battle.c 183 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/ers.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "map.h"
  12. #include "path.h"
  13. #include "pc.h"
  14. #include "status.h"
  15. #include "skill.h"
  16. #include "homunculus.h"
  17. #include "mercenary.h"
  18. #include "mob.h"
  19. #include "itemdb.h"
  20. #include "clif.h"
  21. #include "pet.h"
  22. #include "guild.h"
  23. #include "party.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include <stdio.h>
  27. #include <stdlib.h>
  28. #include <string.h>
  29. #include <math.h>
  30. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  31. struct Battle_Config battle_config;
  32. static struct eri *delay_damage_ers; //For battle delay damage structures.
  33. int battle_getcurrentskill(struct block_list *bl)
  34. { //Returns the current/last skill in use by this bl.
  35. struct unit_data *ud;
  36. if( bl->type == BL_SKILL )
  37. {
  38. struct skill_unit * su = (struct skill_unit*)bl;
  39. return su->group?su->group->skill_id:0;
  40. }
  41. ud = unit_bl2ud(bl);
  42. return ud?ud->skillid:0;
  43. }
  44. /*==========================================
  45. * Get random targetting enemy
  46. *------------------------------------------*/
  47. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  48. {
  49. struct block_list **bl_list;
  50. struct unit_data *ud;
  51. int target_id;
  52. int *c;
  53. bl_list = va_arg(ap, struct block_list **);
  54. c = va_arg(ap, int *);
  55. target_id = va_arg(ap, int);
  56. if (bl->id == target_id)
  57. return 0;
  58. if (*c >= 24)
  59. return 0;
  60. ud = unit_bl2ud(bl);
  61. if (!ud) return 0;
  62. if (ud->target == target_id || ud->skilltarget == target_id) {
  63. bl_list[(*c)++] = bl;
  64. return 1;
  65. }
  66. return 0;
  67. }
  68. struct block_list* battle_gettargeted(struct block_list *target)
  69. {
  70. struct block_list *bl_list[24];
  71. int c = 0;
  72. nullpo_retr(NULL, target);
  73. memset(bl_list, 0, sizeof(bl_list));
  74. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  75. if (c == 0 || c > 24)
  76. return NULL;
  77. return bl_list[rand()%c];
  78. }
  79. //Returns the id of the current targetted character of the passed bl. [Skotlex]
  80. int battle_gettarget(struct block_list* bl)
  81. {
  82. switch (bl->type)
  83. {
  84. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  85. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  86. case BL_PET: return ((struct pet_data*)bl)->target_id;
  87. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  88. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  89. }
  90. return 0;
  91. }
  92. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  93. {
  94. struct block_list **bl_list;
  95. struct block_list *target;
  96. int *c;
  97. bl_list = va_arg(ap, struct block_list **);
  98. c = va_arg(ap, int *);
  99. target = va_arg(ap, struct block_list *);
  100. if (bl->id == target->id)
  101. return 0;
  102. if (*c >= 23)
  103. return 0;
  104. if (status_isdead(bl))
  105. return 0;
  106. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  107. bl_list[(*c)++] = bl;
  108. return 1;
  109. }
  110. return 0;
  111. }
  112. // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
  113. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  114. {
  115. struct block_list *bl_list[24];
  116. int c = 0;
  117. memset(bl_list, 0, sizeof(bl_list));
  118. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  119. if (c == 0 )
  120. return NULL;
  121. if( c >= 24 )
  122. c = 23;
  123. return bl_list[rand()%c];
  124. }
  125. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  126. {
  127. struct block_list **bl_list, *src;
  128. int *c, ignore_id;
  129. bl_list = va_arg(ap, struct block_list **);
  130. c = va_arg(ap, int *);
  131. src = va_arg(ap, struct block_list *);
  132. ignore_id = va_arg(ap, int);
  133. if( bl->id == src->id || bl->id == ignore_id )
  134. return 0; // Ignores Caster and a possible pre-target
  135. if( *c >= 23 )
  136. return 0;
  137. if( status_isdead(bl) )
  138. return 0;
  139. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  140. { // Is Enemy!...
