && is_skill_using_arrow(src, skill_id))
  2779. hitrate += sd->bonus.arrow_hit;
  2780. #ifdef RENEWAL
  2781. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2782. hitrate += pc_checkskill(sd,AC_VULTURE);
  2783. #endif
  2784. if(skill_id) {
  2785. switch(skill_id) { //Hit skill modifiers
  2786. //It is proven that bonus is applied on final hitrate, not hit.
  2787. case SM_BASH:
  2788. case MS_BASH:
  2789. hitrate += hitrate * 5 * skill_lv / 100;
  2790. break;
  2791. case MS_MAGNUM:
  2792. case SM_MAGNUM:
  2793. hitrate += hitrate * 10 * skill_lv / 100;
  2794. break;
  2795. case KN_AUTOCOUNTER:
  2796. case PA_SHIELDCHAIN:
  2797. case NPC_WATERATTACK:
  2798. case NPC_GROUNDATTACK:
  2799. case NPC_FIREATTACK:
  2800. case NPC_WINDATTACK:
  2801. case NPC_POISONATTACK:
  2802. case NPC_HOLYATTACK:
  2803. case NPC_DARKNESSATTACK:
  2804. case NPC_TELEKINESISATTACK:
  2805. case NPC_UNDEADATTACK:
  2806. case NPC_CHANGEUNDEAD:
  2807. case NPC_EARTHQUAKE:
  2808. case NPC_POISON:
  2809. case NPC_BLINDATTACK:
  2810. case NPC_SILENCEATTACK:
  2811. case NPC_STUNATTACK:
  2812. case NPC_PETRIFYATTACK:
  2813. case NPC_CURSEATTACK:
  2814. case NPC_SLEEPATTACK:
  2815. case NPC_BLEEDING:
  2816. case NPC_BLEEDING2:
  2817. hitrate += hitrate * 20 / 100;
  2818. break;
  2819. case NPC_FIREBREATH:
  2820. case NPC_ICEBREATH:
  2821. case NPC_ICEBREATH2:
  2822. case NPC_THUNDERBREATH:
  2823. case NPC_ACIDBREATH:
  2824. case NPC_DARKNESSBREATH:
  2825. hitrate *= 2;
  2826. break;
  2827. case KN_PIERCE:
  2828. case ML_PIERCE:
  2829. hitrate += hitrate * 5 * skill_lv / 100;
  2830. break;
  2831. case AS_SONICBLOW:
  2832. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2833. #ifdef RENEWAL
  2834. hitrate += hitrate * 90 / 100;
  2835. #else
  2836. hitrate += hitrate * 50 / 100;
  2837. #endif
  2838. break;
  2839. #ifdef RENEWAL
  2840. case RG_BACKSTAP:
  2841. hitrate += skill_lv; // !TODO: What's the rate increase?
  2842. break;
  2843. #endif
  2844. case RK_SONICWAVE:
  2845. hitrate += hitrate * 3 * skill_lv / 100; // !TODO: Confirm the hitrate bonus
  2846. break;
  2847. case MC_CARTREVOLUTION:
  2848. case GN_CART_TORNADO:
  2849. case GN_CARTCANNON:
  2850. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2851. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2852. break;
  2853. case LG_BANISHINGPOINT:
  2854. hitrate += 5 * skill_lv;
  2855. break;
  2856. case GC_VENOMPRESSURE:
  2857. hitrate += 10 + 4 * skill_lv;
  2858. break;
  2859. case SC_FATALMENACE:
  2860. if (skill_lv < 6)
  2861. hitrate -= 35 - 5 * skill_lv;
  2862. else if (skill_lv > 6)
  2863. hitrate += 5 * skill_lv - 30;
  2864. break;
  2865. case RL_SLUGSHOT:
  2866. {
  2867. int8 dist = distance_bl(src, target);
  2868. if (dist > 3) {
  2869. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2870. // -10:-9:-8:-7:-6
  2871. dist -= 3;
  2872. hitrate -= ((11 - skill_lv) * dist);
  2873. }
  2874. }
  2875. break;
  2876. }
  2877. } 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]
  2878. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2879. if (sd) {
  2880. int skill = 0;
  2881. // Weaponry Research hidden bonus
  2882. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2883. hitrate += hitrate * ( 2 * skill ) / 100;
  2884. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2885. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2886. hitrate += 3 * skill;
  2887. }
  2888. if (sc) {
  2889. if (sc->getSCE(SC_MTF_ASPD))
  2890. hitrate += sc->getSCE(SC_MTF_ASPD)->val2;
  2891. if (sc->getSCE(SC_MTF_ASPD2))
  2892. hitrate += sc->getSCE(SC_MTF_ASPD2)->val2;
  2893. }
  2894. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2895. return (rnd()%100 < hitrate);
  2896. }
  2897. /*==========================================
  2898. * If attack ignores def.
  2899. *------------------------------------------
  2900. * Credits:
  2901. * Original coder Skotlex
  2902. * Initial refactoring by Baalberith
  2903. * Refined and optimized by helvetica
  2904. */
  2905. 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)
  2906. {
  2907. struct status_data *tstatus = status_get_status_data(target);
  2908. status_change *sc = status_get_sc(src);
  2909. map_session_data *sd = BL_CAST(BL_PC, src);
  2910. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  2911. #ifndef RENEWAL
  2912. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2913. return true;
  2914. else
  2915. #endif
  2916. if (sc && sc->getSCE(SC_FUSION))
  2917. return true;
  2918. if( sd != nullptr ){
  2919. switch( skill_id ){
  2920. case RK_WINDCUTTER:
  2921. if( sd->status.weapon == W_2HSWORD ){
  2922. return true;
  2923. }
  2924. break;
  2925. case NW_THE_VIGILANTE_AT_NIGHT:
  2926. if( sd->status.weapon == W_GATLING ){
  2927. return true;
  2928. }
  2929. break;
  2930. case NW_ONLY_ONE_BULLET:
  2931. if( sd->status.weapon == W_REVOLVER ){
  2932. return true;
  2933. }
  2934. break;
  2935. }
  2936. }
  2937. if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2938. { //Ignore Defense?
  2939. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2940. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2941. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2942. if (weapon_position == EQI_HAND_R)
  2943. return true;
  2944. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2945. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2946. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2947. {
  2948. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2949. if (weapon_position == EQI_HAND_R)
  2950. return true;
  2951. } else if (weapon_position == EQI_HAND_L)
  2952. return true;
  2953. }
  2954. }
  2955. return nk[NK_IGNOREDEFENSE] != 0;
  2956. }
  2957. /*================================================
  2958. * Should skill attack consider VVS and masteries?
  2959. *------------------------------------------------
  2960. * Credits:
  2961. * Original coder Skotlex
  2962. * Initial refactoring by Baalberith
  2963. * Refined and optimized by helvetica
  2964. */
  2965. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2966. {
  2967. if (
  2968. #ifndef RENEWAL
  2969. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2970. #endif
  2971. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2972. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2973. return false;
  2974. return true;
  2975. }
  2976. #ifdef RENEWAL
  2977. /*========================================
  2978. * Calculate equipment ATK for renewal ATK
  2979. *----------------------------------------
  2980. * Credits:
  2981. * Original coder Skotlex
  2982. * Initial refactoring by Baalberith
  2983. * Refined and optimized by helvetica
  2984. */
  2985. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2986. {
  2987. if(src != NULL) {
  2988. int eatk = 0;
  2989. struct status_data *status = status_get_status_data(src);
  2990. map_session_data *sd = BL_CAST(BL_PC, src);
  2991. if (sd) // add arrow atk if using an applicable skill
  2992. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2993. return eatk + status->eatk;
  2994. }
  2995. return 0; // shouldn't happen but just in case
  2996. }
  2997. #endif
  2998. /*========================================
  2999. * Returns the element type of attack
  3000. *----------------------------------------
  3001. * Credits:
  3002. * Original coder Skotlex
  3003. * Initial refactoring by Baalberith
  3004. * Refined and optimized by helvetica
  3005. */
  3006. 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)
  3007. {
  3008. map_session_data *sd = BL_CAST(BL_PC, src);
  3009. status_change *sc = status_get_sc(src);
  3010. struct status_data *sstatus = status_get_status_data(src);
  3011. int element = skill_get_ele(skill_id, skill_lv);
  3012. //Take weapon's element
  3013. if( !skill_id || element == ELE_WEAPON ) {
  3014. if (weapon_position == EQI_HAND_R)
  3015. element = sstatus->rhw.ele;
  3016. else
  3017. element = sstatus->lhw.ele;
  3018. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  3019. element = sd->bonus.arrow_ele;
  3020. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3021. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3022. // on official endows override all other elements [helvetica]
  3023. if(sc && sc->getSCE(SC_ENCHANTARMS)) // Check for endows
  3024. element = sc->getSCE(SC_ENCHANTARMS)->val1;
  3025. } else if( element == ELE_ENDOWED ) //Use enchantment's element
  3026. element = status_get_attack_sc_element(src,sc);
  3027. else if( element == ELE_RANDOM ) //Use random element
  3028. element = rnd()%ELE_ALL;
  3029. switch( skill_id ) {
  3030. case GS_GROUNDDRIFT:
  3031. element = wd->miscflag; //element comes in flag.
  3032. break;
  3033. case LK_SPIRALPIERCE:
  3034. if (!sd)
  3035. element = ELE_NEUTRAL; //forced neutral for monsters
  3036. break;
  3037. case RK_DRAGONBREATH:
  3038. if (sc) {
  3039. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Giant Growth
  3040. element = ELE_DARK;
  3041. else if (sc->getSCE(SC_GIANTGROWTH))
  3042. element = ELE_HOLY;
  3043. }
  3044. break;
  3045. case RK_DRAGONBREATH_WATER:
  3046. if (sc) {
  3047. if (sc->getSCE(SC_LUXANIMA)) // Lux Anima has priority over Fighting Spirit
  3048. element = ELE_NEUTRAL;
  3049. else if (sc->getSCE(SC_FIGHTINGSPIRIT))
  3050. element = ELE_GHOST;
  3051. }
  3052. break;
  3053. case LG_HESPERUSLIT:
  3054. if (sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 4)
  3055. element = ELE_HOLY;
  3056. break;
  3057. case GN_CARTCANNON:
  3058. case NC_ARMSCANNON:
  3059. if (sd && sd->state.arrow_atk > 0)
  3060. element = sd->bonus.arrow_ele;
  3061. break;
  3062. case SJ_PROMINENCEKICK:
  3063. element = ELE_FIRE;
  3064. break;
  3065. case RL_H_MINE:
  3066. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  3067. element = ELE_FIRE;
  3068. break;
  3069. case NW_BASIC_GRENADE:
  3070. case NW_HASTY_FIRE_IN_THE_HOLE:
  3071. case NW_GRENADES_DROPPING:
  3072. case NW_MISSION_BOMBARD:
  3073. // Night Watch Grenade Fragment elementals affecting those skills.
  3074. if( sc != nullptr ){
  3075. if( sc->getSCE( SC_GRENADE_FRAGMENT_1 ) != nullptr ){
  3076. element = ELE_WATER;
  3077. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_2 ) != nullptr ){
  3078. element = ELE_WIND;
  3079. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_3 ) != nullptr ){
  3080. element = ELE_EARTH;
  3081. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_4 ) != nullptr ){
  3082. element = ELE_FIRE;
  3083. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_5 ) != nullptr ){
  3084. element = ELE_DARK;
  3085. }else if( sc->getSCE( SC_GRENADE_FRAGMENT_6 ) != nullptr ){
  3086. element = ELE_HOLY;
  3087. }
  3088. }
  3089. break;
  3090. }
  3091. if (sc && sc->getSCE(SC_GOLDENE_FERSE) && ((!skill_id && (rnd() % 100 < sc->getSCE(SC_GOLDENE_FERSE)->val4)) || skill_id == MH_STAHL_HORN))
  3092. element = ELE_HOLY;
  3093. // calc_flag means the element should be calculated for damage only
  3094. if (calc_for_damage_only)
  3095. return element;
  3096. #ifdef RENEWAL
  3097. if (skill_id == CR_SHIELDBOOMERANG)
  3098. element = ELE_NEUTRAL;
  3099. #endif
  3100. return element;
  3101. }
  3102. int battle_get_magic_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3103. int element = skill_get_ele(skill_id, skill_lv);
  3104. map_session_data *sd = BL_CAST(BL_PC, src);
  3105. status_change *sc = status_get_sc(src);
  3106. struct status_data *sstatus = status_get_status_data(src);
  3107. if (element == ELE_WEAPON) { // pl=-1 : the skill takes the weapon's element
  3108. element = sstatus->rhw.ele;
  3109. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  3110. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  3111. } else if (element == ELE_ENDOWED) //Use status element
  3112. element = status_get_attack_sc_element(src,status_get_sc(src));
  3113. else if (element == ELE_RANDOM) //Use random element
  3114. element = rnd()%ELE_ALL;
  3115. switch(skill_id) {
  3116. case NPC_EARTHQUAKE:
  3117. element = ELE_NEUTRAL;
  3118. break;
  3119. case WL_HELLINFERNO:
  3120. if (mflag & 2) { // ELE_DARK
  3121. element = ELE_DARK;
  3122. }
  3123. break;
  3124. case NPC_PSYCHIC_WAVE:
  3125. case SO_PSYCHIC_WAVE:
  3126. if( sc && sc->count ) {
  3127. static const std::vector<sc_type> types = {
  3128. SC_HEATER_OPTION,
  3129. SC_COOLER_OPTION,
  3130. SC_BLAST_OPTION,
  3131. SC_CURSED_SOIL_OPTION,
  3132. SC_FLAMETECHNIC_OPTION,
  3133. SC_COLD_FORCE_OPTION,
  3134. SC_GRACE_BREEZE_OPTION,
  3135. SC_EARTH_CARE_OPTION,
  3136. SC_DEEP_POISONING_OPTION
  3137. };
  3138. for( sc_type type : types ){
  3139. if( sc->getSCE( type ) ){
  3140. element = sc->getSCE( type )->val3;
  3141. break;
  3142. }
  3143. }
  3144. }
  3145. break;
  3146. case KO_KAIHOU:
  3147. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  3148. element = sd->spiritcharm_type;
  3149. break;
  3150. case AB_ADORAMUS:
  3151. if (sc && sc->getSCE(SC_ANCILLA))
  3152. element = ELE_NEUTRAL;
  3153. break;
  3154. case LG_RAYOFGENESIS:
  3155. if (sc && sc->getSCE(SC_INSPIRATION))
  3156. element = ELE_NEUTRAL;
  3157. break;
  3158. case WM_REVERBERATION:
  3159. case TR_METALIC_FURY:
  3160. case TR_SOUNDBLEND:
  3161. if (sd)
  3162. element = sd->bonus.arrow_ele;
  3163. break;
  3164. }
  3165. return element;
  3166. }
  3167. int battle_get_misc_element(struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv, int mflag) {
  3168. int element = skill_get_ele(skill_id, skill_lv);
  3169. if (element == ELE_WEAPON || element == ELE_ENDOWED) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  3170. element = ELE_NEUTRAL;
  3171. else if (element == ELE_RANDOM) //Use random element
  3172. element = rnd()%ELE_ALL;
  3173. return element;
  3174. }
  3175. /*========================================
  3176. * Do element damage modifier calculation
  3177. *----------------------------------------
  3178. * Credits:
  3179. * Original coder Skotlex
  3180. * Initial refactoring by Baalberith
  3181. * Refined and optimized by helvetica
  3182. */
  3183. static void battle_calc_element_damage(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3184. {
  3185. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3186. // Elemental attribute fix
  3187. if(!nk[NK_IGNOREELEMENT] && (wd->damage > 0 || wd->damage2 > 0)) {
  3188. map_session_data *sd = BL_CAST(BL_PC, src);
  3189. status_change *sc = status_get_sc(src);
  3190. struct status_data *sstatus = status_get_status_data(src);
  3191. struct status_data *tstatus = status_get_status_data(target);
  3192. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  3193. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  3194. switch (skill_id) {
  3195. case PA_SACRIFICE:
  3196. case RK_DRAGONBREATH:
  3197. case RK_DRAGONBREATH_WATER:
  3198. case NC_SELFDESTRUCTION:
  3199. case HFLI_SBR44:
  3200. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  3201. if (is_attack_left_handed(src, skill_id))
  3202. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3203. break;
  3204. default:
  3205. if (skill_id == 0 && (battle_config.attack_attr_none & src->type))
  3206. return; // Non-player basic attacks are non-elemental, they deal 100% against all defense elements
  3207. #ifdef RENEWAL
  3208. if (sd == nullptr) { // Renewal player's elemental damage calculation is already done before this point, only calculate for everything else
  3209. #endif
  3210. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  3211. if (is_attack_left_handed(src, skill_id))
  3212. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3213. #ifdef RENEWAL
  3214. }
  3215. #endif
  3216. break;
  3217. }
  3218. // Forced to neutral skills [helvetica]
  3219. // Skills forced to neutral gain benefits from weapon element but final damage is considered "neutral" and resistances are applied again
  3220. switch (skill_id) {
  3221. #ifdef RENEWAL
  3222. case MO_INVESTIGATE:
  3223. case CR_SHIELDBOOMERANG:
  3224. case PA_SHIELDCHAIN:
  3225. #endif
  3226. case MC_CARTREVOLUTION:
  3227. case HW_MAGICCRASHER:
  3228. case SR_FALLENEMPIRE:
  3229. case SR_CRESCENTELBOW_AUTOSPELL:
  3230. case SR_GATEOFHELL:
  3231. case GN_FIRE_EXPANSION_ACID:
  3232. wd->damage = battle_attr_fix(src, target, wd->damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3233. if (is_attack_left_handed(src, skill_id))
  3234. wd->damage2 = battle_attr_fix(src, target, wd->damage2, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3235. break;
  3236. }
  3237. #ifdef RENEWAL
  3238. if (sd == nullptr) { // Only monsters have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  3239. #endif
  3240. if (sc && sc->getSCE(SC_WATK_ELEMENT)) { // Descriptions indicate this means adding a percent of a normal attack in another element [Skotlex]
  3241. int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->getSCE(SC_WATK_ELEMENT)->val2 / 100;
  3242. wd->damage += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
  3243. if (is_attack_left_handed(src, skill_id)) {
  3244. damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id) ? 2 : 0)) * sc->getSCE(SC_WATK_ELEMENT)->val2 / 100;
  3245. wd->damage2 += battle_attr_fix(src, target, damage, sc->getSCE(SC_WATK_ELEMENT)->val1, tstatus->def_ele, tstatus->ele_lv);
  3246. }
  3247. }
  3248. #ifdef RENEWAL
  3249. }
  3250. #endif
  3251. }
  3252. }
  3253. #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);
  3254. #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);
  3255. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  3256. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  3257. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  3258. #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);
  3259. #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);
  3260. //Adds an absolute value to damage. 100 = +100 damage
  3261. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  3262. #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);
  3263. #ifdef RENEWAL
  3264. #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);
  3265. #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);
  3266. #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);
  3267. #else
  3268. #define RE_ALLATK_ADD(wd, a) {;}
  3269. #define RE_ALLATK_RATE(wd, a) {;}
  3270. #define RE_ALLATK_ADDRATE(wd, a) {;}
  3271. #endif
  3272. /*==================================
  3273. * Calculate weapon mastery damages
  3274. *----------------------------------
  3275. * Credits:
  3276. * Original coder Skotlex
  3277. * Initial refactoring by Baalberith
  3278. * Refined and optimized by helvetica
  3279. */
  3280. static void battle_calc_attack_masteries(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3281. {
  3282. map_session_data *sd = BL_CAST(BL_PC, src);
  3283. status_change *sc = status_get_sc(src);
  3284. struct status_data *sstatus = status_get_status_data(src);
  3285. int t_class = status_get_class(target);
  3286. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  3287. skill_id != MO_INVESTIGATE &&
  3288. skill_id != MO_EXTREMITYFIST &&
  3289. skill_id != CR_GRANDCROSS)
  3290. { //Add mastery damage
  3291. uint16 skill;
  3292. wd->damage = battle_addmastery(sd,target,wd->damage,0);
  3293. #ifdef RENEWAL
  3294. wd->masteryAtk = battle_addmastery(sd,target,wd->weaponAtk,0);
  3295. #endif
  3296. if (is_attack_left_handed(src, skill_id)) {
  3297. wd->damage2 = battle_addmastery(sd,target,wd->damage2,1);
  3298. #ifdef RENEWAL
  3299. wd->masteryAtk2 = battle_addmastery(sd,target,wd->weaponAtk2,1);
  3300. #endif
  3301. }
  3302. #ifdef RENEWAL
  3303. //General skill masteries
  3304. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  3305. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 15 * skill_lv);
  3306. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  3307. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 4);
  3308. if (skill_id != CR_SHIELDBOOMERANG)
  3309. 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);
  3310. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, ((wd->div_ < 1) ? 1 : wd->div_) * sd->spiritball * 3);
  3311. #endif
  3312. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) { // !TODO: Confirm new mastery formula
  3313. ATK_ADD(wd->damage, wd->damage2, 3 * skill);
  3314. #ifdef RENEWAL
  3315. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 3 * skill);
  3316. #endif
  3317. }
  3318. switch(skill_id) {
  3319. case RA_WUGDASH:
  3320. case RA_WUGSTRIKE:
  3321. case RA_WUGBITE:
  3322. if (sd) {
  3323. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  3324. ATK_ADD(wd->damage, wd->damage2, 30 * skill);
  3325. #ifdef RENEWAL
  3326. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * skill);
  3327. #endif
  3328. }
  3329. break;
  3330. }
  3331. if (sc) { // Status change considered as masteries
  3332. #ifdef RENEWAL
  3333. if (sc->getSCE(SC_NIBELUNGEN)) // With renewal, the level 4 weapon limitation has been removed
  3334. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_NIBELUNGEN)->val2);
  3335. #endif
  3336. if(sc->getSCE(SC_CAMOUFLAGE)) {
  3337. ATK_ADD(wd->damage, wd->damage2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3338. #ifdef RENEWAL
  3339. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 30 * min(10, sc->getSCE(SC_CAMOUFLAGE)->val3));
  3340. #endif
  3341. }
  3342. if(sc->getSCE(SC_GN_CARTBOOST)) {
  3343. ATK_ADD(wd->damage, wd->damage2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3344. #ifdef RENEWAL
  3345. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, 10 * sc->getSCE(SC_GN_CARTBOOST)->val1);
  3346. #endif
  3347. }
  3348. if (sc->getSCE(SC_P_ALTER)) {
  3349. ATK_ADD(wd->damage, wd->damage2, sc->getSCE(SC_P_ALTER)->val2);
  3350. #ifdef RENEWAL
  3351. ATK_ADD(wd->masteryAtk, wd->masteryAtk2, sc->getSCE(SC_P_ALTER)->val2);
  3352. #endif
  3353. }
  3354. }
  3355. }
  3356. }
  3357. #ifdef RENEWAL
  3358. /*=========================================
  3359. * Calculate the various Renewal ATK parts
  3360. *-----------------------------------------
  3361. * Credits:
  3362. * Original coder Skotlex
  3363. * Initial refactoring by Baalberith
  3364. * Refined and optimized by helvetica
  3365. */
  3366. static void battle_calc_damage_parts(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3367. {
  3368. struct status_data *sstatus = status_get_status_data(src);
  3369. struct status_data *tstatus = status_get_status_data(target);
  3370. map_session_data *sd = BL_CAST(BL_PC, src);
  3371. bool critical = false;
  3372. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  3373. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  3374. wd->statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  3375. wd->statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  3376. if (sd && sd->sc.getSCE(SC_SEVENWIND)) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  3377. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3378. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  3379. } else { // status atk is considered neutral on normal attacks [helvetica]
  3380. wd->statusAtk = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3381. wd->statusAtk2 = battle_attr_fix(src, target, wd->statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  3382. }
  3383. // Check critical
  3384. if (wd->type == DMG_MULTI_HIT_CRITICAL || wd->type == DMG_CRITICAL)
  3385. critical = true;
  3386. wd->weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd, critical);
  3387. wd->weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd, critical);
  3388. // Weapon ATK gain bonus from SC_SUB_WEAPONPROPERTY here ( +x% pseudo element damage)
  3389. if (sd && sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)) {
  3390. int64 bonus_atk = (int64)floor((float)( wd->weaponAtk * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3391. int64 bonus_atk2 = (int64)floor((float)( wd->weaponAtk2 * sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val2 / 100));
  3392. bonus_atk = battle_attr_fix(src, target, bonus_atk, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3393. bonus_atk2 = battle_attr_fix(src, target, bonus_atk2, sd->sc.getSCE(SC_SUB_WEAPONPROPERTY)->val1, tstatus->def_ele, tstatus->ele_lv);
  3394. wd->weaponAtk += bonus_atk;
  3395. wd->weaponAtk2 += bonus_atk2;
  3396. }
  3397. wd->weaponAtk = battle_attr_fix(src, target, wd->weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3398. wd->weaponAtk2 = battle_attr_fix(src, target, wd->weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3399. wd->equipAtk += battle_calc_equip_attack(src, skill_id);
  3400. wd->equipAtk = battle_attr_fix(src, target, wd->equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  3401. wd->equipAtk2 += battle_calc_equip_attack(src, skill_id);
  3402. wd->equipAtk2 = battle_attr_fix(src, target, wd->equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  3403. // AtkRate gives a static bonus from (W.ATK + E.ATK)
  3404. if (sd && sd->bonus.atk_rate) {
  3405. wd->percentAtk = (wd->weaponAtk + wd->equipAtk) * sd->bonus.atk_rate / 100;
  3406. wd->percentAtk2 = (wd->weaponAtk2 + wd->equipAtk2) * sd->bonus.atk_rate / 100;
  3407. }
  3408. //Mastery ATK is a special kind of ATK that has no elemental properties
  3409. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  3410. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  3411. wd->damage = 0;
  3412. wd->damage2 = 0;
  3413. }
  3414. #endif
  3415. /*==========================================================
  3416. * Calculate basic ATK that goes into the skill ATK formula
  3417. *----------------------------------------------------------
  3418. * Credits:
  3419. * Original coder Skotlex
  3420. * Initial refactoring by Baalberith
  3421. * Refined and optimized by helvetica
  3422. */
  3423. static void battle_calc_skill_base_damage(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3424. {
  3425. status_change *sc = status_get_sc(src);
  3426. struct status_data *sstatus = status_get_status_data(src);
  3427. struct status_data *tstatus = status_get_status_data(target);
  3428. map_session_data *sd = BL_CAST(BL_PC, src);
  3429. map_session_data *tsd = BL_CAST(BL_PC, target);
  3430. uint16 i;
  3431. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd->miscflag);
  3432. switch (skill_id) { //Calc base damage according to skill
  3433. case PA_SACRIFICE:
  3434. wd->damage = sstatus->max_hp* 9/100;
  3435. wd->damage2 = 0;
  3436. #ifdef RENEWAL
  3437. wd->weaponAtk = wd->damage;
  3438. wd->weaponAtk2 = wd->damage2;
  3439. #endif
  3440. break;
  3441. #ifdef RENEWAL
  3442. case LK_SPIRALPIERCE:
  3443. case ML_SPIRALPIERCE:
  3444. if (sd) {
  3445. short index = sd->equip_index[EQI_HAND_R];
  3446. if (index >= 0 &&
  3447. sd->inventory_data[index] &&
  3448. sd->inventory_data[index]->type == IT_WEAPON)
  3449. wd->equipAtk += sd->inventory_data[index]->weight*7/100; // weight from spear is treated as equipment ATK on official [helvetica]
  3450. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3451. wd->masteryAtk = 0; // weapon mastery is ignored for spiral
  3452. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3453. case SZ_SMALL: //Small: 115%
  3454. ATK_RATE(wd->damage, wd->damage2, 115);
  3455. RE_ALLATK_RATE(wd, 115);
  3456. break;
  3457. //case SZ_MEDIUM: //Medium: 100%
  3458. case SZ_BIG: //Large: 85%
  3459. ATK_RATE(wd->damage, wd->damage2, 85);
  3460. RE_ALLATK_RATE(wd, 85);
  3461. break;
  3462. }
  3463. } else {
  3464. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3465. }
  3466. #else
  3467. case NJ_ISSEN:
  3468. wd->damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  3469. wd->damage2 = 0;
  3470. break;
  3471. case LK_SPIRALPIERCE:
  3472. case ML_SPIRALPIERCE:
  3473. if (sd) {
  3474. short index = sd->equip_index[EQI_HAND_R];
  3475. if (index >= 0 &&
  3476. sd->inventory_data[index] &&
  3477. sd->inventory_data[index]->type == IT_WEAPON)
  3478. wd->damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  3479. ATK_ADDRATE(wd->damage, wd->damage2, 50*skill_lv); //Skill modifier applies to weight only.
  3480. } else {
  3481. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
  3482. }
  3483. i = sstatus->str/10;
  3484. i*=i;
  3485. ATK_ADD(wd->damage, wd->damage2, i); //Add str bonus.
  3486. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  3487. case SZ_SMALL: //Small: 125%
  3488. ATK_RATE(wd->damage, wd->damage2, 125);
  3489. break;
  3490. //case SZ_MEDIUM: //Medium: 100%
  3491. case SZ_BIG: //Large: 75%
  3492. ATK_RATE(wd->damage, wd->damage2, 75);
  3493. break;
  3494. }
  3495. #endif
  3496. break;
  3497. case CR_SHIELDBOOMERANG:
  3498. case PA_SHIELDCHAIN:
  3499. wd->damage = sstatus->batk;
  3500. if (sd) {
  3501. short index = sd->equip_index[EQI_HAND_L];
  3502. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  3503. ATK_ADD(wd->damage, wd->damage2, sd->inventory_data[index]->weight / 10);
  3504. #ifdef RENEWAL
  3505. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, sd->inventory_data[index]->weight / 10);
  3506. #endif
  3507. }
  3508. } else
  3509. ATK_ADD(wd->damage, wd->damage2, sstatus->rhw.atk2); //Else use Atk2
  3510. break;
  3511. case RK_DRAGONBREATH:
  3512. case RK_DRAGONBREATH_WATER:
  3513. {
  3514. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  3515. if(status_get_lv(src) > 100)
  3516. damagevalue = damagevalue * status_get_lv(src) / 100;
  3517. if(sd) {
  3518. if (pc_checkskill( sd, DK_DRAGONIC_AURA ) >= 1) {
  3519. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING ) + sstatus->pow / 5 ) / 100;
  3520. } else {
  3521. damagevalue = damagevalue * (90 + 10 * pc_checkskill( sd, RK_DRAGONTRAINING )) / 100;
  3522. }
  3523. }
  3524. if (sc && sc->getSCE(SC_DRAGONIC_AURA))
  3525. damagevalue += damagevalue * sc->getSCE(SC_DRAGONIC_AURA)->val1 * 10 / 100;
  3526. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3527. #ifdef RENEWAL
  3528. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3529. #endif
  3530. wd->flag |= BF_LONG;
  3531. }
  3532. break;
  3533. case NC_SELFDESTRUCTION: {
  3534. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  3535. if(status_get_lv(src) > 100)
  3536. damagevalue = damagevalue * status_get_lv(src) / 100;
  3537. damagevalue = damagevalue + sstatus->hp;
  3538. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3539. #ifdef RENEWAL
  3540. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3541. #endif
  3542. }
  3543. break;
  3544. case KO_HAPPOKUNAI:
  3545. if(sd) {
  3546. short index = sd->equip_index[EQI_AMMO];
  3547. int damagevalue = 3 * (
  3548. #ifdef RENEWAL
  3549. 2 *
  3550. #endif
  3551. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  3552. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  3553. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3554. damagevalue += damagevalue * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  3555. ATK_ADD(wd->damage, wd->damage2, damagevalue);
  3556. #ifdef RENEWAL
  3557. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, damagevalue);
  3558. #endif
  3559. } else
  3560. ATK_ADD(wd->damage, wd->damage2, 5000);
  3561. break;
  3562. case HFLI_SBR44: //[orn]
  3563. if(src->type == BL_HOM)
  3564. wd->damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  3565. break;
  3566. default:
  3567. #ifdef RENEWAL
  3568. if (sd)
  3569. battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  3570. else {
  3571. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3572. (!skill_id && sc && sc->getSCE(SC_CHANGE)?4:0);
  3573. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3574. if (is_attack_left_handed(src, skill_id))
  3575. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3576. }
  3577. #else
  3578. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  3579. (is_skill_using_arrow(src, skill_id)?2:0)|
  3580. (skill_id == HW_MAGICCRASHER?4:0)|
  3581. (!skill_id && sc && sc->getSCE(SC_CHANGE)?4:0)|
  3582. (skill_id == MO_EXTREMITYFIST?8:0)|
  3583. (sc && sc->getSCE(SC_WEAPONPERFECTION)?8:0);
  3584. if (is_skill_using_arrow(src, skill_id) && sd) {
  3585. switch(sd->status.weapon) {
  3586. case W_BOW:
  3587. case W_REVOLVER:
  3588. case W_RIFLE:
  3589. case W_GATLING:
  3590. case W_SHOTGUN:
  3591. case W_GRENADE:
  3592. break;
  3593. default:
  3594. i |= 16; // for ex. shuriken must not be influenced by DEX
  3595. break;
  3596. }
  3597. }
  3598. wd->damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
  3599. if (is_attack_left_handed(src, skill_id))
  3600. wd->damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
  3601. #endif
  3602. if (nk[NK_SPLASHSPLIT]){ // Divide ATK among targets
  3603. if(wd->miscflag > 0) {
  3604. wd->damage /= wd->miscflag;
  3605. #ifdef RENEWAL
  3606. wd->statusAtk /= wd->miscflag;
  3607. wd->weaponAtk /= wd->miscflag;
  3608. wd->equipAtk /= wd->miscflag;
  3609. wd->masteryAtk /= wd->miscflag;
  3610. #endif
  3611. } else
  3612. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  3613. }
  3614. //Add any bonuses that modify the base atk (pre-skills)
  3615. if(sd) {
  3616. int skill;
  3617. #ifndef RENEWAL
  3618. 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]
  3619. ATK_ADDRATE(wd->damage, wd->damage2, sd->bonus.crit_atk_rate);
  3620. }
  3621. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  3622. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  3623. // Reduce count by one (self) [Tydus1]
  3624. i -= 1;
  3625. ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);
  3626. }
  3627. }
  3628. #else
  3629. if ((skill = pc_checkskill(sd, TK_POWER)) > 0) {
  3630. ATK_ADDRATE(wd->damage, wd->damage2, 10 + 15 * skill);
  3631. RE_ALLATK_ADDRATE(wd, 10 + 15 * skill);
  3632. }
  3633. #endif
  3634. }
  3635. #ifndef RENEWAL
  3636. if(tsd != nullptr && tsd->bonus.crit_def_rate != 0 && !skill_id && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  3637. ATK_ADDRATE(wd->damage, wd->damage2, -tsd->bonus.crit_def_rate);
  3638. }
  3639. #endif
  3640. break;
  3641. } //End switch(skill_id)
  3642. }
  3643. //For quick div adjustment.
  3644. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  3645. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  3646. /*================================================= [Playtester]
  3647. * Applies DAMAGE_DIV_FIX and checks for min damage
  3648. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  3649. * @param skill_id: ID of the skill that deals damage
  3650. * @return Modified damage struct
  3651. *------------------------------------------------*/
  3652. static void battle_apply_div_fix(struct Damage* d, uint16 skill_id)
  3653. {
  3654. if(d->damage) {
  3655. DAMAGE_DIV_FIX(d->damage, d->div_);
  3656. //Min damage
  3657. 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)))
  3658. d->damage = d->div_;
  3659. } else if (d->div_ < 0) {
  3660. d->div_ *= -1;
  3661. }
  3662. }
  3663. /*=======================================
  3664. * Check for and calculate multi attacks
  3665. *---------------------------------------
  3666. * Credits:
  3667. * Original coder Skotlex
  3668. * Initial refactoring by Baalberith
  3669. * Refined and optimized by helvetica
  3670. */
  3671. static void battle_calc_multi_attack(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3672. {
  3673. map_session_data *sd = BL_CAST(BL_PC, src);
  3674. status_change *sc = status_get_sc(src);
  3675. status_change *tsc = status_get_sc(target);
  3676. struct status_data *tstatus = status_get_status_data(target);
  3677. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  3678. short i;
  3679. if(sc && sc->getSCE(SC_FEARBREEZE) && sd->weapontype1==W_BOW
  3680. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->inventory.u.items_inventory[i].amount > 1)
  3681. {
  3682. int chance = rnd()%100;
  3683. switch(sc->getSCE(SC_FEARBREEZE)->val1) {
  3684. case 5:
  3685. if (chance < 4) {
  3686. wd->div_ = 5;
  3687. break;
  3688. } // 3 % chance to attack 5 times.
  3689. [[fallthrough]];
  3690. case 4:
  3691. if (chance < 7) {
  3692. wd->div_ = 4;
  3693. break;
  3694. } // 6 % chance to attack 4 times.
  3695. [[fallthrough]];
  3696. case 3:
  3697. if (chance < 10) {
  3698. wd->div_ = 3;
  3699. break;
  3700. } // 9 % chance to attack 3 times.
  3701. [[fallthrough]];
  3702. case 2:
  3703. case 1:
  3704. if (chance < 13) {
  3705. wd->div_ = 2;
  3706. break;
  3707. } // 12 % chance to attack 2 times.