  141. bl_list[(*c)++] = bl;
  142. return 1;
  143. }
  144. return 0;
  145. }
  146. // Pick a random enemy
  147. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  148. {
  149. struct block_list *bl_list[24];
  150. int c = 0;
  151. memset(bl_list, 0, sizeof(bl_list));
  152. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  153. if( c == 0 )
  154. return NULL;
  155. if( c >= 24 )
  156. c = 23;
  157. return bl_list[rand()%c];
  158. }
  159. // ダ??[ジの遅延
  160. struct delay_damage {
  161. struct block_list *src;
  162. int target;
  163. int damage;
  164. int delay;
  165. unsigned short distance;
  166. unsigned short skill_lv;
  167. unsigned short skill_id;
  168. enum damage_lv dmg_lv;
  169. unsigned short attack_type;
  170. };
  171. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  172. {
  173. struct delay_damage *dat = (struct delay_damage *)data;
  174. struct block_list *target = map_id2bl(dat->target);
  175. if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) &&
  176. target->m == dat->src->m &&
  177. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  178. check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex]
  179. {
  180. map_freeblock_lock();
  181. status_fix_damage(dat->src, target, dat->damage, dat->delay);
  182. if( dat->attack_type && !status_isdead(target) )
  183. skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
  184. if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
  185. skill_counter_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
  186. map_freeblock_unlock();
  187. }
  188. ers_free(delay_damage_ers, dat);
  189. return 0;
  190. }
  191. int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, enum damage_lv dmg_lv, int ddelay)
  192. {
  193. struct delay_damage *dat;
  194. struct status_change *sc;
  195. nullpo_ret(src);
  196. nullpo_ret(target);
  197. sc = status_get_sc(target);
  198. if( sc && sc->data[SC_DEVOTION] && damage > 0 )
  199. damage = 0;
  200. if (!battle_config.delay_battle_damage) {
  201. map_freeblock_lock();
  202. status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
  203. if( attack_type && !status_isdead(target) )
  204. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, gettick());
  205. if( dmg_lv > ATK_BLOCK && attack_type )
  206. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick());
  207. map_freeblock_unlock();
  208. return 0;
  209. }
  210. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  211. dat->src = src;
  212. dat->target = target->id;
  213. dat->skill_id = skill_id;
  214. dat->skill_lv = skill_lv;
  215. dat->attack_type = attack_type;
  216. dat->damage = damage;
  217. dat->dmg_lv = dmg_lv;
  218. dat->delay = ddelay;
  219. dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported.
  220. if (src->type != BL_PC && amotion > 1000)
  221. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  222. add_timer(tick+amotion, battle_delay_damage_sub, src->id, (intptr_t)dat);
  223. return 0;
  224. }
  225. int battle_attr_ratio(int atk_elem,int def_type, int def_lv)
  226. {
  227. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  228. return 100;
  229. if (def_type < 0 || def_type > ELE_MAX || def_lv < 1 || def_lv > 4)
  230. return 100;
  231. return attr_fix_table[def_lv-1][atk_elem][def_type];
  232. }
  233. /*==========================================
  234. * Does attribute fix modifiers.
  235. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  236. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  237. *------------------------------------------*/
  238. int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_type, int def_lv)
  239. {
  240. struct status_change *sc=NULL, *tsc=NULL;
  241. int ratio;
  242. if (src) sc = status_get_sc(src);
  243. if (target) tsc = status_get_sc(target);
  244. if (atk_elem < 0 || atk_elem >= ELE_MAX)
  245. atk_elem = rand()%ELE_MAX;
  246. if (def_type < 0 || def_type > ELE_MAX ||
  247. def_lv < 1 || def_lv > 4) {
  248. ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  249. return damage;
  250. }
  251. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  252. if (sc && sc->count)
  253. {
  254. if(sc->data[SC_VOLCANO] && atk_elem == ELE_FIRE)
  255. ratio += enchant_eff[sc->data[SC_VOLCANO]->val1-1];
  256. if(sc->data[SC_VIOLENTGALE] && atk_elem == ELE_WIND)
  257. ratio += enchant_eff[sc->data[SC_VIOLENTGALE]->val1-1];
  258. if(sc->data[SC_DELUGE] && atk_elem == ELE_WATER)
  259. ratio += enchant_eff[sc->data[SC_DELUGE]->val1-1];
  260. }
  261. if( atk_elem == ELE_FIRE && tsc && tsc->count && tsc->data[SC_SPIDERWEB] )
  262. {
  263. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  264. if( tsc->data[SC_SPIDERWEB]->val2-- > 0 )
  265. damage <<= 1; // double damage
  266. if( tsc->data[SC_SPIDERWEB]->val2 == 0 )
  267. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  268. }
  269. return damage*ratio/100;
  270. }
  271. /*==========================================
  272. * ダ??[ジ??I計算
  273. *------------------------------------------*/
  274. int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int damage,int skill_num,int skill_lv)
  275. {
  276. struct map_session_data *sd = NULL;
  277. struct status_change *sc;
  278. struct status_change_entry *sce;
  279. int div_ = d->div_, flag = d->flag;
  280. nullpo_ret(bl);
  281. if( !damage )
  282. return 0;
  283. if( mob_ksprotected(src, bl) )
  284. return 0;
  285. if (bl->type == BL_PC) {
  286. sd=(struct map_session_data *)bl;
  287. //Special no damage states
  288. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  289. damage -= damage*sd->special_state.no_weapon_damage/100;
  290. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  291. damage -= damage*sd->special_state.no_magic_damage/100;
  292. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  293. damage -= damage*sd->special_state.no_misc_damage/100;
  294. if(!damage) return 0;
  295. }
  296. sc = status_get_sc(bl);
  297. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  298. return 1;
  299. if (skill_num == PA_PRESSURE)
  300. return damage; //This skill bypass everything else.
  301. if( sc && sc->count )
  302. {
  303. //First, sc_*'s that reduce damage to 0.
  304. if( sc->data[SC_BASILICA] && !(status_get_mode(src)&MD_BOSS) )
  305. {
  306. d->dmg_lv = ATK_BLOCK;
  307. return 0;
  308. }
  309. if( sc->data[SC_WHITEIMPRISON] && skill_num != HW_GRAVITATION ) { // Gravitation and Pressure do damage without removing the effect
  310. if( skill_num == MG_NAPALMBEAT ||
  311. skill_num == MG_SOULSTRIKE ||
  312. skill_num == WL_SOULEXPANSION ||
  313. (skill_num && skill_get_ele(skill_num, skill_lv) == ELE_GHOST) ||
  314. (!skill_num && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
  315. )
  316. status_change_end(bl,SC_WHITEIMPRISON,-1); // Those skills do damage and removes effect
  317. else
  318. {
  319. d->dmg_lv = ATK_BLOCK;
  320. return 0;
  321. }
  322. }
  323. if( sc->data[SC_SAFETYWALL] && (flag&(BF_SHORT|BF_MAGIC))==BF_SHORT )
  324. {
  325. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  326. if (group) {
  327. if (--group->val2<=0)
  328. skill_delunitgroup(group);
  329. d->dmg_lv = ATK_BLOCK;
  330. return 0;
  331. }
  332. status_change_end(bl, SC_SAFETYWALL, INVALID_TIMER);
  333. }
  334. if( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG )
  335. {
  336. d->dmg_lv = ATK_BLOCK;
  337. return 0;
  338. }
  339. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rand()%100 < sc->data[SC_WEAPONBLOCKING]->val2 )
  340. {
  341. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1);
  342. d->dmg_lv = ATK_NONE;
  343. sc_start2(bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,2000);
  344. return 0;
  345. }
  346. if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) && rand()%100 < sce->val2 )
  347. {
  348. int delay;
  349. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  350. // different delay depending on skill level [celest]
  351. if (sce->val1 <= 5)
  352. delay = 300;
  353. else if (sce->val1 > 5 && sce->val1 <= 9)
  354. delay = 200;
  355. else
  356. delay = 100;
  357. unit_set_walkdelay(bl, gettick(), delay, 1);
  358. if(sc->data[SC_SHRINK] && rand()%100<5*sce->val1)
  359. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  360. return 0;
  361. }
  362. if( (sce=sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_num != WS_CARTTERMINATION && rand()%100 < sce->val2 )
  363. { // attack blocked by Parrying
  364. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  365. return 0;
  366. }
  367. if(sc->data[SC_DODGE] && !sc->opt1 &&
  368. (flag&BF_LONG || sc->data[SC_SPURT])
  369. && rand()%100 < 20) {
  370. if (sd && pc_issit(sd)) pc_setstand(sd); //Stand it to dodge.
  371. clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
  372. if (!sc->data[SC_COMBO])
  373. sc_start4(bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  374. return 0;
  375. }
  376. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  377. return 0;
  378. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  379. return 0;
  380. if((sce=sc->data[SC_KAUPE]) && rand()%100 < sce->val2)
  381. { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  382. clif_specialeffect(bl, 462, AREA);
  383. //Shouldn't end until Breaker's non-weapon part connects.
  384. if (skill_num != ASC_BREAKER || !(flag&BF_WEAPON))
  385. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  386. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  387. return 0;
  388. }
  389. if (((sce=sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU])
  390. &&
  391. flag&BF_WEAPON && !(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK))
  392. {
  393. if (sce) {
  394. clif_specialeffect(bl, 462, AREA);
  395. skill_blown(src,bl,sce->val3,-1,0);
  396. }
  397. //Both need to be consumed if they are active.
  398. if (sce && --(sce->val2) <= 0)
  399. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  400. if ((sce=sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  401. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  402. return 0;
  403. }
  404. //Now damage increasing effects
  405. if( sc->data[SC_AETERNA] && skill_num != PF_SOULBURN )
  406. {
  407. if( src->type != BL_MER || skill_num == 0 )
  408. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  409. if( skill_num != ASC_BREAKER || !(flag&BF_WEAPON) )
  410. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  411. }
  412. //Finally damage reductions....