  3708. }
  3709. wd->div_ = min(wd->div_,sd->inventory.u.items_inventory[i].amount);
  3710. sc->getSCE(SC_FEARBREEZE)->val4 = wd->div_-1;
  3711. if (wd->div_ > 1)
  3712. wd->type = DMG_MULTI_HIT;
  3713. }
  3714. if( wd->div_ == 1 && ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  3715. || ( pc_checkskill_flag(*sd, TF_DOUBLE) > SKILL_FLAG_PERMANENT && sd->weapontype1 != W_FIST )
  3716. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) // Will fail bare-handed
  3717. || ( sc && sc->getSCE(SC_KAGEMUSYA) && sd->weapontype1 != W_FIST )) // Will fail bare-handed
  3718. { //Success chance is not added, the higher one is used [Skotlex]
  3719. int max_rate = 0;
  3720. if (sc && sc->getSCE(SC_KAGEMUSYA))
  3721. max_rate = sc->getSCE(SC_KAGEMUSYA)->val1 * 10; // Same rate as even levels of TF_DOUBLE
  3722. else
  3723. #ifdef RENEWAL
  3724. max_rate = max(7 * skill_lv, sd->bonus.double_rate);
  3725. #else
  3726. max_rate = max(5 * skill_lv, sd->bonus.double_rate);
  3727. #endif
  3728. if( rnd()%100 < max_rate ) {
  3729. wd->div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  3730. wd->type = DMG_MULTI_HIT;
  3731. }
  3732. }
  3733. if( wd->div_ == 1 && ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  3734. || (sc && sc->count && sc->getSCE(SC_E_CHAIN) && (skill_lv = sc->getSCE(SC_E_CHAIN)->val1) > 0)) //Chain Action of ETERNAL_CHAIN
  3735. && rnd()%100 < 5*skill_lv ) //Success rate
  3736. {
  3737. wd->div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  3738. wd->type = DMG_MULTI_HIT;
  3739. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  3740. }
  3741. }
  3742. switch (skill_id) {
  3743. case RK_WINDCUTTER:
  3744. if (sd && sd->weapontype1 == W_2HSWORD)
  3745. wd->div_ = 2;
  3746. break;
  3747. case SC_FATALMENACE:
  3748. if (sd && sd->weapontype1 == W_DAGGER)
  3749. wd->div_++;
  3750. break;
  3751. case SR_RIDEINLIGHTNING:
  3752. wd->div_ = (sd ? max(1, skill_lv) : 1);
  3753. break;
  3754. case RL_QD_SHOT:
  3755. wd->div_ = 1 + (sd ? sd->status.job_level : 1) / 20 + (tsc && tsc->getSCE(SC_C_MARKER) ? 2 : 0);
  3756. break;
  3757. case KO_JYUMONJIKIRI:
  3758. if( tsc && tsc->getSCE(SC_JYUMONJIKIRI) )
  3759. wd->div_ = wd->div_ * -1;// needs more info
  3760. break;
  3761. case MH_BLAZING_AND_FURIOUS: {
  3762. struct homun_data *hd = BL_CAST(BL_HOM, src);
  3763. if (hd) {
  3764. wd->div_ = hd->homunculus.spiritball;
  3765. hom_delspiritball(hd, MAX_SPIRITBALL, 1);
  3766. }
  3767. break;
  3768. }
  3769. case ABC_FRENZY_SHOT:
  3770. if( rnd_chance( 5 * skill_lv, 100 ) ){
  3771. wd->div_ = 3;
  3772. }
  3773. break;
  3774. #ifdef RENEWAL
  3775. case AS_POISONREACT:
  3776. skill_lv = pc_checkskill(sd, TF_DOUBLE);
  3777. if (skill_lv > 0) {
  3778. if(rnd()%100 < (7 * skill_lv)) {
  3779. wd->div_++;
  3780. }
  3781. }
  3782. break;
  3783. #endif
  3784. case NW_SPIRAL_SHOOTING:
  3785. if (sd && sd->weapontype1 == W_GRENADE)
  3786. wd->div_ += 1;
  3787. break;
  3788. case NW_MAGAZINE_FOR_ONE:
  3789. if (sd && sd->weapontype1 == W_GATLING)
  3790. wd->div_ += 4;
  3791. break;
  3792. case NW_THE_VIGILANTE_AT_NIGHT:
  3793. if (sd && sd->weapontype1 == W_GATLING)
  3794. wd->div_ += 3;
  3795. break;
  3796. }
  3797. }
  3798. /*======================================================
  3799. * Calculate skill level ratios for weapon-based skills
  3800. *------------------------------------------------------
  3801. * Credits:
  3802. * Original coder Skotlex
  3803. * Initial refactoring by Baalberith
  3804. * Refined and optimized by helvetica
  3805. */
  3806. static int battle_calc_attack_skill_ratio(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3807. {
  3808. map_session_data *sd = BL_CAST(BL_PC, src);
  3809. map_session_data *tsd = BL_CAST(BL_PC, target);
  3810. status_change *sc = status_get_sc(src);
  3811. status_change *tsc = status_get_sc(target);
  3812. struct status_data *sstatus = status_get_status_data(src);
  3813. struct status_data *tstatus = status_get_status_data(target);
  3814. int skillratio = 100;
  3815. int i;
  3816. //Skill damage modifiers that stack linearly
  3817. if(sc && skill_id != PA_SACRIFICE) {
  3818. if(sc->getSCE(SC_OVERTHRUST))
  3819. skillratio += sc->getSCE(SC_OVERTHRUST)->val3;
  3820. if(sc->getSCE(SC_MAXOVERTHRUST))
  3821. skillratio += sc->getSCE(SC_MAXOVERTHRUST)->val2;
  3822. if(sc->getSCE(SC_BERSERK))
  3823. #ifndef RENEWAL
  3824. skillratio += 100;
  3825. #else
  3826. skillratio += 200;
  3827. if (sc && sc->getSCE(SC_TRUESIGHT))
  3828. skillratio += 2 * sc->getSCE(SC_TRUESIGHT)->val1;
  3829. if (sc->getSCE(SC_CONCENTRATION) && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER && skill_id != NPC_DRAGONBREATH))
  3830. skillratio += sc->getSCE(SC_CONCENTRATION)->val2;
  3831. #endif
  3832. if (!skill_id || skill_id == KN_AUTOCOUNTER) {
  3833. if (sc->getSCE(SC_CRUSHSTRIKE)) {
  3834. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  3835. short index = sd->equip_index[EQI_HAND_R];
  3836. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3837. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sd->inventory_data[index]->atk +
  3838. 100 * sd->inventory_data[index]->weapon_level * (sd->inventory.u.items_inventory[index].refine + 6);
  3839. }
  3840. status_change_end(src,SC_CRUSHSTRIKE);
  3841. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  3842. } else {
  3843. if (sc->getSCE(SC_GIANTGROWTH) && (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) { // Increase damage again if Crush Strike is not active
  3844. if (map_flag_vs(src->m)) // Only half of the 2.5x increase on versus-type maps
  3845. skillratio += 125;
  3846. else
  3847. skillratio += 250;
  3848. }
  3849. }
  3850. }
  3851. }
  3852. switch(skill_id) {
  3853. case SM_BASH:
  3854. case MS_BASH:
  3855. skillratio += 30 * skill_lv;
  3856. break;
  3857. case SM_MAGNUM:
  3858. case MS_MAGNUM:
  3859. if(wd->miscflag == 1)
  3860. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  3861. else
  3862. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  3863. break;
  3864. case MC_MAMMONITE:
  3865. skillratio += 50 * skill_lv;
  3866. break;
  3867. case HT_POWER:
  3868. skillratio += -50 + 8 * sstatus->str;
  3869. break;
  3870. case AC_DOUBLE:
  3871. case MA_DOUBLE:
  3872. skillratio += 10 * (skill_lv - 1);
  3873. break;
  3874. case AC_SHOWER:
  3875. case MA_SHOWER:
  3876. #ifdef RENEWAL
  3877. skillratio += 50 + 10 * skill_lv;
  3878. #else
  3879. skillratio += -25 + 5 * skill_lv;
  3880. #endif
  3881. break;
  3882. case AC_CHARGEARROW:
  3883. case MA_CHARGEARROW:
  3884. skillratio += 50;
  3885. break;
  3886. #ifndef RENEWAL
  3887. case HT_FREEZINGTRAP:
  3888. case MA_FREEZINGTRAP:
  3889. skillratio += -50 + 10 * skill_lv;
  3890. break;
  3891. #endif
  3892. case KN_PIERCE:
  3893. skillratio += 10 * skill_lv;
  3894. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  3895. skillratio *= 2;
  3896. break;
  3897. case ML_PIERCE:
  3898. skillratio += 10 * skill_lv;
  3899. break;
  3900. case MER_CRASH:
  3901. skillratio += 10 * skill_lv;
  3902. break;
  3903. case KN_SPEARSTAB:
  3904. skillratio += 20 * skill_lv;
  3905. break;
  3906. case KN_SPEARBOOMERANG:
  3907. skillratio += 50 * skill_lv;
  3908. break;
  3909. #ifdef RENEWAL
  3910. case KN_BRANDISHSPEAR:
  3911. skillratio += -100 + 400 + 100 * skill_lv + sstatus->str * 3;
  3912. break;
  3913. #else
  3914. case KN_BRANDISHSPEAR:
  3915. #endif
  3916. case ML_BRANDISH:
  3917. {
  3918. int ratio = 100 + 20 * skill_lv;
  3919. skillratio += -100 + ratio;
  3920. if(skill_lv > 3 && wd->miscflag == 0)
  3921. skillratio += ratio / 2;
  3922. if(skill_lv > 6 && wd->miscflag == 0)
  3923. skillratio += ratio / 4;
  3924. if(skill_lv > 9 && wd->miscflag == 0)
  3925. skillratio += ratio / 8;
  3926. if(skill_lv > 6 && wd->miscflag == 1)
  3927. skillratio += ratio / 2;
  3928. if(skill_lv > 9 && wd->miscflag == 1)
  3929. skillratio += ratio / 4;
  3930. if(skill_lv > 9 && wd->miscflag == 2)
  3931. skillratio += ratio / 2;
  3932. }
  3933. break;
  3934. case KN_BOWLINGBASH:
  3935. case MS_BOWLINGBASH:
  3936. skillratio += 40 * skill_lv;
  3937. break;
  3938. case AS_GRIMTOOTH:
  3939. skillratio += 20 * skill_lv;
  3940. break;
  3941. case AS_POISONREACT:
  3942. skillratio += 30 * skill_lv;
  3943. break;
  3944. case AS_SONICBLOW:
  3945. #ifdef RENEWAL
  3946. skillratio += 100 + 100 * skill_lv;
  3947. if (tstatus->hp < (tstatus->max_hp / 2))
  3948. skillratio += skillratio / 2;
  3949. #else
  3950. skillratio += 300 + 40 * skill_lv;
  3951. #endif
  3952. break;
  3953. case TF_SPRINKLESAND:
  3954. skillratio += 30;
  3955. break;
  3956. case MC_CARTREVOLUTION:
  3957. skillratio += 50;
  3958. if(sd && sd->cart_weight)
  3959. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3960. else if (!sd)
  3961. skillratio += 100; //Max damage for non players.
  3962. break;
  3963. case NPC_PIERCINGATT:
  3964. skillratio += -25; //75% base damage
  3965. break;
  3966. case NPC_COMBOATTACK:
  3967. skillratio += 25 * skill_lv;
  3968. break;
  3969. case NPC_RANDOMATTACK:
  3970. case NPC_WATERATTACK:
  3971. case NPC_GROUNDATTACK:
  3972. case NPC_FIREATTACK:
  3973. case NPC_WINDATTACK:
  3974. case NPC_POISONATTACK:
  3975. case NPC_HOLYATTACK:
  3976. case NPC_DARKNESSATTACK:
  3977. case NPC_UNDEADATTACK:
  3978. case NPC_TELEKINESISATTACK:
  3979. case NPC_BLOODDRAIN:
  3980. case NPC_ACIDBREATH:
  3981. case NPC_DARKNESSBREATH:
  3982. case NPC_FIREBREATH:
  3983. case NPC_ICEBREATH:
  3984. case NPC_ICEBREATH2:
  3985. case NPC_THUNDERBREATH:
  3986. case NPC_HELLJUDGEMENT:
  3987. case NPC_HELLJUDGEMENT2:
  3988. case NPC_PULSESTRIKE:
  3989. skillratio += 100 * (skill_lv - 1);
  3990. break;
  3991. case NPC_REVERBERATION_ATK:
  3992. skillratio += 400 + 200 * skill_lv;
  3993. break;
  3994. case RG_BACKSTAP:
  3995. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3996. skillratio += (200 + 40 * skill_lv) / 2;
  3997. else
  3998. skillratio += 200 + 40 * skill_lv;
  3999. break;
  4000. case RG_RAID:
  4001. #ifdef RENEWAL
  4002. skillratio += -100 + 50 + skill_lv * 150;
  4003. #else
  4004. skillratio += 40 * skill_lv;
  4005. #endif
  4006. break;
  4007. case RG_INTIMIDATE:
  4008. skillratio += 30 * skill_lv;
  4009. break;
  4010. case CR_SHIELDCHARGE:
  4011. skillratio += 20 * skill_lv;
  4012. break;
  4013. case CR_SHIELDBOOMERANG:
  4014. #ifdef RENEWAL
  4015. skillratio += -100 + skill_lv * 80;
  4016. #else
  4017. skillratio += 30 * skill_lv;
  4018. #endif
  4019. break;
  4020. case NPC_DARKCROSS:
  4021. case CR_HOLYCROSS:
  4022. #ifdef RENEWAL
  4023. if(sd && sd->status.weapon == W_2HSPEAR)
  4024. skillratio += 70 * skill_lv;
  4025. else
  4026. #endif
  4027. skillratio += 35 * skill_lv;
  4028. break;
  4029. case AM_DEMONSTRATION:
  4030. skillratio += 20 * skill_lv;
  4031. break;
  4032. case AM_ACIDTERROR:
  4033. #ifdef RENEWAL
  4034. skillratio += -100 + 200 * skill_lv;
  4035. if (sd && pc_checkskill(sd, AM_LEARNINGPOTION))
  4036. skillratio += 100; // !TODO: What's this bonus increase?
  4037. #else
  4038. skillratio += 40 * skill_lv;
  4039. #endif
  4040. break;
  4041. case MO_FINGEROFFENSIVE:
  4042. #ifdef RENEWAL
  4043. skillratio += 500 + skill_lv * 200;
  4044. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4045. skillratio += skillratio / 2;
  4046. #else
  4047. skillratio += 50 * skill_lv;
  4048. #endif
  4049. break;
  4050. case MO_INVESTIGATE:
  4051. #ifdef RENEWAL
  4052. skillratio += -100 + 100 * skill_lv;
  4053. if (tsc && tsc->getSCE(SC_BLADESTOP))
  4054. skillratio += skillratio / 2;
  4055. #else
  4056. skillratio += 75 * skill_lv;
  4057. #endif
  4058. break;
  4059. case MO_EXTREMITYFIST:
  4060. skillratio += 100 * (7 + sstatus->sp / 10);
  4061. #ifdef RENEWAL
  4062. if (wd->miscflag&1)
  4063. skillratio *= 2; // More than 5 spirit balls active
  4064. #endif
  4065. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  4066. break;
  4067. case MO_TRIPLEATTACK:
  4068. skillratio += 20 * skill_lv;
  4069. break;
  4070. case MO_CHAINCOMBO:
  4071. #ifdef RENEWAL
  4072. skillratio += 150 + 50 * skill_lv;
  4073. if (sd && sd->status.weapon == W_KNUCKLE)
  4074. skillratio *= 2;
  4075. #else
  4076. skillratio += 50 + 50 * skill_lv;
  4077. #endif
  4078. break;
  4079. case MO_COMBOFINISH:
  4080. #ifdef RENEWAL
  4081. skillratio += 450 + 50 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4082. #else
  4083. skillratio += 140 + 60 * skill_lv;
  4084. #endif
  4085. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4086. skillratio += skillratio * 50 / 100;
  4087. break;
  4088. case BA_MUSICALSTRIKE:
  4089. case DC_THROWARROW:
  4090. #ifdef RENEWAL
  4091. skillratio += 10 + 40 * skill_lv;
  4092. #else
  4093. skillratio += 25 + 25 * skill_lv;
  4094. #endif
  4095. break;
  4096. case CH_TIGERFIST:
  4097. #ifdef RENEWAL
  4098. skillratio += 400 + 150 * skill_lv;
  4099. RE_LVL_DMOD(100);
  4100. #else
  4101. skillratio += -60 + 100 * skill_lv;
  4102. #endif
  4103. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4104. skillratio += skillratio * 50 / 100;
  4105. break;
  4106. case CH_CHAINCRUSH:
  4107. #ifdef RENEWAL
  4108. skillratio += -100 + 200 * skill_lv;
  4109. RE_LVL_DMOD(100);
  4110. #else
  4111. skillratio += 300 + 100 * skill_lv;
  4112. #endif
  4113. if (sc->getSCE(SC_GT_ENERGYGAIN))
  4114. skillratio += skillratio * 50 / 100;
  4115. break;
  4116. case CH_PALMSTRIKE:
  4117. #ifdef RENEWAL
  4118. skillratio += 100 + 100 * skill_lv + sstatus->str; // !TODO: How does STR play a role?
  4119. RE_LVL_DMOD(100);
  4120. #else
  4121. skillratio += 100 + 100 * skill_lv;
  4122. #endif
  4123. break;
  4124. case LK_HEADCRUSH:
  4125. skillratio += 40 * skill_lv;
  4126. break;
  4127. case LK_JOINTBEAT:
  4128. skillratio += 10 * skill_lv - 50;
  4129. if (wd->miscflag & BREAK_NECK || (tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)) // The 2x damage is only for the BREAK_NECK ailment.
  4130. skillratio *= 2;
  4131. break;
  4132. #ifdef RENEWAL
  4133. // Renewal: skill ratio applies to entire damage [helvetica]
  4134. case LK_SPIRALPIERCE:
  4135. skillratio += 50 + 50 * skill_lv;
  4136. RE_LVL_DMOD(100);
  4137. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4138. skillratio *= 2;
  4139. break;
  4140. case ML_SPIRALPIERCE:
  4141. skillratio += 50 + 50 * skill_lv;
  4142. RE_LVL_DMOD(100);
  4143. break;
  4144. #endif
  4145. case ASC_METEORASSAULT:
  4146. #ifdef RENEWAL
  4147. skillratio += 100 + 120 * skill_lv;
  4148. RE_LVL_DMOD(100);
  4149. #else
  4150. skillratio += -60 + 40 * skill_lv;
  4151. #endif
  4152. break;
  4153. case SN_SHARPSHOOTING:
  4154. if (src->type == BL_MOB) { // TODO: Did these formulas change in the renewal balancing?
  4155. if (wd->miscflag & 2) // Splash damage bonus
  4156. skillratio += -100 + 140 * skill_lv;
  4157. else
  4158. skillratio += 100 + 50 * skill_lv;
  4159. break;
  4160. }
  4161. [[fallthrough]];
  4162. case MA_SHARPSHOOTING:
  4163. #ifdef RENEWAL
  4164. skillratio += -100 + 300 + 300 * skill_lv;
  4165. RE_LVL_DMOD(100);
  4166. #else
  4167. skillratio += 100 + 50 * skill_lv;
  4168. #endif
  4169. break;
  4170. #ifdef RENEWAL
  4171. case CR_ACIDDEMONSTRATION:
  4172. skillratio += -100 + 200 * skill_lv + sstatus->int_ + tstatus->vit; // !TODO: Confirm status bonus
  4173. if (target->type == BL_PC)
  4174. skillratio /= 2;
  4175. break;
  4176. #endif
  4177. case CG_ARROWVULCAN:
  4178. #ifdef RENEWAL
  4179. skillratio += 400 + 100 * skill_lv;
  4180. RE_LVL_DMOD(100);
  4181. #else
  4182. skillratio += 100 + 100 * skill_lv;
  4183. #endif
  4184. break;
  4185. case AS_SPLASHER:
  4186. #ifdef RENEWAL
  4187. skillratio += -100 + 400 + 100 * skill_lv;
  4188. #else
  4189. skillratio += 400 + 50 * skill_lv;
  4190. #endif
  4191. if(sd)
  4192. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  4193. break;
  4194. case ASC_BREAKER:
  4195. #ifdef RENEWAL
  4196. skillratio += -100 + 150 * skill_lv + sstatus->str + sstatus->int_; // !TODO: Confirm stat modifier
  4197. RE_LVL_DMOD(100);
  4198. #else
  4199. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  4200. skillratio += -100 + 100 * skill_lv;
  4201. #endif
  4202. break;
  4203. case PA_SACRIFICE:
  4204. skillratio += -10 + 10 * skill_lv;
  4205. break;
  4206. case PA_SHIELDCHAIN:
  4207. #ifdef RENEWAL
  4208. skillratio = -100 + 300 + 200 * skill_lv;
  4209. if( sd != nullptr ){
  4210. int16 index = sd->equip_index[EQI_HAND_L];
  4211. // Damage affected by the shield's weight and refine.
  4212. if( index >= 0 && sd->inventory_data[index] != nullptr && sd->inventory_data[index]->type == IT_ARMOR ){
  4213. skillratio += sd->inventory_data[index]->weight / 10 + 4 * sd->inventory.u.items_inventory[index].refine;
  4214. }
  4215. // Damage affected by shield mastery
  4216. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4217. skillratio += skill_lv * 14 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4218. }
  4219. }
  4220. RE_LVL_DMOD(100);
  4221. #else
  4222. skillratio += 30 * skill_lv;
  4223. #endif
  4224. if (sc && sc->getSCE(SC_SHIELD_POWER))// Whats the official increase? [Rytech]
  4225. skillratio += skillratio * 50 / 100;
  4226. break;
  4227. case WS_CARTTERMINATION:
  4228. i = 10 * (16 - skill_lv);
  4229. if (i < 1) i = 1;
  4230. //Preserve damage ratio when max cart weight is changed.
  4231. if (sd && sd->cart_weight)
  4232. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  4233. else if (!sd)
  4234. skillratio += 80000 / i - 100;
  4235. break;
  4236. case TK_DOWNKICK:
  4237. case TK_STORMKICK:
  4238. skillratio += 60 + 20 * skill_lv;
  4239. break;
  4240. case TK_TURNKICK:
  4241. case TK_COUNTER:
  4242. skillratio += 90 + 30 * skill_lv;
  4243. break;
  4244. case TK_JUMPKICK:
  4245. //Different damage formulas depending on damage trigger
  4246. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  4247. skillratio += -100 + 4 * status_get_lv(src); //Tumble formula [4%*baselevel]
  4248. else if (wd->miscflag) {
  4249. skillratio += -100 + 4 * status_get_lv(src); //Running formula [4%*baselevel]
  4250. if (sc && sc->getSCE(SC_SPURT)) //Spurt formula [8%*baselevel]
  4251. skillratio *= 2;
  4252. }
  4253. else
  4254. skillratio += -70 + 10 * skill_lv;
  4255. break;
  4256. case GS_TRIPLEACTION:
  4257. skillratio += 50 * skill_lv;
  4258. break;
  4259. case GS_BULLSEYE:
  4260. //Only works well against brute/demihumans non bosses.
  4261. 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))
  4262. skillratio += 400;
  4263. break;
  4264. case GS_TRACKING:
  4265. skillratio += 100 * (skill_lv + 1);
  4266. break;
  4267. case GS_PIERCINGSHOT:
  4268. #ifdef RENEWAL
  4269. if (sd && sd->weapontype1 == W_RIFLE)
  4270. skillratio += 150 + 30 * skill_lv;
  4271. else
  4272. skillratio += 100 + 20 * skill_lv;
  4273. #else
  4274. skillratio += 20 * skill_lv;
  4275. #endif
  4276. break;
  4277. case GS_RAPIDSHOWER:
  4278. skillratio += 400 + 50 * skill_lv;
  4279. break;
  4280. case GS_DESPERADO:
  4281. skillratio += 50 * (skill_lv - 1);
  4282. if (sc && sc->getSCE(SC_FALLEN_ANGEL))
  4283. skillratio *= 2;
  4284. break;
  4285. case GS_DUST:
  4286. skillratio += 50 * skill_lv;
  4287. break;
  4288. case GS_FULLBUSTER:
  4289. skillratio += 100 * (skill_lv + 2);
  4290. break;
  4291. case GS_SPREADATTACK:
  4292. #ifdef RENEWAL
  4293. skillratio += 30 * skill_lv;
  4294. #else
  4295. skillratio += 20 * (skill_lv - 1);
  4296. #endif
  4297. break;
  4298. #ifdef RENEWAL
  4299. case GS_GROUNDDRIFT:
  4300. skillratio += 100 + 20 * skill_lv;
  4301. break;
  4302. #endif
  4303. case NJ_HUUMA:
  4304. #ifdef RENEWAL
  4305. skillratio += -150 + 250 * skill_lv;
  4306. #else
  4307. skillratio += 50 + 150 * skill_lv;
  4308. #endif
  4309. break;
  4310. case NJ_TATAMIGAESHI:
  4311. skillratio += 10 * skill_lv;
  4312. #ifdef RENEWAL
  4313. skillratio *= 2;
  4314. #endif
  4315. break;
  4316. case NJ_KASUMIKIRI:
  4317. #ifdef RENEWAL
  4318. skillratio += 20 * skill_lv;
  4319. #else
  4320. skillratio += 10 * skill_lv;
  4321. #endif
  4322. break;
  4323. case NJ_KIRIKAGE:
  4324. #ifdef RENEWAL
  4325. skillratio += -50 + 150 * skill_lv;
  4326. #else
  4327. skillratio += 100 * (skill_lv - 1);
  4328. #endif
  4329. break;
  4330. #ifdef RENEWAL
  4331. case NJ_SYURIKEN:
  4332. skillratio += 5 * skill_lv;
  4333. break;
  4334. case NJ_KUNAI:
  4335. skillratio += -100 + 100 * skill_lv;
  4336. break;
  4337. case KN_CHARGEATK:
  4338. skillratio += 600;
  4339. break;
  4340. case AS_VENOMKNIFE:
  4341. skillratio += 400;
  4342. break;
  4343. #else
  4344. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  4345. int k = (wd->miscflag-1)/3;
  4346. if (k < 0)
  4347. k = 0;
  4348. else if (k > 4)
  4349. k = 4;
  4350. skillratio += 100 * k;
  4351. }
  4352. break;
  4353. #endif
  4354. case HT_PHANTASMIC:
  4355. #ifdef RENEWAL
  4356. skillratio += 400;
  4357. #else
  4358. skillratio += 50;
  4359. #endif
  4360. break;
  4361. case MO_BALKYOUNG:
  4362. #ifdef RENEWAL
  4363. skillratio += 700;
  4364. #else
  4365. skillratio += 200;
  4366. #endif
  4367. break;
  4368. case HFLI_MOON: //[orn]
  4369. skillratio += 10 + 110 * skill_lv;
  4370. break;
  4371. case HFLI_SBR44: //[orn]
  4372. skillratio += 100 * (skill_lv - 1);
  4373. break;
  4374. case NPC_VAMPIRE_GIFT:
  4375. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  4376. break;
  4377. case RK_SONICWAVE:
  4378. skillratio += -100 + 1050 + 150 * skill_lv;
  4379. RE_LVL_DMOD(100);
  4380. break;
  4381. case RK_HUNDREDSPEAR:
  4382. skillratio += -100 + 600 + 200 * skill_lv;
  4383. if (sd)
  4384. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  4385. if (sc) {
  4386. if( sc->getSCE( SC_DRAGONIC_AURA ) ){
  4387. skillratio += sc->getSCE( SC_DRAGONIC_AURA )->val1 * 160;
  4388. }
  4389. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  4390. skillratio *= 2;
  4391. }
  4392. RE_LVL_DMOD(100);
  4393. break;
  4394. case RK_WINDCUTTER:
  4395. if (sd) {
  4396. if (sd->weapontype1 == W_2HSWORD)
  4397. skillratio += -100 + 250 * skill_lv;
  4398. else if (sd->weapontype1 == W_1HSPEAR || sd->weapontype1 == W_2HSPEAR)
  4399. skillratio += -100 + 400 * skill_lv;
  4400. else
  4401. skillratio += -100 + 300 * skill_lv;
  4402. } else
  4403. skillratio += -100 + 300 * skill_lv;
  4404. RE_LVL_DMOD(100);
  4405. break;
  4406. case RK_IGNITIONBREAK:
  4407. skillratio += -100 + 450 * skill_lv;
  4408. RE_LVL_DMOD(100);
  4409. break;
  4410. case NPC_IGNITIONBREAK:
  4411. // 3x3 cell Damage = 1000 1500 2000 2500 3000 %
  4412. // 7x7 cell Damage = 750 1250 1750 2250 2750 %
  4413. // 11x11 cell Damage = 500 1000 1500 2000 2500 %
  4414. i = distance_bl(src,target);
  4415. if (i < 2)
  4416. skillratio += -100 + 500 * (skill_lv + 1);
  4417. else if (i < 4)
  4418. skillratio += -100 + 250 + 500 * skill_lv;
  4419. else
  4420. skillratio += -100 + 500 * skill_lv;
  4421. break;
  4422. case RK_STORMBLAST:
  4423. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + sstatus->str / 6) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's STR / 6)} x 100] %
  4424. RE_LVL_DMOD(100);
  4425. break;
  4426. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  4427. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  4428. RE_LVL_DMOD(150); // Base level bonus.
  4429. break;
  4430. // case NPC_PHANTOMTHRUST: // ATK = 100% for all level
  4431. case GC_CROSSIMPACT:
  4432. skillratio += -100 + 1400 + 150 * skill_lv;
  4433. RE_LVL_DMOD(100);
  4434. break;
  4435. case GC_COUNTERSLASH:
  4436. //ATK [{(Skill Level x 150) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  4437. skillratio += -100 + 300 + 150 * skill_lv;
  4438. RE_LVL_DMOD(120);
  4439. break;
  4440. case GC_VENOMPRESSURE:
  4441. skillratio += 900;
  4442. break;
  4443. case GC_PHANTOMMENACE:
  4444. skillratio += 200;
  4445. break;
  4446. case GC_ROLLINGCUTTER:
  4447. skillratio += -100 + 50 + 80 * skill_lv;
  4448. RE_LVL_DMOD(100);
  4449. break;
  4450. case GC_CROSSRIPPERSLASHER:
  4451. skillratio += -100 + 80 * skill_lv + (sstatus->agi * 3);
  4452. RE_LVL_DMOD(100);
  4453. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  4454. skillratio += sc->getSCE(SC_ROLLINGCUTTER)->val1 * 200;
  4455. break;
  4456. case GC_DARKCROW:
  4457. skillratio += 100 * (skill_lv - 1);
  4458. break;
  4459. case AB_DUPLELIGHT_MELEE:
  4460. skillratio += 50 + 15 * skill_lv;
  4461. break;
  4462. case NPC_ARROWSTORM:
  4463. if (skill_lv > 4)
  4464. skillratio += 1900;
  4465. else
  4466. skillratio += 900;
  4467. break;
  4468. case NPC_DRAGONBREATH:
  4469. if (skill_lv > 5)
  4470. skillratio += 500 + 500 * (skill_lv - 5); // Level 6-10 is using water element, like RK_DRAGONBREATH_WATER
  4471. else
  4472. skillratio += 500 + 500 * skill_lv; // Level 1-5 is using fire element, like RK_DRAGONBREATH
  4473. break;
  4474. case RA_ARROWSTORM:
  4475. if (sc && sc->getSCE(SC_FEARBREEZE))
  4476. skillratio += -100 + 200 + 250 * skill_lv;
  4477. else
  4478. skillratio += -100 + 200 + 180 * skill_lv;
  4479. RE_LVL_DMOD(100);
  4480. break;
  4481. case RA_AIMEDBOLT:
  4482. if (sc && sc->getSCE(SC_FEARBREEZE))
  4483. skillratio += -100 + 800 + 35 * skill_lv;
  4484. else
  4485. skillratio += -100 + 500 + 20 * skill_lv;
  4486. RE_LVL_DMOD(100);
  4487. break;
  4488. case RA_CLUSTERBOMB:
  4489. skillratio += 100 + 100 * skill_lv;
  4490. break;
  4491. case RA_WUGDASH:// ATK 300%
  4492. skillratio += 200;
  4493. break;
  4494. case RA_WUGSTRIKE:
  4495. skillratio += -100 + 200 * skill_lv;
  4496. break;
  4497. case RA_WUGBITE:
  4498. skillratio += 300 + 200 * skill_lv;
  4499. if (skill_lv == 5)
  4500. skillratio += 100;
  4501. break;
  4502. case RA_SENSITIVEKEEN:
  4503. skillratio += 50 * skill_lv;
  4504. break;
  4505. case NC_BOOSTKNUCKLE:
  4506. skillratio += -100 + 260 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4507. RE_LVL_DMOD(100);
  4508. break;
  4509. case NC_PILEBUNKER:
  4510. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  4511. RE_LVL_DMOD(100);
  4512. break;
  4513. case NC_VULCANARM:
  4514. skillratio += -100 + 230 * skill_lv + sstatus->dex; // !TODO: What's the DEX bonus?
  4515. RE_LVL_DMOD(100);
  4516. break;
  4517. case NC_FLAMELAUNCHER:
  4518. case NC_COLDSLOWER:
  4519. skillratio += 200 + 300 * skill_lv;
  4520. RE_LVL_DMOD(150);
  4521. break;
  4522. case NC_ARMSCANNON:
  4523. skillratio += -100 + 400 + 350 * skill_lv;
  4524. RE_LVL_DMOD(100);
  4525. break;
  4526. case NC_AXEBOOMERANG:
  4527. skillratio += 150 + 50 * skill_lv;
  4528. if (sd) {
  4529. short index = sd->equip_index[EQI_HAND_R];
  4530. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  4531. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  4532. }
  4533. RE_LVL_DMOD(100);
  4534. break;
  4535. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  4536. skillratio += -100 + ((sstatus->str + sstatus->dex)/ 2) + 300 + 100 * skill_lv;
  4537. RE_LVL_DMOD(100);
  4538. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  4539. skillratio *= 2;
  4540. break;
  4541. case NC_MAGMA_ERUPTION: // 'Slam' damage
  4542. skillratio += 350 + 50 * skill_lv;
  4543. break;
  4544. case NC_AXETORNADO:
  4545. skillratio += -100 + 200 + 180 * skill_lv + sstatus->vit * 2;
  4546. if (sc && sc->getSCE(SC_AXE_STOMP))
  4547. skillratio += 380;
  4548. RE_LVL_DMOD(100);
  4549. break;
  4550. case SC_FATALMENACE:
  4551. skillratio += 120 * skill_lv + sstatus->agi; // !TODO: What's the AGI bonus?
  4552. if( sc != nullptr && sc->getSCE( SC_ABYSS_DAGGER ) ){
  4553. skillratio += 30 * skill_lv;
  4554. }
  4555. RE_LVL_DMOD(100);
  4556. break;
  4557. case SC_TRIANGLESHOT:
  4558. skillratio += -100 + 230 * skill_lv + 3 * sstatus->agi;
  4559. RE_LVL_DMOD(100);
  4560. break;
  4561. case SC_FEINTBOMB:
  4562. skillratio += -100 + (skill_lv + 1) * sstatus->dex / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  4563. RE_LVL_DMOD(120);
  4564. break;
  4565. case LG_CANNONSPEAR:
  4566. skillratio += -100 + skill_lv * ( 120 + sstatus->str );
  4567. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4568. skillratio += 400;
  4569. }
  4570. RE_LVL_DMOD(100);
  4571. break;
  4572. case LG_BANISHINGPOINT:
  4573. skillratio += -100 + ( 100 * skill_lv );
  4574. if( sd != nullptr ){
  4575. skillratio += pc_checkskill( sd, SM_BASH ) * 70;
  4576. }
  4577. if( sc != nullptr && sc->getSCE( SC_SPEAR_SCAR ) ){
  4578. skillratio += 800;
  4579. }
  4580. RE_LVL_DMOD(100);
  4581. break;
  4582. case LG_SHIELDPRESS:
  4583. skillratio += -100 + 200 * skill_lv + sstatus->str;
  4584. if (sd) {
  4585. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4586. skillratio += skill_lv * 15 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4587. }
  4588. short index = sd->equip_index[EQI_HAND_L];
  4589. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  4590. skillratio += sd->inventory_data[index]->weight / 10;
  4591. }
  4592. RE_LVL_DMOD(100);
  4593. break;
  4594. case LG_PINPOINTATTACK:
  4595. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  4596. RE_LVL_DMOD(120);
  4597. break;
  4598. case LG_RAGEBURST:
  4599. if (sd && sd->spiritball_old)
  4600. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  4601. else
  4602. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  4603. RE_LVL_DMOD(100);
  4604. break;
  4605. case LG_MOONSLASHER:
  4606. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  4607. RE_LVL_DMOD(100);
  4608. break;
  4609. case LG_OVERBRAND:
  4610. if(sc && sc->getSCE(SC_OVERBRANDREADY))
  4611. skillratio += -100 + 500 * skill_lv;
  4612. else
  4613. skillratio += -100 + 350 * skill_lv;
  4614. skillratio += ((sd) ? pc_checkskill(sd, CR_SPEARQUICKEN) * 50 : 0);
  4615. RE_LVL_DMOD(100);
  4616. break;
  4617. case LG_EARTHDRIVE:
  4618. skillratio += -100 + 380 * skill_lv + sstatus->str + sstatus->vit; // !TODO: What's the STR/VIT bonus?
  4619. if( sc != nullptr && sc->getSCE( SC_SHIELD_POWER ) ){
  4620. skillratio += skill_lv * 37 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  4621. }
  4622. RE_LVL_DMOD(100);
  4623. break;
  4624. case LG_HESPERUSLIT:
  4625. if (sc && sc->getSCE(SC_INSPIRATION))
  4626. skillratio += -100 + 450 * skill_lv;
  4627. else
  4628. skillratio += -100 + 300 * skill_lv;
  4629. skillratio += sstatus->vit / 6; // !TODO: What's the VIT bonus?