  413. if( sc->data[SC_ASSUMPTIO] )
  414. {
  415. if( map_flag_vs(bl->m) )
  416. damage = damage*2/3; //Receive 66% damage
  417. else
  418. damage >>= 1; //Receive 50% damage
  419. }
  420. if(sc->data[SC_DEFENDER] &&
  421. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  422. damage=damage*(100-sc->data[SC_DEFENDER]->val2)/100;
  423. if(sc->data[SC_ADJUSTMENT] &&
  424. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  425. damage -= 20*damage/100;
  426. if(sc->data[SC_FOGWALL]) {
  427. if(flag&BF_SKILL) //25% reduction
  428. damage -= 25*damage/100;
  429. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  430. damage >>= 2; //75% reduction
  431. }
  432. // Compressed code, fixed by map.h [Epoque]
  433. if (src->type == BL_MOB) {
  434. int i;
  435. if (sc->data[SC_MANU_DEF])
  436. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  437. if (mob_manuk[i]==((TBL_MOB*)src)->class_) {
  438. damage -= sc->data[SC_MANU_DEF]->val1*damage/100;
  439. break;
  440. }
  441. if (sc->data[SC_SPL_DEF])
  442. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  443. if (mob_splendide[i]==((TBL_MOB*)src)->class_) {
  444. damage -= sc->data[SC_SPL_DEF]->val1*damage/100;
  445. break;
  446. }
  447. }
  448. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  449. sce->val3&flag && sce->val4&flag)
  450. damage -= damage*sc->data[SC_ARMOR]->val2/100;
  451. if(sc->data[SC_ENERGYCOAT] && flag&BF_WEAPON
  452. && skill_num != WS_CARTTERMINATION)
  453. {
  454. struct status_data *status = status_get_status_data(bl);
  455. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  456. per /=20; //Uses 20% SP intervals.
  457. //SP Cost: 1% + 0.5% per every 20% SP
  458. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  459. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  460. //Reduction: 6% + 6% every 20%
  461. damage -= damage * 6 * (1+per) / 100;
  462. }
  463. // FIXME:
  464. // So Reject Sword calculates the redirected damage before calculating WoE/BG reduction? This is weird. [Inkfish]
  465. if((sce=sc->data[SC_REJECTSWORD]) && flag&BF_WEAPON &&
  466. // Fixed the condition check [Aalye]
  467. (src->type!=BL_PC || (
  468. ((TBL_PC *)src)->status.weapon == W_DAGGER ||
  469. ((TBL_PC *)src)->status.weapon == W_1HSWORD ||
  470. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  471. )) &&
  472. rand()%100 < sce->val2
  473. ){
  474. damage = damage*50/100;
  475. status_fix_damage(bl,src,damage,clif_damage(bl,src,gettick(),0,0,damage,0,0,0));
  476. clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sce->val1,1);
  477. if(--(sce->val3)<=0)
  478. status_change_end(bl, SC_REJECTSWORD, INVALID_TIMER);
  479. }
  480. //Finally added to remove the status of immobile when aimedbolt is used. [Jobbie]
  481. if( skill_num == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) )
  482. {
  483. status_change_end(bl, SC_BITE, -1);
  484. status_change_end(bl, SC_ANKLE, -1);
  485. status_change_end(bl, SC_ELECTRICSHOCKER, -1);
  486. }
  487. //Finally Kyrie because it may, or not, reduce damage to 0.
  488. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  489. sce->val2-=damage;
  490. if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
  491. if(sce->val2>=0)
  492. damage=0;
  493. else
  494. damage=-sce->val2;
  495. }
  496. if((--sce->val3)<=0 || (sce->val2<=0) || skill_num == AL_HOLYLIGHT)
  497. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  498. }
  499. if (!damage) return 0;
  500. //Probably not the most correct place, but it'll do here
  501. //(since battle_drain is strictly for players currently)
  502. if ((sce=sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
  503. rand()%100 < sce->val3)
  504. status_heal(src, damage*sce->val4/100, 0, 3);
  505. }
  506. //SC effects from caster side.
  507. sc = status_get_sc(src);
  508. if (sc && sc->count)
  509. {
  510. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  511. damage += damage * 75 / 100;
  512. // [Epoque]
  513. if (bl->type == BL_MOB)
  514. {
  515. int i;
  516. if ( ((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  517. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))
  518. )
  519. for (i=0;ARRAYLENGTH(mob_manuk)>i;i++)
  520. if (((TBL_MOB*)bl)->class_==mob_manuk[i]) {
  521. damage += damage*sce->val1/100;
  522. break;
  523. }
  524. if ( ((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  525. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))
  526. )
  527. for (i=0;ARRAYLENGTH(mob_splendide)>i;i++)
  528. if (((TBL_MOB*)bl)->class_==mob_splendide[i]) {
  529. damage += damage*sce->val1/100;
  530. break;
  531. }
  532. }
  533. if( sc->data[SC_POISONINGWEAPON] && skill_num != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rand()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
  534. sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,sc->data[SC_POISONINGWEAPON]->val1));
  535. }
  536. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && !map_flag_gvg(sd->bl.m))
  537. {
  538. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  539. if (flag&BF_WEAPON)
  540. damage = damage * battle_config.pk_weapon_damage_rate/100;
  541. if (flag&BF_MAGIC)
  542. damage = damage * battle_config.pk_magic_damage_rate/100;
  543. if (flag&BF_MISC)
  544. damage = damage * battle_config.pk_misc_damage_rate/100;
  545. } else { //Normal attacks get reductions based on range.
  546. if (flag & BF_SHORT)
  547. damage = damage * battle_config.pk_short_damage_rate/100;
  548. if (flag & BF_LONG)
  549. damage = damage * battle_config.pk_long_damage_rate/100;
  550. }
  551. if(!damage) damage = 1;
  552. }
  553. if(battle_config.skill_min_damage && damage > 0 && damage < div_)
  554. {
  555. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  556. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  557. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  558. )
  559. damage = div_;
  560. }
  561. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  562. if (damage > 0 )
  563. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  564. if (skill_num)
  565. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_num<<16));
  566. }
  567. return damage;
  568. }
  569. /*==========================================
  570. * Calculates BG related damage adjustments.
  571. *------------------------------------------*/
  572. int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int damage, int div_, int skill_num, int skill_lv, int flag)
  573. {
  574. if( !damage )
  575. return 0;
  576. if( bl->type == BL_MOB )
  577. {
  578. struct mob_data* md = BL_CAST(BL_MOB, bl);
  579. if( map[bl->m].flag.battleground && (md->class_ == 1914 || md->class_ == 1915) && flag&BF_SKILL )
  580. return 0; // Crystal cannot receive skill damage on battlegrounds
  581. }
  582. switch( skill_num )
  583. {
  584. case PA_PRESSURE:
  585. case HW_GRAVITATION:
  586. case NJ_ZENYNAGE:
  587. break;
  588. default:
  589. if( flag&BF_SKILL )
  590. { //Skills get a different reduction than non-skills. [Skotlex]
  591. if( flag&BF_WEAPON )
  592. damage = damage * battle_config.bg_weapon_damage_rate/100;
  593. if( flag&BF_MAGIC )
  594. damage = damage * battle_config.bg_magic_damage_rate/100;
  595. if( flag&BF_MISC )
  596. damage = damage * battle_config.bg_misc_damage_rate/100;
  597. }
  598. else
  599. { //Normal attacks get reductions based on range.
  600. if( flag&BF_SHORT )
  601. damage = damage * battle_config.bg_short_damage_rate/100;
  602. if( flag&BF_LONG )
  603. damage = damage * battle_config.bg_long_damage_rate/100;
  604. }
  605. if( !damage ) damage = 1;
  606. }
  607. return damage;
  608. }
  609. /*==========================================
  610. * Calculates GVG related damage adjustments.
  611. *------------------------------------------*/
  612. int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag)
  613. {
  614. struct mob_data* md = BL_CAST(BL_MOB, bl);
  615. int class_ = status_get_class(bl);
  616. if (!damage) //No reductions to make.
  617. return 0;
  618. if(md && md->guardian_data) {
  619. if(class_ == MOBID_EMPERIUM && flag&BF_SKILL)
  620. //Skill immunity.
  621. switch (skill_num) {
  622. case MO_TRIPLEATTACK:
  623. case HW_GRAVITATION:
  624. break;
  625. default:
  626. return 0;
  627. }
  628. if(src->type != BL_MOB) {
  629. struct guild *g=guild_search(status_get_guild_id(src));
  630. if (!g) return 0;
  631. if (class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0)
  632. return 0;
  633. if (battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  634. return 0; // [MouseJstr]
  635. }
  636. }
  637. switch (skill_num) {
  638. //Skills with no damage reduction.
  639. case PA_PRESSURE:
  640. case HW_GRAVITATION:
  641. case NJ_ZENYNAGE:
  642. break;
  643. default:
  644. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  645. if (md && md->guardian_data) {
  646. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  647. }
  648. */
  649. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  650. if (flag&BF_WEAPON)
  651. damage = damage * battle_config.gvg_weapon_damage_rate/100;
  652. if (flag&BF_MAGIC)
  653. damage = damage * battle_config.gvg_magic_damage_rate/100;
  654. if (flag&BF_MISC)
  655. damage = damage * battle_config.gvg_misc_damage_rate/100;
  656. } else { //Normal attacks get reductions based on range.
  657. if (flag & BF_SHORT)
  658. damage = damage * battle_config.gvg_short_damage_rate/100;
  659. if (flag & BF_LONG)
  660. damage = damage * battle_config.gvg_long_damage_rate/100;
  661. }
  662. if(!damage) damage = 1;
  663. }
  664. return damage;
  665. }
  666. /*==========================================
  667. * HP/SP吸収の計算
  668. *------------------------------------------*/
  669. static int battle_calc_drain(int damage, int rate, int per)
  670. {
  671. int diff = 0;
  672. if (per && rand()%1000 < rate) {
  673. diff = (damage * per) / 100;
  674. if (diff == 0) {
  675. if (per > 0)
  676. diff = 1;
  677. else
  678. diff = -1;
  679. }
  680. }
  681. return diff;
  682. }
  683. /*==========================================
  684. * ?C練ダ??[ジ
  685. *------------------------------------------*/
  686. int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
  687. {
  688. int damage,skill;
  689. struct status_data *status = status_get_status_data(target);
  690. int weapon;
  691. damage = dmg;
  692. nullpo_ret(sd);
  693. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  694. target->type == BL_MOB && //This bonus doesnt work against players.