  4630. RE_LVL_DMOD(100);
  4631. break;
  4632. case SR_EARTHSHAKER:
  4633. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD) || tsc->getSCE(SC__SHADOWFORM))) {
  4634. //[(Skill Level x 300) x (Caster Base Level / 100) + (Caster STR x 3)] %
  4635. skillratio += -100 + 300 * skill_lv;
  4636. RE_LVL_DMOD(100);
  4637. skillratio += status_get_str(src) * 3;
  4638. } else { //[(Skill Level x 400) x (Caster Base Level / 100) + (Caster STR x 2)] %
  4639. skillratio += -100 + 400 * skill_lv;
  4640. RE_LVL_DMOD(100);
  4641. skillratio += status_get_str(src) * 2;
  4642. }
  4643. break;
  4644. case SR_DRAGONCOMBO:
  4645. skillratio += 100 + 80 * skill_lv;
  4646. RE_LVL_DMOD(100);
  4647. break;
  4648. case SR_FALLENEMPIRE:
  4649. // ATK [(Skill Level x 300 + 100) x Caster Base Level / 150] %
  4650. skillratio += 300 * skill_lv;
  4651. RE_LVL_DMOD(150);
  4652. break;
  4653. case SR_TIGERCANNON:
  4654. {
  4655. unsigned int hp = sstatus->max_hp * (10 + (skill_lv * 2)) / 100,
  4656. sp = sstatus->max_sp * (5 + skill_lv) / 100;
  4657. if (wd->miscflag&8)
  4658. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  4659. skillratio += -100 + (hp + sp) / 2;
  4660. else
  4661. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  4662. skillratio += -100 + (hp + sp) / 4;
  4663. RE_LVL_DMOD(100);
  4664. }
  4665. if (sc->getSCE(SC_GT_REVITALIZE))
  4666. skillratio += skillratio * 30 / 100;
  4667. break;
  4668. case SR_SKYNETBLOW:
  4669. //ATK [{(Skill Level x 200) + (Caster AGI)} x Caster Base Level / 100] %
  4670. skillratio += -100 + 200 * skill_lv + sstatus->agi / 6; // !TODO: Confirm AGI bonus
  4671. RE_LVL_DMOD(100);
  4672. break;
  4673. case SR_RAMPAGEBLASTER:
  4674. if (tsc && tsc->getSCE(SC_EARTHSHAKER)) {
  4675. skillratio += 1400 + 550 * skill_lv;
  4676. RE_LVL_DMOD(120);
  4677. } else {
  4678. skillratio += 900 + 350 * skill_lv;
  4679. RE_LVL_DMOD(150);
  4680. }
  4681. if (sc->getSCE(SC_GT_CHANGE))
  4682. skillratio += skillratio * 30 / 100;
  4683. break;
  4684. case SR_KNUCKLEARROW:
  4685. 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)] %
  4686. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  4687. if (tsd && tsd->weight)
  4688. skillratio += 100 * tsd->weight / tsd->max_weight;
  4689. RE_LVL_DMOD(150);
  4690. } else {
  4691. if (status_get_class_(target) == CLASS_BOSS)
  4692. skillratio += 400 + 200 * skill_lv;
  4693. else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  4694. skillratio += 400 + 100 * skill_lv;
  4695. RE_LVL_DMOD(100);
  4696. }
  4697. if (sc->getSCE(SC_GT_CHANGE))
  4698. skillratio += skillratio * 30 / 100;
  4699. break;
  4700. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  4701. skillratio += -100 + status_get_lv(src) + sstatus->dex;
  4702. RE_LVL_DMOD(100);
  4703. break;
  4704. case SR_GATEOFHELL:
  4705. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE)
  4706. skillratio += -100 + 800 * skill_lv;
  4707. else
  4708. skillratio += -100 + 500 * skill_lv;
  4709. RE_LVL_DMOD(100);
  4710. if (sc->getSCE(SC_GT_REVITALIZE))
  4711. skillratio += skillratio * 30 / 100;
  4712. break;
  4713. case SR_GENTLETOUCH_QUIET:
  4714. skillratio += -100 + 100 * skill_lv + sstatus->dex;
  4715. RE_LVL_DMOD(100);
  4716. break;
  4717. case SR_HOWLINGOFLION:
  4718. skillratio += -100 + 500 * skill_lv;
  4719. RE_LVL_DMOD(100);
  4720. break;
  4721. case SR_RIDEINLIGHTNING:
  4722. skillratio += -100 + 40 * skill_lv;
  4723. if (sd && sd->status.weapon == W_KNUCKLE)
  4724. skillratio += 50 * skill_lv;
  4725. RE_LVL_DMOD(100);
  4726. break;
  4727. case WM_SEVERE_RAINSTORM_MELEE:
  4728. //ATK [{(Caster DEX / 300 + AGI / 200)} x Caster Base Level / 100] %
  4729. skillratio += -100 + 100 * skill_lv + (sstatus->dex / 300 + sstatus->agi / 200);
  4730. if (wd->miscflag&4) // Whip/Instrument equipped
  4731. skillratio += 20 * skill_lv;
  4732. RE_LVL_DMOD(100);
  4733. break;
  4734. case WM_GREAT_ECHO:
  4735. skillratio += -100 + 250 + 500 * skill_lv;
  4736. if (sd) {
  4737. skillratio += pc_checkskill(sd, WM_LESSON) * 50; // !TODO: Confirm bonus
  4738. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  4739. skillratio *= 2;
  4740. }
  4741. RE_LVL_DMOD(100);
  4742. break;
  4743. case GN_CART_TORNADO: { // ATK [( Skill Level x 200 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  4744. skillratio += -100 + 200 * skill_lv;
  4745. if(sd && sd->cart_weight)
  4746. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  4747. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  4748. skillratio *= 2;
  4749. }
  4750. break;
  4751. case GN_CARTCANNON:
  4752. skillratio += -100 + (250 + 20 * pc_checkskill(sd, GN_REMODELING_CART)) * skill_lv + 2 * sstatus->int_ / (6 - pc_checkskill(sd, GN_REMODELING_CART));
  4753. RE_LVL_DMOD(100);
  4754. break;
  4755. case GN_SPORE_EXPLOSION:
  4756. skillratio += -100 + 400 + 200 * skill_lv;
  4757. RE_LVL_DMOD(100);
  4758. if (sc && sc->getSCE(SC_BIONIC_WOODEN_FAIRY))
  4759. skillratio *= 2;
  4760. break;
  4761. case GN_WALLOFTHORN:
  4762. skillratio += 10 * skill_lv;
  4763. break;
  4764. case GN_CRAZYWEED_ATK:
  4765. skillratio += -100 + 700 + 100 * skill_lv;
  4766. RE_LVL_DMOD(100);
  4767. break;
  4768. case GN_SLINGITEM_RANGEMELEEATK:
  4769. if( sd ) {
  4770. switch( sd->itemid ) {
  4771. case ITEMID_APPLE_BOMB:
  4772. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  4773. break;
  4774. case ITEMID_COCONUT_BOMB:
  4775. case ITEMID_PINEAPPLE_BOMB:
  4776. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  4777. break;
  4778. case ITEMID_MELON_BOMB:
  4779. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  4780. break;
  4781. case ITEMID_BANANA_BOMB:
  4782. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  4783. break;
  4784. case ITEMID_BLACK_LUMP:
  4785. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  4786. break;
  4787. case ITEMID_BLACK_HARD_LUMP:
  4788. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  4789. break;
  4790. case ITEMID_VERY_HARD_LUMP:
  4791. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  4792. break;
  4793. }
  4794. RE_LVL_DMOD(100);
  4795. }
  4796. break;
  4797. case GN_HELLS_PLANT_ATK:
  4798. skillratio += -100 + 100 * skill_lv + sstatus->int_ * (sd ? pc_checkskill(sd, AM_CANNIBALIZE) : 5); // !TODO: Confirm INT and Cannibalize bonus
  4799. RE_LVL_DMOD(100);
  4800. break;
  4801. // Physical Elemantal Spirits Attack Skills
  4802. case EL_CIRCLE_OF_FIRE:
  4803. case EL_FIRE_BOMB_ATK:
  4804. case EL_STONE_RAIN:
  4805. skillratio += 200;
  4806. break;
  4807. case EL_FIRE_WAVE_ATK:
  4808. skillratio += 500;
  4809. break;
  4810. case EL_TIDAL_WEAPON:
  4811. skillratio += 1400;
  4812. break;
  4813. case EL_WIND_SLASH:
  4814. skillratio += 100;
  4815. break;
  4816. case EL_HURRICANE:
  4817. skillratio += 600;
  4818. break;
  4819. case EL_TYPOON_MIS:
  4820. case EL_WATER_SCREW_ATK:
  4821. skillratio += 900;
  4822. break;
  4823. case EL_STONE_HAMMER:
  4824. skillratio += 400;
  4825. break;
  4826. case EL_ROCK_CRUSHER:
  4827. skillratio += 700;
  4828. break;
  4829. case KO_JYUMONJIKIRI:
  4830. skillratio += -100 + 200 * skill_lv;
  4831. RE_LVL_DMOD(120);
  4832. if(tsc && tsc->getSCE(SC_JYUMONJIKIRI))
  4833. skillratio += skill_lv * status_get_lv(src);
  4834. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4835. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4836. break;
  4837. case KO_HUUMARANKA:
  4838. skillratio += -100 + 150 * skill_lv + sstatus->str + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  4839. RE_LVL_DMOD(100);
  4840. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4841. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4842. break;
  4843. case KO_SETSUDAN:
  4844. skillratio += 100 * (skill_lv - 1);
  4845. RE_LVL_DMOD(100);
  4846. if (tsc) {
  4847. struct status_change_entry *sce;
  4848. if ((sce = tsc->getSCE(SC_SPIRIT)) || (sce = tsc->getSCE(SC_SOULGOLEM)) || (sce = tsc->getSCE(SC_SOULSHADOW)) || (sce = tsc->getSCE(SC_SOULFALCON)) || (sce = tsc->getSCE(SC_SOULFAIRY))) // Bonus damage added when target is soul linked.
  4849. skillratio += 200 * sce->val1;
  4850. }
  4851. break;
  4852. case KO_BAKURETSU:
  4853. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  4854. RE_LVL_DMOD(120);
  4855. skillratio += 10 * (sd ? sd->status.job_level : 1);
  4856. if (sc && sc->getSCE(SC_KAGEMUSYA))
  4857. skillratio += skillratio * sc->getSCE(SC_KAGEMUSYA)->val2 / 100;
  4858. break;
  4859. case KO_MAKIBISHI:
  4860. skillratio += -100 + 20 * skill_lv;
  4861. break;
  4862. case MH_NEEDLE_OF_PARALYZE:
  4863. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4864. break;
  4865. case MH_TOXIN_OF_MANDARA:
  4866. skillratio += -100 + 400 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4867. break;
  4868. case MH_NEEDLE_STINGER:
  4869. skillratio += -100 + 200 + 500 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // !TODO: Confirm Base Level and DEX bonus
  4870. break;
  4871. case MH_STAHL_HORN:
  4872. skillratio += -100 + 1000 + 300 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  4873. break;
  4874. case MH_GLANZEN_SPIES:
  4875. skillratio += -100 + 300 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  4876. break;
  4877. case MH_LAVA_SLIDE:
  4878. skillratio += -100 + 50 * skill_lv;
  4879. break;
  4880. case MH_BLAST_FORGE:
  4881. skillratio += -100 + 70 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4882. break;
  4883. case MH_SONIC_CRAW:
  4884. skillratio += -100 + 60 * skill_lv * status_get_lv(src) / 150;
  4885. break;
  4886. case MH_BLAZING_AND_FURIOUS:
  4887. skillratio += -100 + 80 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4888. break;
  4889. case MH_THE_ONE_FIGHTER_RISES:
  4890. skillratio += -100 + 580 * skill_lv * status_get_lv(src) / 100 + sstatus->str;
  4891. break;
  4892. case MH_SILVERVEIN_RUSH:
  4893. skillratio += -100 + 250 * skill_lv * status_get_lv(src) / 100 + sstatus->str; // !TODO: Confirm STR bonus
  4894. break;
  4895. case MH_MIDNIGHT_FRENZY:
  4896. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 150 + sstatus->str; // !TODO: Confirm STR bonus
  4897. break;
  4898. case MH_MAGMA_FLOW:
  4899. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  4900. break;
  4901. case RL_MASS_SPIRAL:
  4902. skillratio += -100 + 200 * skill_lv;
  4903. break;
  4904. case RL_FIREDANCE:
  4905. skillratio += 100 + 100 * skill_lv;
  4906. skillratio += (sd ? pc_checkskill(sd, GS_DESPERADO) * 20 : 0);
  4907. RE_LVL_DMOD(100);
  4908. break;
  4909. case RL_BANISHING_BUSTER:
  4910. skillratio += -100 + 1000 + 200 * skill_lv;
  4911. RE_LVL_DMOD(100);
  4912. break;
  4913. case RL_S_STORM:
  4914. skillratio += -100 + 1700 + 200 * skill_lv;
  4915. break;
  4916. case RL_SLUGSHOT:
  4917. if (target->type == BL_MOB)
  4918. skillratio += -100 + 1200 * skill_lv;
  4919. else
  4920. skillratio += -100 + 2000 * skill_lv;
  4921. skillratio *= 2 + tstatus->size;
  4922. break;
  4923. case RL_D_TAIL:
  4924. skillratio += -100 + 500 + 200 * skill_lv;
  4925. if (sd && (wd->miscflag & 8))
  4926. skillratio *= 2;
  4927. RE_LVL_DMOD(100);
  4928. break;
  4929. case RL_R_TRIP:
  4930. skillratio += -100 + 350 * skill_lv;
  4931. RE_LVL_DMOD(100);
  4932. break;
  4933. case RL_R_TRIP_PLUSATK:
  4934. skillratio += -100 + 300 + 300 * skill_lv;
  4935. break;
  4936. case RL_H_MINE:
  4937. if (sd && sd->flicker) // Flicker explosion damage: 500 + 300 * SkillLv
  4938. skillratio += -100 + 500 + 300 * skill_lv;
  4939. else // 200 + 200 * SkillLv
  4940. skillratio += -100 + 200 + 200 * skill_lv;
  4941. break;
  4942. case RL_HAMMER_OF_GOD:
  4943. skillratio += -100 + 100 * skill_lv;
  4944. if (sd) {
  4945. if (wd->miscflag & 8)
  4946. skillratio += 400 * sd->spiritball_old;
  4947. else
  4948. skillratio += 150 * sd->spiritball_old;
  4949. }
  4950. RE_LVL_DMOD(100);
  4951. break;
  4952. case RL_FIRE_RAIN:
  4953. case RL_AM_BLAST:
  4954. skillratio += -100 + 3500 + 300 * skill_lv;
  4955. break;
  4956. case SU_BITE:
  4957. skillratio += 100;
  4958. break;
  4959. case SU_SCRATCH:
  4960. skillratio += -50 + 50 * skill_lv;
  4961. break;
  4962. case SU_SCAROFTAROU:
  4963. skillratio += -100 + 100 * skill_lv;
  4964. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4965. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4966. break;
  4967. case SU_PICKYPECK:
  4968. case SU_PICKYPECK_DOUBLE_ATK:
  4969. skillratio += 100 + 100 * skill_lv;
  4970. if (status_get_hp(target) < (status_get_max_hp(target) / 2))
  4971. skillratio *= 2;
  4972. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4973. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4974. break;
  4975. case SU_LUNATICCARROTBEAT:
  4976. case SU_LUNATICCARROTBEAT2:
  4977. skillratio += 100 + 100 * skill_lv;
  4978. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4979. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4980. if (status_get_lv(src) > 99)
  4981. skillratio += sstatus->str;
  4982. RE_LVL_DMOD(100);
  4983. break;
  4984. case SU_SVG_SPIRIT:
  4985. skillratio += 150 + 150 * skill_lv;
  4986. if (sd && pc_checkskill(sd, SU_SPIRITOFLIFE))
  4987. skillratio += skillratio * status_get_hp(src) / status_get_max_hp(src);
  4988. break;
  4989. case SJ_FULLMOONKICK:
  4990. skillratio += 1000 + 100 * skill_lv;
  4991. RE_LVL_DMOD(100);
  4992. if (sc && sc->getSCE(SC_LIGHTOFMOON))
  4993. skillratio += skillratio * sc->getSCE(SC_LIGHTOFMOON)->val2 / 100;
  4994. break;
  4995. case SJ_NEWMOONKICK:
  4996. skillratio += 600 + 100 * skill_lv;
  4997. break;
  4998. case SJ_STAREMPEROR:
  4999. skillratio += 700 + 200 * skill_lv;
  5000. break;
  5001. case SJ_SOLARBURST:
  5002. skillratio += 900 + 220 * skill_lv;
  5003. RE_LVL_DMOD(100);
  5004. if (sc && sc->getSCE(SC_LIGHTOFSUN))
  5005. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSUN)->val2 / 100;
  5006. break;
  5007. case SJ_PROMINENCEKICK:
  5008. skillratio += 50 + 50 * skill_lv;
  5009. break;
  5010. case SJ_FALLINGSTAR_ATK:
  5011. case SJ_FALLINGSTAR_ATK2:
  5012. skillratio += 100 * skill_lv;
  5013. RE_LVL_DMOD(100);
  5014. if (sc && sc->getSCE(SC_LIGHTOFSTAR))
  5015. skillratio += skillratio * sc->getSCE(SC_LIGHTOFSTAR)->val2 / 100;
  5016. break;
  5017. case DK_SERVANTWEAPON_ATK:
  5018. skillratio += -100 + 600 + 850 * skill_lv;
  5019. skillratio += 5 * sstatus->pow;
  5020. RE_LVL_DMOD(100);
  5021. break;
  5022. case DK_SERVANT_W_PHANTOM:
  5023. skillratio += -100 + 200 + 300 * skill_lv + 5 * sstatus->pow;
  5024. RE_LVL_DMOD(100);
  5025. break;
  5026. case DK_SERVANT_W_DEMOL:
  5027. skillratio += -100 + 500 * skill_lv;
  5028. RE_LVL_DMOD(100);
  5029. break;
  5030. case DK_HACKANDSLASHER:
  5031. case DK_HACKANDSLASHER_ATK:
  5032. skillratio += -100 + 350 + 820 * skill_lv;
  5033. skillratio += 7 * sstatus->pow;
  5034. RE_LVL_DMOD(100);
  5035. break;
  5036. case DK_DRAGONIC_AURA:
  5037. skillratio += 3650 * skill_lv + 10 * sstatus->pow;
  5038. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5039. skillratio += 150 * skill_lv;
  5040. RE_LVL_DMOD(100);
  5041. break;
  5042. case DK_MADNESS_CRUSHER:
  5043. skillratio += -100 + 1000 + 3800 * skill_lv;
  5044. skillratio += 10 * sstatus->pow;
  5045. if( sd != nullptr ){
  5046. int16 index = sd->equip_index[EQI_HAND_R];
  5047. if( index >= 0 && sd->inventory_data[index] != nullptr ){
  5048. skillratio += sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level;
  5049. }
  5050. }
  5051. RE_LVL_DMOD(100);
  5052. if (sc && sc->getSCE(SC_CHARGINGPIERCE_COUNT) && sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 >= 10)
  5053. skillratio *= 2;
  5054. break;
  5055. case DK_STORMSLASH:
  5056. skillratio += -100 + 300 + 750 * skill_lv;
  5057. skillratio += 5 * sstatus->pow;
  5058. RE_LVL_DMOD(100);
  5059. if (sc && sc->getSCE(SC_GIANTGROWTH) && rnd_chance(60, 100))
  5060. skillratio *= 2;
  5061. break;
  5062. case DK_DRAGONIC_BREATH:
  5063. skillratio += -100 + 50 + 350 * skill_lv;
  5064. skillratio += 7 * sstatus->pow;
  5065. if (sc && sc->getSCE(SC_DRAGONIC_AURA)) {
  5066. skillratio += 3 * sstatus->pow;
  5067. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 7) / 100; // Skill level x 0.07 x ((MaxHP / 4) + (MaxSP / 2))
  5068. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 7) / 100;
  5069. } else {
  5070. skillratio += (skill_lv * (sstatus->max_hp * 25 / 100) * 5) / 100; // Skill level x 0.05 x ((MaxHP / 4) + (MaxSP / 2))
  5071. skillratio += (skill_lv * (sstatus->max_sp * 50 / 100) * 5) / 100;
  5072. }
  5073. RE_LVL_DMOD(100);
  5074. break;
  5075. case IQ_OLEUM_SANCTUM:
  5076. skillratio += -100 + 500 + 2000 * skill_lv + 5 * sstatus->pow;
  5077. RE_LVL_DMOD(100);
  5078. break;
  5079. case IQ_MASSIVE_F_BLASTER:
  5080. skillratio += -100 + 2300 * skill_lv + 15 * sstatus->pow;
  5081. if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMON)
  5082. skillratio += 150 * skill_lv;
  5083. RE_LVL_DMOD(100);
  5084. break;
  5085. case IQ_EXPOSION_BLASTER:
  5086. skillratio += -100 + 450 + 2600 * skill_lv;
  5087. skillratio += 10 * sstatus->pow;
  5088. if( tsc != nullptr && tsc->getSCE( SC_HOLY_OIL ) ){
  5089. skillratio += 950 * skill_lv;
  5090. }
  5091. RE_LVL_DMOD(100);
  5092. break;
  5093. case IQ_FIRST_BRAND:
  5094. skillratio += -100 + 1200 * skill_lv + 5 * sstatus->pow;
  5095. RE_LVL_DMOD(100);
  5096. break;
  5097. case IQ_SECOND_FLAME:
  5098. skillratio += -100 + 200 + 2900 * skill_lv + 9 * sstatus->pow;
  5099. RE_LVL_DMOD(100);
  5100. break;
  5101. case IQ_SECOND_FAITH:
  5102. skillratio += -100 + 100 + 2300 * skill_lv + 5 * sstatus->pow;
  5103. RE_LVL_DMOD(100);
  5104. break;
  5105. case IQ_SECOND_JUDGEMENT:
  5106. skillratio += -100 + 150 + 2600 * skill_lv + 7 * sstatus->pow;
  5107. RE_LVL_DMOD(100);
  5108. break;
  5109. case IQ_THIRD_PUNISH:
  5110. skillratio += -100 + 450 + 1800 * skill_lv;
  5111. skillratio += 10 * sstatus->pow;
  5112. RE_LVL_DMOD(100);
  5113. break;
  5114. case IQ_THIRD_FLAME_BOMB:
  5115. skillratio += -100 + 650 * skill_lv + 10 * sstatus->pow;
  5116. skillratio += sstatus->max_hp * 20 / 100;
  5117. RE_LVL_DMOD(100);
  5118. break;
  5119. case IQ_THIRD_CONSECRATION:
  5120. skillratio += -100 + 700 * skill_lv + 10 * sstatus->pow;
  5121. RE_LVL_DMOD(100);
  5122. break;
  5123. case IG_GRAND_JUDGEMENT:
  5124. skillratio += -100 + 250 + 1500 * skill_lv + 10 * sstatus->pow;
  5125. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  5126. skillratio += 100 + 150 * skill_lv;
  5127. RE_LVL_DMOD(100);
  5128. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5129. skillratio += skillratio * i / 100;
  5130. break;
  5131. case IG_SHIELD_SHOOTING:
  5132. skillratio += -100 + 1000 + 3500 * skill_lv;
  5133. skillratio += 10 * sstatus->pow;
  5134. skillratio += skill_lv * 150 * pc_checkskill( sd, IG_SHIELD_MASTERY );
  5135. if (sd) { // Damage affected by the shield's weight and refine. Need official formula. [Rytech]
  5136. short index = sd->equip_index[EQI_HAND_L];
  5137. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  5138. skillratio += (sd->inventory_data[index]->weight * 7 / 6) / 10;
  5139. skillratio += sd->inventory.u.items_inventory[index].refine * 100;
  5140. }
  5141. }
  5142. RE_LVL_DMOD(100);
  5143. break;
  5144. case IG_OVERSLASH:
  5145. skillratio += -100 + 220 * skill_lv;
  5146. skillratio += pc_checkskill(sd, IG_SPEAR_SWORD_M) * 50 * skill_lv;
  5147. skillratio += 7 * sstatus->pow;
  5148. RE_LVL_DMOD(100);
  5149. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  5150. skillratio += skillratio * i / 100;
  5151. break;
  5152. case CD_EFFLIGO:
  5153. skillratio += -100 + 1650 * skill_lv + 7 * sstatus->pow;
  5154. skillratio += 8 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5155. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  5156. skillratio += 150 * skill_lv;
  5157. skillratio += 7 * pc_checkskill( sd, CD_MACE_BOOK_M );
  5158. }
  5159. RE_LVL_DMOD(100);
  5160. break;
  5161. case CD_PETITIO:
  5162. skillratio += -100 + (1050 + pc_checkskill(sd,CD_MACE_BOOK_M) * 50) * skill_lv + 5 * sstatus->pow;
  5163. RE_LVL_DMOD(100);
  5164. break;
  5165. case SHC_DANCING_KNIFE:
  5166. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5167. RE_LVL_DMOD(100);
  5168. break;
  5169. case SHC_SAVAGE_IMPACT:
  5170. skillratio += -100 + 105 * skill_lv + 5 * sstatus->pow;
  5171. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5172. skillratio += 20 * skill_lv + 3 * sstatus->pow; // !TODO: check POW ratio
  5173. }
  5174. RE_LVL_DMOD(100);
  5175. break;
  5176. case SHC_ETERNAL_SLASH:
  5177. skillratio += -100 + 300 * skill_lv + 2 * sstatus->pow;
  5178. if( sc != nullptr && sc->getSCE( SC_SHADOW_EXCEED ) ){
  5179. skillratio += 120 * skill_lv + sstatus->pow;
  5180. }
  5181. RE_LVL_DMOD(100);
  5182. break;
  5183. case SHC_SHADOW_STAB:
  5184. skillratio += -100 + 550 * skill_lv + 5 * sstatus->pow;
  5185. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5186. skillratio += 100 * skill_lv + 2 * sstatus->pow;
  5187. }
  5188. RE_LVL_DMOD(100);
  5189. break;
  5190. case SHC_IMPACT_CRATER:
  5191. skillratio += -100 + 80 * skill_lv + 5 * sstatus->pow;
  5192. RE_LVL_DMOD(100);
  5193. break;
  5194. case SHC_FATAL_SHADOW_CROW:
  5195. skillratio += -100 + 1300 * skill_lv + 10 * sstatus->pow;
  5196. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_DRAGON)
  5197. skillratio += 150 * skill_lv;
  5198. RE_LVL_DMOD(100);
  5199. break;
  5200. case MT_AXE_STOMP:
  5201. skillratio += -100 + 450 + 1150 * skill_lv;
  5202. skillratio += 5 * sstatus->pow;
  5203. RE_LVL_DMOD(100);
  5204. break;
  5205. case MT_MIGHTY_SMASH:
  5206. skillratio += -100 + 80 + 240 * skill_lv;
  5207. skillratio += 5 * sstatus->pow;
  5208. if (sc && sc->getSCE(SC_AXE_STOMP)) {
  5209. skillratio += 20;
  5210. skillratio += 5 * sstatus->pow;
  5211. }
  5212. RE_LVL_DMOD(100);
  5213. break;
  5214. case MT_RUSH_QUAKE:
  5215. skillratio += -100 + 3600 * skill_lv + 10 * sstatus->pow;
  5216. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_INSECT)
  5217. skillratio += 150 * skill_lv;
  5218. RE_LVL_DMOD(100);
  5219. break;
  5220. case MT_A_MACHINE:// Formula unknown. Using Dancing Knife's formula for now. [Rytech]
  5221. skillratio += -100 + 200 * skill_lv + 5 * sstatus->pow;
  5222. RE_LVL_DMOD(100);
  5223. break;
  5224. case MT_SPARK_BLASTER:
  5225. skillratio += -100 + 600 + 1400 * skill_lv;
  5226. skillratio += 5 * sstatus->pow;
  5227. RE_LVL_DMOD(100);
  5228. break;
  5229. case MT_TRIPLE_LASER:
  5230. skillratio += -100 + 650 + 1150 * skill_lv;
  5231. skillratio += 12 * sstatus->pow;
  5232. RE_LVL_DMOD(100);
  5233. break;
  5234. case ABC_ABYSS_DAGGER:
  5235. skillratio += -100 + 350 + 1400 * skill_lv;
  5236. skillratio += 5 * sstatus->pow;
  5237. RE_LVL_DMOD(100);
  5238. break;
  5239. case ABC_UNLUCKY_RUSH:
  5240. skillratio += -100 + 100 + 300 * skill_lv + 5 * sstatus->pow;
  5241. RE_LVL_DMOD(100);
  5242. break;
  5243. case ABC_CHAIN_REACTION_SHOT:
  5244. skillratio += -100 + 850 * skill_lv;
  5245. skillratio += 15 * sstatus->con;
  5246. RE_LVL_DMOD(100);
  5247. break;
  5248. case ABC_CHAIN_REACTION_SHOT_ATK:
  5249. skillratio += -100 + 800 + 2550 * skill_lv;
  5250. skillratio += 15 * sstatus->con;
  5251. RE_LVL_DMOD(100);
  5252. break;
  5253. case ABC_DEFT_STAB:
  5254. skillratio += -100 + 700 + 550 * skill_lv;
  5255. skillratio += 7 * sstatus->pow;
  5256. RE_LVL_DMOD(100);
  5257. break;
  5258. case ABC_FRENZY_SHOT:
  5259. skillratio += -100 + 250 + 800 * skill_lv;
  5260. skillratio += 15 * sstatus->con;
  5261. RE_LVL_DMOD(100);
  5262. break;
  5263. case WH_HAWKRUSH:
  5264. skillratio += -100 + 500 * skill_lv + 5 * sstatus->con;
  5265. if (sd)
  5266. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5267. RE_LVL_DMOD(100);
  5268. break;
  5269. case WH_HAWKBOOMERANG:
  5270. skillratio += -100 + 600 * skill_lv + 10 * sstatus->con;
  5271. if (sd)
  5272. skillratio += skillratio * pc_checkskill(sd, WH_NATUREFRIENDLY) / 10;
  5273. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5274. skillratio += skillratio * 50 / 100;
  5275. RE_LVL_DMOD(100);
  5276. break;
  5277. case WH_GALESTORM:
  5278. skillratio += -100 + 1350 * skill_lv;
  5279. skillratio += 10 * sstatus->con;
  5280. RE_LVL_DMOD(100);
  5281. if (sc && sc->getSCE(SC_CALAMITYGALE) && (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH))
  5282. skillratio += skillratio * 50 / 100;
  5283. break;
  5284. case WH_CRESCIVE_BOLT:
  5285. skillratio += -100 + 500 + 1300 * skill_lv;
  5286. skillratio += 5 * sstatus->con;
  5287. RE_LVL_DMOD(100);
  5288. if (sc) {
  5289. if (sc->getSCE(SC_CRESCIVEBOLT))
  5290. skillratio += skillratio * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  5291. if (sc->getSCE(SC_CALAMITYGALE)) {
  5292. skillratio += skillratio * 20 / 100;
  5293. if (tstatus->race == RC_BRUTE || tstatus->race == RC_FISH)
  5294. skillratio += skillratio * 50 / 100;
  5295. }
  5296. }
  5297. break;
  5298. case WH_DEEPBLINDTRAP:
  5299. case WH_SOLIDTRAP:
  5300. case WH_SWIFTTRAP:
  5301. case WH_FLAMETRAP:
  5302. skillratio += -100 + 850 * skill_lv + 5 * sstatus->con;
  5303. RE_LVL_DMOD(100);
  5304. skillratio += skillratio * (20 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5)) / 100;
  5305. break;
  5306. case BO_ACIDIFIED_ZONE_WATER:
  5307. case BO_ACIDIFIED_ZONE_GROUND:
  5308. case BO_ACIDIFIED_ZONE_WIND:
  5309. case BO_ACIDIFIED_ZONE_FIRE:
  5310. case BO_ACIDIFIED_ZONE_WATER_ATK:// These deal the same damage? [Rytech]
  5311. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  5312. case BO_ACIDIFIED_ZONE_WIND_ATK:
  5313. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  5314. skillratio += -100 + 400 * skill_lv + 5 * sstatus->pow;
  5315. if( sc != nullptr && sc->getSCE( SC_RESEARCHREPORT ) ){
  5316. skillratio += skillratio * 50 / 100;
  5317. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_PLANT)
  5318. skillratio += skillratio * 50 / 100;
  5319. }
  5320. RE_LVL_DMOD(100);
  5321. break;
  5322. case BO_EXPLOSIVE_POWDER:
  5323. skillratio += -100 + 500 + 650 * skill_lv;
  5324. skillratio += 5 * sstatus->pow;
  5325. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5326. skillratio += 100 * skill_lv;
  5327. RE_LVL_DMOD(100);
  5328. break;
  5329. case BO_MAYHEMIC_THORNS:
  5330. skillratio += -100 + 200 + 300 * skill_lv;
  5331. skillratio += 5 * sstatus->pow;
  5332. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  5333. skillratio += 150;
  5334. RE_LVL_DMOD(100);
  5335. break;
  5336. case TR_ROSEBLOSSOM:
  5337. skillratio += -100 + 200 + 2000 * skill_lv;
  5338. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5339. skillratio += 3 * sstatus->con;
  5340. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5341. skillratio += 200 * skill_lv;
  5342. }
  5343. RE_LVL_DMOD(100);
  5344. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5345. skillratio *= 2;
  5346. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5347. skillratio += skillratio * 50 / 100;
  5348. }
  5349. break;
  5350. case TR_ROSEBLOSSOM_ATK:
  5351. skillratio += -100 + 250 + 2800 * skill_lv;
  5352. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5353. skillratio += 3 * sstatus->con;
  5354. if( tsc != nullptr && tsc->getSCE( SC_SOUNDBLEND ) ){
  5355. skillratio += 200 * skill_lv;
  5356. }
  5357. RE_LVL_DMOD(100);
  5358. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5359. skillratio *= 2;
  5360. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5361. skillratio += skillratio * 50 / 100;
  5362. }
  5363. break;
  5364. case TR_RHYTHMSHOOTING:
  5365. skillratio += -100 + 550 + 950 * skill_lv;
  5366. if (sd && pc_checkskill(sd, TR_STAGE_MANNER) > 0)
  5367. skillratio += 5 * sstatus->con;
  5368. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  5369. skillratio += 300 + 100 * skill_lv;
  5370. skillratio += 2 * sstatus->con;
  5371. }
  5372. RE_LVL_DMOD(100);
  5373. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  5374. skillratio *= 2;
  5375. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  5376. skillratio += skillratio * 50 / 100;
  5377. }
  5378. break;
  5379. case ABR_BATTLE_BUSTER:// Need official formula.
  5380. case ABR_DUAL_CANNON_FIRE:// Need official formula.
  5381. skillratio += -100 + 8000;
  5382. break;
  5383. case ABR_INFINITY_BUSTER:// Need official formula.
  5384. skillratio += -100 + 50000;
  5385. break;
  5386. case HN_SPIRAL_PIERCE_MAX:
  5387. skillratio += -100 + 1000 + 1500 * skill_lv;
  5388. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5389. skillratio += 5 * sstatus->pow;
  5390. switch (status_get_size(target)){
  5391. case SZ_SMALL:
  5392. skillratio = skillratio * 150 / 100;
  5393. break;
  5394. case SZ_MEDIUM:
  5395. skillratio = skillratio * 130 / 100;
  5396. break;
  5397. case SZ_BIG:
  5398. skillratio = skillratio * 120 / 100;
  5399. break;
  5400. }
  5401. RE_LVL_DMOD(100);
  5402. break;
  5403. case HN_SHIELD_CHAIN_RUSH:
  5404. skillratio += -100 + 850 + 1050 * skill_lv;
  5405. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5406. skillratio += 5 * sstatus->pow;
  5407. RE_LVL_DMOD(100);
  5408. break;
  5409. case HN_MEGA_SONIC_BLOW:
  5410. skillratio += -100 + 900 + 750 * skill_lv;
  5411. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 5 * skill_lv;
  5412. skillratio += 5 * sstatus->pow;
  5413. if (status_get_hp(target) < status_get_max_hp(target) / 2)
  5414. skillratio *= 2;
  5415. RE_LVL_DMOD(100);
  5416. break;
  5417. case HN_DOUBLEBOWLINGBASH:
  5418. skillratio += -100 + 250 + 400 * skill_lv;
  5419. skillratio += pc_checkskill(sd, HN_SELFSTUDY_TATICS) * 3 * skill_lv;
  5420. skillratio += 5 * sstatus->pow;
  5421. RE_LVL_DMOD(100);
  5422. break;
  5423. case NW_HASTY_FIRE_IN_THE_HOLE:
  5424. skillratio += -100 + 1500 + 1500 * skill_lv;
  5425. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 20;
  5426. skillratio += 5 * sstatus->con;
  5427. RE_LVL_DMOD(100);
  5428. break;
  5429. case NW_BASIC_GRENADE:
  5430. skillratio += -100 + 1500 + 2100 * skill_lv;
  5431. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 50;
  5432. skillratio += 5 * sstatus->con;
  5433. RE_LVL_DMOD(100);
  5434. break;
  5435. case NW_GRENADES_DROPPING:
  5436. skillratio += -100 + 550 + 850 * skill_lv;
  5437. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5438. skillratio += 5 * sstatus->con;
  5439. RE_LVL_DMOD(100);
  5440. break;
  5441. case NW_WILD_FIRE:
  5442. skillratio += -100 + 1500 + 3000 * skill_lv;
  5443. skillratio += 5 * sstatus->con;
  5444. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5445. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 500 * skill_lv;
  5446. if (sd && sd->weapontype1 == W_SHOTGUN)
  5447. skillratio += 200 * skill_lv;
  5448. RE_LVL_DMOD(100);
  5449. break;
  5450. case NW_MAGAZINE_FOR_ONE:
  5451. skillratio += -100 + 250 + 500 * skill_lv;
  5452. skillratio += 5 * sstatus->con;
  5453. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5454. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5455. if (sd && sd->weapontype1 == W_REVOLVER)
  5456. skillratio += 50 + 300 * skill_lv;
  5457. RE_LVL_DMOD(100);
  5458. break;
  5459. case NW_SPIRAL_SHOOTING:
  5460. skillratio += -100 + 1200 + 1700 * skill_lv;
  5461. skillratio += 5 * sstatus->con;
  5462. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5463. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 150 * skill_lv;
  5464. if (sd && sd->weapontype1 == W_RIFLE)
  5465. skillratio += 200 + 1100 * skill_lv;
  5466. RE_LVL_DMOD(100);
  5467. break;
  5468. case NW_ONLY_ONE_BULLET:
  5469. skillratio += -100 + 1200 + 3000 * skill_lv;
  5470. skillratio += 5 * sstatus->con;
  5471. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5472. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 350 * skill_lv;
  5473. if (sd && sd->weapontype1 == W_REVOLVER) {
  5474. skillratio += 400 * skill_lv;
  5475. }
  5476. RE_LVL_DMOD(100);
  5477. break;
  5478. case NW_THE_VIGILANTE_AT_NIGHT:
  5479. if (sd && sd->weapontype1 == W_GATLING) {
  5480. skillratio += -100 + 300 * skill_lv;
  5481. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5482. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 100 * skill_lv;
  5483. } else {
  5484. skillratio += -100 + 800 + 700 * skill_lv;
  5485. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5486. skillratio += sc->getSCE(SC_INTENSIVE_AIM_COUNT)->val1 * 200 * skill_lv;
  5487. }
  5488. skillratio += 5 * sstatus->con;
  5489. RE_LVL_DMOD(100);
  5490. break;
  5491. case NW_MISSION_BOMBARD:
  5492. if( wd->miscflag&SKILL_ALTDMG_FLAG ){
  5493. skillratio += -100 + 5000 + 1800 * skill_lv;
  5494. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 100;
  5495. }else{
  5496. skillratio += -100 + 800 + 200 * skill_lv;
  5497. skillratio += pc_checkskill( sd, NW_GRENADE_MASTERY ) * 30;
  5498. }
  5499. skillratio += 5 * sstatus->con;
  5500. RE_LVL_DMOD(100);
  5501. break;
  5502. }
  5503. return skillratio;
  5504. }
  5505. /*==================================================================================================
  5506. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  5507. *--------------------------------------------------------------------------------------------------*
  5508. * Credits:
  5509. * Original coder Skotlex
  5510. * Initial refactoring by Baalberith
  5511. * Refined and optimized by helvetica
  5512. */
  5513. static int64 battle_calc_skill_constant_addition(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5514. {
  5515. map_session_data *sd = BL_CAST(BL_PC, src);
  5516. map_session_data *tsd = BL_CAST(BL_PC, target);
  5517. struct status_data *sstatus = status_get_status_data(src);
  5518. struct status_data *tstatus = status_get_status_data(target);
  5519. int64 atk = 0;
  5520. //Constant/misc additions from skills
  5521. switch (skill_id) {
  5522. case MO_EXTREMITYFIST:
  5523. atk = 250 + 150 * skill_lv;
  5524. break;
  5525. #ifndef RENEWAL
  5526. case GS_MAGICALBULLET:
  5527. if (sstatus->matk_max > sstatus->matk_min)
  5528. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  5529. else
  5530. atk = sstatus->matk_min;
  5531. break;
  5532. case NJ_SYURIKEN:
  5533. atk = 4 * skill_lv;
  5534. break;
  5535. #endif
  5536. #ifdef RENEWAL
  5537. case HT_FREEZINGTRAP:
  5538. if(sd)
  5539. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  5540. break;
  5541. #endif
  5542. case GC_COUNTERSLASH:
  5543. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  5544. break;
  5545. case LG_SHIELDPRESS:
  5546. if (sd) {
  5547. int damagevalue = 0;
  5548. short index = sd->equip_index[EQI_HAND_L];
  5549. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  5550. damagevalue = sstatus->vit * sd->inventory.u.items_inventory[index].refine;
  5551. atk = damagevalue;
  5552. }
  5553. break;
  5554. }
  5555. return atk;
  5556. }
  5557. /*==============================================================
  5558. * Stackable SC bonuses added on top of calculated skill damage
  5559. *--------------------------------------------------------------
  5560. * Credits:
  5561. * Original coder Skotlex
  5562. * Initial refactoring by Baalberith
  5563. * Refined and optimized by helvetica
  5564. */
  5565. static void battle_attack_sc_bonus(struct Damage* wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5566. {
  5567. map_session_data *sd = BL_CAST(BL_PC, src);
  5568. status_change *sc = status_get_sc(src);
  5569. struct status_data *sstatus = status_get_status_data(src);
  5570. struct status_data *tstatus = status_get_status_data(target);
  5571. uint8 anger_id = 0; // SLS Anger
  5572. // Kagerou/Oboro Earth Charm effect +15% wATK
  5573. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5574. ATK_ADDRATE(wd->damage, wd->damage2, 15 * sd->spiritcharm);
  5575. #ifdef RENEWAL
  5576. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, 15 * sd->spiritcharm);
  5577. #endif
  5578. }
  5579. //The following are applied on top of current damage and are stackable.