  695. (battle_check_undead(status->race,status->def_ele) || status->race==RC_DEMON) )
  696. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  697. //damage += (skill * 3);
  698. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  699. damage += (skill * 5);
  700. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  701. damage += (skill * 10);
  702. if( (sd->sc.option&OPTION_MADOGEAR) )
  703. damage += 20 + 20 * pc_checkskill(sd, NC_MADOLICENCE);
  704. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) {
  705. damage += (skill * 4);
  706. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  707. damage += sd->status.str;
  708. }
  709. if(type == 0)
  710. weapon = sd->weapontype1;
  711. else
  712. weapon = sd->weapontype2;
  713. switch(weapon)
  714. {
  715. case W_DAGGER:
  716. case W_1HSWORD:
  717. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  718. damage += (skill * 4);
  719. break;
  720. case W_2HSWORD:
  721. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  722. damage += (skill * 4);
  723. break;
  724. case W_1HSPEAR:
  725. case W_2HSPEAR:
  726. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  727. if(!pc_isriding(sd))
  728. damage += (skill * 4);
  729. else
  730. damage += (skill * 5);
  731. }
  732. break;
  733. case W_1HAXE:
  734. case W_2HAXE:
  735. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  736. damage += (skill * 3);
  737. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  738. damage += (skill * 5);
  739. break;
  740. case W_MACE:
  741. case W_2HMACE:
  742. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  743. damage += (skill * 3);
  744. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  745. damage += (skill * 5);
  746. break;
  747. case W_FIST:
  748. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  749. damage += (skill * 10);
  750. // No break, fallthrough to Knuckles
  751. case W_KNUCKLE:
  752. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  753. damage += (skill * 3);
  754. break;
  755. case W_MUSICAL:
  756. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  757. damage += (skill * 3);
  758. break;
  759. case W_WHIP:
  760. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  761. damage += (skill * 3);
  762. break;
  763. case W_BOOK:
  764. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  765. damage += (skill * 3);
  766. break;
  767. case W_KATAR:
  768. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  769. damage += (skill * 3);
  770. break;
  771. }
  772. return damage;
  773. }
  774. /*==========================================
  775. * Calculates the standard damage of a normal attack assuming it hits,
  776. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  777. *------------------------------------------
  778. * Pass damage2 as NULL to not calc it.
  779. * Flag values:
  780. * &1: Critical hit
  781. * &2: Arrow attack
  782. * &4: Skill is Magic Crasher
  783. * &8: Skip target size adjustment (Extremity Fist?)
  784. *&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)
  785. */
  786. static int battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
  787. {
  788. unsigned short atkmin=0, atkmax=0;
  789. short type = 0;
  790. int damage = 0;
  791. if (!sd)
  792. { //Mobs/Pets
  793. if(flag&4)
  794. {
  795. atkmin = status->matk_min;
  796. atkmax = status->matk_max;
  797. } else {
  798. atkmin = wa->atk;
  799. atkmax = wa->atk2;
  800. }
  801. if (atkmin > atkmax)
  802. atkmin = atkmax;
  803. } else { //PCs
  804. atkmax = wa->atk;
  805. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  806. if (!(flag&1) || (flag&2))
  807. { //Normal attacks
  808. atkmin = status->dex;
  809. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  810. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  811. if (atkmin > atkmax)
  812. atkmin = atkmax;
  813. if(flag&2 && !(flag&16))
  814. { //Bows
  815. atkmin = atkmin*atkmax/100;
  816. if (atkmin > atkmax)
  817. atkmax = atkmin;
  818. }
  819. }
  820. }
  821. if (sc && sc->data[SC_MAXIMIZEPOWER])
  822. atkmin = atkmax;
  823. //Weapon Damage calculation
  824. if (!(flag&1))
  825. damage = (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin;
  826. else
  827. damage = atkmax;
  828. if (sd)
  829. {
  830. //rodatazone says the range is 0~arrow_atk-1 for non crit
  831. if (flag&2 && sd->arrow_atk)
  832. damage += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk);
  833. //SizeFix only for players
  834. if (!(sd->special_state.no_sizefix || (flag&8)))
  835. damage = damage*(type==EQI_HAND_L?
  836. sd->left_weapon.atkmods[t_size]:
  837. sd->right_weapon.atkmods[t_size])/100;
  838. }
  839. //Finally, add baseatk
  840. if(flag&4)
  841. damage += status->matk_min;
  842. else
  843. damage += status->batk;
  844. //rodatazone says that Overrefine bonuses are part of baseatk
  845. //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands.
  846. if(sd) {
  847. if (type == EQI_HAND_L) {
  848. if(sd->left_weapon.overrefine)
  849. damage += rand()%sd->left_weapon.overrefine+1;
  850. if (sd->weapon_atk_rate[sd->weapontype2])
  851. damage += damage*sd->weapon_atk_rate[sd->weapontype2]/100;;
  852. } else { //Right hand
  853. if(sd->right_weapon.overrefine)
  854. damage += rand()%sd->right_weapon.overrefine+1;
  855. if (sd->weapon_atk_rate[sd->weapontype1])
  856. damage += damage*sd->weapon_atk_rate[sd->weapontype1]/100;;
  857. }
  858. }
  859. return damage;
  860. }
  861. /*==========================================
  862. * Consumes ammo for the given skill.