  5580. if (sc) {
  5581. #ifdef RENEWAL
  5582. if (sc->getSCE(SC_WATK_ELEMENT) && skill_id != ASC_METEORASSAULT)
  5583. ATK_ADDRATE(wd->weaponAtk, wd->weaponAtk2, sc->getSCE(SC_WATK_ELEMENT)->val2);
  5584. if (sc->getSCE(SC_DRUMBATTLE))
  5585. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DRUMBATTLE)->val2);
  5586. if (sc->getSCE(SC_MADNESSCANCEL))
  5587. ATK_ADD(wd->equipAtk, wd->equipAtk2, 100);
  5588. if (sc->getSCE(SC_MAGICALBULLET)) {
  5589. short tmdef = tstatus->mdef + tstatus->mdef2;
  5590. if (sstatus->matk_min > tmdef && sstatus->matk_max > sstatus->matk_min) {
  5591. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max((sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min)) - tmdef, 0));
  5592. } else {
  5593. ATK_ADD(wd->weaponAtk, wd->weaponAtk2, i64max(sstatus->matk_min - tmdef, 0));
  5594. }
  5595. }
  5596. if (sc->getSCE(SC_GATLINGFEVER))
  5597. ATK_ADD(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_GATLINGFEVER)->val3);
  5598. #else
  5599. if (sc->getSCE(SC_TRUESIGHT))
  5600. ATK_ADDRATE(wd->damage, wd->damage2, 2 * sc->getSCE(SC_TRUESIGHT)->val1);
  5601. #endif
  5602. if (sc->getSCE(SC_SPIRIT)) {
  5603. if (skill_id == AS_SONICBLOW && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) {
  5604. ATK_ADDRATE(wd->damage, wd->damage2, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5605. RE_ALLATK_ADDRATE(wd, map_flag_gvg2(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  5606. } else if (skill_id == CR_SHIELDBOOMERANG && sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) {
  5607. ATK_ADDRATE(wd->damage, wd->damage2, 100);
  5608. RE_ALLATK_ADDRATE(wd, 100);
  5609. }
  5610. }
  5611. if (sc->getSCE(SC_GT_CHANGE))
  5612. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GT_CHANGE)->val1);
  5613. if (sc->getSCE(SC_EDP)) {
  5614. switch(skill_id) {
  5615. case AS_SPLASHER:
  5616. case ASC_METEORASSAULT:
  5617. // Pre-Renewal only: Soul Breaker ignores EDP
  5618. // Renewal only: Grimtooth and Venom Knife ignore EDP
  5619. // Both: Venom Splasher and Meteor Assault ignore EDP [helvetica]
  5620. #ifndef RENEWAL
  5621. case ASC_BREAKER:
  5622. #else
  5623. case AS_GRIMTOOTH:
  5624. case AS_VENOMKNIFE:
  5625. #endif
  5626. break; // skills above have no effect with EDP
  5627. #ifdef RENEWAL
  5628. default: // fall through to apply EDP bonuses
  5629. // Renewal EDP formula [helvetica]
  5630. // weapon atk * (2.5 + (edp level * .3))
  5631. // equip atk * (2.5 + (edp level * .3))
  5632. ATK_RATE(wd->weaponAtk, wd->weaponAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5633. ATK_RATE(wd->equipAtk, wd->equipAtk2, 250 + (sc->getSCE(SC_EDP)->val1 * 30));
  5634. break;
  5635. #else
  5636. default:
  5637. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EDP)->val3);
  5638. #endif
  5639. }
  5640. }
  5641. if (sc->getSCE(SC_DANCEWITHWUG)) {
  5642. if (skill_get_inf2(skill_id, INF2_INCREASEDANCEWITHWUGDAMAGE)) {
  5643. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5644. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_DANCEWITHWUG)->val1 * 10 * battle_calc_chorusbonus(sd));
  5645. }
  5646. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5647. #ifdef RENEWAL
  5648. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, sc->getSCE(SC_DANCEWITHWUG)->val1 * 2 * battle_calc_chorusbonus(sd));
  5649. #endif
  5650. }
  5651. if(sc->getSCE(SC_ZENKAI) && sstatus->rhw.ele == sc->getSCE(SC_ZENKAI)->val2) {
  5652. ATK_ADD(wd->damage, wd->damage2, 200);
  5653. #ifdef RENEWAL
  5654. ATK_ADD(wd->equipAtk, wd->equipAtk2, 200);
  5655. #endif
  5656. }
  5657. if (sc->getSCE(SC_EQC)) {
  5658. ATK_ADDRATE(wd->damage, wd->damage2, -sc->getSCE(SC_EQC)->val2);
  5659. #ifdef RENEWAL
  5660. ATK_ADDRATE(wd->equipAtk, wd->equipAtk2, -sc->getSCE(SC_EQC)->val2);
  5661. #endif
  5662. }
  5663. if(sc->getSCE(SC_STYLE_CHANGE)) {
  5664. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5665. if(hd) {
  5666. ATK_ADD(wd->damage, wd->damage2, hd->homunculus.spiritball * 3);
  5667. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  5668. }
  5669. }
  5670. if(sc->getSCE(SC_UNLIMIT) && (wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5671. switch(skill_id) {
  5672. case RA_WUGDASH:
  5673. case RA_WUGSTRIKE:
  5674. case RA_WUGBITE:
  5675. break;
  5676. default:
  5677. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_UNLIMIT)->val2);
  5678. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_UNLIMIT)->val2);
  5679. break;
  5680. }
  5681. }
  5682. if (sc->getSCE(SC_HEAT_BARREL)) {
  5683. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_HEAT_BARREL)->val3);
  5684. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HEAT_BARREL)->val3);
  5685. }
  5686. if((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5687. if (sc->getSCE(SC_MTF_RANGEATK)) { // Monster Transformation bonus
  5688. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5689. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK)->val1);
  5690. }
  5691. if (sc->getSCE(SC_MTF_RANGEATK2)) { // Monster Transformation bonus
  5692. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5693. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_MTF_RANGEATK2)->val1);
  5694. }
  5695. if (sc->getSCE(SC_ARCLOUSEDASH) && sc->getSCE(SC_ARCLOUSEDASH)->val4) {
  5696. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5697. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_ARCLOUSEDASH)->val4);
  5698. }
  5699. }
  5700. if (sd && wd->flag&BF_WEAPON && sc->getSCE(SC_GVG_GIANT) && sc->getSCE(SC_GVG_GIANT)->val3) {
  5701. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_GVG_GIANT)->val3);
  5702. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_GVG_GIANT)->val3);
  5703. }
  5704. if (skill_id == 0 && sc->getSCE(SC_EXEEDBREAK)) {
  5705. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_EXEEDBREAK)->val2);
  5706. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_EXEEDBREAK)->val2);
  5707. }
  5708. if (sc->getSCE(SC_PYREXIA) && sc->getSCE(SC_PYREXIA)->val3 == 0 && skill_id == 0) {
  5709. ATK_ADDRATE(wd->damage, wd->damage2, sc->getSCE(SC_PYREXIA)->val2);
  5710. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_PYREXIA)->val2);
  5711. }
  5712. if (sc->getSCE(SC_MIRACLE))
  5713. anger_id = 2; // Always treat all monsters as star flagged monster when in miracle state
  5714. if (sc->getSCE(SC_HIDDEN_CARD) && (wd->flag&BF_LONG) == BF_LONG)
  5715. RE_ALLATK_ADDRATE(wd, sc->getSCE(SC_HIDDEN_CARD)->val3);
  5716. }
  5717. if ((wd->flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  5718. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LIFE) >= 20) {
  5719. ATK_ADDRATE(wd->damage, wd->damage2, 20);
  5720. RE_ALLATK_ADDRATE(wd, 20);
  5721. }
  5722. }
  5723. if (sd != nullptr && !anger_id)
  5724. ARR_FIND(0, MAX_PC_FEELHATE, anger_id, status_get_class(target) == sd->hate_mob[anger_id]);
  5725. uint16 anger_level;
  5726. if (sd != nullptr && anger_id < MAX_PC_FEELHATE && (anger_level = pc_checkskill(sd, sg_info[anger_id].anger_id))) {
  5727. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  5728. if (anger_id == 2)
  5729. skillratio += sstatus->str; // SG_STAR_ANGER additionally has STR added in its formula.
  5730. if (anger_level < 4)
  5731. skillratio /= 12 - 3 * anger_level;
  5732. ATK_ADDRATE(wd->damage, wd->damage2, skillratio);
  5733. #ifdef RENEWAL
  5734. RE_ALLATK_ADDRATE(wd, skillratio);
  5735. #endif
  5736. }
  5737. }
  5738. /*====================================
  5739. * Calc defense damage reduction
  5740. *------------------------------------
  5741. * Credits:
  5742. * Original coder Skotlex
  5743. * Initial refactoring by Baalberith
  5744. * Refined and optimized by helvetica
  5745. */
  5746. static void battle_calc_defense_reduction(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5747. {
  5748. map_session_data *sd = BL_CAST(BL_PC, src);
  5749. map_session_data *tsd = BL_CAST(BL_PC, target);
  5750. status_change *sc = status_get_sc(src);
  5751. status_change *tsc = status_get_sc(target);
  5752. struct status_data *sstatus = status_get_status_data(src);
  5753. struct status_data *tstatus = status_get_status_data(target);
  5754. //Defense reduction
  5755. short vit_def;
  5756. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  5757. short def2 = tstatus->def2;
  5758. if (sd) {
  5759. int i = sd->indexed_bonus.ignore_def_by_race[tstatus->race] + sd->indexed_bonus.ignore_def_by_race[RC_ALL];
  5760. i += sd->indexed_bonus.ignore_def_by_class[tstatus->class_] + sd->indexed_bonus.ignore_def_by_class[CLASS_ALL];
  5761. if (i) {
  5762. i = min(i,100); //cap it to 100 for 0 def min
  5763. def1 -= def1 * i / 100;
  5764. def2 -= def2 * i / 100;
  5765. }
  5766. //Kagerou/Oboro Earth Charm effect +10% eDEF
  5767. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  5768. short si = 10 * sd->spiritcharm;
  5769. def1 = (def1 * (100 + si)) / 100;
  5770. }
  5771. }
  5772. if (sc && sc->getSCE(SC_EXPIATIO)) {
  5773. short i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  5774. i = min(i,100); //cap it to 100 for 0 def min
  5775. def1 = (def1*(100-i))/100;
  5776. def2 = (def2*(100-i))/100;
  5777. }
  5778. if (tsc) {
  5779. if (tsc->getSCE(SC_FORCEOFVANGUARD)) {
  5780. short i = 2 * tsc->getSCE(SC_FORCEOFVANGUARD)->val1;
  5781. def1 = (def1 * (100 + i)) / 100;
  5782. }
  5783. if( tsc->getSCE(SC_CAMOUFLAGE) ){
  5784. short i = 5 * tsc->getSCE(SC_CAMOUFLAGE)->val3; //5% per second
  5785. i = min(i,100); //cap it to 100 for 0 def min
  5786. def1 = (def1*(100-i))/100;
  5787. def2 = (def2*(100-i))/100;
  5788. }
  5789. if (tsc->getSCE(SC_GT_REVITALIZE))
  5790. def1 += tsc->getSCE(SC_GT_REVITALIZE)->val4;
  5791. if (tsc->getSCE(SC_OVERED_BOOST) && target->type == BL_PC)
  5792. def1 = (def1 * tsc->getSCE(SC_OVERED_BOOST)->val4) / 100;
  5793. }
  5794. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  5795. unsigned char target_count; //256 max targets should be a sane max
  5796. //Official servers limit the count to 22 targets
  5797. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  5798. if(target_count >= battle_config.vit_penalty_count) {
  5799. if(battle_config.vit_penalty_type == 1) {
  5800. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5801. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5802. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  5803. } else { //Assume type 2
  5804. if( !tsc || !tsc->getSCE(SC_STEELBODY) )
  5805. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5806. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  5807. }
  5808. }
  5809. if (skill_id == AM_ACIDTERROR)
  5810. #ifdef RENEWAL
  5811. def2 = 0; //Ignore only status defense. [FatalEror]
  5812. #else
  5813. def1 = 0; //Ignores only armor defense. [Skotlex]
  5814. #endif
  5815. if(def2 < 1)
  5816. def2 = 1;
  5817. }
  5818. //Damage reduction based on vitality
  5819. if (tsd) { //Sd vit-eq
  5820. int skill;
  5821. #ifndef RENEWAL
  5822. //Damage reduction: [VIT*0.3] + RND(0, [VIT^2/150] - [VIT*0.3] - 1) + [VIT*0.5]
  5823. vit_def = ((3 * def2) / 10);
  5824. vit_def += rnd_value(0, (def2 * def2) / 150 - ((3 * def2) / 10) - 1);
  5825. vit_def += (def2 / 2);
  5826. #else
  5827. vit_def = def2;
  5828. #endif
  5829. 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
  5830. (skill = pc_checkskill(tsd, AL_DP)) > 0)
  5831. vit_def += (int)(((float)tsd->status.base_level / 25.0 + 3.0) * skill + 0.5);
  5832. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  5833. (sstatus->race == RC_BRUTE || sstatus->race == RC_PLAYER_DORAM || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  5834. vit_def += skill*5;
  5835. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  5836. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  5837. vit_def += skill * 10;
  5838. } else { //Mob-Pet vit-eq
  5839. #ifndef RENEWAL
  5840. //VIT + rnd(0,[VIT/20]^2-1)
  5841. vit_def = (def2/20)*(def2/20);
  5842. if (tsc && tsc->getSCE(SC_SKA))
  5843. vit_def += 100; //Eska increases the random part of the formula by 100
  5844. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  5845. #else
  5846. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  5847. vit_def = def2;
  5848. #endif
  5849. }
  5850. if (battle_config.weapon_defense_type) {
  5851. vit_def += def1*battle_config.weapon_defense_type;
  5852. def1 = 0;
  5853. }
  5854. #ifdef RENEWAL
  5855. switch(skill_id) {
  5856. case RK_DRAGONBREATH:
  5857. case RK_DRAGONBREATH_WATER:
  5858. case NC_ARMSCANNON:
  5859. case GN_CARTCANNON:
  5860. if (attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  5861. return;
  5862. if (is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L))
  5863. return;
  5864. // Defense reduction by flat value.
  5865. // This completely bypasses the normal RE DEF Reduction formula.
  5866. wd->damage -= (def1 + vit_def);
  5867. if (is_attack_left_handed(src, skill_id))
  5868. wd->damage2 -= (def1 + vit_def);
  5869. break;
  5870. /**
  5871. * RE DEF Reduction
  5872. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  5873. * Pierce defence gains 1 atk per def/2
  5874. */
  5875. default:
  5876. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  5877. def1 = -399;
  5878. ATK_ADD2(wd->damage, wd->damage2,
  5879. 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,
  5880. 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
  5881. );
  5882. 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) )
  5883. wd->damage = wd->damage * (4000+def1) / (4000+10*def1) - vit_def;
  5884. 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) )
  5885. wd->damage2 = wd->damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  5886. break;
  5887. }
  5888. #else
  5889. if (def1 > 100) def1 = 100;
  5890. ATK_RATE2(wd->damage, wd->damage2,
  5891. 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)),
  5892. 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))
  5893. );
  5894. ATK_ADD2(wd->damage, wd->damage2,
  5895. 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,
  5896. 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
  5897. );
  5898. #endif
  5899. }
  5900. /*====================================
  5901. * Modifiers ignoring DEF
  5902. *------------------------------------
  5903. * Credits:
  5904. * Original coder Skotlex
  5905. * Initial refactoring by Baalberith
  5906. * Refined and optimized by helvetica
  5907. */
  5908. static void battle_calc_attack_post_defense(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  5909. {
  5910. map_session_data *sd = BL_CAST(BL_PC, src);
  5911. status_change *sc = status_get_sc(src);
  5912. struct status_data *sstatus = status_get_status_data(src);
  5913. // Post skill/vit reduction damage increases
  5914. if( sc ) { // SC skill damages
  5915. if(sc->getSCE(SC_AURABLADE)
  5916. #ifndef RENEWAL
  5917. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  5918. #endif
  5919. ) {
  5920. #ifdef RENEWAL
  5921. ATK_ADD(wd->damage, wd->damage2, (3 + sc->getSCE(SC_AURABLADE)->val1) * status_get_lv(src)); // !TODO: Confirm formula
  5922. #else
  5923. ATK_ADD(wd->damage, wd->damage2, 20 * sc->getSCE(SC_AURABLADE)->val1);
  5924. #endif
  5925. }
  5926. }
  5927. #ifndef RENEWAL
  5928. battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  5929. //Refine bonus
  5930. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  5931. if (skill_id == MO_FINGEROFFENSIVE) {
  5932. ATK_ADD2(wd->damage, wd->damage2, wd->div_*sstatus->rhw.atk2, wd->div_*sstatus->lhw.atk2);
  5933. } else {
  5934. ATK_ADD2(wd->damage, wd->damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  5935. }
  5936. }
  5937. #endif
  5938. //Set to min of 1
  5939. if (is_attack_right_handed(src, skill_id) && wd->damage < 1) wd->damage = 1;
  5940. if (is_attack_left_handed(src, skill_id) && wd->damage2 < 1) wd->damage2 = 1;
  5941. switch (skill_id) {
  5942. case AS_SONICBLOW:
  5943. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  5944. #ifdef RENEWAL
  5945. ATK_ADDRATE(wd->damage, wd->damage2, 90);
  5946. #else
  5947. ATK_ADDRATE(wd->damage, wd->damage2, 10);
  5948. #endif
  5949. break;
  5950. }
  5951. }
  5952. /*=================================================================================
  5953. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  5954. *---------------------------------------------------------------------------------
  5955. * Credits:
  5956. * Original coder Skotlex
  5957. * Initial refactoring by Baalberith
  5958. * Refined and optimized by helvetica
  5959. */
  5960. static void battle_calc_attack_plant(struct Damage* wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  5961. {
  5962. struct status_data *tstatus = status_get_status_data(target);
  5963. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  5964. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  5965. status_change_end(src, SC_CAMOUFLAGE);
  5966. //Plants receive 1 damage when hit
  5967. if( attack_hits || wd->damage > 0 )
  5968. wd->damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  5969. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd->damage2 > 0) ) {
  5970. map_session_data *sd = BL_CAST(BL_PC, src);
  5971. if (sd && sd->status.weapon == W_KATAR)
  5972. wd->damage2 = 0; //No backhand damage against plants
  5973. else
  5974. wd->damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  5975. }
  5976. if (attack_hits && target->type == BL_MOB) {
  5977. status_change *sc = status_get_sc(target);
  5978. int64 damage_dummy = 1;
  5979. if (sc && !battle_status_block_damage(src, target, sc, wd, damage_dummy, skill_id, skill_lv)) { // Statuses that reduce damage to 0.
  5980. wd->damage = wd->damage2 = 0;
  5981. return;
  5982. }
  5983. }
  5984. if( attack_hits && status_get_class(target) == MOBID_EMPERIUM ) {
  5985. if(target && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0) && map_flag_gvg2(target->m)) {
  5986. wd->damage = wd->damage2 = 0;
  5987. return;
  5988. }
  5989. const int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  5990. const int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  5991. if (wd->damage > 0) {
  5992. wd->damage = battle_attr_fix(src, target, wd->damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  5993. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  5994. } else if (wd->damage2 > 0) {
  5995. wd->damage2 = battle_attr_fix(src, target, wd->damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  5996. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  5997. }
  5998. return;
  5999. }
  6000. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  6001. battle_apply_div_fix(wd, skill_id);
  6002. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  6003. if(wd->damage > 1 && wd->damage2 > 0) {
  6004. wd->damage = 1;
  6005. wd->damage2 = 1;
  6006. }
  6007. }
  6008. /*========================================================================================
  6009. * Perform left/right hand weapon damage calculation based on previously calculated damage
  6010. *----------------------------------------------------------------------------------------
  6011. * Credits:
  6012. * Original coder Skotlex
  6013. * Initial refactoring by Baalberith
  6014. * Refined and optimized by helvetica
  6015. */
  6016. 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)
  6017. {
  6018. map_session_data *sd = BL_CAST(BL_PC, src);
  6019. if (sd) {
  6020. int skill;
  6021. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  6022. wd->damage = wd->damage2;
  6023. wd->damage2 = 0;
  6024. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  6025. skill = pc_checkskill(sd,TF_DOUBLE);
  6026. wd->damage2 = (int64)wd->damage * (1 + (skill * 2))/100;
  6027. #ifdef RENEWAL
  6028. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id) && sd->status.weapon != W_KATAR) { //Dual-wield
  6029. #else
  6030. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  6031. #endif
  6032. if (wd->damage) {
  6033. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  6034. skill = pc_checkskill(sd,AS_RIGHT);
  6035. ATK_RATER(wd->damage, 50 + (skill * 10))
  6036. }
  6037. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6038. skill = pc_checkskill(sd,KO_RIGHT);
  6039. ATK_RATER(wd->damage, 70 + (skill * 10))
  6040. }
  6041. if(wd->damage < 1)
  6042. wd->damage = 1;
  6043. }
  6044. if (wd->damage2) {
  6045. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  6046. skill = pc_checkskill(sd,AS_LEFT);
  6047. ATK_RATEL(wd->damage2, 30 + (skill * 10))
  6048. }
  6049. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  6050. skill = pc_checkskill(sd,KO_LEFT);
  6051. ATK_RATEL(wd->damage2, 50 + (skill * 10))
  6052. }
  6053. if(wd->damage2 < 1)
  6054. wd->damage2 = 1;
  6055. }
  6056. }
  6057. }
  6058. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd->damage)
  6059. wd->damage=0;
  6060. if(!is_attack_left_handed(src, skill_id) && wd->damage2)
  6061. wd->damage2=0;
  6062. }
  6063. /**
  6064. * Check if bl is devoted by someone
  6065. * @param bl
  6066. * @return 'd_bl' if devoted or NULL if not devoted
  6067. */
  6068. struct block_list *battle_check_devotion(struct block_list *bl) {
  6069. struct block_list *d_bl = NULL;
  6070. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  6071. status_change *sc = status_get_sc(bl);
  6072. if (sc && sc->getSCE(SC_DEVOTION))
  6073. d_bl = map_id2bl(sc->getSCE(SC_DEVOTION)->val1);
  6074. }
  6075. return d_bl;
  6076. }
  6077. /*==========================================
  6078. * BG/GvG attack modifiers
  6079. *------------------------------------------
  6080. * Credits:
  6081. * Original coder Skotlex
  6082. * Initial refactoring by Baalberith
  6083. * Refined and optimized by helvetica
  6084. */
  6085. static void battle_calc_attack_gvg_bg(struct Damage* wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  6086. {
  6087. if( wd->damage + wd->damage2 ) { //There is a total damage value
  6088. if( src != target && //Don't reflect your own damage (Grand Cross)
  6089. (!skill_id || skill_id ||
  6090. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  6091. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6092. map_session_data *tsd = BL_CAST(BL_PC, target);
  6093. struct status_data *sstatus = status_get_status_data(src);
  6094. t_tick tick = gettick(), rdelay = 0;
  6095. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id, false);
  6096. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  6097. struct block_list *d_bl = battle_check_devotion(src);
  6098. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6099. if( tsd )
  6100. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6101. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  6102. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  6103. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6104. }
  6105. }
  6106. struct map_data *mapdata = map_getmapdata(target->m);
  6107. if(!wd->damage2) {
  6108. wd->damage = battle_calc_damage(src,target,wd,wd->damage,skill_id,skill_lv);
  6109. if( mapdata_flag_gvg2(mapdata) )
  6110. wd->damage=battle_calc_gvg_damage(src,target,wd->damage,skill_id,wd->flag);
  6111. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6112. wd->damage=battle_calc_bg_damage(src,target,wd->damage,skill_id,wd->flag);
  6113. }
  6114. else if(!wd->damage) {
  6115. wd->damage2 = battle_calc_damage(src,target,wd,wd->damage2,skill_id,skill_lv);
  6116. if( mapdata_flag_gvg2(mapdata) )
  6117. wd->damage2 = battle_calc_gvg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6118. else if( mapdata->getMapFlag(MF_BATTLEGROUND) )
  6119. wd->damage2 = battle_calc_bg_damage(src,target,wd->damage2,skill_id,wd->flag);
  6120. }
  6121. else {
  6122. wd->damage = battle_calc_damage(src, target, wd, wd->damage, skill_id, skill_lv);
  6123. wd->damage2 = battle_calc_damage(src, target, wd, wd->damage2, skill_id, skill_lv);
  6124. if (mapdata_flag_gvg2(mapdata)) {
  6125. wd->damage = battle_calc_gvg_damage(src, target, wd->damage, skill_id, wd->flag);
  6126. wd->damage2 = battle_calc_gvg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6127. }
  6128. else if (mapdata->getMapFlag(MF_BATTLEGROUND)) {
  6129. wd->damage = battle_calc_bg_damage(src, target, wd->damage, skill_id, wd->flag);
  6130. wd->damage2 = battle_calc_bg_damage(src, target, wd->damage2, skill_id, wd->flag);
  6131. }
  6132. if(wd->damage > 1 && wd->damage2 < 1) wd->damage2 = 1;
  6133. }
  6134. }
  6135. }
  6136. /*==========================================
  6137. * final ATK modifiers - after BG/GvG calc
  6138. *------------------------------------------
  6139. * Credits:
  6140. * Original coder Skotlex
  6141. * Initial refactoring by Baalberith
  6142. * Refined and optimized by helvetica
  6143. */
  6144. 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)
  6145. {
  6146. map_session_data *sd = BL_CAST(BL_PC, src);
  6147. map_session_data *tsd = BL_CAST(BL_PC, target);
  6148. status_change *sc = status_get_sc(src);
  6149. status_change *tsc = status_get_sc(target);
  6150. struct status_data *sstatus = status_get_status_data(src);
  6151. struct status_data *tstatus = status_get_status_data(target);
  6152. int skill_damage = 0;
  6153. //Reject Sword bugreport:4493 by Daegaladh
  6154. if(wd->damage && tsc && tsc->getSCE(SC_REJECTSWORD) &&
  6155. (src->type!=BL_PC || (
  6156. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  6157. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  6158. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  6159. )) &&
  6160. rnd()%100 < tsc->getSCE(SC_REJECTSWORD)->val2
  6161. )
  6162. {
  6163. ATK_RATER(wd->damage, 50)
  6164. clif_skill_nodamage(target,target,ST_REJECTSWORD, tsc->getSCE(SC_REJECTSWORD)->val1,1);
  6165. status_fix_damage(target,src,wd->damage,clif_damage(target,src,gettick(),0,0,wd->damage,0,DMG_NORMAL,0,false),ST_REJECTSWORD);
  6166. if (status_isdead(target))
  6167. return;
  6168. if( --(tsc->getSCE(SC_REJECTSWORD)->val3) <= 0 )
  6169. status_change_end(target, SC_REJECTSWORD);
  6170. }
  6171. if( tsc && tsc->getSCE(SC_CRESCENTELBOW) && wd->flag&BF_SHORT && rnd()%100 < tsc->getSCE(SC_CRESCENTELBOW)->val2 ) {
  6172. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  6173. int64 rdamage = 0;
  6174. int ratio = (int64)(status_get_hp(src) / 100) * tsc->getSCE(SC_CRESCENTELBOW)->val1 * status_get_lv(target) / 125;
  6175. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  6176. rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
  6177. rdamage = (int64)rdamage * ratio / 100 + wd->damage * (10 + tsc->getSCE(SC_CRESCENTELBOW)->val1 * 20 / 10) / 10;
  6178. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1), unit_getdir(src), BLOWN_NONE);
  6179. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  6180. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->getSCE(SC_CRESCENTELBOW)->val1, DMG_SINGLE); // This is how official does
  6181. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  6182. status_damage(target, src, rdamage, 0, 0, 0, 0);
  6183. status_damage(src, target, rdamage/10, 0, 0, 1, 0);
  6184. status_change_end(target, SC_CRESCENTELBOW);
  6185. }
  6186. if( sc ) {
  6187. //SC_FUSION hp penalty [Komurka]
  6188. if (sc->getSCE(SC_FUSION)) {
  6189. unsigned int hp = sstatus->max_hp;
  6190. if (sd && tsd) {
  6191. hp = hp / 13;
  6192. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  6193. hp = sstatus->hp;
  6194. } else
  6195. hp = 2*hp/100; //2% hp loss per hit
  6196. status_zap(src, hp, 0);
  6197. }
  6198. if (sc->getSCE(SC_VIGOR))
  6199. status_zap(src, sc->getSCE(SC_VIGOR)->val2, 0);
  6200. // Only affecting non-skills
  6201. if (!skill_id && wd->dmg_lv > ATK_BLOCK) {
  6202. if (sc->getSCE(SC_ENCHANTBLADE)) {
  6203. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  6204. int64 enchant_dmg = sc->getSCE(SC_ENCHANTBLADE)->val2;
  6205. if (sstatus->matk_max > sstatus->matk_min)
  6206. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  6207. else
  6208. enchant_dmg = enchant_dmg + sstatus->matk_min;
  6209. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  6210. if (enchant_dmg > 0)
  6211. ATK_ADD(wd->damage, wd->damage2, enchant_dmg);
  6212. }
  6213. }
  6214. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  6215. status_change_end(src, SC_CAMOUFLAGE);
  6216. }
  6217. #ifndef RENEWAL
  6218. if (skill_id == ASC_BREAKER) { //Breaker's int-based damage (a misc attack?)
  6219. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd->miscflag);
  6220. wd->damage += md.damage;
  6221. }
  6222. #endif
  6223. // Skill damage adjustment
  6224. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  6225. ATK_ADDRATE(wd->damage, wd->damage2, skill_damage);
  6226. }
  6227. /*====================================================
  6228. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  6229. *----------------------------------------------------
  6230. * Credits:
  6231. * Original coder Skotlex
  6232. * Initial refactoring by Baalberith
  6233. * Refined and optimized by helvetica
  6234. */
  6235. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6236. {
  6237. struct status_data *sstatus = status_get_status_data(src);
  6238. struct status_data *tstatus = status_get_status_data(target);
  6239. status_change *sc = status_get_sc(src);
  6240. map_session_data *sd = BL_CAST(BL_PC, src);
  6241. struct Damage wd;
  6242. wd.type = DMG_NORMAL; //Normal attack
  6243. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  6244. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  6245. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  6246. /*if(skill_id == KN_AUTOCOUNTER)
  6247. wd.amotion /= 2; */
  6248. wd.dmotion = tstatus->dmotion;
  6249. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  6250. wd.miscflag = wflag;
  6251. wd.flag = BF_WEAPON; //Initial Flag
  6252. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  6253. wd.isspdamage = false;
  6254. wd.damage = wd.damage2 =
  6255. #ifdef RENEWAL
  6256. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  6257. wd.percentAtk = wd.percentAtk2 =
  6258. #endif
  6259. 0;
  6260. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  6261. if(sd)
  6262. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  6263. if (skill_id) {
  6264. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6265. switch(skill_id)
  6266. {
  6267. #ifdef RENEWAL
  6268. case RG_BACKSTAP:
  6269. if (sd && sd->status.weapon == W_DAGGER)
  6270. wd.div_ = 2;
  6271. break;
  6272. case MO_CHAINCOMBO:
  6273. if (sd && sd->status.weapon == W_KNUCKLE)
  6274. wd.div_ = -6;
  6275. break;
  6276. #endif
  6277. case MH_SONIC_CRAW:{
  6278. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6279. wd.div_ = hd->homunculus.spiritball;
  6280. }
  6281. break;
  6282. case MO_FINGEROFFENSIVE:
  6283. if (sd) {
  6284. if (battle_config.finger_offensive_type)
  6285. wd.div_ = 1;
  6286. #ifndef RENEWAL
  6287. else if ((sd->spiritball + sd->spiritball_old) < wd.div_)
  6288. wd.div_ = sd->spiritball + sd->spiritball_old;
  6289. #endif
  6290. }
  6291. break;
  6292. case KN_PIERCE:
  6293. case ML_PIERCE:
  6294. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  6295. break;
  6296. case TF_DOUBLE: //For NPC used skill.
  6297. case GS_CHAINACTION:
  6298. wd.type = DMG_MULTI_HIT;
  6299. break;
  6300. case GS_GROUNDDRIFT:
  6301. wd.amotion = sstatus->amotion;
  6302. [[fallthrough]];
  6303. case KN_SPEARSTAB:
  6304. #ifndef RENEWAL
  6305. case KN_BOWLINGBASH:
  6306. #endif
  6307. case MS_BOWLINGBASH:
  6308. case MO_BALKYOUNG:
  6309. case TK_TURNKICK:
  6310. wd.blewcount = 0;
  6311. break;
  6312. #ifdef RENEWAL
  6313. case KN_BOWLINGBASH:
  6314. if (sd && sd->status.weapon == W_2HSWORD) {
  6315. if (wd.miscflag >= 2 && wd.miscflag <= 3)
  6316. wd.div_ = 3;
  6317. else if (wd.miscflag >= 4)
  6318. wd.div_ = 4;
  6319. }
  6320. break;
  6321. #endif
  6322. case KN_AUTOCOUNTER:
  6323. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  6324. break;
  6325. case LK_SPIRALPIERCE:
  6326. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  6327. break;
  6328. case RK_WINDCUTTER:
  6329. if (sd && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR))
  6330. wd.flag |= BF_LONG;
  6331. break;
  6332. case NC_BOOSTKNUCKLE:
  6333. case NC_VULCANARM:
  6334. case NC_ARMSCANNON:
  6335. if (sc && sc->getSCE(SC_ABR_DUAL_CANNON))
  6336. wd.div_ = 2;
  6337. break;
  6338. case NC_POWERSWING:
  6339. if (sc && sc->getSCE(SC_ABR_BATTLE_WARIOR))
  6340. wd.div_ = -2;
  6341. break;
  6342. case GN_CARTCANNON:
  6343. if (sc && sc->getSCE(SC_BIONIC_WOODENWARRIOR))
  6344. wd.div_ = 2;
  6345. break;
  6346. case DK_SERVANT_W_PHANTOM:
  6347. case DK_SERVANT_W_DEMOL:
  6348. if (sd && (sd->servantball + sd->servantball_old) < wd.div_)
  6349. wd.div_ = sd->servantball + sd->servantball_old;
  6350. break;
  6351. case IQ_THIRD_FLAME_BOMB:
  6352. wd.div_ = min(wd.div_ + wd.miscflag, 3); // Number of hits doesn't go above 3.
  6353. break;
  6354. case IG_OVERSLASH:
  6355. if( wd.miscflag >= 4 ){
  6356. wd.div_ = 7;
  6357. }else if( wd.miscflag >= 2 ){
  6358. wd.div_ = 5;
  6359. }
  6360. break;
  6361. case SHC_ETERNAL_SLASH:
  6362. if (sc && sc->getSCE(SC_E_SLASH_COUNT))
  6363. wd.div_ = sc->getSCE(SC_E_SLASH_COUNT)->val1;
  6364. break;
  6365. case SHC_IMPACT_CRATER:
  6366. if (sc && sc->getSCE(SC_ROLLINGCUTTER))
  6367. wd.div_ = sc->getSCE(SC_ROLLINGCUTTER)->val1;
  6368. break;
  6369. case MT_AXE_STOMP:
  6370. if (sd && sd->status.weapon == W_2HAXE)
  6371. wd.div_ = 3;
  6372. break;
  6373. case SHC_SAVAGE_IMPACT:
  6374. wd.div_ = wd.div_ + wd.miscflag;
  6375. break;
  6376. case MT_MIGHTY_SMASH:
  6377. if (sc && sc->getSCE(SC_AXE_STOMP))
  6378. wd.div_ = 7;
  6379. break;
  6380. case BO_EXPLOSIVE_POWDER:
  6381. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6382. wd.div_ = 5;
  6383. break;
  6384. case BO_MAYHEMIC_THORNS:
  6385. if (sc && sc->getSCE(SC_RESEARCHREPORT))
  6386. wd.div_ = 4;
  6387. break;
  6388. case HN_DOUBLEBOWLINGBASH:
  6389. if (wd.miscflag > 1)
  6390. wd.div_ += min(4, wd.miscflag);
  6391. break;
  6392. }
  6393. } else {
  6394. bool is_long = false;
  6395. if (is_skill_using_arrow(src, skill_id) || (sc && sc->getSCE(SC_SOULATTACK)))
  6396. is_long = true;
  6397. wd.flag |= is_long ? BF_LONG : BF_SHORT;
  6398. }
  6399. return wd;
  6400. }
  6401. /**
  6402. * Check if we should reflect the damage and calculate it if so
  6403. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  6404. * @param wd : weapon damage
  6405. * @param src : bl who did the attack
  6406. * @param target : target of the attack
  6407. * @param skill_id : id of casted skill, 0 = basic atk
  6408. * @param skill_lv : lvl of skill casted
  6409. */
  6410. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  6411. {
  6412. // Don't reflect your own damage (Grand Cross)
  6413. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  6414. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  6415. {
  6416. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  6417. map_session_data *tsd = BL_CAST(BL_PC, target);
  6418. status_change *tsc = status_get_sc(target);
  6419. struct status_data *sstatus = status_get_status_data(src);
  6420. struct unit_data *ud = unit_bl2ud(target);
  6421. t_tick tick = gettick(), rdelay = 0;
  6422. if (!tsc)
  6423. return;
  6424. auto * sce = tsc->getSCE(SC_MAXPAIN);
  6425. if (sce) {
  6426. sce->val2 = (int)damage;
  6427. if (!tsc->getSCE(SC_KYOMU) && !(tsc->getSCE(SC_DARKCROW) && (wd->flag&BF_SHORT))) //SC_KYOMU invalidates reflecting ability. SC_DARKCROW also does, but only for short weapon attack.
  6428. skill_castend_damage_id(target, src, NPC_MAXPAIN_ATK, sce->val1, tick, ((wd->flag & 1) ? wd->flag - 1 : wd->flag));
  6429. }
  6430. // Calculate skill reflect damage separately
  6431. if ((ud && !ud->immune_attack) || !status_bl_has_mode(target, MD_SKILLIMMUNE))
  6432. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  6433. if( rdamage > 0 ) {
  6434. struct block_list *d_bl = battle_check_devotion(src);
  6435. status_change *sc = status_get_sc(src);
  6436. if (sc && sc->getSCE(SC_VITALITYACTIVATION))
  6437. rdamage /= 2;
  6438. if( attack_type == BF_WEAPON && tsc->getSCE(SC_REFLECTDAMAGE) ) // Don't reflect your own damage (Grand Cross)
  6439. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  6440. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  6441. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  6442. if( tsd )
  6443. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  6444. // It appears that official servers give skill reflect damage a longer delay
  6445. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  6446. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  6447. }
  6448. }
  6449. }
  6450. }
  6451. /*============================================
  6452. * Calculate "weapon"-type attacks and skills
  6453. *--------------------------------------------
  6454. * Credits:
  6455. * Original coder Skotlex
  6456. * Initial refactoring by Baalberith
  6457. * Refined and optimized by helvetica
  6458. */
  6459. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  6460. {
  6461. map_session_data *sd, *tsd;
  6462. struct Damage wd;
  6463. status_change *sc = status_get_sc(src);
  6464. status_change *tsc = status_get_sc(target);
  6465. struct status_data *sstatus = status_get_status_data(src);
  6466. struct status_data *tstatus = status_get_status_data(target);
  6467. int right_element, left_element;
  6468. bool infdef = false;
  6469. memset(&wd,0,sizeof(wd));
  6470. if (src == NULL || target == NULL) {
  6471. nullpo_info(NLP_MARK);
  6472. return wd;
  6473. }
  6474. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  6475. right_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  6476. left_element = battle_get_weapon_element(&wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  6477. if (sc && !sc->count)
  6478. sc = NULL; //Skip checking as there are no status changes active.
  6479. if (tsc && !tsc->count)
  6480. tsc = NULL; //Skip checking as there are no status changes active.