  863. *------------------------------------------*/
  864. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  865. {
  866. int qty=1;
  867. if (!battle_config.arrow_decrement)
  868. return;
  869. if (skill)
  870. {
  871. qty = skill_get_ammo_qty(skill, lv);
  872. if (!qty) qty = 1;
  873. }
  874. if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition
  875. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1);
  876. sd->state.arrow_atk = 0;
  877. }
  878. static int battle_range_type(
  879. struct block_list *src, struct block_list *target,
  880. int skill_num, int skill_lv)
  881. { //Skill Range Criteria
  882. if (battle_config.skillrange_by_distance &&
  883. (src->type&battle_config.skillrange_by_distance)
  884. ) { //based on distance between src/target [Skotlex]
  885. if (check_distance_bl(src, target, 5))
  886. return BF_SHORT;
  887. return BF_LONG;
  888. }
  889. //based on used skill's range
  890. if (skill_get_range2(src, skill_num, skill_lv) < 5)
  891. return BF_SHORT;
  892. return BF_LONG;
  893. }
  894. static int battle_blewcount_bonus(struct map_session_data *sd, int skill_num)
  895. {
  896. int i;
  897. if (!sd->skillblown[0].id)
  898. return 0;
  899. //Apply the bonus blewcount. [Skotlex]
  900. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  901. if (sd->skillblown[i].id == skill_num)
  902. return sd->skillblown[i].val;
  903. }
  904. return 0;
  905. }
  906. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  907. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag);
  908. //For quick div adjustment.
  909. #define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; }
  910. /*==========================================
  911. * battle_calc_weapon_attack (by Skotlex)
  912. *------------------------------------------*/
  913. static struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag)
  914. {
  915. unsigned int skillratio = 100; //Skill dmg modifiers.
  916. short skill=0;
  917. short s_ele, s_ele_, t_class;
  918. int i, nk;
  919. bool n_ele = false; // non-elemental
  920. struct map_session_data *sd, *tsd;
  921. struct Damage wd;
  922. struct status_change *sc = status_get_sc(src);
  923. struct status_change *tsc = status_get_sc(target);
  924. struct status_data *sstatus = status_get_status_data(src);
  925. struct status_data *tstatus = status_get_status_data(target);
  926. struct {
  927. unsigned hit : 1; //the attack Hit? (not a miss)
  928. unsigned cri : 1; //Critical hit
  929. unsigned idef : 1; //Ignore defense
  930. unsigned idef2 : 1; //Ignore defense (left weapon)
  931. unsigned pdef : 2; //Pierces defense (Investigate/Ice Pick)
  932. unsigned pdef2 : 2; //1: Use def+def2/100, 2: Use def+def2/50
  933. unsigned infdef : 1; //Infinite defense (plants)
  934. unsigned arrow : 1; //Attack is arrow-based
  935. unsigned rh : 1; //Attack considers right hand (wd.damage)
  936. unsigned lh : 1; //Attack considers left hand (wd.damage2)
  937. unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that)
  938. } flag;
  939. memset(&wd,0,sizeof(wd));
  940. memset(&flag,0,sizeof(flag));
  941. if(src==NULL || target==NULL)
  942. {
  943. nullpo_info(NLP_MARK);
  944. return wd;
  945. }
  946. //Initial flag
  947. flag.rh=1;
  948. flag.weapon=1;
  949. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  950. //Initial Values
  951. wd.type=0; //Normal attack
  952. wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1;
  953. wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  954. if(skill_num == KN_AUTOCOUNTER)
  955. wd.amotion >>= 1;
  956. wd.dmotion=tstatus->dmotion;
  957. wd.blewcount=skill_get_blewcount(skill_num,skill_lv);
  958. wd.flag = BF_WEAPON; //Initial Flag
  959. wd.flag |= (skill_num||wflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  960. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  961. nk = skill_get_nk(skill_num);
  962. if( !skill_num && wflag ) //If flag, this is splash damage from Baphomet Card and it always hits.
  963. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  964. flag.hit = nk&NK_IGNORE_FLEE?1:0;
  965. flag.idef = flag.idef2 = nk&NK_IGNORE_DEF?1:0;
  966. if (sc && !sc->count)
  967. sc = NULL; //Skip checking as there are no status changes active.
  968. if (tsc && !tsc->count)
  969. tsc = NULL; //Skip checking as there are no status changes active.