  6481. sd = BL_CAST(BL_PC, src);
  6482. tsd = BL_CAST(BL_PC, target);
  6483. //Check for Lucky Dodge
  6484. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  6485. wd.type = DMG_LUCY_DODGE;
  6486. wd.dmg_lv = ATK_LUCKY;
  6487. if(wd.div_ < 0)
  6488. wd.div_ *= -1;
  6489. return wd;
  6490. }
  6491. // on official check for multi hit first so we can override crit on double attack [helvetica]
  6492. battle_calc_multi_attack(&wd, src, target, skill_id, skill_lv);
  6493. // crit check is next since crits always hit on official [helvetica]
  6494. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, true)) {
  6495. #if PACKETVER >= 20161207
  6496. if (wd.type&DMG_MULTI_HIT)
  6497. wd.type = DMG_MULTI_HIT_CRITICAL;
  6498. else
  6499. wd.type = DMG_CRITICAL;
  6500. #else
  6501. wd.type = DMG_CRITICAL;
  6502. #endif
  6503. }
  6504. std::bitset<NK_MAX> nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  6505. // check if we're landing a hit
  6506. if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true))
  6507. wd.dmg_lv = ATK_FLEE;
  6508. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  6509. battle_calc_skill_base_damage(&wd, src, target, skill_id, skill_lv); // base skill damage
  6510. int64 ratio = 0;
  6511. #ifndef RENEWAL
  6512. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6513. ATK_RATE(wd.damage, wd.damage2, ratio);
  6514. #endif
  6515. int64 bonus_damage = battle_calc_skill_constant_addition(&wd, src, target, skill_id, skill_lv); // other skill bonuses
  6516. ATK_ADD(wd.damage, wd.damage2, bonus_damage);
  6517. #ifdef RENEWAL
  6518. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  6519. struct status_data *sstatus = status_get_status_data(src);
  6520. if (sstatus->matk_max > sstatus->matk_min) {
  6521. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6522. } else
  6523. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  6524. }
  6525. #endif
  6526. int i = 0;
  6527. #ifndef RENEWAL
  6528. // add any miscellaneous player ATK bonuses
  6529. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id)))
  6530. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6531. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6532. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6533. #endif
  6534. #ifdef RENEWAL
  6535. // In Renewal we only cardfix to the weapon and equip ATK
  6536. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6537. if (sd) {
  6538. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 2, wd.flag);
  6539. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 2, wd.flag);
  6540. if (is_attack_left_handed(src, skill_id)) {
  6541. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  6542. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 3, wd.flag);
  6543. }
  6544. }
  6545. //Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6546. if (tsd && skill_id != NJ_ISSEN && skill_id != GN_FIRE_EXPANSION_ACID) { // These skills will do a card fix later
  6547. std::bitset<NK_MAX> ignoreele_nk = nk;
  6548. ignoreele_nk.set(NK_IGNOREELEMENT);
  6549. wd.statusAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk, 0, wd.flag);
  6550. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk, 0, wd.flag);
  6551. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk, 0, wd.flag);
  6552. wd.masteryAtk += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk, 0, wd.flag);
  6553. if (is_attack_left_handed(src, skill_id)) {
  6554. wd.statusAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.statusAtk2, 1, wd.flag);
  6555. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.weaponAtk2, 1, wd.flag);
  6556. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.equipAtk2, 1, wd.flag);
  6557. wd.masteryAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, ignoreele_nk, right_element, left_element, wd.masteryAtk2, 1, wd.flag);
  6558. }
  6559. }
  6560. // final attack bonuses that aren't affected by cards
  6561. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6562. if (sd) { //monsters, homuns and pets have their damage computed directly
  6563. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.percentAtk;
  6564. if( is_attack_left_handed( src, skill_id ) ){
  6565. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.percentAtk2;
  6566. }
  6567. // Apply PATK mod
  6568. // But for Dragonbreaths it only applies if Dragonic Aura is skilled
  6569. if( ( skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER ) || pc_checkskill( sd, DK_DRAGONIC_AURA ) > 0 ){
  6570. wd.damage = (int64)floor( (float)( wd.damage * ( 100 + sstatus->patk ) / 100 ) );
  6571. if( is_attack_left_handed( src, skill_id ) ){
  6572. wd.damage2 = (int64)floor( (float)( wd.damage2 * ( 100 + sstatus->patk ) / 100 ) );
  6573. }
  6574. }
  6575. // Apply MasteryATK
  6576. wd.damage += wd.masteryAtk;
  6577. if( is_attack_left_handed( src, skill_id ) ){
  6578. wd.damage2 += wd.masteryAtk2;
  6579. }
  6580. // Apply bonus damage
  6581. wd.damage += bonus_damage;
  6582. if( is_attack_left_handed( src, skill_id ) ){
  6583. wd.damage2 += bonus_damage;
  6584. }
  6585. // CritAtkRate modifier
  6586. if (wd.type == DMG_CRITICAL || wd.type == DMG_MULTI_HIT_CRITICAL) {
  6587. if (skill_id > 0) {
  6588. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 200));
  6589. if (is_attack_left_handed(src, skill_id))
  6590. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 200));
  6591. }
  6592. else {
  6593. wd.damage += (int64)floor((float)(wd.damage * sd->bonus.crit_atk_rate / 100));
  6594. if (is_attack_left_handed(src, skill_id))
  6595. wd.damage2 += (int64)floor((float)(wd.damage2 * sd->bonus.crit_atk_rate / 100));
  6596. }
  6597. }
  6598. if (wd.flag & BF_SHORT)
  6599. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.short_attack_atk_rate);
  6600. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  6601. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  6602. }
  6603. ratio = battle_calc_attack_skill_ratio(&wd, src, target, skill_id, skill_lv); // skill level ratios
  6604. ATK_RATE(wd.damage, wd.damage2, ratio);
  6605. // Advance Katar Mastery
  6606. if (sd) {
  6607. uint16 katar_skill;
  6608. if (sd->status.weapon == W_KATAR && (katar_skill = pc_checkskill(sd, ASC_KATAR)) > 0) // Adv. Katar Mastery applied after calculate with skillratio.
  6609. ATK_ADDRATE(wd.damage, wd.damage2, (10 + 2 * katar_skill));
  6610. }
  6611. // Res reduces physical damage by a percentage and
  6612. // is calculated before DEF and other reductions.
  6613. // This should be the official formula. [Rytech]
  6614. if ((wd.damage + wd.damage2) && tstatus->res > 0) {
  6615. short res = tstatus->res;
  6616. short ignore_res = 0;// Value used as a percentage.
  6617. if (sd)
  6618. ignore_res += sd->indexed_bonus.ignore_res_by_race[tstatus->race] + sd->indexed_bonus.ignore_res_by_race[RC_ALL];
  6619. // Attacker status's that pierce Res.
  6620. if (sc) {
  6621. if (sc->getSCE(SC_A_TELUM))
  6622. ignore_res += sc->getSCE(SC_A_TELUM)->val2;
  6623. if (sc->getSCE(SC_POTENT_VENOM))
  6624. ignore_res += sc->getSCE(SC_POTENT_VENOM)->val2;
  6625. }
  6626. ignore_res = min(ignore_res, 100);
  6627. if (ignore_res > 0)
  6628. res -= res * ignore_res / 100;
  6629. // Max damage reduction from Res is officially 50%.
  6630. // That means 625 Res is needed to hit that cap.
  6631. if (res > battle_config.max_res_mres_reduction)
  6632. res = battle_config.max_res_mres_reduction;
  6633. // Apply damage reduction.
  6634. wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);
  6635. wd.damage2 = wd.damage2 * (5000 + res) / (5000 + 10 * res);
  6636. }
  6637. #else
  6638. // final attack bonuses that aren't affected by cards
  6639. battle_attack_sc_bonus(&wd, src, target, skill_id, skill_lv);
  6640. #endif
  6641. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  6642. 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))
  6643. battle_calc_defense_reduction(&wd, src, target, skill_id, skill_lv);
  6644. battle_calc_attack_post_defense(&wd, src, target, skill_id, skill_lv);
  6645. }
  6646. #ifdef RENEWAL
  6647. // add any miscellaneous player ATK bonuses
  6648. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  6649. ATK_ADDRATE(wd.damage, wd.damage2, i);
  6650. RE_ALLATK_ADDRATE(&wd, i);
  6651. }
  6652. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  6653. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  6654. RE_ALLATK_ADDRATE(&wd, -i);
  6655. }
  6656. #endif
  6657. }
  6658. battle_calc_element_damage(&wd, src, target, skill_id, skill_lv);
  6659. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  6660. return wd; //Enough, rest is not needed.
  6661. #ifdef RENEWAL
  6662. if (is_attack_critical(&wd, src, target, skill_id, skill_lv, false)) {
  6663. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  6664. wd.damage = (int64)floor((float)((wd.damage * (1.4f + (0.01f * sstatus->crate)))));
  6665. if (is_attack_left_handed(src, skill_id))
  6666. wd.damage2 = (int64)floor((float)((wd.damage2 * (1.4f + (0.01f * sstatus->crate)))));
  6667. } else
  6668. wd.damage = (int64)floor((float)(wd.damage * 1.4f));
  6669. if (tsd && tsd->bonus.crit_def_rate != 0)
  6670. ATK_ADDRATE(wd.damage, wd.damage2, -tsd->bonus.crit_def_rate);
  6671. }
  6672. #endif
  6673. switch (skill_id) {
  6674. #ifndef RENEWAL
  6675. case NJ_KUNAI:
  6676. ATK_ADD(wd.damage, wd.damage2, 90);
  6677. break;
  6678. #endif
  6679. case TK_DOWNKICK:
  6680. case TK_STORMKICK:
  6681. case TK_TURNKICK:
  6682. case TK_COUNTER:
  6683. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  6684. ATK_ADD(wd.damage, wd.damage2, 10 * pc_checkskill(sd, TK_RUN));
  6685. break;
  6686. case SR_TIGERCANNON:
  6687. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  6688. if (wd.miscflag&8) {
  6689. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  6690. } else
  6691. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  6692. break;
  6693. case SR_GATEOFHELL: {
  6694. status_data *sstatus = status_get_status_data(src);
  6695. double bonus = 1 + skill_lv * 2 / 10;
  6696. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - sstatus->hp);
  6697. if(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE) {
  6698. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->max_sp * bonus) + 40 * status_get_lv(src));
  6699. } else
  6700. ATK_ADD(wd.damage, wd.damage2, static_cast<int64>(sstatus->sp * bonus) + 10 * status_get_lv(src));
  6701. }
  6702. break;
  6703. case MH_TINDER_BREAKER:
  6704. ATK_ADD(wd.damage, wd.damage2, 2500 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6705. break;
  6706. case MH_CBC:
  6707. ATK_ADD(wd.damage, wd.damage2, 4000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6708. break;
  6709. case MH_EQC:
  6710. ATK_ADD(wd.damage, wd.damage2, 6000 * skill_lv + status_get_lv(src)); // !TODO: Confirm base level bonus
  6711. break;
  6712. case NPC_MAXPAIN_ATK:
  6713. if (sc) {
  6714. auto * sce = sc->getSCE(SC_MAXPAIN);
  6715. if (sce) {
  6716. if (sce->val2)
  6717. wd.damage = sce->val2 * skill_lv / 10;
  6718. else if (sce->val3)
  6719. wd.damage = sce->val3 * skill_lv / 10;
  6720. }
  6721. }
  6722. else
  6723. wd.damage = 0;
  6724. break;
  6725. }
  6726. if(sd) {
  6727. #ifndef RENEWAL
  6728. uint16 skill;
  6729. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  6730. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  6731. if (skill_id == TF_POISON)
  6732. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  6733. if (skill_id == GS_GROUNDDRIFT)
  6734. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  6735. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  6736. 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);
  6737. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  6738. ATK_ADD(wd.damage, wd.damage2, 4);
  6739. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  6740. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  6741. } else
  6742. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  6743. #endif
  6744. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  6745. short index = sd->equip_index[EQI_HAND_L];
  6746. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  6747. ATK_ADD(wd.damage, wd.damage2, 10*sd->inventory.u.items_inventory[index].refine);
  6748. }
  6749. #ifndef RENEWAL
  6750. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  6751. switch(skill_id) {
  6752. case RK_DRAGONBREATH:
  6753. case RK_DRAGONBREATH_WATER:
  6754. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  6755. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6756. if(is_attack_left_handed(src, skill_id))
  6757. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  6758. }
  6759. break;
  6760. default:
  6761. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 2, wd.flag);
  6762. if( is_attack_left_handed(src, skill_id ))
  6763. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 3, wd.flag);
  6764. break;
  6765. }
  6766. #endif
  6767. }
  6768. #ifdef RENEWAL
  6769. // In renewal only do it for non player attacks
  6770. if( tsd && !sd ){
  6771. #else
  6772. if( tsd ){
  6773. #endif
  6774. // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  6775. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage, 0, wd.flag);
  6776. if(is_attack_left_handed(src, skill_id))
  6777. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, nk, right_element, left_element, wd.damage2, 1, wd.flag);
  6778. }
  6779. // only do 1 dmg to plant, no need to calculate rest
  6780. if(infdef){
  6781. battle_calc_attack_plant(&wd, src, target, skill_id, skill_lv);
  6782. return wd;
  6783. }
  6784. //Apply DAMAGE_DIV_FIX and check for min damage
  6785. battle_apply_div_fix(&wd, skill_id);
  6786. battle_calc_attack_left_right_hands(&wd, src, target, skill_id, skill_lv);
  6787. #ifdef RENEWAL
  6788. switch (skill_id) {
  6789. case NJ_ISSEN:
  6790. case GN_FIRE_EXPANSION_ACID:
  6791. return wd; //These skills will do a GVG fix later
  6792. default:
  6793. #endif
  6794. battle_calc_attack_gvg_bg(&wd, src, target, skill_id, skill_lv);
  6795. #ifdef RENEWAL
  6796. break;
  6797. }
  6798. #endif
  6799. battle_calc_weapon_final_atk_modifiers(&wd, src, target, skill_id, skill_lv);
  6800. battle_absorb_damage(target, &wd);
  6801. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  6802. return wd;
  6803. }
  6804. /*==========================================
  6805. * Calculate "magic"-type attacks and skills
  6806. *------------------------------------------
  6807. * Credits:
  6808. * Original coder DracoRPG
  6809. * Refined and optimized by helvetica
  6810. */
  6811. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  6812. {
  6813. int i, skill_damage = 0;
  6814. short s_ele = 0;
  6815. TBL_PC *sd;
  6816. TBL_PC *tsd;
  6817. status_change *sc, *tsc;
  6818. struct Damage ad;
  6819. struct status_data *sstatus = status_get_status_data(src);
  6820. struct status_data *tstatus = status_get_status_data(target);
  6821. struct {
  6822. unsigned imdef : 1;
  6823. unsigned infdef : 1;
  6824. } flag;
  6825. memset(&ad,0,sizeof(ad));
  6826. memset(&flag,0,sizeof(flag));
  6827. if (src == NULL || target == NULL) {
  6828. nullpo_info(NLP_MARK);
  6829. return ad;
  6830. }
  6831. //Initial Values
  6832. ad.damage = 1;
  6833. ad.div_ = skill_get_num(skill_id,skill_lv);
  6834. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  6835. ad.dmotion = tstatus->dmotion;
  6836. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  6837. ad.flag = BF_MAGIC|BF_SKILL;
  6838. ad.miscflag = mflag;
  6839. ad.dmg_lv = ATK_DEF;
  6840. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  6841. std::bitset<NK_MAX> nk;
  6842. if (skill)
  6843. nk = skill->nk;
  6844. flag.imdef = nk[NK_IGNOREDEFENSE] ? 1 : 0;
  6845. sd = BL_CAST(BL_PC, src);
  6846. tsd = BL_CAST(BL_PC, target);
  6847. s_elemental_data* ed = BL_CAST(BL_ELEM, src);
  6848. sc = status_get_sc(src);
  6849. tsc = status_get_sc(target);
  6850. //Initialize variables that will be used afterwards
  6851. s_ele = battle_get_magic_element(src, target, skill_id, skill_lv, mflag);
  6852. switch(skill_id) {
  6853. case WL_HELLINFERNO:
  6854. if (mflag & 2) { // ELE_DARK
  6855. ad.div_ = 3;
  6856. }
  6857. break;
  6858. case NPC_PSYCHIC_WAVE:
  6859. case SO_PSYCHIC_WAVE:
  6860. if (sd && (sd->weapontype1 == W_STAFF || sd->weapontype1 == W_2HSTAFF || sd->weapontype1 == W_BOOK))
  6861. ad.div_ = 2;
  6862. break;
  6863. case AG_DESTRUCTIVE_HURRICANE:
  6864. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  6865. ad.blewcount = 2;
  6866. break;
  6867. case AG_CRYSTAL_IMPACT:
  6868. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  6869. ad.div_ = 2;
  6870. break;
  6871. case ABC_ABYSS_SQUARE:
  6872. if (mflag == 2)
  6873. ad.div_ = 2;
  6874. break;
  6875. case AG_CRIMSON_ARROW_ATK:
  6876. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  6877. ad.div_ = 2;
  6878. }
  6879. break;
  6880. }
  6881. //Set miscellaneous data that needs be filled
  6882. if(sd) {
  6883. sd->state.arrow_atk = 0;
  6884. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  6885. }
  6886. //Skill Range Criteria
  6887. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  6888. //Infinite defense (plant mode)
  6889. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  6890. switch(skill_id) {
  6891. case MG_FIREWALL:
  6892. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  6893. ad.blewcount = 0; //No knockback
  6894. [[fallthrough]];
  6895. case NJ_KAENSIN:
  6896. case PR_SANCTUARY:
  6897. ad.dmotion = 1; //No flinch animation.
  6898. break;
  6899. }
  6900. if (!flag.infdef) { //No need to do the math for plants
  6901. unsigned int skillratio = 100; //Skill dmg modifiers.
  6902. #ifdef RENEWAL
  6903. ad.damage = 0; //reinitialize..
  6904. #endif
  6905. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  6906. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  6907. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  6908. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  6909. //Adds an absolute value to damage. 100 = +100 damage
  6910. #define MATK_ADD(a) { ad.damage += a; }
  6911. //Calc base damage according to skill
  6912. switch (skill_id) {
  6913. case AL_HEAL:
  6914. case PR_BENEDICTIO:
  6915. case PR_SANCTUARY:
  6916. case AB_HIGHNESSHEAL:
  6917. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  6918. break;
  6919. case PR_ASPERSIO:
  6920. ad.damage = 40;
  6921. break;
  6922. case ALL_RESURRECTION:
  6923. case PR_TURNUNDEAD:
  6924. //Undead check is on skill_castend_damageid code.
  6925. #ifdef RENEWAL
  6926. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6927. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  6928. #else
  6929. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  6930. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  6931. #endif
  6932. if(i > 700)
  6933. i = 700;
  6934. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  6935. ad.damage = tstatus->hp;
  6936. else {
  6937. #ifdef RENEWAL
  6938. if (sstatus->matk_max > sstatus->matk_min) {
  6939. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6940. } else {
  6941. MATK_ADD(sstatus->matk_min);
  6942. }
  6943. MATK_RATE(skill_lv);
  6944. #else
  6945. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  6946. #endif
  6947. }
  6948. break;
  6949. case NPC_DARKBREATH:
  6950. ad.damage = tstatus->hp * (skill_lv <= 5 ? 100 / (2 * (6 - skill_lv)) : 50) / 100;
  6951. break;
  6952. case PF_SOULBURN:
  6953. ad.damage = tstatus->sp * 2;
  6954. break;
  6955. case AB_RENOVATIO:
  6956. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  6957. break;
  6958. case NPC_EARTHQUAKE:
  6959. if (mflag & NPC_EARTHQUAKE_FLAG) {
  6960. ad.flag |= NPC_EARTHQUAKE_FLAG; // Pass flag to battle_calc_damage
  6961. mflag &= ~NPC_EARTHQUAKE_FLAG; // Remove before NK_SPLASHSPLIT check
  6962. }
  6963. if (src->type == BL_PC)
  6964. ad.damage = sstatus->str * 2 + battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag).damage;
  6965. else
  6966. ad.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0);
  6967. MATK_RATE(200 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0));
  6968. if (nk[NK_SPLASHSPLIT] && mflag > 1)
  6969. ad.damage /= mflag;
  6970. break;
  6971. case NPC_ICEMINE:
  6972. case NPC_FLAMECROSS:
  6973. ad.damage = static_cast<int64>( sstatus->rhw.atk ) * static_cast<int64>( 20 ) * static_cast<int64>( skill_lv );
  6974. break;
  6975. default: {
  6976. if (sstatus->matk_max > sstatus->matk_min) {
  6977. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  6978. } else {
  6979. MATK_ADD(sstatus->matk_min);
  6980. }
  6981. if (sd) { // Soul energy spheres adds MATK.
  6982. MATK_ADD(3*sd->soulball);
  6983. }
  6984. if (nk[NK_SPLASHSPLIT]) { // Divide MATK in case of multiple targets skill
  6985. if (mflag>0)
  6986. ad.damage /= mflag;
  6987. else
  6988. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  6989. }
  6990. switch(skill_id) {
  6991. case MG_NAPALMBEAT:
  6992. skillratio += -30 + 10 * skill_lv;
  6993. break;
  6994. case MG_FIREBALL:
  6995. #ifdef RENEWAL
  6996. skillratio += 40 + 20 * skill_lv;
  6997. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  6998. skillratio = skillratio * 3 / 4;
  6999. #else
  7000. skillratio += -30 + 10 * skill_lv;
  7001. #endif
  7002. break;
  7003. case MG_SOULSTRIKE:
  7004. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  7005. skillratio += 5 * skill_lv;
  7006. break;
  7007. case MG_FIREWALL:
  7008. skillratio -= 50;
  7009. break;
  7010. case MG_FIREBOLT:
  7011. case MG_COLDBOLT:
  7012. case MG_LIGHTNINGBOLT:
  7013. if (sc) {
  7014. if ((skill_id == MG_FIREBOLT && sc->getSCE(SC_FLAMETECHNIC_OPTION)) ||
  7015. (skill_id == MG_COLDBOLT && sc->getSCE(SC_COLD_FORCE_OPTION)) ||
  7016. (skill_id == MG_LIGHTNINGBOLT && sc->getSCE(SC_GRACE_BREEZE_OPTION)))
  7017. skillratio *= 5;
  7018. if (sc->getSCE(SC_SPELLFIST) && mflag & BF_SHORT) {
  7019. skillratio += (sc->getSCE(SC_SPELLFIST)->val3 * 100) + (sc->getSCE(SC_SPELLFIST)->val1 * 50 - 50) - 100; // val3 = used bolt level, val1 = used spellfist level. [Rytech]
  7020. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  7021. ad.flag = BF_WEAPON | BF_SHORT;
  7022. ad.type = DMG_NORMAL;
  7023. }
  7024. }
  7025. break;
  7026. case MG_THUNDERSTORM:
  7027. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  7028. #ifndef RENEWAL
  7029. skillratio -= 20;
  7030. #endif
  7031. break;
  7032. case MG_FROSTDIVER:
  7033. skillratio += 10 * skill_lv;
  7034. break;
  7035. case AL_HOLYLIGHT:
  7036. skillratio += 25;
  7037. if (sd && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  7038. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  7039. break;
  7040. case AL_RUWACH:
  7041. skillratio += 45;
  7042. break;
  7043. case WZ_FROSTNOVA:
  7044. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  7045. break;
  7046. case WZ_FIREPILLAR:
  7047. if (sd && ad.div_ > 0)
  7048. ad.div_ *= -1; //For players, damage is divided by number of hits
  7049. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  7050. break;
  7051. case WZ_SIGHTRASHER:
  7052. skillratio += 20 * skill_lv;
  7053. break;
  7054. case WZ_WATERBALL:
  7055. skillratio += 30 * skill_lv;
  7056. break;
  7057. case WZ_STORMGUST:
  7058. #ifdef RENEWAL
  7059. skillratio -= 30; // Offset only once
  7060. skillratio += 50 * skill_lv;
  7061. #else
  7062. skillratio += 40 * skill_lv;
  7063. #endif
  7064. break;
  7065. #ifdef RENEWAL
  7066. case WZ_EARTHSPIKE:
  7067. skillratio += 100;
  7068. if (sc && sc->getSCE(SC_EARTH_CARE_OPTION))
  7069. skillratio += skillratio * 800 / 100;
  7070. break;
  7071. #endif
  7072. case HW_NAPALMVULCAN:
  7073. #ifdef RENEWAL
  7074. skillratio += -100 + 70 * skill_lv;
  7075. RE_LVL_DMOD(100);
  7076. #else
  7077. skillratio += 25;
  7078. #endif
  7079. break;
  7080. case SL_STIN: //Target size must be small (0) for full damage
  7081. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  7082. break;
  7083. case SL_STUN:
  7084. skillratio += 5 * skill_lv;
  7085. break;
  7086. case SL_SMA: //Base damage is 40% + lv%
  7087. skillratio += -60 + status_get_lv(src);
  7088. break;
  7089. case NJ_KOUENKA:
  7090. skillratio -= 10;
  7091. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7092. skillratio += 10 * sd->spiritcharm;
  7093. break;
  7094. case NJ_KAENSIN:
  7095. skillratio -= 50;
  7096. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7097. skillratio += 20 * sd->spiritcharm;
  7098. break;
  7099. case NJ_BAKUENRYU:
  7100. skillratio += 50 + 150 * skill_lv;
  7101. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  7102. skillratio += 100 * sd->spiritcharm;
  7103. break;
  7104. case NJ_HYOUSENSOU:
  7105. #ifdef RENEWAL
  7106. skillratio -= 30;
  7107. if (sc && sc->getSCE(SC_SUITON))
  7108. skillratio += 2 * skill_lv;
  7109. #endif
  7110. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7111. skillratio += 20 * sd->spiritcharm;
  7112. break;
  7113. case NJ_HYOUSYOURAKU:
  7114. skillratio += 50 * skill_lv;
  7115. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  7116. skillratio += 100 * sd->spiritcharm;
  7117. break;
  7118. case NJ_RAIGEKISAI:
  7119. #ifdef RENEWAL
  7120. skillratio += 100 * skill_lv;
  7121. #else
  7122. skillratio += 60 + 40 * skill_lv;
  7123. #endif
  7124. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7125. skillratio += 20 * sd->spiritcharm;
  7126. break;
  7127. case NJ_KAMAITACHI:
  7128. skillratio += 100 * skill_lv;
  7129. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7130. skillratio += 100 * sd->spiritcharm;
  7131. break;
  7132. case NJ_HUUJIN:
  7133. #ifdef RENEWAL
  7134. skillratio += 50;
  7135. #endif
  7136. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  7137. skillratio += 10 * sd->spiritcharm;
  7138. break;
  7139. case NPC_ENERGYDRAIN:
  7140. skillratio += 100 * skill_lv;
  7141. break;
  7142. #ifdef RENEWAL
  7143. case WZ_HEAVENDRIVE:
  7144. case NPC_GROUNDDRIVE:
  7145. skillratio += 25;
  7146. break;
  7147. case WZ_METEOR:
  7148. skillratio += 25;
  7149. break;
  7150. case WZ_VERMILION:
  7151. if(sd)
  7152. skillratio += 300 + skill_lv * 100;
  7153. else
  7154. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  7155. break;
  7156. case PR_MAGNUS:
  7157. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  7158. skillratio += 30;
  7159. break;
  7160. case BA_DISSONANCE:
  7161. skillratio += skill_lv * 10;
  7162. if (sd)
  7163. skillratio += 3 * pc_checkskill(sd, BA_MUSICALLESSON);
  7164. break;
  7165. case HW_GRAVITATION:
  7166. skillratio += -100 + 100 * skill_lv;
  7167. RE_LVL_DMOD(100);
  7168. break;
  7169. case PA_PRESSURE:
  7170. skillratio += -100 + 500 + 150 * skill_lv;
  7171. RE_LVL_DMOD(100);
  7172. break;
  7173. case WZ_SIGHTBLASTER:
  7174. skillratio += 500;
  7175. break;
  7176. #else
  7177. case WZ_VERMILION:
  7178. skillratio += 20 * skill_lv - 20;
  7179. break;
  7180. #endif
  7181. case AB_JUDEX:
  7182. skillratio += -100 + 300 + 70 * skill_lv;
  7183. RE_LVL_DMOD(100);
  7184. break;
  7185. case AB_ADORAMUS:
  7186. skillratio += - 100 + 300 + 250 * skill_lv;
  7187. RE_LVL_DMOD(100);
  7188. break;
  7189. case AB_DUPLELIGHT_MAGIC:
  7190. skillratio += 300 + 40 * skill_lv;
  7191. break;
  7192. case WL_SOULEXPANSION:
  7193. skillratio += -100 + 1000 + skill_lv * 200 + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7194. RE_LVL_DMOD(100);
  7195. break;
  7196. case WL_FROSTMISTY:
  7197. skillratio += -100 + 200 + 100 * skill_lv;
  7198. RE_LVL_DMOD(100);
  7199. break;
  7200. case NPC_JACKFROST:
  7201. if (tsc && tsc->getSCE(SC_FREEZING)) {
  7202. skillratio += 900 + 300 * skill_lv;
  7203. RE_LVL_DMOD(100);
  7204. } else {
  7205. skillratio += 400 + 100 * skill_lv;
  7206. RE_LVL_DMOD(150);
  7207. }
  7208. break;
  7209. case WL_JACKFROST:
  7210. if (tsc && tsc->getSCE(SC_MISTY_FROST))
  7211. skillratio += -100 + 1200 + 600 * skill_lv;
  7212. else
  7213. skillratio += -100 + 1000 + 300 * skill_lv;
  7214. RE_LVL_DMOD(100);
  7215. break;
  7216. case WL_DRAINLIFE:
  7217. skillratio += -100 + 200 * skill_lv + sstatus->int_;
  7218. RE_LVL_DMOD(100);
  7219. break;
  7220. case WL_CRIMSONROCK:
  7221. skillratio += -100 + 700 + 600 * skill_lv;
  7222. RE_LVL_DMOD(100);
  7223. break;
  7224. case WL_HELLINFERNO:
  7225. skillratio += -100 + 400 * skill_lv;
  7226. if (mflag & 2) // ELE_DARK
  7227. skillratio += 200;
  7228. RE_LVL_DMOD(100);
  7229. break;
  7230. case WL_COMET:
  7231. skillratio += -100 + 2500 + 700 * skill_lv;
  7232. RE_LVL_DMOD(100);
  7233. break;
  7234. case WL_CHAINLIGHTNING_ATK:
  7235. skillratio += 400 + 100 * skill_lv;
  7236. RE_LVL_DMOD(100);
  7237. if (mflag > 0)
  7238. skillratio += 100 * mflag;
  7239. break;
  7240. case WL_EARTHSTRAIN:
  7241. skillratio += -100 + 1000 + 600 * skill_lv;
  7242. RE_LVL_DMOD(100);
  7243. break;
  7244. case WL_TETRAVORTEX_FIRE:
  7245. case WL_TETRAVORTEX_WATER:
  7246. case WL_TETRAVORTEX_WIND:
  7247. case WL_TETRAVORTEX_GROUND:
  7248. skillratio += -100 + 800 + 400 * skill_lv;
  7249. break;
  7250. case WL_SUMMON_ATK_FIRE:
  7251. case WL_SUMMON_ATK_WATER:
  7252. case WL_SUMMON_ATK_WIND:
  7253. case WL_SUMMON_ATK_GROUND:
  7254. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  7255. RE_LVL_DMOD(100); // ! TODO: Confirm new formula
  7256. break;
  7257. case LG_RAYOFGENESIS:
  7258. skillratio += -100 + 350 * skill_lv + sstatus->int_; // !TODO: What's the INT bonus?
  7259. RE_LVL_DMOD(100);
  7260. break;
  7261. case NPC_RAYOFGENESIS:
  7262. skillratio += -100 + 200 * skill_lv;
  7263. break;
  7264. case WM_METALICSOUND:
  7265. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  7266. if (tsc && tsc->getSCE(SC_SLEEP))
  7267. skillratio += 100; // !TODO: Confirm target sleeping bonus
  7268. RE_LVL_DMOD(100);
  7269. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7270. skillratio += skillratio * 50 / 100;
  7271. break;
  7272. case WM_REVERBERATION:
  7273. // MATK [{(Skill Level x 300) + 400} x Casters Base Level / 100] %
  7274. skillratio += -100 + 700 + 300 * skill_lv;
  7275. RE_LVL_DMOD(100);
  7276. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  7277. skillratio += skillratio * 50 / 100;
  7278. break;
  7279. case SO_FIREWALK:
  7280. skillratio += -100 + 60 * skill_lv;
  7281. RE_LVL_DMOD(100);
  7282. if( sc && sc->getSCE(SC_HEATER_OPTION) )
  7283. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7284. break;
  7285. case SO_ELECTRICWALK:
  7286. skillratio += -100 + 60 * skill_lv;
  7287. RE_LVL_DMOD(100);
  7288. if( sc && sc->getSCE(SC_BLAST_OPTION) )
  7289. skillratio += (sd ? sd->status.job_level / 2 : 0);
  7290. break;
  7291. case NPC_FIREWALK:
  7292. case NPC_ELECTRICWALK:
  7293. skillratio += -100 + 100 * skill_lv;
  7294. break;
  7295. case SO_EARTHGRAVE:
  7296. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_SEISMICWEAPON) + sstatus->int_ * skill_lv;
  7297. RE_LVL_DMOD(100);
  7298. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7299. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7300. break;
  7301. case SO_DIAMONDDUST:
  7302. skillratio += -100 + 2 * sstatus->int_ + 300 * pc_checkskill(sd, SA_FROSTWEAPON) + sstatus->int_ * skill_lv;
  7303. RE_LVL_DMOD(100);
  7304. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  7305. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7306. break;
  7307. case SO_POISON_BUSTER:
  7308. skillratio += -100 + 1000 + 300 * skill_lv + sstatus->int_ / 6; // !TODO: Confirm INT bonus
  7309. if( tsc && tsc->getSCE(SC_CLOUD_POISON) )
  7310. skillratio += 200 * skill_lv;
  7311. RE_LVL_DMOD(100);
  7312. if( sc && sc->getSCE(SC_CURSED_SOIL_OPTION) )
  7313. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7314. break;
  7315. case NPC_POISON_BUSTER:
  7316. skillratio += -100 + 1500 * skill_lv;
  7317. break;
  7318. case SO_PSYCHIC_WAVE:
  7319. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  7320. RE_LVL_DMOD(100);
  7321. if (sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) ||
  7322. sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION)))
  7323. skillratio += 20;
  7324. break;
  7325. case NPC_PSYCHIC_WAVE:
  7326. skillratio += -100 + 500 * skill_lv;
  7327. break;
  7328. case SO_CLOUD_KILL:
  7329. skillratio += -100 + 40 * skill_lv;
  7330. RE_LVL_DMOD(100);
  7331. if (sc) {
  7332. if (sc->getSCE(SC_CURSED_SOIL_OPTION))
  7333. skillratio += (sd ? sd->status.job_level : 0);
  7334. if (sc->getSCE(SC_DEEP_POISONING_OPTION))
  7335. skillratio += skillratio * 1500 / 100;
  7336. }
  7337. break;
  7338. case NPC_CLOUD_KILL:
  7339. skillratio += -100 + 50 * skill_lv;
  7340. break;
  7341. case SO_VARETYR_SPEAR:
  7342. skillratio += -100 + (2 * sstatus->int_ + 150 * (pc_checkskill(sd, SO_STRIKING) + pc_checkskill(sd, SA_LIGHTNINGLOADER)) + sstatus->int_ * skill_lv / 2) / 3;
  7343. RE_LVL_DMOD(100);
  7344. if (sc && sc->getSCE(SC_BLAST_OPTION))
  7345. skillratio += (sd ? sd->status.job_level * 5 : 0);
  7346. break;
  7347. case GN_DEMONIC_FIRE:
  7348. if (skill_lv > 20) // Fire expansion Lv.2
  7349. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  7350. else if (skill_lv > 10) { // Fire expansion Lv.1
  7351. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  7352. RE_LVL_DMOD(100);
  7353. } else
  7354. skillratio += 10 + 20 * skill_lv;
  7355. break;
  7356. case KO_KAIHOU:
  7357. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  7358. skillratio += -100 + 200 * sd->spiritcharm;
  7359. RE_LVL_DMOD(100);
  7360. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  7361. }
  7362. break;
  7363. // Magical Elemental Spirits Attack Skills
  7364. case EL_FIRE_MANTLE:
  7365. case EL_WATER_SCREW:
  7366. skillratio += 900;
  7367. break;
  7368. case EL_FIRE_ARROW:
  7369. case EL_ROCK_CRUSHER_ATK:
  7370. skillratio += 200;
  7371. break;
  7372. case EL_FIRE_BOMB:
  7373. case EL_ICE_NEEDLE:
  7374. case EL_HURRICANE_ATK:
  7375. skillratio += 400;
  7376. break;
  7377. case EL_FIRE_WAVE:
  7378. case EL_TYPOON_MIS_ATK:
  7379. skillratio += 1100;
  7380. break;
  7381. case MH_ERASER_CUTTER:
  7382. case MH_XENO_SLASHER:
  7383. skillratio += -100 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7384. break;
  7385. case MH_TWISTER_CUTTER:
  7386. skillratio += -100 + 480 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7387. break;
  7388. case MH_ABSOLUTE_ZEPHYR:
  7389. skillratio += -100 + 1000 + 450 * skill_lv * status_get_lv(src) / 100 + sstatus->int_; // !TODO: Confirm Base Level and INT bonus
  7390. break;
  7391. case MH_HEILIGE_STANGE:
  7392. skillratio += -100 + 1500 + 250 * skill_lv * status_get_lv(src) / 150 + sstatus->vit; // !TODO: Confirm VIT bonus
  7393. break;
  7394. case MH_HEILIGE_PFERD:
  7395. skillratio += -100 + 1200 + 350 * skill_lv * status_get_lv(src) / 100 + sstatus->vit; // !TODO: Confirm VIT bonus
  7396. break;
  7397. case MH_POISON_MIST:
  7398. skillratio += -100 + 200 * skill_lv * status_get_lv(src) / 100 + sstatus->dex; // ! TODO: Confirm DEX bonus
  7399. break;
  7400. case SU_SV_STEMSPEAR:
  7401. skillratio += 600;
  7402. break;
  7403. case SU_CN_METEOR:
  7404. case SU_CN_METEOR2:
  7405. skillratio += 100 + 100 * skill_lv + sstatus->int_ * 5; // !TODO: Confirm INT bonus
  7406. RE_LVL_DMOD(100);
  7407. break;
  7408. case NPC_VENOMFOG:
  7409. skillratio += 600 + 100 * skill_lv;
  7410. break;
  7411. case NPC_COMET:
  7412. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8) / 2;
  7413. i = cap_value(i, 1, 4);
  7414. skillratio = 2500 + ((skill_lv - i + 1) * 500);
  7415. break;
  7416. case NPC_FIRESTORM:
  7417. skillratio += 200;
  7418. break;
  7419. case NPC_HELLBURNING:
  7420. skillratio += 900;
  7421. break;
  7422. case NPC_PULSESTRIKE2:
  7423. skillratio += 100;
  7424. break;
  7425. case SP_CURSEEXPLOSION:
  7426. if (tsc && tsc->getSCE(SC_SOULCURSE))
  7427. skillratio += 1400 + 200 * skill_lv;
  7428. else
  7429. skillratio += 300 + 100 * skill_lv;
  7430. break;
  7431. case SP_SPA:
  7432. skillratio += 400 + 250 * skill_lv;
  7433. RE_LVL_DMOD(100);
  7434. break;
  7435. case SP_SHA:
  7436. skillratio += -100 + 5 * skill_lv;
  7437. break;
  7438. case SP_SWHOO:
  7439. skillratio += 1000 + 200 * skill_lv;
  7440. RE_LVL_DMOD(100);
  7441. break;
  7442. case NPC_STORMGUST2:
  7443. skillratio += 200 * skill_lv;
  7444. break;
  7445. case AG_DEADLY_PROJECTION:
  7446. skillratio += -100 + 2800 * skill_lv + 5 * sstatus->spl;
  7447. RE_LVL_DMOD(100);
  7448. break;
  7449. case AG_DESTRUCTIVE_HURRICANE:
  7450. skillratio += -100 + 600 + 2850 * skill_lv + 5 * sstatus->spl;
  7451. RE_LVL_DMOD(100);
  7452. if (sc && sc->getSCE(SC_CLIMAX))
  7453. {
  7454. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7455. skillratio += skillratio * 150 / 100;
  7456. else if (sc->getSCE(SC_CLIMAX)->val1 == 5)
  7457. skillratio -= skillratio * 20 / 100;
  7458. }
  7459. break;
  7460. case AG_RAIN_OF_CRYSTAL:
  7461. skillratio += -100 + 180 + 760 * skill_lv + 5 * sstatus->spl;
  7462. RE_LVL_DMOD(100);
  7463. break;
  7464. case AG_MYSTERY_ILLUSION:
  7465. skillratio += -100 + 950 * skill_lv + 5 * sstatus->spl;
  7466. RE_LVL_DMOD(100);
  7467. break;
  7468. case AG_VIOLENT_QUAKE_ATK:
  7469. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7470. RE_LVL_DMOD(100);
  7471. if (sc && sc->getSCE(SC_CLIMAX)) {
  7472. if (sc->getSCE(SC_CLIMAX)->val1 == 1)
  7473. skillratio /= 2;
  7474. else if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7475. skillratio *= 3;
  7476. }
  7477. break;
  7478. case AG_SOUL_VC_STRIKE:
  7479. skillratio += -100 + 300 * skill_lv + 3 * sstatus->spl;
  7480. RE_LVL_DMOD(100);
  7481. break;
  7482. case AG_STRANTUM_TREMOR:
  7483. skillratio += -100 + 100 + 730 * skill_lv + 5 * sstatus->spl;
  7484. RE_LVL_DMOD(100);
  7485. break;
  7486. case AG_ALL_BLOOM_ATK:
  7487. skillratio += -100 + 200 + 1200 * skill_lv + 5 * sstatus->spl;
  7488. RE_LVL_DMOD(100);
  7489. if (sc && sc->getSCE(SC_CLIMAX)) {
  7490. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7491. skillratio *= 4;
  7492. }
  7493. break;
  7494. case AG_ALL_BLOOM_ATK2:// Is this affected by BaseLV and SPL too??? [Rytech]
  7495. skillratio += -100 + 85000 + 5 * sstatus->spl;
  7496. RE_LVL_DMOD(100);
  7497. break;
  7498. case AG_CRYSTAL_IMPACT:
  7499. skillratio += -100 + 250 + 1300 * skill_lv + 5 * sstatus->spl;
  7500. RE_LVL_DMOD(100);
  7501. if (sc && sc->getSCE(SC_CLIMAX)) {
  7502. if (sc->getSCE(SC_CLIMAX)->val1 == 3)
  7503. skillratio += skillratio * 50 / 100;
  7504. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  7505. skillratio /= 2;
  7506. }
  7507. break;
  7508. case AG_CRYSTAL_IMPACT_ATK:// Said to deal the same damage as the main attack.
  7509. skillratio += -100 + 800 * skill_lv + 5 * sstatus->spl;
  7510. RE_LVL_DMOD(100);
  7511. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 4)
  7512. skillratio += skillratio * 150 / 100;
  7513. break;
  7514. case AG_TORNADO_STORM:
  7515. skillratio += -100 + 100 + 760 * skill_lv + 5 * sstatus->spl;
  7516. RE_LVL_DMOD(100);
  7517. break;
  7518. case AG_FLORAL_FLARE_ROAD:
  7519. skillratio += -100 + 50 + 740 * skill_lv + 5 * sstatus->spl;
  7520. RE_LVL_DMOD(100);
  7521. break;
  7522. case AG_ASTRAL_STRIKE:
  7523. skillratio += -100 + 1800 * skill_lv + 10 * sstatus->spl;
  7524. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7525. skillratio += 340 * skill_lv;
  7526. RE_LVL_DMOD(100);
  7527. break;
  7528. case AG_ASTRAL_STRIKE_ATK:
  7529. skillratio += -100 + 650 * skill_lv + 10 * sstatus->spl;
  7530. // Not confirmed, but if the main hit deal additional damage
  7531. // on certain races then the repeated damage should too right?
  7532. // Guessing a formula here for now. [Rytech]
  7533. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DRAGON)
  7534. skillratio += 200 * skill_lv;
  7535. RE_LVL_DMOD(100);
  7536. break;
  7537. case AG_ROCK_DOWN:
  7538. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  7539. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7540. skillratio += 300 * skill_lv;
  7541. }
  7542. RE_LVL_DMOD(100);
  7543. break;
  7544. case AG_STORM_CANNON:
  7545. skillratio += -100 + 1550 * skill_lv + 5 * sstatus->spl;
  7546. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7547. skillratio += 300 * skill_lv;
  7548. }
  7549. RE_LVL_DMOD(100);
  7550. break;
  7551. case AG_CRIMSON_ARROW:
  7552. skillratio += -100 + 400 * skill_lv + 5 * sstatus->spl;
  7553. RE_LVL_DMOD(100);
  7554. break;
  7555. case AG_CRIMSON_ARROW_ATK:
  7556. skillratio += -100 + 750 * skill_lv + 5 * sstatus->spl;
  7557. RE_LVL_DMOD(100);
  7558. break;
  7559. case AG_FROZEN_SLASH:
  7560. skillratio += -100 + 450 + 950 * skill_lv + 5 * sstatus->spl;
  7561. if( sc != nullptr && sc->getSCE( SC_CLIMAX ) ){
  7562. skillratio += 150 + 350 * skill_lv;
  7563. }
  7564. RE_LVL_DMOD(100);
  7565. break;
  7566. case IG_JUDGEMENT_CROSS:
  7567. skillratio += -100 + 1950 * skill_lv + 10 * sstatus->spl;
  7568. if (tstatus->race == RC_PLANT || tstatus->race == RC_INSECT)
  7569. skillratio += 150 * skill_lv;
  7570. RE_LVL_DMOD(100);
  7571. if ((i = pc_checkskill_imperial_guard(sd, 3)) > 0)
  7572. skillratio += skillratio * i / 100;
  7573. break;
  7574. case IG_CROSS_RAIN:
  7575. if( sc && sc->getSCE( SC_HOLY_S ) ){
  7576. skillratio += -100 + ( 650 + 15 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7577. }else{
  7578. skillratio += -100 + ( 450 + 10 * pc_checkskill( sd, IG_SPEAR_SWORD_M ) ) * skill_lv;
  7579. }
  7580. skillratio += 7 * sstatus->spl;
  7581. RE_LVL_DMOD(100);
  7582. break;
  7583. case CD_ARBITRIUM:
  7584. skillratio += -100 + 1000 * skill_lv + 10 * sstatus->spl;
  7585. skillratio += 10 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7586. RE_LVL_DMOD(100);
  7587. break;
  7588. case CD_ARBITRIUM_ATK:
  7589. skillratio += -100 + 1750 * skill_lv + 10 * sstatus->spl;
  7590. skillratio += 50 * pc_checkskill( sd, CD_FIDUS_ANIMUS ) * skill_lv;
  7591. RE_LVL_DMOD(100);
  7592. break;
  7593. case CD_PNEUMATICUS_PROCELLA:
  7594. skillratio += -100 + 150 + 2100 * skill_lv + 10 * sstatus->spl;
  7595. skillratio += 3 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7596. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) {
  7597. skillratio += 50 + 150 * skill_lv;
  7598. skillratio += 2 * pc_checkskill( sd, CD_FIDUS_ANIMUS );
  7599. }
  7600. RE_LVL_DMOD(100);
  7601. break;
  7602. case CD_FRAMEN:
  7603. skillratio += -100 + 1300 * skill_lv;
  7604. skillratio += 5 * pc_checkskill(sd,CD_FIDUS_ANIMUS) * skill_lv;
  7605. skillratio += 5 * sstatus->spl;
  7606. if (tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON)
  7607. skillratio += 50 * skill_lv;
  7608. RE_LVL_DMOD(100);
  7609. break;
  7610. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:// Is this affected by BaseLV and SPL too??? [Rytech]
  7611. skillratio += -100 + 500 + 5 * sstatus->spl;
  7612. RE_LVL_DMOD(100);
  7613. break;
  7614. case ABC_ABYSS_STRIKE:
  7615. skillratio += -100 + 2650 * skill_lv;
  7616. skillratio += 10 * sstatus->spl;
  7617. if (tstatus->race == RC_DEMON || tstatus->race == RC_ANGEL)
  7618. skillratio += 200 * skill_lv;
  7619. RE_LVL_DMOD(100);
  7620. break;
  7621. case ABC_ABYSS_SQUARE:
  7622. skillratio += -100 + 750 * skill_lv;
  7623. skillratio += 40 * pc_checkskill( sd, ABC_MAGIC_SWORD_M ) * skill_lv;
  7624. skillratio += 5 * sstatus->spl;
  7625. RE_LVL_DMOD(100);
  7626. break;
  7627. case TR_METALIC_FURY:
  7628. skillratio += -100 + 3850 * skill_lv;
  7629. // !Todo: skill affected by SPL (without SC_SOUNDBLEND) as well?
  7630. if (tsc && tsc->getSCE(SC_SOUNDBLEND)) {
  7631. skillratio += 800 * skill_lv;
  7632. skillratio += 2 * pc_checkskill(sd, TR_STAGE_MANNER) * sstatus->spl;
  7633. }
  7634. RE_LVL_DMOD(100);
  7635. break;
  7636. case TR_SOUNDBLEND:
  7637. skillratio += -100 + 120 * skill_lv + 5 * sstatus->spl;
  7638. RE_LVL_DMOD(100);
  7639. if (sc && sc->getSCE(SC_MYSTIC_SYMPHONY)) {
  7640. skillratio += skillratio * 100 / 100;
  7641. if (tstatus->race == RC_FISH || tstatus->race == RC_DEMIHUMAN)
  7642. skillratio += skillratio * 50 / 100;
  7643. }
  7644. break;
  7645. case EM_DIAMOND_STORM:
  7646. skillratio += -100 + 500 + 2400 * skill_lv;
  7647. skillratio += 5 * sstatus->spl;
  7648. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_DILUVIO ) ){
  7649. skillratio += 7300 + 200 * skill_lv;
  7650. skillratio += 5 * sstatus->spl;
  7651. }
  7652. RE_LVL_DMOD(100);
  7653. break;
  7654. case EM_LIGHTNING_LAND:
  7655. skillratio += -100 + 700 + 1100 * skill_lv;
  7656. skillratio += 5 * sstatus->spl;
  7657. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_PROCELLA ) ){
  7658. skillratio += 200 * skill_lv;
  7659. }
  7660. RE_LVL_DMOD(100);
  7661. break;
  7662. case EM_VENOM_SWAMP:
  7663. skillratio += -100 + 700 + 1100 * skill_lv;
  7664. skillratio += 5 * sstatus->spl;
  7665. if( sc && sc->getSCE( SC_SUMMON_ELEMENTAL_SERPENS ) ){
  7666. skillratio += 200 * skill_lv;
  7667. }
  7668. RE_LVL_DMOD(100);
  7669. break;
  7670. case EM_CONFLAGRATION:
  7671. skillratio += -100 + 700 + 1100 * skill_lv;
  7672. skillratio += 5 * sstatus->spl;
  7673. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_ARDOR ) ){
  7674. skillratio += 200 * skill_lv;
  7675. }
  7676. RE_LVL_DMOD(100);
  7677. break;
  7678. case EM_TERRA_DRIVE:
  7679. skillratio += -100 + 500 + 2400 * skill_lv;
  7680. skillratio += 5 * sstatus->spl;
  7681. if( sc != nullptr && sc->getSCE( SC_SUMMON_ELEMENTAL_TERREMOTUS ) ){
  7682. skillratio += 7300 + 200 * skill_lv;
  7683. skillratio += 5 * sstatus->spl;
  7684. }
  7685. RE_LVL_DMOD(100);
  7686. break;
  7687. case ABC_FROM_THE_ABYSS_ATK:
  7688. skillratio += -100 + 150 + 650 * skill_lv;
  7689. skillratio += 5 * sstatus->spl;
  7690. RE_LVL_DMOD(100);
  7691. break;
  7692. case EM_ELEMENTAL_BUSTER_FIRE:
  7693. case EM_ELEMENTAL_BUSTER_WATER:
  7694. case EM_ELEMENTAL_BUSTER_WIND:
  7695. case EM_ELEMENTAL_BUSTER_GROUND:
  7696. case EM_ELEMENTAL_BUSTER_POISON:
  7697. skillratio += -100 + 550 + 2650 * skill_lv;
  7698. skillratio += 10 * sstatus->spl;
  7699. if (tstatus->race == RC_FORMLESS || tstatus->race == RC_DRAGON)
  7700. skillratio += 150 * skill_lv;
  7701. RE_LVL_DMOD(100);
  7702. break;
  7703. case EM_EL_FLAMEROCK:
  7704. skillratio += -100 + 2400;
  7705. if (ed)
  7706. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7707. break;
  7708. case EM_EL_AGE_OF_ICE:
  7709. skillratio += -100 + 3700;
  7710. if (ed)
  7711. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7712. break;
  7713. case EM_EL_STORM_WIND:
  7714. skillratio += -100 + 2600;
  7715. if (ed)
  7716. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7717. break;
  7718. case EM_EL_AVALANCHE:
  7719. skillratio += -100 + 450;
  7720. if (ed)
  7721. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7722. break;
  7723. case EM_EL_DEADLY_POISON:
  7724. skillratio += -100 + 700;
  7725. if (ed)
  7726. skillratio += skillratio * status_get_lv(&ed->master->bl) / 100;
  7727. break;
  7728. case NPC_RAINOFMETEOR:
  7729. skillratio += 350; // unknown ratio
  7730. break;
  7731. case HN_NAPALM_VULCAN_STRIKE:
  7732. skillratio += -100 + 350 + 650 * skill_lv;
  7733. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7734. skillratio += 5 * sstatus->spl;
  7735. RE_LVL_DMOD(100);
  7736. break;
  7737. case HN_JUPITEL_THUNDER_STORM:
  7738. skillratio += -100 + 1800 * skill_lv;
  7739. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  7740. skillratio += 5 * sstatus->spl;
  7741. RE_LVL_DMOD(100);
  7742. break;
  7743. case HN_HELLS_DRIVE:
  7744. skillratio += -100 + 1700 + 900 * skill_lv;
  7745. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7746. skillratio += 5 * sstatus->spl;
  7747. RE_LVL_DMOD(100);
  7748. break;
  7749. case HN_GROUND_GRAVITATION:
  7750. if (mflag & SKILL_ALTDMG_FLAG) {
  7751. skillratio += -100 + 3000 + 1500 * skill_lv;
  7752. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 4 * skill_lv;
  7753. ad.div_ = -2;
  7754. } else {
  7755. skillratio += -100 + 800 + 700 * skill_lv;
  7756. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 2 * skill_lv;
  7757. }
  7758. skillratio += 5 * sstatus->spl;
  7759. RE_LVL_DMOD(100);
  7760. break;
  7761. case HN_JACK_FROST_NOVA:
  7762. if (mflag & SKILL_ALTDMG_FLAG) {
  7763. skillratio += -100 + 200 * skill_lv;
  7764. } else {
  7765. skillratio += -100 + 400 + 500 * skill_lv;
  7766. }
  7767. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 3 * skill_lv;
  7768. skillratio += 5 * sstatus->spl;
  7769. RE_LVL_DMOD(100);
  7770. break;
  7771. case HN_METEOR_STORM_BUSTER:
  7772. if (mflag & SKILL_ALTDMG_FLAG) {
  7773. skillratio += -100 + 300 + 160 * skill_lv * 2;
  7774. ad.div_ = -3;
  7775. } else {
  7776. skillratio += -100 + 450 + 160 * skill_lv;
  7777. }
  7778. skillratio += pc_checkskill(sd, HN_SELFSTUDY_SOCERY) * 5 * skill_lv;
  7779. skillratio += 5 * sstatus->spl;
  7780. RE_LVL_DMOD(100);
  7781. break;
  7782. }
  7783. if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
  7784. if ((sc->getSCE(SC_FIRE_INSIGNIA) && sc->getSCE(SC_FIRE_INSIGNIA)->val1 == 3 && s_ele == ELE_FIRE) ||
  7785. (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && s_ele == ELE_WATER) ||
  7786. (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && s_ele == ELE_WIND) ||
  7787. (sc->getSCE(SC_EARTH_INSIGNIA) && sc->getSCE(SC_EARTH_INSIGNIA)->val1 == 3 && s_ele == ELE_EARTH))
  7788. skillratio += 25;
  7789. }
  7790. MATK_RATE(skillratio);
  7791. //Constant/misc additions from skills
  7792. if (skill_id == WZ_FIREPILLAR)
  7793. MATK_ADD(100 + 50 * skill_lv);
  7794. break;
  7795. }
  7796. }
  7797. #ifdef RENEWAL
  7798. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7799. #endif
  7800. if(sd) {
  7801. //Damage bonuses
  7802. if ((i = pc_skillatk_bonus(sd, skill_id)))
  7803. ad.damage += (int64)ad.damage*i/100;
  7804. //Ignore Defense?
  7805. if (!flag.imdef && (
  7806. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  7807. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  7808. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  7809. ))
  7810. flag.imdef = 1;
  7811. }
  7812. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  7813. ad.damage -= (int64)ad.damage*i/100;
  7814. #ifdef RENEWAL
  7815. if (sd && sstatus->smatk > 0)
  7816. ad.damage += ad.damage * sstatus->smatk / 100;
  7817. // MRes reduces magical damage by a percentage and
  7818. // is calculated before MDEF and other reductions.
  7819. // This should be the official formula. [Rytech]
  7820. if (ad.damage && tstatus->mres > 0) {
  7821. short mres = tstatus->mres;
  7822. short ignore_mres = 0;// Value used as percentage.
  7823. if (sd)
  7824. ignore_mres += sd->indexed_bonus.ignore_mres_by_race[tstatus->race] + sd->indexed_bonus.ignore_mres_by_race[RC_ALL];
  7825. // Attacker status's that pierce MRes.
  7826. if (sc && sc->getSCE(SC_A_VITA))
  7827. ignore_mres += sc->getSCE(SC_A_VITA)->val2;
  7828. ignore_mres = min(ignore_mres, 100);
  7829. if (ignore_mres > 0)
  7830. mres -= mres * ignore_mres / 100;
  7831. // Max damage reduction from MRes is officially 50%.
  7832. // That means 625 MRes is needed to hit that cap.
  7833. if (mres > battle_config.max_res_mres_reduction)
  7834. mres = battle_config.max_res_mres_reduction;
  7835. // Apply damage reduction.
  7836. ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);
  7837. }
  7838. #endif
  7839. if(!flag.imdef){
  7840. defType mdef = tstatus->mdef;
  7841. int mdef2= tstatus->mdef2;
  7842. if (sc && sc->getSCE(SC_EXPIATIO)) {
  7843. i = 5 * sc->getSCE(SC_EXPIATIO)->val1; // 5% per level
  7844. i = min(i, 100); //cap it to 100 for 5 mdef min
  7845. mdef -= mdef * i / 100;
  7846. //mdef2 -= mdef2 * i / 100;
  7847. }
  7848. if(sd) {
  7849. i = sd->indexed_bonus.ignore_mdef_by_race[tstatus->race] + sd->indexed_bonus.ignore_mdef_by_race[RC_ALL];
  7850. i += sd->indexed_bonus.ignore_mdef_by_class[tstatus->class_] + sd->indexed_bonus.ignore_mdef_by_class[CLASS_ALL];
  7851. std::vector<e_race2> race2 = status_get_race2(target);
  7852. for (const auto &raceit : race2)
  7853. i += sd->indexed_bonus.ignore_mdef_by_race2[raceit];
  7854. if (i)
  7855. {
  7856. if (i > 100) i = 100;
  7857. mdef -= mdef * i/100;
  7858. //mdef2-= mdef2* i/100;
  7859. }
  7860. }
  7861. #ifdef RENEWAL
  7862. /**
  7863. * RE MDEF Reduction
  7864. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  7865. */
  7866. if (mdef < 0)
  7867. mdef = 0; // Negative eMDEF is treated as 0 on official
  7868. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  7869. #else
  7870. if(battle_config.magic_defense_type)
  7871. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  7872. else
  7873. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  7874. #endif
  7875. }
  7876. if(ad.damage<1)
  7877. ad.damage=1;
  7878. else if(sc) { //only applies when hit
  7879. switch(skill_id) {
  7880. case MG_LIGHTNINGBOLT:
  7881. case MG_THUNDERSTORM:
  7882. if(sc->getSCE(SC_GUST_OPTION))
  7883. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7884. break;
  7885. case MG_FIREBOLT:
  7886. case MG_FIREWALL:
  7887. if(sc->getSCE(SC_PYROTECHNIC_OPTION))
  7888. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7889. break;
  7890. case MG_COLDBOLT:
  7891. case MG_FROSTDIVER:
  7892. if(sc->getSCE(SC_AQUAPLAY_OPTION))
  7893. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7894. break;
  7895. case WZ_EARTHSPIKE:
  7896. case WZ_HEAVENDRIVE:
  7897. if(sc->getSCE(SC_PETROLOGY_OPTION))
  7898. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  7899. break;
  7900. }
  7901. }
  7902. if (!nk[NK_IGNOREELEMENT])
  7903. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  7904. //Apply the physical part of the skill's damage. [Skotlex]
  7905. switch(skill_id) {
  7906. case CR_GRANDCROSS:
  7907. case NPC_GRANDDARKNESS: {
  7908. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  7909. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  7910. if(src == target) {
  7911. if(src->type == BL_PC)
  7912. ad.damage = ad.damage / 2;
  7913. else
  7914. ad.damage = 0;
  7915. }
  7916. }
  7917. break;
  7918. }
  7919. #ifndef RENEWAL
  7920. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  7921. #endif
  7922. } //Hint: Against plants damage will still be 1 at this point
  7923. //Apply DAMAGE_DIV_FIX and check for min damage
  7924. battle_apply_div_fix(&ad, skill_id);
  7925. struct map_data *mapdata = map_getmapdata(target->m);
  7926. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  7927. if (mapdata_flag_gvg2(mapdata))
  7928. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  7929. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  7930. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  7931. // Skill damage adjustment
  7932. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  7933. MATK_ADDRATE(skill_damage);
  7934. battle_absorb_damage(target, &ad);
  7935. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  7936. return ad;
  7937. }
  7938. /*==========================================
  7939. * Calculate "misc"-type attacks and skills
  7940. *------------------------------------------
  7941. * Credits:
  7942. * Original coder Skotlex
  7943. * Refined and optimized by helvetica
  7944. */
  7945. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  7946. {
  7947. int skill_damage = 0;
  7948. short i, s_ele;
  7949. map_session_data *sd, *tsd;
  7950. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  7951. struct status_data *sstatus = status_get_status_data(src);
  7952. struct status_data *tstatus = status_get_status_data(target);
  7953. status_change *ssc = status_get_sc(src);
  7954. memset(&md,0,sizeof(md));
  7955. if (src == NULL || target == NULL) {
  7956. nullpo_info(NLP_MARK);
  7957. return md;
  7958. }
  7959. //Some initial values
  7960. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  7961. md.dmotion = tstatus->dmotion;
  7962. md.div_ = skill_get_num(skill_id,skill_lv);
  7963. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  7964. md.dmg_lv = ATK_DEF;
  7965. md.flag = BF_MISC|BF_SKILL;
  7966. md.miscflag = mflag;
  7967. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  7968. std::bitset<NK_MAX> nk;
  7969. if (skill)
  7970. nk = skill->nk;
  7971. sd = BL_CAST(BL_PC, src);
  7972. tsd = BL_CAST(BL_PC, target);
  7973. if(sd) {
  7974. sd->state.arrow_atk = 0;
  7975. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  7976. }
  7977. s_ele = battle_get_misc_element(src, target, skill_id, skill_lv, mflag);
  7978. //Skill Range Criteria
  7979. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  7980. switch (skill_id) {
  7981. case TF_THROWSTONE:
  7982. md.damage = 50;
  7983. md.flag |= BF_WEAPON;
  7984. break;
  7985. case NPC_KILLING_AURA:
  7986. md.damage = 10000;
  7987. break;
  7988. #ifdef RENEWAL
  7989. case HT_LANDMINE:
  7990. case MA_LANDMINE:
  7991. case HT_BLASTMINE:
  7992. case HT_CLAYMORETRAP:
  7993. md.damage = (int64)(skill_lv * sstatus->dex * (3.0 + (float)status_get_lv(src) / 100.0) * (1.0 + (float)sstatus->int_ / 35.0));
  7994. md.damage += md.damage * (rnd()%20 - 10) / 100;
  7995. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  7996. break;
  7997. #else
  7998. case HT_LANDMINE:
  7999. case MA_LANDMINE:
  8000. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  8001. break;
  8002. case HT_BLASTMINE:
  8003. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  8004. break;
  8005. case HT_CLAYMORETRAP:
  8006. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  8007. break;
  8008. #endif
  8009. case HT_BLITZBEAT:
  8010. case SN_FALCONASSAULT:
  8011. {
  8012. uint16 skill;
  8013. //Blitz-beat Damage
  8014. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  8015. skill = 0;
  8016. #ifdef RENEWAL
  8017. md.damage = (sstatus->dex / 10 + sstatus->agi / 2 + skill * 3 + 40) * 2;
  8018. RE_LVL_MDMOD(100);
  8019. #else
  8020. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  8021. if(mflag > 1) //Autocasted Blitz
  8022. nk.set(NK_SPLASHSPLIT);
  8023. #endif
  8024. if (skill_id == SN_FALCONASSAULT) {
  8025. //Div fix of Blitzbeat
  8026. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  8027. //Falcon Assault Modifier
  8028. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  8029. }
  8030. }
  8031. break;
  8032. #ifndef RENEWAL
  8033. case BA_DISSONANCE:
  8034. md.damage = 30 + skill_lv * 10;
  8035. if (sd)
  8036. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  8037. break;
  8038. #endif
  8039. case NPC_SELFDESTRUCTION:
  8040. md.damage = sstatus->hp;
  8041. break;
  8042. case NPC_SMOKING:
  8043. md.damage = 3;
  8044. break;
  8045. case NPC_EVILLAND:
  8046. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  8047. break;
  8048. #ifndef RENEWAL
  8049. case ASC_BREAKER:
  8050. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  8051. nk.set(NK_IGNOREFLEE);
  8052. nk.set(NK_IGNOREELEMENT); //These two are not properties of the weapon based part.
  8053. break;
  8054. case HW_GRAVITATION:
  8055. md.damage = 200 + 200 * skill_lv;
  8056. md.dmotion = 0; //No flinch animation
  8057. break;
  8058. case PA_PRESSURE:
  8059. md.damage = 500 + 300 * skill_lv;
  8060. break;
  8061. #endif
  8062. case PA_GOSPEL:
  8063. if (mflag > 0)
  8064. md.damage = (rnd() % 4000) + 1500;
  8065. else {
  8066. md.damage = (rnd() % 5000) + 3000;
  8067. #ifdef RENEWAL
  8068. md.damage -= (int64)status_get_def(target);
  8069. #else
  8070. md.damage -= (md.damage * (int64)status_get_def(target)) / 100;
  8071. #endif
  8072. md.damage -= tstatus->def2;
  8073. if (md.damage < 0)
  8074. md.damage = 0;
  8075. }
  8076. break;
  8077. case GN_FIRE_EXPANSION_ACID:
  8078. #ifdef RENEWAL
  8079. // Official Renewal formula [helvetica]
  8080. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  8081. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  8082. // is considered "neutral" for purposes of resistances
  8083. {
  8084. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8085. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  8086. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  8087. // AD benefits from endow/element but damage is forced back to neutral
  8088. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  8089. }
  8090. // Fall through
  8091. #else
  8092. case CR_ACIDDEMONSTRATION:
  8093. if(tstatus->vit+sstatus->int_) //crash fix
  8094. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  8095. else
  8096. md.damage = 0;
  8097. if (tsd)
  8098. md.damage /= 2;
  8099. #endif
  8100. break;
  8101. case NJ_ZENYNAGE:
  8102. case KO_MUCHANAGE:
  8103. md.damage = skill_get_zeny(skill_id, skill_lv);
  8104. if (!md.damage)
  8105. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  8106. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  8107. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  8108. md.damage = md.damage / 2;
  8109. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  8110. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  8111. else if (tsd && skill_id == NJ_ZENYNAGE)
  8112. md.damage = md.damage / 2;
  8113. break;
  8114. #ifdef RENEWAL
  8115. case NJ_ISSEN:
  8116. // Official Renewal formula [helvetica]
  8117. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  8118. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  8119. // modified def formula
  8120. {
  8121. short totaldef;
  8122. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  8123. status_change *sc = status_get_sc(src);
  8124. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  8125. if (sc && sc->getSCE(SC_BUNSINJYUTSU) && (i = sc->getSCE(SC_BUNSINJYUTSU)->val2) > 0) { // mirror image bonus only occurs if active
  8126. md.div_ = -(i + 2); // mirror image count + 2
  8127. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  8128. }
  8129. // modified def reduction, final damage = base damage - (edef + sdef)
  8130. totaldef = tstatus->def2 + (short)status_get_def(target);
  8131. md.damage -= totaldef;
  8132. md.flag |= BF_WEAPON;
  8133. }
  8134. break;
  8135. #endif
  8136. case GS_FLING:
  8137. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  8138. break;
  8139. case HVAN_EXPLOSION: //[orn]
  8140. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  8141. break;
  8142. case RA_CLUSTERBOMB:
  8143. case RA_FIRINGTRAP:
  8144. case RA_ICEBOUNDTRAP:
  8145. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  8146. RE_LVL_TMDMOD();
  8147. if(sd) {
  8148. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  8149. if(researchskill_lv)
  8150. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8151. else
  8152. md.damage = 0;
  8153. } else
  8154. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  8155. nk.set(NK_IGNOREELEMENT);
  8156. nk.set(NK_IGNOREFLEE);
  8157. nk.set(NK_IGNOREDEFCARD);
  8158. break;
  8159. case NC_MAGMA_ERUPTION_DOTDAMAGE: // 'Eruption' damage
  8160. md.damage = 800 + 200 * skill_lv;
  8161. break;
  8162. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  8163. md.damage = 1000 * skill_lv;
  8164. break;
  8165. case GN_THORNS_TRAP:
  8166. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  8167. break;
  8168. case RL_B_TRAP:
  8169. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  8170. md.damage = status_get_dex(src) * 10 + (skill_lv * 3 * status_get_hp(target)) / 100;
  8171. if (status_bl_has_mode(target, MD_STATUSIMMUNE))
  8172. md.damage /= 10;
  8173. break;
  8174. case NPC_WIDESUCK:
  8175. md.damage = tstatus->max_hp * 15 / 100;
  8176. break;
  8177. case SU_SV_ROOTTWIST_ATK:
  8178. md.damage = 100;
  8179. break;
  8180. case SP_SOULEXPLOSION:
  8181. md.damage = tstatus->hp * (20 + 10 * skill_lv) / 100;
  8182. break;
  8183. case SJ_NOVAEXPLOSING:
  8184. // (Base ATK + Weapon ATK) * Ratio
  8185. md.damage = (sstatus->batk + sstatus->rhw.atk) * (200 + 100 * skill_lv) / 100;
  8186. // Additional Damage
  8187. md.damage += sstatus->max_hp / (6 - min(5, skill_lv)) + status_get_max_sp(src) * (2 * skill_lv);
  8188. break;
  8189. }
  8190. if (nk[NK_SPLASHSPLIT]) { // Divide ATK among targets
  8191. if(mflag > 0)
  8192. md.damage /= mflag;
  8193. else
  8194. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  8195. }
  8196. if (!nk[NK_IGNOREFLEE]) {
  8197. status_change *sc = status_get_sc(target);
  8198. i = 0; //Temp for "hit or no hit"
  8199. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  8200. i = 1;
  8201. else {
  8202. short
  8203. flee = tstatus->flee,
  8204. #ifdef RENEWAL
  8205. hitrate = 0; //Default hitrate
  8206. #else
  8207. hitrate = 80; //Default hitrate
  8208. #endif
  8209. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  8210. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  8211. if(attacker_count >= battle_config.agi_penalty_count) {
  8212. if (battle_config.agi_penalty_type == 1)
  8213. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  8214. else //assume type 2: absolute reduction
  8215. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  8216. if(flee < 1)
  8217. flee = 1;
  8218. }
  8219. }
  8220. hitrate += sstatus->hit - flee;
  8221. #ifdef RENEWAL
  8222. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  8223. hitrate += pc_checkskill(sd,AC_VULTURE);
  8224. #endif
  8225. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  8226. if(rnd()%100 < hitrate)
  8227. i = 1;
  8228. }
  8229. if (!i) {
  8230. md.damage = 0;
  8231. md.dmg_lv = ATK_FLEE;
  8232. }
  8233. }
  8234. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  8235. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  8236. md.damage += (int64)md.damage*i/100;
  8237. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  8238. md.damage -= (int64)md.damage*i/100;
  8239. if(!nk[NK_IGNOREELEMENT])
  8240. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  8241. //Plant damage
  8242. if(md.damage < 0)
  8243. md.damage = 0;
  8244. else if(md.damage && is_infinite_defense(target, md.flag)) {
  8245. md.damage = 1;
  8246. }
  8247. //Apply DAMAGE_DIV_FIX and check for min damage
  8248. battle_apply_div_fix(&md, skill_id);
  8249. switch(skill_id) {
  8250. case RA_FIRINGTRAP:
  8251. case RA_ICEBOUNDTRAP:
  8252. if (md.damage == 1)
  8253. break;
  8254. [[fallthrough]];
  8255. case RA_CLUSTERBOMB:
  8256. {
  8257. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  8258. md.damage += wd.damage;
  8259. }
  8260. break;
  8261. case NJ_ZENYNAGE:
  8262. if (sd) {
  8263. if (md.damage > sd->status.zeny)
  8264. md.damage = sd->status.zeny;
  8265. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL);
  8266. }
  8267. break;
  8268. }
  8269. struct map_data *mapdata = map_getmapdata(target->m);
  8270. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  8271. if(mapdata_flag_gvg2(mapdata))
  8272. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  8273. else if(mapdata->getMapFlag(MF_BATTLEGROUND))
  8274. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  8275. // Skill damage adjustment
  8276. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  8277. md.damage += (int64)md.damage * skill_damage / 100;
  8278. battle_absorb_damage(target, &md);
  8279. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  8280. return md;
  8281. }
  8282. /**
  8283. * Calculate vanish damage on a target
  8284. * @param sd: Player with vanish item
  8285. * @param target: Target to vanish HP/SP
  8286. * @param flag: Damage struct battle flag
  8287. */
  8288. void battle_vanish_damage(map_session_data *sd, struct block_list *target, int flag)
  8289. {
  8290. nullpo_retv(sd);
  8291. nullpo_retv(target);
  8292. // bHPVanishRate
  8293. int16 vanish_hp = 0;
  8294. if (!sd->hp_vanish.empty()) {
  8295. for (auto &it : sd->hp_vanish) {
  8296. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8297. ((it.flag)&flag)&BF_RANGEMASK &&
  8298. ((it.flag)&flag)&BF_SKILLMASK))
  8299. continue;
  8300. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8301. vanish_hp += it.per;
  8302. }
  8303. }
  8304. // bSPVanishRate
  8305. int16 vanish_sp = 0;
  8306. if (!sd->sp_vanish.empty()) {
  8307. for (auto &it : sd->sp_vanish) {
  8308. if (!(((it.flag)&flag)&BF_WEAPONMASK &&
  8309. ((it.flag)&flag)&BF_RANGEMASK &&
  8310. ((it.flag)&flag)&BF_SKILLMASK))
  8311. continue;
  8312. if (it.rate && (it.rate >= 1000 || rnd() % 1000 < it.rate))
  8313. vanish_sp += it.per;
  8314. }
  8315. }
  8316. if (vanish_hp > 0 || vanish_sp > 0)
  8317. status_percent_damage(&sd->bl, target, -vanish_hp, -vanish_sp, false); // Damage HP/SP applied once
  8318. }
  8319. /*==========================================
  8320. * Battle main entry, from skill_attack
  8321. *------------------------------------------
  8322. * Credits:
  8323. * Original coder unknown
  8324. * Initial refactoring by Baalberith
  8325. * Refined and optimized by helvetica
  8326. */
  8327. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  8328. {
  8329. struct Damage d;
  8330. switch(attack_type) {
  8331. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  8332. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  8333. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  8334. default:
  8335. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  8336. memset(&d,0,sizeof(d));
  8337. break;
  8338. }
  8339. if( d.damage + d.damage2 < 1 )
  8340. { //Miss/Absorbed
  8341. //Weapon attacks should go through to cause additional effects.
  8342. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  8343. d.dmg_lv = ATK_MISS;
  8344. d.dmotion = 0;
  8345. if(bl->type == BL_PC)
  8346. d.div_ = 1;
  8347. status_change *tsc = status_get_sc(target);
  8348. // Weapon Blocking has the ability to trigger on ATK_MISS as well.
  8349. if (tsc != nullptr && tsc->getSCE(SC_WEAPONBLOCKING)) {
  8350. status_change_entry *tsce = tsc->getSCE(SC_WEAPONBLOCKING);
  8351. if (attack_type == BF_WEAPON && rnd() % 100 < tsce->val2) {
  8352. clif_skill_nodamage(target, bl, GC_WEAPONBLOCKING, tsce->val1, 1);
  8353. sc_start(bl, target, SC_WEAPONBLOCK_ON, 100, bl->id, skill_get_time2(GC_WEAPONBLOCKING, tsce->val1));
  8354. }
  8355. }
  8356. }
  8357. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  8358. d.dmg_lv = ATK_DEF;
  8359. map_session_data *sd = BL_CAST(BL_PC, bl);
  8360. if (sd && d.damage + d.damage2 > 1)
  8361. battle_vanish_damage(sd, target, d.flag);
  8362. return d;
  8363. }
  8364. /*==========================================
  8365. * Final damage return function
  8366. *------------------------------------------
  8367. * Credits:
  8368. * Original coder unknown
  8369. * Initial refactoring by Baalberith
  8370. * Refined and optimized by helvetica
  8371. */
  8372. int64 battle_calc_return_damage(struct block_list* tbl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  8373. status_change *tsc = status_get_sc(tbl);
  8374. if (tsc) { // These statuses do not reflect any damage (off the target)
  8375. if (tsc->getSCE(SC_WHITEIMPRISON) || tsc->getSCE(SC_DARKCROW) || tsc->getSCE(SC_KYOMU))
  8376. return 0;
  8377. }
  8378. status_change *sc = status_get_sc(src);
  8379. if (sc) {
  8380. if (skill_id == GN_HELLS_PLANT_ATK && sc->getSCE(SC_HELLS_PLANT))
  8381. return 0;
  8382. }
  8383. map_session_data *tsd = BL_CAST(BL_PC, tbl);
  8384. int64 rdamage = 0, damage = *dmg;
  8385. if (flag & BF_SHORT) {//Bounces back part of the damage.
  8386. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && tsd && tsd->bonus.short_weapon_damage_return ) {
  8387. rdamage += damage * tsd->bonus.short_weapon_damage_return / 100;
  8388. } else if( status_reflect && tsc && tsc->count ) {
  8389. if( tsc->getSCE(SC_REFLECTSHIELD) ) {
  8390. status_change_entry *sce_d;
  8391. block_list *d_bl;
  8392. if( (sce_d = tsc->getSCE(SC_DEVOTION)) && (d_bl = map_id2bl(sce_d->val1)) &&
  8393. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == tbl->id) ||
  8394. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == tbl->id)) )
  8395. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8396. if( (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4) ||
  8397. !check_distance_bl(tbl,d_bl,sce_d->val3) )
  8398. return 0;
  8399. }
  8400. }
  8401. if ( tsc->getSCE(SC_REFLECTSHIELD) && skill_id != WS_CARTTERMINATION && skill_id != NPC_MAXPAIN_ATK ) {
  8402. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  8403. if (!skill_id && battle_config.devotion_rdamage_skill_only && tsc->getSCE(SC_REFLECTSHIELD)->val4)
  8404. rdamage = 0;
  8405. else {
  8406. rdamage += damage * tsc->getSCE(SC_REFLECTSHIELD)->val2 / 100;
  8407. }
  8408. }
  8409. if (tsc->getSCE(SC_DEATHBOUND) && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUSIMMUNE)) {
  8410. if (distance_bl(src,tbl) <= 0 || !map_check_dir(map_calc_dir(tbl,src->x,src->y), unit_getdir(tbl))) {
  8411. int64 rd1 = i64min(damage, status_get_max_hp(tbl)) * tsc->getSCE(SC_DEATHBOUND)->val2 / 100; // Amplify damage.
  8412. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  8413. clif_skill_damage(src, tbl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1, DMG_SINGLE);
  8414. skill_blown(tbl, src, skill_get_blewcount(RK_DEATHBOUND, tsc->getSCE(SC_DEATHBOUND)->val1), unit_getdir(src), BLOWN_NONE);
  8415. status_change_end(tbl, SC_DEATHBOUND);
  8416. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  8417. }
  8418. }
  8419. }
  8420. } else {
  8421. if (!status_reflect && tsd && tsd->bonus.long_weapon_damage_return) {
  8422. rdamage += damage * tsd->bonus.long_weapon_damage_return / 100;
  8423. }
  8424. }
  8425. // Config damage adjustment
  8426. map_data *mapdata = map_getmapdata(src->m);
  8427. if (mapdata_flag_gvg2(mapdata))
  8428. rdamage = battle_calc_gvg_damage(src, tbl, rdamage, skill_id, flag);
  8429. else if (mapdata->getMapFlag(MF_BATTLEGROUND))
  8430. rdamage = battle_calc_bg_damage(src, tbl, rdamage, skill_id, flag);
  8431. else if (mapdata->getMapFlag(MF_PVP))
  8432. rdamage = battle_calc_pk_damage(*src, *tbl, rdamage, skill_id, flag);
  8433. // Skill damage adjustment
  8434. int skill_damage = battle_skill_damage(src, tbl, skill_id);
  8435. if (skill_damage != 0) {
  8436. rdamage += rdamage * skill_damage / 100;
  8437. }
  8438. int64 reduce = 0;
  8439. map_session_data* sd = BL_CAST(BL_PC, src);
  8440. if (sd && sd->bonus.reduce_damage_return != 0) {
  8441. reduce += (sd->bonus.reduce_damage_return);
  8442. }
  8443. if (sc) {
  8444. if (status_reflect && sc->getSCE(SC_REFLECTDAMAGE)) {
  8445. reduce += sc->getSCE(SC_REFLECTDAMAGE)->val2;
  8446. }
  8447. if (sc->getSCE(SC_VENOMBLEED) && sc->getSCE(SC_VENOMBLEED)->val3 == 0) {
  8448. reduce += sc->getSCE(SC_VENOMBLEED)->val2;
  8449. }
  8450. if (sc->getSCE(SC_REF_T_POTION))
  8451. reduce += 100;
  8452. }
  8453. if (rdamage > 0) {
  8454. rdamage -= rdamage * i64min(100, reduce) / 100;
  8455. rdamage = i64max(rdamage, 1);
  8456. }
  8457. if (rdamage == 0)
  8458. return 0; // No reflecting damage calculated.
  8459. else
  8460. return cap_value(rdamage, 1, status_get_max_hp(tbl));
  8461. }
  8462. /**
  8463. * Calculate Vellum damage on a target
  8464. * @param sd: Player with vanish item
  8465. * @param target: Target to vanish HP/SP
  8466. * @param wd: Damage struct reference
  8467. * @return True on damage done or false if not
  8468. */
  8469. bool battle_vellum_damage(map_session_data *sd, struct block_list *target, struct Damage *wd)
  8470. {
  8471. nullpo_retr(false, sd);
  8472. nullpo_retr(false, target);
  8473. nullpo_retr(false, wd);
  8474. struct status_data *tstatus = status_get_status_data(target);
  8475. // bHPVanishRaceRate
  8476. int16 vellum_rate_hp = cap_value(sd->hp_vanish_race[tstatus->race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8477. int8 vellum_hp = cap_value(sd->hp_vanish_race[tstatus->race].per + sd->hp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8478. // bSPVanishRaceRate
  8479. int16 vellum_rate_sp = cap_value(sd->sp_vanish_race[tstatus->race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, INT16_MAX);
  8480. int8 vellum_sp = cap_value(sd->sp_vanish_race[tstatus->race].per + sd->sp_vanish_race[RC_ALL].per, INT8_MIN, INT8_MAX);
  8481. // The HP and SP damage bonus from these items don't stack because of the special damage display for SP.
  8482. // Vellum damage overrides any other damage done as well.
  8483. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 1000 || rnd() % 1000 < vellum_rate_hp)) {
  8484. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  8485. wd->damage2 = 0;
  8486. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 1000 || rnd() % 1000 < vellum_rate_sp)) {
  8487. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  8488. wd->damage2 = 0;
  8489. wd->isspdamage = true;
  8490. } else
  8491. return false;
  8492. return true;
  8493. }
  8494. /*===========================================
  8495. * Perform battle drain effects (HP/SP loss)
  8496. *-------------------------------------------*/
  8497. void battle_drain(map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  8498. {
  8499. struct weapon_data *wd;
  8500. int64 *damage;
  8501. int thp = 0, // HP gained
  8502. tsp = 0, // SP gained
  8503. //rhp = 0, // HP reduced from target
  8504. //rsp = 0, // SP reduced from target
  8505. hp = 0, sp = 0;
  8506. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  8507. return;
  8508. for (int i = 0; i < 4; i++) {
  8509. //First two iterations: Right hand
  8510. if (i < 2) {
  8511. wd = &sd->right_weapon;
  8512. damage = &rdamage;
  8513. } else {
  8514. wd = &sd->left_weapon;
  8515. damage = &ldamage;
  8516. }
  8517. if (*damage <= 0)
  8518. continue;
  8519. if (i == 1 || i == 3) {
  8520. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  8521. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  8522. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  8523. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  8524. if( hp ) {
  8525. //rhp += hp;
  8526. thp += hp;
  8527. }
  8528. if( sp ) {
  8529. //rsp += sp;
  8530. tsp += sp;
  8531. }
  8532. } else {
  8533. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  8534. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  8535. if( hp ) {
  8536. //rhp += hp;
  8537. thp += hp;
  8538. }
  8539. if( sp ) {
  8540. //rsp += sp;
  8541. tsp += sp;
  8542. }
  8543. }
  8544. }
  8545. if (!thp && !tsp)
  8546. return;
  8547. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  8548. //if (rhp || rsp)
  8549. // status_zap(tbl, rhp, rsp);
  8550. }
  8551. /*===========================================
  8552. * Deals the same damage to targets in area.
  8553. *-------------------------------------------
  8554. * Credits:
  8555. * Original coder pakpil
  8556. */
  8557. int battle_damage_area(struct block_list *bl, va_list ap) {
  8558. t_tick tick;
  8559. int64 damage;
  8560. int amotion, dmotion;
  8561. struct block_list *src;
  8562. nullpo_ret(bl);
  8563. tick = va_arg(ap, t_tick);
  8564. src = va_arg(ap,struct block_list *);
  8565. amotion = va_arg(ap,int);
  8566. dmotion = va_arg(ap,int);
  8567. damage = va_arg(ap,int);
  8568. if (status_bl_has_mode(bl, MD_SKILLIMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  8569. return 0;
  8570. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8571. map_freeblock_lock();
  8572. if( src->type == BL_PC )
  8573. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  8574. if( amotion )
  8575. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  8576. else
  8577. status_fix_damage(src,bl,damage,0,LG_REFLECTDAMAGE);
  8578. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  8579. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  8580. map_freeblock_unlock();
  8581. }
  8582. return 0;
  8583. }
  8584. /**
  8585. * Triggers aftercast delay for autocasted skills.
  8586. * @param src: Source data
  8587. * @param skill_id: Skill used
  8588. * @param skill_lv: Skill level used
  8589. * @param tick: Server tick
  8590. */
  8591. void battle_autocast_aftercast(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  8592. {
  8593. unit_data *ud = unit_bl2ud(src);
  8594. if (ud) {
  8595. int autocast_tick = skill_delayfix(src, skill_id, skill_lv);
  8596. if (DIFF_TICK(ud->canact_tick, tick + autocast_tick) < 0) {
  8597. ud->canact_tick = i64max(tick + autocast_tick, ud->canact_tick);
  8598. if (battle_config.display_status_timers && src->type == BL_PC)
  8599. clif_status_change(src, EFST_POSTDELAY, 1, autocast_tick, 0, 0, 0);
  8600. }
  8601. }
  8602. }
  8603. /**
  8604. * Triggers autocasted skills from super elemental supportive buffs.
  8605. * @param sd: Player data
  8606. * @param target: Target data
  8607. * @param skill_id: Skill used
  8608. * @param tick: Server tick
  8609. * @param flag: Special skill flags
  8610. */
  8611. void battle_autocast_elembuff_skill(map_session_data* sd, struct block_list* target, uint16 skill_id, t_tick tick, int flag)
  8612. {
  8613. uint16 skill_lv = pc_checkskill(sd, skill_id);
  8614. skill_lv = max(1, skill_lv);
  8615. sd->state.autocast = 1;
  8616. if (status_charge(&sd->bl, 0, skill_get_sp(skill_id, skill_lv))) {
  8617. skill_castend_damage_id(&sd->bl, target, skill_id, skill_lv, tick, flag);
  8618. battle_autocast_aftercast(&sd->bl, skill_id, skill_lv, tick);
  8619. }
  8620. sd->state.autocast = 0;
  8621. }
  8622. /*==========================================
  8623. * Do a basic physical attack (call through unit_attack_timer)
  8624. *------------------------------------------*/
  8625. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, t_tick tick, int flag) {
  8626. map_session_data *sd = NULL, *tsd = NULL;
  8627. struct status_data *sstatus, *tstatus;
  8628. status_change *sc, *tsc;
  8629. int64 damage;
  8630. int skillv;
  8631. struct Damage wd;
  8632. bool vellum_damage = false;
  8633. nullpo_retr(ATK_NONE, src);
  8634. nullpo_retr(ATK_NONE, target);
  8635. if (src->prev == NULL || target->prev == NULL)
  8636. return ATK_NONE;
  8637. sd = BL_CAST(BL_PC, src);
  8638. tsd = BL_CAST(BL_PC, target);
  8639. sstatus = status_get_status_data(src);
  8640. tstatus = status_get_status_data(target);
  8641. sc = status_get_sc(src);
  8642. tsc = status_get_sc(target);
  8643. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  8644. sc = NULL;
  8645. if (tsc && !tsc->count)
  8646. tsc = NULL;
  8647. if (sd)
  8648. {
  8649. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  8650. if (sd->state.arrow_atk)
  8651. {
  8652. short index = sd->equip_index[EQI_AMMO];
  8653. if (index < 0) {
  8654. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  8655. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8656. else
  8657. clif_arrow_fail(sd,0);
  8658. return ATK_NONE;
  8659. }
  8660. //Ammo check by Ishizu-chan
  8661. if (sd->inventory_data[index]) {
  8662. switch (sd->status.weapon) {
  8663. case W_BOW:
  8664. if (sd->inventory_data[index]->subtype != AMMO_ARROW) {
  8665. clif_arrow_fail(sd,0);
  8666. return ATK_NONE;
  8667. }
  8668. break;
  8669. case W_REVOLVER:
  8670. case W_RIFLE:
  8671. case W_GATLING:
  8672. case W_SHOTGUN:
  8673. if (sd->inventory_data[index]->subtype != AMMO_BULLET) {
  8674. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8675. return ATK_NONE;
  8676. }
  8677. break;
  8678. case W_GRENADE:
  8679. if (sd->inventory_data[index]->subtype !=
  8680. #ifdef RENEWAL
  8681. AMMO_BULLET) {
  8682. #else
  8683. AMMO_GRENADE) {
  8684. #endif
  8685. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  8686. return ATK_NONE;
  8687. }
  8688. break;
  8689. }
  8690. }
  8691. }
  8692. }
  8693. if (sc && sc->count) {
  8694. if (sc->getSCE(SC_CLOAKING) && !(sc->getSCE(SC_CLOAKING)->val4 & 2))
  8695. status_change_end(src, SC_CLOAKING);
  8696. else if (sc->getSCE(SC_CLOAKINGEXCEED) && !(sc->getSCE(SC_CLOAKINGEXCEED)->val4 & 2))
  8697. status_change_end(src, SC_CLOAKINGEXCEED);
  8698. else if (sc->getSCE(SC_NEWMOON) && --(sc->getSCE(SC_NEWMOON)->val2) <= 0)
  8699. status_change_end(src, SC_NEWMOON);
  8700. }
  8701. if (tsc && tsc->getSCE(SC_AUTOCOUNTER) && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  8702. uint8 dir = map_calc_dir(target,src->x,src->y);
  8703. int t_dir = unit_getdir(target);
  8704. int dist = distance_bl(src, target);
  8705. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  8706. uint16 skill_lv = tsc->getSCE(SC_AUTOCOUNTER)->val1;
  8707. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  8708. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8709. status_change_end(target, SC_AUTOCOUNTER);
  8710. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  8711. return ATK_BLOCK;
  8712. }
  8713. }
  8714. if( tsc && tsc->getSCE(SC_BLADESTOP_WAIT) &&
  8715. #ifndef RENEWAL
  8716. status_get_class_(src) != CLASS_BOSS &&
  8717. #endif
  8718. (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  8719. {
  8720. uint16 skill_lv = tsc->getSCE(SC_BLADESTOP_WAIT)->val1;
  8721. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  8722. #ifdef RENEWAL
  8723. if (status_get_class_(src) == CLASS_BOSS)
  8724. duration = 2000; // Only lasts 2 seconds for Boss monsters
  8725. #endif
  8726. status_change_end(target, SC_BLADESTOP_WAIT);
  8727. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  8728. { //Target locked.
  8729. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  8730. clif_bladestop(target, src->id, 1);
  8731. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  8732. return ATK_BLOCK;
  8733. }
  8734. }
  8735. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  8736. #ifdef RENEWAL
  8737. int triple_rate = 30; //Base Rate
  8738. #else
  8739. int triple_rate = 30 - skillv; //Base Rate
  8740. #endif
  8741. if (sc && sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == MO_TRIPLEATTACK) {
  8742. triple_rate+= triple_rate*(sc->getSCE(SC_SKILLRATE_UP)->val2)/100;
  8743. status_change_end(src, SC_SKILLRATE_UP);
  8744. }
  8745. if (rnd()%100 < triple_rate) {
  8746. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  8747. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  8748. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  8749. return ATK_DEF;
  8750. return ATK_MISS;
  8751. }
  8752. }
  8753. if (sc) {
  8754. if (sc->getSCE(SC_SACRIFICE)) {
  8755. uint16 skill_lv = sc->getSCE(SC_SACRIFICE)->val1;
  8756. damage_lv ret_val;
  8757. if( --sc->getSCE(SC_SACRIFICE)->val2 <= 0 )
  8758. status_change_end(src, SC_SACRIFICE);
  8759. /**
  8760. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  8761. * For further information: bugreport:4950
  8762. */
  8763. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  8764. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  8765. if( ret_val == ATK_NONE )
  8766. return ATK_MISS;
  8767. return ret_val;
  8768. }
  8769. if (sc->getSCE(SC_MAGICALATTACK)) {
  8770. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->getSCE(SC_MAGICALATTACK)->val1,tick,0) )
  8771. return ATK_DEF;
  8772. return ATK_MISS;
  8773. }
  8774. if( sc->getSCE(SC_GT_ENERGYGAIN) ) {
  8775. int spheres = 5;
  8776. if( sc->getSCE(SC_RAISINGDRAGON) )
  8777. spheres += sc->getSCE(SC_RAISINGDRAGON)->val1;
  8778. if( sd && rnd()%100 < sc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8779. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8780. }
  8781. }
  8782. if( tsc && tsc->getSCE(SC_GT_ENERGYGAIN) ) {
  8783. int spheres = 5;
  8784. if( tsc->getSCE(SC_RAISINGDRAGON) )
  8785. spheres += tsc->getSCE(SC_RAISINGDRAGON)->val1;
  8786. if( tsd && rnd()%100 < tsc->getSCE(SC_GT_ENERGYGAIN)->val2 )
  8787. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->getSCE(SC_GT_ENERGYGAIN)->val1), spheres);
  8788. }
  8789. if (tsc && tsc->getSCE(SC_MTF_MLEATKED) && rnd()%100 < tsc->getSCE(SC_MTF_MLEATKED)->val2)
  8790. clif_skill_nodamage(target, target, SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1, sc_start(src, target, SC_ENDURE, 100, tsc->getSCE(SC_MTF_MLEATKED)->val1, skill_get_time(SM_ENDURE, tsc->getSCE(SC_MTF_MLEATKED)->val1)));
  8791. if(tsc && tsc->getSCE(SC_KAAHI) && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->getSCE(SC_KAAHI)->val3)) {
  8792. int hp_heal = tstatus->max_hp - tstatus->hp;
  8793. if (hp_heal > tsc->getSCE(SC_KAAHI)->val2)
  8794. hp_heal = tsc->getSCE(SC_KAAHI)->val2;
  8795. if (hp_heal)
  8796. status_heal(target, hp_heal, 0, 2);
  8797. }
  8798. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  8799. if (sd && wd.damage + wd.damage2 > 0 && battle_vellum_damage(sd, target, &wd))
  8800. vellum_damage = true;
  8801. if( sc && sc->count ) {
  8802. if (sc->getSCE(SC_EXEEDBREAK))
  8803. status_change_end(src, SC_EXEEDBREAK);
  8804. if( sc->getSCE(SC_SPELLFIST) && !vellum_damage ){
  8805. if (status_charge(src, 0, 20)) {
  8806. if (!is_infinite_defense(target, wd.flag)) {
  8807. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->getSCE(SC_SPELLFIST)->val2, sc->getSCE(SC_SPELLFIST)->val3, flag | BF_SHORT);
  8808. wd.damage = ad.damage;
  8809. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  8810. } else {
  8811. wd.damage = 1;
  8812. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  8813. }
  8814. } else
  8815. status_change_end(src,SC_SPELLFIST);
  8816. }
  8817. if (sc->getSCE(SC_GIANTGROWTH) && (wd.flag&BF_SHORT) && rnd()%100 < sc->getSCE(SC_GIANTGROWTH)->val2 && !is_infinite_defense(target, wd.flag) && !vellum_damage)
  8818. wd.damage += wd.damage * 150 / 100; // 2.5 times damage
  8819. if( sc->getSCE( SC_VIGOR ) && ( wd.flag&BF_SHORT ) && !is_infinite_defense( target, wd.flag ) && !vellum_damage ){
  8820. int mod = 100 + sc->getSCE(SC_VIGOR)->val1 * 15;
  8821. if (tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  8822. mod += sc->getSCE(SC_VIGOR)->val1 * 10;
  8823. wd.damage += wd.damage * mod / 100;
  8824. }
  8825. if( sd && battle_config.arrow_decrement && sc->getSCE(SC_FEARBREEZE) && sc->getSCE(SC_FEARBREEZE)->val4 > 0) {
  8826. short idx = sd->equip_index[EQI_AMMO];
  8827. if (idx >= 0 && sd->inventory.u.items_inventory[idx].amount >= sc->getSCE(SC_FEARBREEZE)->val4) {
  8828. pc_delitem(sd,idx,sc->getSCE(SC_FEARBREEZE)->val4,0,1,LOG_TYPE_CONSUME);
  8829. sc->getSCE(SC_FEARBREEZE)->val4 = 0;
  8830. }
  8831. }
  8832. }
  8833. if (sd && sd->state.arrow_atk) //Consume arrow.
  8834. battle_consume_ammo(sd, 0, 0);
  8835. damage = wd.damage + wd.damage2;
  8836. if( damage > 0 && src != target )
  8837. {
  8838. if (sc && sc->getSCE(SC_DUPLELIGHT) && (wd.flag & BF_SHORT)) { // Activates only from regular melee damage. Success chance is seperate for both duple light attacks.
  8839. uint16 duple_rate = 10 + 2 * sc->getSCE(SC_DUPLELIGHT)->val1;
  8840. if (rand() % 100 < duple_rate)
  8841. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MELEE, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  8842. if (rand() % 100 < duple_rate)
  8843. skill_castend_damage_id(src, target, AB_DUPLELIGHT_MAGIC, sc->getSCE(SC_DUPLELIGHT)->val1, tick, flag | SD_LEVEL);
  8844. }
  8845. }
  8846. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  8847. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  8848. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  8849. if ( target->type == BL_SKILL && damage > 0 ) {
  8850. TBL_SKILL *su = (TBL_SKILL*)target;
  8851. if (su && su->group) {
  8852. if (su->group->skill_id == HT_BLASTMINE)
  8853. skill_blown(src, target, 3, -1, BLOWN_NONE);
  8854. if (su->group->skill_id == GN_WALLOFTHORN) {
  8855. if (--su->val2 <= 0)
  8856. skill_delunit(su);
  8857. }
  8858. }
  8859. }
  8860. map_freeblock_lock();
  8861. if( !(tsc && tsc->getSCE(SC_DEVOTION)) && !vellum_damage && skill_check_shadowform(target, damage, wd.div_) ) {
  8862. if( !status_isdead(target) )
  8863. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  8864. if( wd.dmg_lv > ATK_BLOCK )
  8865. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  8866. } else
  8867. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  8868. if( tsc ) {
  8869. if( tsc->getSCE(SC_DEVOTION) ) {
  8870. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  8871. struct block_list *d_bl = map_id2bl(sce->val1);
  8872. if( d_bl && (
  8873. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  8874. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  8875. ) && check_distance_bl(target, d_bl, sce->val3) )
  8876. {
  8877. // Only trigger if the devoted player was hit
  8878. if( damage > 0 ){
  8879. int64 devotion_damage = damage;
  8880. map_session_data* dsd = BL_CAST( BL_PC, d_bl );
  8881. // Needed to check the devotion master for Rebound Shield status.
  8882. status_change *d_sc = status_get_sc(d_bl);
  8883. // The devoting player needs to stand up
  8884. if( dsd && pc_issit( dsd ) ){
  8885. pc_setstand( dsd, true );
  8886. skill_sit( dsd, 0 );
  8887. }
  8888. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  8889. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  8890. clif_damage(d_bl, d_bl, gettick(), wd.amotion, wd.dmotion, devotion_damage, 1, DMG_NORMAL, 0, false);
  8891. status_fix_damage(NULL, d_bl, devotion_damage, 0, CR_DEVOTION);
  8892. }
  8893. }
  8894. else
  8895. status_change_end(target, SC_DEVOTION);
  8896. }
  8897. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)) {
  8898. s_elemental_data *ed = ((TBL_PC*)target)->ed;
  8899. if (ed) {
  8900. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1, DMG_SINGLE);
  8901. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->getSCE(SC_CIRCLE_OF_FIRE_OPTION)->val1,tick,wd.flag);
  8902. }
  8903. }
  8904. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  8905. struct block_list *e_bl = map_id2bl(tsc->getSCE(SC_WATER_SCREEN_OPTION)->val1);
  8906. if (e_bl && !status_isdead(e_bl)) {
  8907. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  8908. status_fix_damage(NULL, e_bl, damage, 0, EL_WATER_SCREEN);
  8909. }
  8910. }
  8911. }
  8912. if (sc && sc->getSCE(SC_AUTOSPELL) && rnd()%100 < sc->getSCE(SC_AUTOSPELL)->val4) {
  8913. int sp = 0;
  8914. uint16 skill_id = sc->getSCE(SC_AUTOSPELL)->val2;
  8915. uint16 skill_lv = sc->getSCE(SC_AUTOSPELL)->val3;
  8916. int i = rnd()%100;
  8917. if (sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  8918. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  8919. //reduction only for skill_lv > 1
  8920. if (skill_lv > 1) {
  8921. if (i >= 50) skill_lv /= 2;
  8922. else if (i >= 15) skill_lv--;
  8923. }
  8924. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  8925. if (status_charge(src, 0, sp)) {
  8926. struct unit_data *ud = unit_bl2ud(src);
  8927. switch (skill_get_casttype(skill_id)) {
  8928. case CAST_GROUND:
  8929. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  8930. break;
  8931. case CAST_NODAMAGE:
  8932. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  8933. break;
  8934. case CAST_DAMAGE:
  8935. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  8936. break;
  8937. }
  8938. if (ud) {
  8939. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  8940. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  8941. ud->canact_tick = i64max(tick + autospell_tick, ud->canact_tick);
  8942. if (battle_config.display_status_timers && sd)
  8943. clif_status_change(src, EFST_POSTDELAY, 1, autospell_tick, 0, 0, 0);
  8944. }
  8945. }
  8946. }
  8947. }
  8948. if (sd) {
  8949. uint16 r_skill = 0, sk_idx = 0;
  8950. if( wd.flag&BF_WEAPON && sc && sc->getSCE(SC__AUTOSHADOWSPELL) && rnd()%100 < sc->getSCE(SC__AUTOSHADOWSPELL)->val3 &&
  8951. (r_skill = (uint16)sc->getSCE(SC__AUTOSHADOWSPELL)->val1) && (sk_idx = skill_get_index(r_skill)) &&
  8952. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  8953. {
  8954. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  8955. int r_lv = sc->getSCE(SC__AUTOSHADOWSPELL)->val2, type;
  8956. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  8957. int maxcount = 0;
  8958. std::shared_ptr<s_skill_db> skill = skill_db.find(r_skill);
  8959. if( !(BL_PC&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] )
  8960. type = -1;
  8961. if( BL_PC&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] )
  8962. type = -1;
  8963. if( BL_PC&battle_config.land_skill_limit &&
  8964. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  8965. ) {
  8966. unit_skillunit_maxcount(sd->ud, r_skill, maxcount);
  8967. if( maxcount == 0 )
  8968. type = -1;
  8969. }
  8970. if( type != CAST_GROUND ){
  8971. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  8972. map_freeblock_unlock();
  8973. return wd.dmg_lv;
  8974. }
  8975. }
  8976. if (sd->state.autocast == 0) {
  8977. sd->state.autocast = 1;
  8978. skill_consume_requirement(sd, r_skill, r_lv, 3);
  8979. switch (type) {
  8980. case CAST_GROUND:
  8981. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  8982. break;
  8983. case CAST_NODAMAGE:
  8984. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  8985. break;
  8986. case CAST_DAMAGE:
  8987. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  8988. break;
  8989. }
  8990. }
  8991. sd->state.autocast = 0;
  8992. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  8993. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  8994. }
  8995. }
  8996. if (wd.flag&BF_WEAPON && sc && sc->getSCE(SC_FALLINGSTAR) && rand()%100 < sc->getSCE(SC_FALLINGSTAR)->val2) {
  8997. if (sd)
  8998. sd->state.autocast = 1;
  8999. if (status_charge(src, 0, skill_get_sp(SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1)))
  9000. skill_castend_nodamage_id(src, src, SJ_FALLINGSTAR_ATK, sc->getSCE(SC_FALLINGSTAR)->val1, tick, flag);
  9001. if (sd)
  9002. sd->state.autocast = 0;
  9003. }
  9004. if( sc ){
  9005. if( sc->getSCE( SC_SERVANTWEAPON ) && sd->servantball > 0 && rnd_chance( 5 * sc->getSCE( SC_SERVANTWEAPON )->val1, 100 ) ){
  9006. uint16 skill_id = DK_SERVANTWEAPON_ATK;
  9007. uint16 skill_lv = sc->getSCE(SC_SERVANTWEAPON)->val1;
  9008. sd->state.autocast = 1;
  9009. pc_delservantball( *sd );
  9010. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9011. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9012. sd->state.autocast = 0;
  9013. }
  9014. // TODO: Whats the official success chance? Is SP consumed for every autocast? [Rytech]
  9015. if( sc->getSCE(SC_DUPLELIGHT) && pc_checkskill(sd, CD_PETITIO) > 0 && rnd() % 100 < 20 ){
  9016. uint16 skill_id = CD_PETITIO;
  9017. uint16 skill_lv = pc_checkskill( sd, CD_PETITIO );
  9018. sd->state.autocast = 1;
  9019. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9020. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9021. sd->state.autocast = 0;
  9022. }
  9023. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && sd->abyssball > 0 && rnd_chance( 25, 100 ) ){
  9024. uint16 skill_id = ABC_FROM_THE_ABYSS_ATK;
  9025. uint16 skill_lv = sc->getSCE(SC_ABYSSFORCEWEAPON)->val1;
  9026. sd->state.autocast = 1;
  9027. pc_delabyssball( *sd );
  9028. skill_castend_damage_id( src, target, skill_id, skill_lv, tick, flag );
  9029. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9030. sd->state.autocast = 0;
  9031. }
  9032. // It has a success chance of triggering even tho the description says nothing about it.
  9033. // TODO: Need to find out what the official success chance is. [Rytech]
  9034. if( sc->getSCE(SC_ABYSSFORCEWEAPON) && rnd() % 100 < 20 ){
  9035. uint16 skill_id = ABC_ABYSS_SQUARE;
  9036. uint16 skill_lv = pc_checkskill(sd, ABC_ABYSS_SQUARE);
  9037. sd->state.autocast = 1;
  9038. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9039. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9040. sd->state.autocast = 0;
  9041. }
  9042. if( sc->getSCE( SC_AUTO_FIRING_LAUNCHER ) ){
  9043. uint16 skill_id;
  9044. uint16 skill_lv;
  9045. switch( sc->getSCE( SC_AUTO_FIRING_LAUNCHER )->val1 ){
  9046. case 1:
  9047. skill_id = NW_BASIC_GRENADE;
  9048. skill_lv = pc_checkskill( sd, skill_id );
  9049. if( skill_lv > 0 && rnd_chance( 6, 100 ) ){
  9050. sd->state.autocast = 1;
  9051. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9052. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9053. sd->state.autocast = 0;
  9054. }
  9055. break;
  9056. case 2:
  9057. skill_id = NW_BASIC_GRENADE;
  9058. skill_lv = pc_checkskill( sd, skill_id );
  9059. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9060. sd->state.autocast = 1;
  9061. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9062. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9063. sd->state.autocast = 0;
  9064. }
  9065. break;
  9066. case 3:
  9067. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9068. skill_lv = pc_checkskill( sd, skill_id );
  9069. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9070. sd->state.autocast = 1;
  9071. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9072. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9073. sd->state.autocast = 0;
  9074. }
  9075. skill_id = NW_BASIC_GRENADE;
  9076. skill_lv = pc_checkskill( sd, skill_id );
  9077. if( skill_lv > 0 && rnd_chance( 8, 100 ) ){
  9078. sd->state.autocast = 1;
  9079. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9080. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9081. sd->state.autocast = 0;
  9082. }
  9083. break;
  9084. case 4:
  9085. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9086. skill_lv = pc_checkskill( sd, skill_id );
  9087. if( skill_lv > 0 && rnd_chance( 5, 100 ) ){
  9088. sd->state.autocast = 1;
  9089. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9090. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9091. sd->state.autocast = 0;
  9092. }
  9093. skill_id = NW_BASIC_GRENADE;
  9094. skill_lv = pc_checkskill( sd, skill_id );
  9095. if( skill_lv > 0 && rnd_chance( 9, 100 ) ){
  9096. sd->state.autocast = 1;
  9097. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9098. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9099. sd->state.autocast = 0;
  9100. }
  9101. break;
  9102. case 5:
  9103. skill_id = NW_GRENADES_DROPPING;
  9104. skill_lv = pc_checkskill( sd, skill_id );
  9105. if( skill_lv > 0 && rnd_chance( 3, 100 ) ){
  9106. sd->state.autocast = 1;
  9107. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9108. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9109. sd->state.autocast = 0;
  9110. }
  9111. skill_id = NW_HASTY_FIRE_IN_THE_HOLE;
  9112. skill_lv = pc_checkskill( sd, skill_id );
  9113. if( skill_lv > 0 && rnd_chance( 7, 100 ) ){
  9114. sd->state.autocast = 1;
  9115. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9116. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9117. sd->state.autocast = 0;
  9118. }
  9119. skill_id = NW_BASIC_GRENADE;
  9120. skill_lv = pc_checkskill( sd, skill_id );
  9121. if( skill_lv > 0 && rnd_chance( 10, 100 ) ){
  9122. sd->state.autocast = 1;
  9123. skill_castend_pos2( src, target->x, target->y, skill_id, skill_lv, tick, flag );
  9124. battle_autocast_aftercast( src, skill_id, skill_lv, tick );
  9125. sd->state.autocast = 0;
  9126. }
  9127. break;
  9128. }
  9129. }
  9130. // Autocasted skills from super elemental supportive buffs.
  9131. if (sc->getSCE(SC_FLAMETECHNIC_OPTION) && rnd() % 100 < 7)
  9132. battle_autocast_elembuff_skill(sd, target, MG_FIREBOLT, tick, flag);
  9133. if (sc->getSCE(SC_COLD_FORCE_OPTION) && rnd() % 100 < 7)
  9134. battle_autocast_elembuff_skill(sd, target, MG_COLDBOLT, tick, flag);
  9135. if (sc->getSCE(SC_GRACE_BREEZE_OPTION) && rnd() % 100 < 7)
  9136. battle_autocast_elembuff_skill(sd, target, MG_LIGHTNINGBOLT, tick, flag);
  9137. if (sc->getSCE(SC_EARTH_CARE_OPTION) && rnd() % 100 < 7)
  9138. battle_autocast_elembuff_skill(sd, target, WZ_EARTHSPIKE, tick, flag);
  9139. if (sc->getSCE(SC_DEEP_POISONING_OPTION) && rnd() % 100 < 7)
  9140. battle_autocast_elembuff_skill(sd, target, SO_POISON_BUSTER, tick, flag);
  9141. }
  9142. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  9143. if (battle_config.left_cardfix_to_right)
  9144. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  9145. else
  9146. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  9147. }
  9148. }
  9149. if (tsc) {
  9150. if (damage > 0 && tsc->getSCE(SC_POISONREACT) &&
  9151. (rnd()%100 < tsc->getSCE(SC_POISONREACT)->val3
  9152. || sstatus->def_ele == ELE_POISON) &&
  9153. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  9154. status_check_skilluse(target, src, TF_POISON, 0)
  9155. ) { //Poison React
  9156. struct status_change_entry *sce = tsc->getSCE(SC_POISONREACT);
  9157. if (sstatus->def_ele == ELE_POISON) {
  9158. sce->val2 = 0;
  9159. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  9160. } else {
  9161. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  9162. --sce->val2;
  9163. }
  9164. if (sce->val2 <= 0)
  9165. status_change_end(target, SC_POISONREACT);
  9166. }
  9167. }
  9168. if (sd && tsc && wd.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  9169. status_heal(src, 0, 0, 1, 0);
  9170. map_freeblock_unlock();
  9171. return wd.dmg_lv;
  9172. }
  9173. /*=========================
  9174. * Check for undead status
  9175. *-------------------------
  9176. * Credits:
  9177. * Original coder Skotlex
  9178. * Refactored by Baalberith
  9179. */
  9180. int battle_check_undead(int race,int element)
  9181. {
  9182. if(battle_config.undead_detect_type == 0) {
  9183. if(element == ELE_UNDEAD)
  9184. return 1;
  9185. }
  9186. else if(battle_config.undead_detect_type == 1) {
  9187. if(race == RC_UNDEAD)
  9188. return 1;
  9189. }
  9190. else {
  9191. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  9192. return 1;
  9193. }
  9194. return 0;
  9195. }
  9196. /*================================================================
  9197. * Returns the upmost level master starting with the given object
  9198. *----------------------------------------------------------------*/
  9199. struct block_list* battle_get_master(struct block_list *src)
  9200. {
  9201. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  9202. do {
  9203. prev = src;
  9204. switch (src->type) {
  9205. case BL_PET:
  9206. if (((TBL_PET*)src)->master)
  9207. src = (struct block_list*)((TBL_PET*)src)->master;
  9208. break;
  9209. case BL_MOB:
  9210. if (((TBL_MOB*)src)->master_id)
  9211. src = map_id2bl(((TBL_MOB*)src)->master_id);
  9212. break;
  9213. case BL_HOM:
  9214. if (((TBL_HOM*)src)->master)
  9215. src = (struct block_list*)((TBL_HOM*)src)->master;
  9216. break;
  9217. case BL_MER:
  9218. if (((TBL_MER*)src)->master)
  9219. src = (struct block_list*)((TBL_MER*)src)->master;
  9220. break;
  9221. case BL_ELEM:
  9222. if (((TBL_ELEM*)src)->master)
  9223. src = (struct block_list*)((TBL_ELEM*)src)->master;
  9224. break;
  9225. case BL_SKILL:
  9226. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  9227. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  9228. break;
  9229. }
  9230. } while (src && src != prev);
  9231. return prev;
  9232. }
  9233. /*==========================================
  9234. * Checks the state between two targets
  9235. * (enemy, friend, party, guild, etc)
  9236. *------------------------------------------
  9237. * Usage:
  9238. * See battle.hpp for possible values/combinations
  9239. * to be used here (BCT_* constants)
  9240. * Return value is:
  9241. * 1: flag holds true (is enemy, party, etc)
  9242. * -1: flag fails
  9243. * 0: Invalid target (non-targetable ever)
  9244. *
  9245. * Credits:
  9246. * Original coder unknown
  9247. * Rewritten by Skotlex
  9248. */
  9249. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  9250. {
  9251. int16 m; //map
  9252. int state = 0; //Initial state none
  9253. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  9254. struct block_list *s_bl = src, *t_bl = target;
  9255. struct unit_data *ud = NULL;
  9256. nullpo_ret(src);
  9257. nullpo_ret(target);
  9258. ud = unit_bl2ud(target);
  9259. m = target->m;
  9260. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  9261. //objects involved.
  9262. if( (t_bl = battle_get_master(target)) == NULL )
  9263. t_bl = target;
  9264. if( (s_bl = battle_get_master(src)) == NULL )
  9265. s_bl = src;
  9266. if ( s_bl->type == BL_PC ) {
  9267. switch( t_bl->type ) {
  9268. case BL_MOB: // Source => PC, Target => MOB
  9269. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  9270. return 0;
  9271. break;
  9272. case BL_PC:
  9273. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  9274. return 0;
  9275. break;
  9276. default:/* anything else goes */
  9277. break;
  9278. }
  9279. }
  9280. struct map_data *mapdata = map_getmapdata(m);
  9281. switch( target->type ) { // Checks on actual target
  9282. case BL_PC: {
  9283. status_change* sc = status_get_sc(src);
  9284. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  9285. return -1; //Cannot be targeted yet.
  9286. if( sc && sc->count ) {
  9287. if( sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == target->id )
  9288. return -1;
  9289. }
  9290. }
  9291. break;
  9292. case BL_MOB:
  9293. {
  9294. struct mob_data *md = ((TBL_MOB*)target);
  9295. if (ud && ud->immune_attack)
  9296. return 0;
  9297. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  9298. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  9299. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  9300. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  9301. ){ //Targettable by players
  9302. state |= BCT_ENEMY;
  9303. strip_enemy = 0;
  9304. }
  9305. break;
  9306. }
  9307. case BL_SKILL:
  9308. {
  9309. TBL_SKILL *su = (TBL_SKILL*)target;
  9310. uint16 skill_id = battle_getcurrentskill(src);
  9311. if( !su || !su->group)
  9312. return 0;
  9313. if( skill_get_inf2(su->group->skill_id, INF2_ISTRAP) && su->group->unit_id != UNT_USED_TRAPS) {
  9314. if (!skill_id || su->group->skill_id == NPC_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  9315. ;
  9316. }
  9317. else if (skill_get_inf2(skill_id, INF2_TARGETTRAP)) { // Only a few skills can target traps
  9318. switch (skill_id) {
  9319. case RK_DRAGONBREATH:
  9320. case RK_DRAGONBREATH_WATER:
  9321. case NC_SELFDESTRUCTION:
  9322. case NC_AXETORNADO:
  9323. case SR_SKYNETBLOW:
  9324. // Can only hit traps in PVP/GVG maps
  9325. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  9326. return 0;
  9327. break;
  9328. }
  9329. }
  9330. else
  9331. return 0;
  9332. state |= BCT_ENEMY;
  9333. strip_enemy = 0;
  9334. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  9335. switch (skill_id) {
  9336. case RK_DRAGONBREATH:
  9337. case RK_DRAGONBREATH_WATER:
  9338. case NC_SELFDESTRUCTION:
  9339. case NC_AXETORNADO:
  9340. case SR_SKYNETBLOW:
  9341. // Can only hit icewall in PVP/GVG maps
  9342. if (!mapdata->getMapFlag(MF_PVP) && !mapdata->getMapFlag(MF_GVG))
  9343. return 0;
  9344. break;
  9345. case HT_CLAYMORETRAP:
  9346. // Can't hit icewall
  9347. return 0;
  9348. default:
  9349. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  9350. if ((flag&BCT_ALL) == BCT_ALL && !skill_get_inf2(skill_id, INF2_TARGETTRAP))
  9351. return -1;
  9352. }
  9353. state |= BCT_ENEMY;
  9354. strip_enemy = 0;
  9355. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  9356. return 0;
  9357. }
  9358. break;
  9359. case BL_MER:
  9360. case BL_HOM:
  9361. case BL_ELEM:
  9362. if (ud && ud->immune_attack)
  9363. return 0;
  9364. break;
  9365. //All else not specified is an invalid target.
  9366. default:
  9367. return 0;
  9368. } //end switch actual target
  9369. switch( t_bl->type ) { //Checks on target master
  9370. case BL_PC: {
  9371. map_session_data *sd;
  9372. status_change *sc = NULL;
  9373. if( t_bl == s_bl )
  9374. break;
  9375. sd = BL_CAST(BL_PC, t_bl);
  9376. sc = status_get_sc(t_bl);
  9377. if( ((sd->state.block_action & PCBLOCK_IMMUNE) || (sc->getSCE(SC_KINGS_GRACE) && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  9378. return 0; // Global immunity only to Attacks
  9379. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  9380. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  9381. if( sd->state.killable ) {
  9382. state |= BCT_ENEMY; // Everything can kill it
  9383. strip_enemy = 0;
  9384. }
  9385. break;
  9386. }
  9387. case BL_MOB:
  9388. {
  9389. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  9390. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9391. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  9392. break;
  9393. }
  9394. default: break; //other type doesn't have slave yet
  9395. } //end switch master target
  9396. switch( src->type ) { //Checks on actual src type
  9397. case BL_PET:
  9398. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  9399. return 0; //Pet may not attack non-mobs.
  9400. if (t_bl->type == BL_MOB && flag & BCT_ENEMY) {
  9401. mob_data *md = BL_CAST(BL_MOB, t_bl);
  9402. if (md->guardian_data || md->special_state.ai == AI_GUILD)
  9403. return 0; //pet may not attack Guardians/Emperium
  9404. }
  9405. break;
  9406. case BL_SKILL: {
  9407. struct skill_unit *su = (struct skill_unit *)src;
  9408. status_change* sc = status_get_sc(target);
  9409. if (!su || !su->group)
  9410. return 0;
  9411. std::bitset<INF2_MAX> inf2 = skill_db.find(su->group->skill_id)->inf2;
  9412. if (su->group->src_id == target->id) {
  9413. if (inf2[INF2_NOTARGETSELF])
  9414. return -1;
  9415. if (inf2[INF2_TARGETSELF])
  9416. return 1;
  9417. }
  9418. //Status changes that prevent traps from triggering
  9419. if (sc && sc->count && inf2[INF2_ISTRAP]) {
  9420. if( sc->getSCE(SC_SIGHTBLASTER) && sc->getSCE(SC_SIGHTBLASTER)->val2 > 0 && sc->getSCE(SC_SIGHTBLASTER)->val4%2 == 0)
  9421. return -1;
  9422. }
  9423. }
  9424. break;
  9425. case BL_MER:
  9426. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  9427. return 0; //mercenary may not attack Emperium
  9428. break;
  9429. } //end switch actual src
  9430. switch( s_bl->type )
  9431. { //Checks on source master
  9432. case BL_PC:
  9433. {
  9434. map_session_data *sd = BL_CAST(BL_PC, s_bl);
  9435. if( s_bl != t_bl )
  9436. {
  9437. if( sd->state.killer )
  9438. {
  9439. state |= BCT_ENEMY; // Can kill anything
  9440. strip_enemy = 0;
  9441. }
  9442. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->getMapFlag(MF_PVP)) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) )
  9443. {
  9444. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  9445. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  9446. else
  9447. return 0; // You can't target anything out of your duel
  9448. }
  9449. }
  9450. if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) )
  9451. return 0; //If you don't belong to a guild, can't target emperium.
  9452. if( t_bl->type != BL_PC )
  9453. state |= BCT_ENEMY; //Natural enemy.
  9454. break;
  9455. }
  9456. case BL_MOB:
  9457. {
  9458. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  9459. if( md->guardian_data && md->guardian_data->guild_id && !mapdata_flag_gvg(mapdata) )
  9460. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  9461. if( !md->special_state.ai )
  9462. { //Normal mobs
  9463. if(
  9464. ( 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 ) ) ||
  9465. ( t_bl->type == BL_MOB && (((TBL_MOB*)t_bl)->special_state.ai == AI_NONE || ((TBL_MOB*)t_bl)->special_state.ai == AI_WAVEMODE ))
  9466. )
  9467. state |= BCT_PARTY; //Normal mobs with no ai or with AI_WAVEMODE are friends.
  9468. else
  9469. state |= BCT_ENEMY; //However, all else are enemies.
  9470. }
  9471. else
  9472. {
  9473. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  9474. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  9475. }
  9476. break;
  9477. }
  9478. default:
  9479. //Need some sort of default behaviour for unhandled types.
  9480. if (t_bl->type != s_bl->type)
  9481. state |= BCT_ENEMY;
  9482. break;
  9483. } //end switch on src master
  9484. if( (flag&BCT_ALL) == BCT_ALL )
  9485. { //All actually stands for all attackable chars, icewall and traps
  9486. if(target->type&(BL_CHAR|BL_SKILL))
  9487. return 1;
  9488. else
  9489. return -1;
  9490. }
  9491. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  9492. return -1;
  9493. if( t_bl == s_bl )
  9494. { //No need for further testing.
  9495. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  9496. if( state&BCT_ENEMY && strip_enemy )
  9497. state&=~BCT_ENEMY;
  9498. return (flag&state)?1:-1;
  9499. }
  9500. if( mapdata_flag_vs(mapdata) )
  9501. { //Check rivalry settings.
  9502. int sbg_id = 0, tbg_id = 0;
  9503. if(mapdata->getMapFlag(MF_BATTLEGROUND) )
  9504. {
  9505. sbg_id = bg_team_get_id(s_bl);
  9506. tbg_id = bg_team_get_id(t_bl);
  9507. }
  9508. if( flag&(BCT_PARTY|BCT_ENEMY) )
  9509. {
  9510. int s_party = status_get_party_id(s_bl);
  9511. if( s_party && s_party == status_get_party_id(t_bl) && !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOPARTY)) && !(mapdata_flag_gvg(mapdata) && mapdata->getMapFlag(MF_GVG_NOPARTY)) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9512. state |= BCT_PARTY;
  9513. else
  9514. state |= BCT_ENEMY;
  9515. }
  9516. if( flag&(BCT_GUILD|BCT_ENEMY) )
  9517. {
  9518. int s_guild = status_get_guild_id(s_bl);
  9519. int t_guild = status_get_guild_id(t_bl);
  9520. if( !(mapdata->getMapFlag(MF_PVP) && mapdata->getMapFlag(MF_PVP_NOGUILD)) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!mapdata->getMapFlag(MF_BATTLEGROUND) || sbg_id == tbg_id) )
  9521. state |= BCT_GUILD;
  9522. else
  9523. state |= BCT_ENEMY;
  9524. }
  9525. if( state&BCT_ENEMY && mapdata->getMapFlag(MF_BATTLEGROUND) && sbg_id && sbg_id == tbg_id )
  9526. state &= ~BCT_ENEMY;
  9527. if( state&BCT_ENEMY && battle_config.pk_mode && !mapdata_flag_gvg(mapdata) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  9528. { // Prevent novice engagement on pk_mode (feature by Valaris)
  9529. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  9530. if (
  9531. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9532. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  9533. (int)sd->status.base_level < battle_config.pk_min_level ||
  9534. (int)sd2->status.base_level < battle_config.pk_min_level ||
  9535. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  9536. )
  9537. state &= ~BCT_ENEMY;
  9538. }
  9539. }//end map_flag_vs chk rivality
  9540. else
  9541. { //Non pvp/gvg, check party/guild settings.
  9542. if( flag&BCT_PARTY || state&BCT_ENEMY )
  9543. {
  9544. int s_party = status_get_party_id(s_bl);
  9545. if(s_party && s_party == status_get_party_id(t_bl))
  9546. state |= BCT_PARTY;
  9547. }
  9548. if( flag&BCT_GUILD || state&BCT_ENEMY )
  9549. {
  9550. int s_guild = status_get_guild_id(s_bl);
  9551. int t_guild = status_get_guild_id(t_bl);
  9552. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  9553. state |= BCT_GUILD;
  9554. }
  9555. } //end non pvp/gvg chk rivality
  9556. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  9557. state = BCT_NEUTRAL;
  9558. //Alliance state takes precedence over enemy one.
  9559. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  9560. state&=~BCT_ENEMY;
  9561. return (flag&state)?1:-1;
  9562. }
  9563. /*==========================================
  9564. * Check if can attack from this range
  9565. * Basic check then calling path_search for obstacle etc..
  9566. *------------------------------------------
  9567. */
  9568. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  9569. {
  9570. int d;
  9571. nullpo_retr(false, src);
  9572. nullpo_retr(false, bl);
  9573. if( src->m != bl->m )
  9574. return false;
  9575. #ifndef CIRCULAR_AREA
  9576. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  9577. if ( !check_distance_client_bl(src, bl, range) )
  9578. return false;
  9579. } else
  9580. #endif
  9581. if( !check_distance_bl(src, bl, range) )
  9582. return false;
  9583. if( (d = distance_bl(src, bl)) < 2 )
  9584. return true; // No need for path checking.
  9585. if( d > AREA_SIZE )
  9586. return false; // Avoid targetting objects beyond your range of sight.
  9587. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  9588. }
  9589. /*=============================================
  9590. * Battle.conf settings and default/max values
  9591. *---------------------------------------------
  9592. */
  9593. static const struct _battle_data {
  9594. const char* str;
  9595. int* val;
  9596. int defval;
  9597. int min;
  9598. int max;
  9599. } battle_data[] = {
  9600. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  9601. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  9602. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  9603. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  9604. { "enable_baseatk", &battle_config.enable_baseatk, BL_CHAR|BL_HOM, BL_NUL, BL_ALL, },
  9605. { "enable_baseatk_renewal", &battle_config.enable_baseatk_renewal, BL_ALL, BL_NUL, BL_ALL, },
  9606. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  9607. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  9608. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  9609. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  9610. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  9611. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  9612. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  9613. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  9614. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  9615. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  9616. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  9617. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  9618. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  9619. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  9620. #ifdef RENEWAL
  9621. { "traps_setting", &battle_config.traps_setting, 2, 0, 2, },
  9622. #else
  9623. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  9624. #endif
  9625. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  9626. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  9627. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  9628. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  9629. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  9630. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  9631. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  9632. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  9633. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  9634. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  9635. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  9636. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  9637. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  9638. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  9639. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  9640. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  9641. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  9642. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  9643. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  9644. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  9645. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  9646. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  9647. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  9648. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  9649. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  9650. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  9651. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  9652. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  9653. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  9654. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  9655. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  9656. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  9657. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  9658. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  9659. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  9660. #ifdef RENEWAL
  9661. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 0, 0, 1, },
  9662. #else
  9663. { "guild_skill_relog_type", &battle_config.guild_skill_relog_type, 1, 0, 1, },
  9664. #endif
  9665. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  9666. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  9667. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  9668. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  9669. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  9670. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  9671. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  9672. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  9673. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  9674. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  9675. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  9676. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  9677. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  9678. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  9679. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  9680. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  9681. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  9682. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  9683. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  9684. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  9685. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  9686. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  9687. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  9688. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  9689. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  9690. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  9691. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  9692. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  9693. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  9694. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  9695. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  9696. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  9697. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  9698. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  9699. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  9700. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  9701. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  9702. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  9703. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  9704. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  9705. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  9706. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  9707. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  9708. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  9709. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  9710. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  9711. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  9712. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  9713. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  9714. { "pet_master_dead", &battle_config.pet_master_dead, 0, 0, 1, },
  9715. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  9716. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  9717. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  9718. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  9719. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  9720. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  9721. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  9722. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  9723. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  9724. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  9725. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  9726. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  9727. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  9728. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  9729. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  9730. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  9731. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  9732. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9733. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9734. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  9735. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 0, 100 },
  9736. { "natural_heal_weight_rate_renewal", &battle_config.natural_heal_weight_rate_renewal,70, 0, 100 },
  9737. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  9738. { "ammo_unequip", &battle_config.ammo_unequip, 1, 0, 1, },
  9739. { "ammo_check_weapon", &battle_config.ammo_check_weapon, 1, 0, 1, },
  9740. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  9741. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  9742. { "max_summoner_aspd", &battle_config.max_summoner_aspd, 193, 100, 199, },
  9743. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  9744. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  9745. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  9746. { "max_hp_lv99", &battle_config.max_hp_lv99, 330000, 100, 1000000000, },
  9747. { "max_hp_lv150", &battle_config.max_hp_lv150, 660000, 100, 1000000000, },
  9748. { "max_hp", &battle_config.max_hp, 1100000, 100, 1000000000, },
  9749. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  9750. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  9751. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  9752. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  9753. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  9754. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  9755. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  9756. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  9757. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  9758. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  9759. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  9760. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  9761. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  9762. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  9763. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  9764. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  9765. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  9766. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  9767. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  9768. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  9769. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  9770. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  9771. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  9772. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  9773. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  9774. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  9775. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  9776. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  9777. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  9778. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  9779. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  9780. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  9781. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  9782. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  9783. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  9784. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  9785. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  9786. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  9787. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  9788. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  9789. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  9790. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  9791. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  9792. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  9793. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  9794. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  9795. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  9796. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4|8, },
  9797. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  9798. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  9799. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  9800. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  9801. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  9802. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  9803. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  9804. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  9805. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  9806. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  9807. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  9808. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  9809. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  9810. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  9811. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  9812. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  9813. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  9814. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  9815. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  9816. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  9817. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  9818. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  9819. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  9820. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  9821. // eAthena additions
  9822. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  9823. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 0, 10000, },
  9824. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  9825. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 0, 10000, },
  9826. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  9827. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 0, 10000, },
  9828. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  9829. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 0, 10000, },
  9830. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  9831. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  9832. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 0, 10000, },
  9833. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  9834. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 0, 10000, },
  9835. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  9836. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 0, 10000, },
  9837. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  9838. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 0, 10000, },
  9839. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  9840. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  9841. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  9842. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  9843. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  9844. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  9845. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  9846. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  9847. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  9848. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  9849. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  9850. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  9851. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  9852. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  9853. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  9854. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  9855. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  9856. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  9857. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  9858. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  9859. { "prevent_logout_trigger", &battle_config.prevent_logout_trigger, 0xE, 0, 0xF, },
  9860. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  9861. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  9862. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  9863. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  9864. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  9865. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  9866. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  9867. { "pk_mode_mes", &battle_config.pk_mode_mes, 1, 0, 1, },
  9868. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  9869. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  9870. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  9871. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  9872. { "multi_level_up_base", &battle_config.multi_level_up_base, 0, 0, MAX_LEVEL, },
  9873. { "multi_level_up_job", &battle_config.multi_level_up_job, 0, 0, MAX_LEVEL, },
  9874. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  9875. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  9876. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  9877. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  9878. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  9879. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  9880. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  9881. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  9882. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  9883. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  9884. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  9885. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  9886. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  9887. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  9888. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  9889. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  9890. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  9891. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  9892. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  9893. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  9894. { "skill_steal_random_options", &battle_config.skill_steal_random_options, 0, 0, 1, },
  9895. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  9896. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  9897. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  9898. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  9899. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  9900. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  9901. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  9902. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  9903. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  9904. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  9905. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  9906. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  9907. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  9908. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  9909. { "display_version", &battle_config.display_version, 1, 0, 1, },
  9910. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  9911. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  9912. { "debuff_on_logout", &battle_config.debuff_on_logout, 0, 0, 1|2, },
  9913. { "monster_ai", &battle_config.mob_ai, 0x0000, 0x0000, 0x1FFF, },
  9914. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  9915. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  9916. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  9917. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  9918. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  9919. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  9920. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  9921. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  9922. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  9923. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  9924. { "drop_rate_cap", &battle_config.drop_rate_cap, 9000, 0, 10000, },
  9925. { "drop_rate_cap_vip", &battle_config.drop_rate_cap_vip, 9000, 0, 10000, },
  9926. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  9927. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  9928. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  9929. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  9930. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  9931. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  9932. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  9933. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  9934. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  9935. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  9936. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  9937. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  9938. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  9939. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  9940. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  9941. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  9942. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  9943. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  9944. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  9945. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  9946. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  9947. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  9948. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  9949. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  9950. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  9951. { "vending_tax_min", &battle_config.vending_tax_min, 0, 0, MAX_ZENY, },
  9952. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  9953. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  9954. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  9955. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  9956. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  9957. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  9958. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  9959. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  9960. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  9961. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  9962. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  9963. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  9964. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  9965. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  9966. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  9967. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  9968. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 80, 0, 100, },
  9969. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  9970. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 487, 0, INT_MAX, },
  9971. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  9972. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  9973. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  9974. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  9975. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  9976. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  9977. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  9978. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  9979. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  9980. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  9981. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  9982. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  9983. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  9984. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  9985. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  9986. { "land_protector_behavior", &battle_config.land_protector_behavior, 0, 0, 1, },
  9987. { "npc_emotion_behavior", &battle_config.npc_emotion_behavior, 0, 0, 1, },
  9988. // BattleGround Settings
  9989. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  9990. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  9991. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  9992. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  9993. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  9994. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  9995. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  9996. // rAthena
  9997. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  9998. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  9999. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  10000. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  10001. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  10002. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  10003. { "max_fourth_parameter", &battle_config.max_fourth_parameter, 135, 10, SHRT_MAX, },
  10004. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  10005. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  10006. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  10007. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  10008. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  10009. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  10010. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  10011. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  10012. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  10013. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  10014. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  10015. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  10016. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  10017. #ifdef RENEWAL
  10018. { "item_enabled_npc", &battle_config.item_enabled_npc, 0, 0, 1, },
  10019. #else
  10020. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  10021. #endif
  10022. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  10023. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  10024. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  10025. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  10026. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  10027. #ifdef VIP_ENABLE
  10028. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE-MIN_STORAGE, },
  10029. #else
  10030. { "vip_storage_increase", &battle_config.vip_storage_increase, 300, 0, MAX_STORAGE, },
  10031. #endif
  10032. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 50, 0, INT_MAX, },
  10033. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 50, 0, INT_MAX, },
  10034. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 100, 0, INT_MAX, },
  10035. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 100, 0, INT_MAX, },
  10036. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  10037. { "vip_bm_increase", &battle_config.vip_bm_increase, 2, 0, INT_MAX, },
  10038. { "vip_drop_increase", &battle_config.vip_drop_increase, 50, 0, INT_MAX, },
  10039. { "vip_gemstone", &battle_config.vip_gemstone, 2, 0, 2, },
  10040. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  10041. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  10042. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  10043. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  10044. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  10045. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  10046. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  10047. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  10048. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  10049. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  10050. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  10051. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  10052. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  10053. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  10054. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  10055. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  10056. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  10057. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  10058. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  10059. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  10060. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  10061. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  10062. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  10063. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  10064. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10065. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  10066. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  10067. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  10068. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  10069. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  10070. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  10071. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  10072. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  10073. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  10074. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  10075. { "idletime_option", &battle_config.idletime_option, 0x7C1F, 1, 0xFFFF, },
  10076. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  10077. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  10078. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  10079. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  10080. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 30, 0, MAX_MINCHASE, },
  10081. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  10082. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  10083. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  10084. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  10085. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  10086. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  10087. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  10088. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  10089. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  10090. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  10091. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  10092. { "feature.roulette_bonus_reward", &battle_config.feature_roulette_bonus_reward, 1, 0, 1, },
  10093. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  10094. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  10095. { "max_body_style", &battle_config.max_body_style, 1, 0, SHRT_MAX, },
  10096. { "save_body_style", &battle_config.save_body_style, 1, 0, 1, },
  10097. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  10098. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  10099. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  10100. { "skill_eightpath_same_cell", &battle_config.skill_eightpath_same_cell, 1, 0, 1, },
  10101. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  10102. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  10103. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  10104. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  10105. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  10106. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  10107. { "atcommand_disable_npc", &battle_config.atcommand_disable_npc, 1, 0, 1, },
  10108. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  10109. { "tarotcard_equal_chance", &battle_config.tarotcard_equal_chance, 0, 0, 1, },
  10110. { "change_party_leader_samemap", &battle_config.change_party_leader_samemap, 1, 0, 1, },
  10111. { "dispel_song", &battle_config.dispel_song, 0, 0, 1, },
  10112. { "guild_maprespawn_clones", &battle_config.guild_maprespawn_clones, 0, 0, 1, },
  10113. { "hide_fav_sell", &battle_config.hide_fav_sell, 0, 0, 1, },
  10114. { "mail_daily_count", &battle_config.mail_daily_count, 100, 0, INT32_MAX, },
  10115. { "mail_zeny_fee", &battle_config.mail_zeny_fee, 2, 0, 100, },
  10116. { "mail_attachment_price", &battle_config.mail_attachment_price, 2500, 0, INT32_MAX, },
  10117. { "mail_attachment_weight", &battle_config.mail_attachment_weight, 2000, 0, INT32_MAX, },
  10118. { "banana_bomb_duration", &battle_config.banana_bomb_duration, 0, 0, UINT16_MAX, },
  10119. { "guild_leaderchange_delay", &battle_config.guild_leaderchange_delay, 1440, 0, INT32_MAX, },
  10120. { "guild_leaderchange_woe", &battle_config.guild_leaderchange_woe, 0, 0, 1, },
  10121. { "guild_alliance_onlygm", &battle_config.guild_alliance_onlygm, 0, 0, 1, },
  10122. { "feature.achievement", &battle_config.feature_achievement, 1, 0, 1, },
  10123. { "allow_bound_sell", &battle_config.allow_bound_sell, 0, 0, 0xF, },
  10124. { "autoloot_adjust", &battle_config.autoloot_adjust, 0, 0, 1, },
  10125. { "feature.petevolution", &battle_config.feature_petevolution, 1, 0, 1, },
  10126. { "feature.petautofeed", &battle_config.feature_pet_autofeed, 1, 0, 1, },
  10127. { "feature.pet_autofeed_rate", &battle_config.feature_pet_autofeed_rate, 89, 0, 100, },
  10128. { "pet_autofeed_always", &battle_config.pet_autofeed_always, 1, 0, 1, },
  10129. { "broadcast_hide_name", &battle_config.broadcast_hide_name, 2, 0, NAME_LENGTH, },
  10130. { "skill_drop_items_full", &battle_config.skill_drop_items_full, 0, 0, 1, },
  10131. { "switch_remove_edp", &battle_config.switch_remove_edp, 2, 0, 3, },
  10132. { "feature.homunculus_autofeed", &battle_config.feature_homunculus_autofeed, 1, 0, 1, },
  10133. { "feature.homunculus_autofeed_rate", &battle_config.feature_homunculus_autofeed_rate,30, 0, 100, },
  10134. { "summoner_race", &battle_config.summoner_race, RC_PLAYER_DORAM, RC_FORMLESS, RC_PLAYER_DORAM, },
  10135. { "summoner_size", &battle_config.summoner_size, SZ_SMALL, SZ_SMALL, SZ_BIG, },
  10136. { "homunculus_autofeed_always", &battle_config.homunculus_autofeed_always, 1, 0, 1, },
  10137. { "feature.attendance", &battle_config.feature_attendance, 1, 0, 1, },
  10138. { "feature.privateairship", &battle_config.feature_privateairship, 1, 0, 1, },
  10139. { "rental_transaction", &battle_config.rental_transaction, 1, 0, 1, },
  10140. { "min_shop_buy", &battle_config.min_shop_buy, 1, 0, INT_MAX, },
  10141. { "min_shop_sell", &battle_config.min_shop_sell, 0, 0, INT_MAX, },
  10142. { "feature.equipswitch", &battle_config.feature_equipswitch, 1, 0, 1, },
  10143. { "pet_walk_speed", &battle_config.pet_walk_speed, 1, 1, 3, },
  10144. { "blacksmith_fame_refine_threshold", &battle_config.blacksmith_fame_refine_threshold,10, 1, MAX_REFINE, },
  10145. { "mob_nopc_idleskill_rate", &battle_config.mob_nopc_idleskill_rate, 100, 0, 100, },
  10146. { "mob_nopc_move_rate", &battle_config.mob_nopc_move_rate, 100, 0, 100, },
  10147. { "boss_nopc_idleskill_rate", &battle_config.boss_nopc_idleskill_rate, 100, 0, 100, },
  10148. { "boss_nopc_move_rate", &battle_config.boss_nopc_move_rate, 100, 0, 100, },
  10149. { "hom_idle_no_share", &battle_config.hom_idle_no_share, 0, 0, INT_MAX, },
  10150. { "idletime_hom_option", &battle_config.idletime_hom_option, 0x1F, 0x1, 0xFFF, },
  10151. { "devotion_standup_fix", &battle_config.devotion_standup_fix, 1, 0, 1, },
  10152. { "feature.bgqueue", &battle_config.feature_bgqueue, 1, 0, 1, },
  10153. { "bgqueue_nowarp_mapflag", &battle_config.bgqueue_nowarp_mapflag, 0, 0, 1, },
  10154. { "homunculus_exp_gain", &battle_config.homunculus_exp_gain, 10, 0, 100, },
  10155. { "rental_item_novalue", &battle_config.rental_item_novalue, 1, 0, 1, },
  10156. { "ping_timer_inverval", &battle_config.ping_timer_interval, 30, 0, 99999999, },
  10157. { "ping_time", &battle_config.ping_time, 20, 0, 99999999, },
  10158. { "show_skill_scale", &battle_config.show_skill_scale, 1, 0, 1, },
  10159. { "achievement_mob_share", &battle_config.achievement_mob_share, 0, 0, 1, },
  10160. { "slave_stick_with_master", &battle_config.slave_stick_with_master, 0, 0, 1, },
  10161. { "at_logout_event", &battle_config.at_logout_event, 1, 0, 1, },
  10162. { "homunculus_starving_rate", &battle_config.homunculus_starving_rate, 10, 0, 100, },
  10163. { "homunculus_starving_delay", &battle_config.homunculus_starving_delay, 20000, 0, INT_MAX, },
  10164. { "drop_connection_on_quit", &battle_config.drop_connection_on_quit, 0, 0, 1, },
  10165. { "mob_spawn_variance", &battle_config.mob_spawn_variance, 1, 0, 3, },
  10166. { "mercenary_autoloot", &battle_config.mercenary_autoloot, 0, 0, 1, },
  10167. { "mer_idle_no_share" , &battle_config.mer_idle_no_share, 0, 0, INT_MAX, },
  10168. { "idletime_mer_option", &battle_config.idletime_mer_option, 0x1F, 0x1, 0xFFF, },
  10169. { "feature.refineui", &battle_config.feature_refineui, 1, 0, 1, },
  10170. { "rndopt_drop_pillar", &battle_config.rndopt_drop_pillar, 1, 0, 1, },
  10171. { "pet_legacy_formula", &battle_config.pet_legacy_formula, 0, 0, 1, },
  10172. { "pet_distance_check", &battle_config.pet_distance_check, 5, 0, 50, },
  10173. { "pet_hide_check", &battle_config.pet_hide_check, 1, 0, 1, },
  10174. // 4th Job Stuff
  10175. { "use_traitpoint_table", &battle_config.use_traitpoint_table, 1, 0, 1, },
  10176. { "trait_points_job_change", &battle_config.trait_points_job_change, 7, 1, 1000, },
  10177. { "max_trait_parameter", &battle_config.max_trait_parameter, 100, 10, SHRT_MAX, },
  10178. { "max_res_mres_reduction", &battle_config.max_res_mres_reduction, 625, 1, SHRT_MAX, },
  10179. { "max_ap", &battle_config.max_ap, 200, 100, 1000000000, },
  10180. { "ap_rate", &battle_config.ap_rate, 100, 1, INT_MAX, },
  10181. { "restart_ap_rate", &battle_config.restart_ap_rate, 0, 0, 100, },
  10182. { "loose_ap_on_death", &battle_config.loose_ap_on_death, 1, 0, 1, },
  10183. { "loose_ap_on_map", &battle_config.loose_ap_on_map, 1, 0, 1, },
  10184. { "keep_ap_on_logout", &battle_config.keep_ap_on_logout, 1, 0, 1, },
  10185. { "attack_machine_level_difference", &battle_config.attack_machine_level_difference, 15, 0, INT_MAX, },
  10186. { "feature.barter", &battle_config.feature_barter, 1, 0, 1, },
  10187. { "feature.barter_extended", &battle_config.feature_barter_extended, 1, 0, 1, },
  10188. { "feature.itemlink", &battle_config.feature_itemlink, 1, 0, 1, },
  10189. { "feature.mesitemlink", &battle_config.feature_mesitemlink, 1, 0, 1, },
  10190. { "feature.mesitemlink_brackets", &battle_config.feature_mesitemlink_brackets, 0, 0, 1, },
  10191. { "feature.mesitemlink_dbname", &battle_config.feature_mesitemlink_dbname, 0, 0, 1, },
  10192. { "break_mob_equip", &battle_config.break_mob_equip, 0, 0, 1, },
  10193. { "macro_detection_retry", &battle_config.macro_detection_retry, 3, 1, INT_MAX, },
  10194. { "macro_detection_timeout", &battle_config.macro_detection_timeout, 60000, 0, INT_MAX, },
  10195. { "macro_detection_punishment", &battle_config.macro_detection_punishment, 0, 0, 1, },
  10196. { "macro_detection_punishment_time", &battle_config.macro_detection_punishment_time, 0, 0, INT_MAX, },
  10197. { "feature.dynamicnpc_timeout", &battle_config.feature_dynamicnpc_timeout, 1000, 60000, INT_MAX, },
  10198. { "feature.dynamicnpc_rangex", &battle_config.feature_dynamicnpc_rangex, 2, 0, INT_MAX, },
  10199. { "feature.dynamicnpc_rangey", &battle_config.feature_dynamicnpc_rangey, 2, 0, INT_MAX, },
  10200. { "feature.dynamicnpc_direction", &battle_config.feature_dynamicnpc_direction, 0, 0, 1, },
  10201. { "mob_respawn_time", &battle_config.mob_respawn_time, 1000, 1000, INT_MAX, },
  10202. { "feature.stylist", &battle_config.feature_stylist, 1, 0, 1, },
  10203. { "feature.banking_state_enforce", &battle_config.feature_banking_state_enforce, 0, 0, 1, },
  10204. #ifdef RENEWAL
  10205. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 1, 0, 1, },
  10206. #else
  10207. { "feature.instance_allow_reconnect", &battle_config.instance_allow_reconnect, 0, 0, 1, },
  10208. #endif
  10209. #include <custom/battle_config_init.inc>
  10210. };
  10211. /*==========================
  10212. * Set battle settings
  10213. *--------------------------*/
  10214. int battle_set_value(const char* w1, const char* w2)
  10215. {
  10216. int val = config_switch(w2);
  10217. int i;
  10218. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  10219. if (i == ARRAYLENGTH(battle_data))
  10220. return 0; // not found
  10221. if (val < battle_data[i].min || val > battle_data[i].max) {
  10222. 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);
  10223. val = battle_data[i].defval;
  10224. }
  10225. *battle_data[i].val = val;
  10226. return 1;
  10227. }
  10228. /*===========================
  10229. * Get battle settings
  10230. *---------------------------*/
  10231. int battle_get_value(const char* w1)
  10232. {
  10233. int i;
  10234. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  10235. if (i == ARRAYLENGTH(battle_data))
  10236. return 0; // not found
  10237. else
  10238. return *battle_data[i].val;
  10239. }
  10240. /*======================
  10241. * Set default settings
  10242. *----------------------*/
  10243. void battle_set_defaults()
  10244. {
  10245. int i;
  10246. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  10247. *battle_data[i].val = battle_data[i].defval;
  10248. }
  10249. /*==================================
  10250. * Cap certain battle.conf settings
  10251. *----------------------------------*/
  10252. void battle_adjust_conf()
  10253. {
  10254. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  10255. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  10256. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  10257. battle_config.max_summoner_aspd = 2000 - battle_config.max_summoner_aspd * 10;
  10258. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  10259. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  10260. battle_config.max_cart_weight *= 10;
  10261. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  10262. battle_config.max_def = 100;
  10263. if (battle_config.min_hitrate > battle_config.max_hitrate)
  10264. battle_config.min_hitrate = battle_config.max_hitrate;
  10265. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  10266. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  10267. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  10268. battle_config.day_duration = 60000;
  10269. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  10270. battle_config.night_duration = 60000;
  10271. #if PACKETVER < 20100000
  10272. if( battle_config.feature_mesitemlink ){
  10273. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it requires PACKETVER 2010-01-01 or newer, disabling...\n" );
  10274. battle_config.feature_mesitemlink = 0;
  10275. }
  10276. #elif PACKETVER == 20151029 || PACKETVER == 20151104
  10277. // The feature is broken on those two clients or maybe even more. For more details check ItemDatabase::create_item_link_for_mes [Lemongrass]
  10278. if( battle_config.feature_mesitemlink ){
  10279. ShowWarning( "conf/battle/feature.conf:mesitemlink is enabled but it is broken on this specific PACKETVER, disabling...\n" );
  10280. battle_config.feature_mesitemlink = 0;
  10281. }
  10282. #endif
  10283. #if PACKETVER < 20100427
  10284. if (battle_config.feature_buying_store) {
  10285. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  10286. battle_config.feature_buying_store = 0;
  10287. }
  10288. #endif
  10289. #if PACKETVER < 20100803
  10290. if (battle_config.feature_search_stores) {
  10291. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  10292. battle_config.feature_search_stores = 0;
  10293. }
  10294. #endif
  10295. #if PACKETVER < 20120101
  10296. if (battle_config.feature_bgqueue) {
  10297. ShowWarning("conf/battle/feature.conf:bgqueue is enabled but it requires PACKETVER 2012-01-01 or newer, disabling...\n");
  10298. battle_config.feature_bgqueue = 0;
  10299. }
  10300. #endif
  10301. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  10302. if (battle_config.feature_auction) {
  10303. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER " EXPAND_AND_QUOTE(PACKETVER) ", disabling...\n");
  10304. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  10305. battle_config.feature_auction = 0;
  10306. }
  10307. #elif PACKETVER >= 20141112
  10308. if (battle_config.feature_auction) {
  10309. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  10310. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  10311. battle_config.feature_auction = 0;
  10312. }
  10313. #endif
  10314. #if PACKETVER < 20130724
  10315. if (battle_config.feature_banking) {
  10316. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  10317. battle_config.feature_banking = 0;
  10318. }
  10319. #endif
  10320. #if PACKETVER < 20131223
  10321. if (battle_config.mvp_exp_reward_message) {
  10322. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  10323. battle_config.mvp_exp_reward_message = 0;
  10324. }
  10325. #endif
  10326. #if PACKETVER < 20141022
  10327. if (battle_config.feature_roulette) {
  10328. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  10329. battle_config.feature_roulette = 0;
  10330. }
  10331. #endif
  10332. #if PACKETVER < 20150513
  10333. if (battle_config.feature_achievement) {
  10334. ShowWarning("conf/battle/feature.conf achievement is enabled but it requires PACKETVER 2015-05-13 or newer, disabling...\n");
  10335. battle_config.feature_achievement = 0;
  10336. }
  10337. #endif
  10338. #if PACKETVER < 20151104
  10339. if( battle_config.feature_itemlink ){
  10340. ShowWarning( "conf/battle/feature.conf:itemlink is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n" );
  10341. battle_config.feature_itemlink = 0;
  10342. }
  10343. #endif
  10344. #if PACKETVER < 20151104
  10345. if( battle_config.feature_stylist ){
  10346. ShowWarning("conf/battle/feature.conf stylist is enabled but it requires PACKETVER 2015-11-04 or newer, disabling...\n");
  10347. battle_config.feature_stylist = 0;
  10348. }
  10349. #endif
  10350. #if PACKETVER < 20141008
  10351. if (battle_config.feature_petevolution) {
  10352. ShowWarning("conf/battle/feature.conf petevolution is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  10353. battle_config.feature_petevolution = 0;
  10354. }
  10355. if (battle_config.feature_pet_autofeed) {
  10356. ShowWarning("conf/battle/feature.conf pet auto feed is enabled but it requires PACKETVER 2014-10-08 or newer, disabling...\n");
  10357. battle_config.feature_pet_autofeed = 0;
  10358. }
  10359. #endif
  10360. #if PACKETVER < 20161012
  10361. if (battle_config.feature_refineui) {
  10362. ShowWarning("conf/battle/feature.conf refine UI is enabled but it requires PACKETVER 2016-10-12 or newer, disabling...\n");
  10363. battle_config.feature_refineui = 0;
  10364. }
  10365. #endif
  10366. #if PACKETVER < 20170208
  10367. if (battle_config.feature_equipswitch) {
  10368. ShowWarning("conf/battle/feature.conf equip switch is enabled but it requires PACKETVER 2017-02-08 or newer, disabling...\n");
  10369. battle_config.feature_equipswitch = 0;
  10370. }
  10371. #endif
  10372. #if PACKETVER < 20170920
  10373. if( battle_config.feature_homunculus_autofeed ){
  10374. ShowWarning("conf/battle/feature.conf homunculus autofeeding is enabled but it requires PACKETVER 2017-09-20 or newer, disabling...\n");
  10375. battle_config.feature_homunculus_autofeed = 0;
  10376. }
  10377. #endif
  10378. #if PACKETVER < 20180307
  10379. if( battle_config.feature_attendance ){
  10380. ShowWarning("conf/battle/feature.conf attendance system is enabled but it requires PACKETVER 2018-03-07 or newer, disabling...\n");
  10381. battle_config.feature_attendance = 0;
  10382. }
  10383. #endif
  10384. #if PACKETVER < 20180321
  10385. if( battle_config.feature_privateairship ){
  10386. ShowWarning("conf/battle/feature.conf private airship system is enabled but it requires PACKETVER 2018-03-21 or newer, disabling...\n");
  10387. battle_config.feature_privateairship = 0;
  10388. }
  10389. #endif
  10390. #if !( PACKETVER_MAIN_NUM >= 20190116 || PACKETVER_RE_NUM >= 20190116 || PACKETVER_ZERO_NUM >= 20181226 )
  10391. if( battle_config.feature_barter ){
  10392. ShowWarning("conf/battle/feature.conf barter shop system is enabled but it requires PACKETVER 2019-01-16 or newer, disabling...\n");
  10393. battle_config.feature_barter = 0;
  10394. }
  10395. #endif
  10396. #if !( PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106 || PACKETVER_ZERO_NUM >= 20191127 )
  10397. if( battle_config.feature_barter_extended ){
  10398. ShowWarning("conf/battle/feature.conf extended barter shop system is enabled but it requires PACKETVER 2019-11-06 or newer, disabling...\n");
  10399. battle_config.feature_barter_extended = 0;
  10400. }
  10401. #endif
  10402. #ifndef CELL_NOSTACK
  10403. if (battle_config.custom_cell_stack_limit != 1)
  10404. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  10405. #endif
  10406. #ifdef MAP_GENERATOR
  10407. battle_config.dynamic_mobs = 1;
  10408. #endif
  10409. }
  10410. /*=====================================
  10411. * Read battle.conf settings from file
  10412. *-------------------------------------*/
  10413. int battle_config_read(const char* cfgName)
  10414. {
  10415. FILE* fp;
  10416. static int count = 0;
  10417. if (count == 0)
  10418. battle_set_defaults();
  10419. count++;
  10420. fp = fopen(cfgName,"r");
  10421. if (fp == NULL)
  10422. ShowError("File not found: %s\n", cfgName);
  10423. else {
  10424. char line[1024], w1[1024], w2[1024];
  10425. while(fgets(line, sizeof(line), fp)) {
  10426. if (line[0] == '/' && line[1] == '/')
  10427. continue;
  10428. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  10429. continue;
  10430. if (strcmpi(w1, "import") == 0)
  10431. battle_config_read(w2);
  10432. else if( strcmpi( w1, "atcommand_symbol" ) == 0 ){
  10433. const char* symbol = &w2[0];
  10434. if (ISPRINT(*symbol) && // no control characters
  10435. *symbol != '/' && // symbol of client commands
  10436. *symbol != '%' && // symbol of party chat
  10437. *symbol != '$' && // symbol of guild chat
  10438. *symbol != charcommand_symbol)
  10439. atcommand_symbol = *symbol;
  10440. }else if( strcmpi( w1, "charcommand_symbol" ) == 0 ){
  10441. const char* symbol = &w2[0];
  10442. if (ISPRINT(*symbol) && // no control characters
  10443. *symbol != '/' && // symbol of client commands
  10444. *symbol != '%' && // symbol of party chat
  10445. *symbol != '$' && // symbol of guild chat
  10446. *symbol != atcommand_symbol)
  10447. charcommand_symbol = *symbol;
  10448. }else if( battle_set_value(w1, w2) == 0 )
  10449. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  10450. }
  10451. fclose(fp);
  10452. }
  10453. count--;
  10454. if (count == 0)
  10455. battle_adjust_conf();
  10456. return 0;
  10457. }
  10458. /*==========================
  10459. * initialize battle timer
  10460. *--------------------------*/
  10461. void do_init_battle(void)
  10462. {
  10463. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.cpp::delay_damage_ers",ERS_OPT_CLEAR);
  10464. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  10465. }
  10466. /*==================
  10467. * end battle timer
  10468. *------------------*/
  10469. void do_final_battle(void)
  10470. {
  10471. ers_destroy(delay_damage_ers);
  10472. }