  970. sd = BL_CAST(BL_PC, src);
  971. tsd = BL_CAST(BL_PC, target);
  972. if(sd)
  973. wd.blewcount += battle_blewcount_bonus(sd, skill_num);
  974. //Set miscellaneous data that needs be filled regardless of hit/miss
  975. if(
  976. (sd && sd->state.arrow_atk) ||
  977. (!sd && ((skill_num && skill_get_ammotype(skill_num)) || sstatus->rhw.range>3))
  978. )
  979. flag.arrow = 1;
  980. if(skill_num){
  981. wd.flag |= battle_range_type(src, target, skill_num, skill_lv);
  982. switch(skill_num)
  983. {
  984. case MO_FINGEROFFENSIVE:
  985. if(sd) {
  986. if (battle_config.finger_offensive_type)
  987. wd.div_ = 1;
  988. else
  989. wd.div_ = sd->spiritball_old;
  990. }
  991. break;
  992. case HT_PHANTASMIC:
  993. //Since these do not consume ammo, they need to be explicitly set as arrow attacks.
  994. flag.arrow = 1;
  995. break;
  996. case CR_SHIELDBOOMERANG:
  997. case PA_SHIELDCHAIN:
  998. flag.weapon = 0;
  999. break;
  1000. case KN_PIERCE:
  1001. case ML_PIERCE:
  1002. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  1003. break;
  1004. case TF_DOUBLE: //For NPC used skill.
  1005. case GS_CHAINACTION:
  1006. wd.type = 0x08;
  1007. break;
  1008. case GS_GROUNDDRIFT:
  1009. case KN_SPEARSTAB:
  1010. case KN_BOWLINGBASH:
  1011. case MS_BOWLINGBASH:
  1012. case MO_BALKYOUNG:
  1013. case TK_TURNKICK:
  1014. wd.blewcount=0;
  1015. break;
  1016. case KN_AUTOCOUNTER:
  1017. wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  1018. break;
  1019. case NPC_CRITICALSLASH:
  1020. flag.cri = 1; //Always critical skill.
  1021. break;
  1022. case LK_SPIRALPIERCE:
  1023. if (!sd) wd.flag=(wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  1024. break;
  1025. }
  1026. } else //Range for normal attacks.
  1027. wd.flag |= flag.arrow?BF_LONG:BF_SHORT;
  1028. if ( (!skill_num || skill_num == PA_SACRIFICE) && tstatus->flee2 && rand()%1000 < tstatus->flee2 )
  1029. { //Check for Lucky Dodge
  1030. wd.type=0x0b;
  1031. wd.dmg_lv=ATK_LUCKY;
  1032. if (wd.div_ < 0) wd.div_*=-1;
  1033. return wd;
  1034. }
  1035. t_class = status_get_class(target);
  1036. s_ele = s_ele_ = skill_get_ele(skill_num, skill_lv);
  1037. if( !skill_num || s_ele == -1 )
  1038. { //Take weapon's element
  1039. s_ele = sstatus->rhw.ele;
  1040. s_ele_ = sstatus->lhw.ele;
  1041. if( flag.arrow && sd && sd->arrow_ele )
  1042. s_ele = sd->arrow_ele;
  1043. if( battle_config.attack_attr_none&src->type )
  1044. n_ele = true; //Weapon's element is "not elemental"
  1045. }
  1046. else if( s_ele == -2 ) //Use enchantment's element
  1047. s_ele = s_ele_ = status_get_attack_sc_element(src,sc);
  1048. else if( s_ele == -3 ) //Use random element
  1049. s_ele = s_ele_ = rand()%ELE_MAX;
  1050. switch( skill_num )
  1051. {
  1052. case GS_GROUNDDRIFT:
  1053. s_ele = s_ele_ = wflag; //element comes in flag.
  1054. break;
  1055. case LK_SPIRALPIERCE:
  1056. if (!sd) n_ele = false; //forced neutral for monsters
  1057. break;
  1058. }
  1059. if(!skill_num)
  1060. { //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1061. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1062. {
  1063. flag.rh=0;
  1064. flag.lh=1;
  1065. }
  1066. if (sstatus->lhw.atk)
  1067. flag.lh=1;
  1068. }
  1069. if( sd && !skill_num )
  1070. { //Check for double attack.
  1071. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  1072. || ( sd->double_rate > 0 && sd->weapontype1 != W_FIST ) ) //Will fail bare-handed
  1073. { //Success chance is not added, the higher one is used [Skotlex]
  1074. if( rand()%100 < ( 5*skill_lv > sd->double_rate ? 5*skill_lv : sd->double_rate ) )
  1075. {
  1076. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  1077. wd.type = 0x08;
  1078. }
  1079. }
  1080. else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0 && rand()%100 < 5*skill_lv )
  1081. {
  1082. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  1083. wd.type = 0x08;
  1084. }
  1085. }
  1086. //Check for critical
  1087. if( !flag.cri && !(wd.type&0x08) && sstatus->cri &&
  1088. (!skill_num ||
  1089. skill_num == KN_AUTOCOUNTER ||
  1090. skill_num == SN_SHARPSHOOTING || skill_num == MA_SHARPSHOOTING ||
  1091. skill_num == NJ_KIRIKAGE))
  1092. {
  1093. short cri = sstatus->cri;
  1094. if (sd)
  1095. {
  1096. cri+= sd->critaddrace[tstatus->race];
  1097. if(flag.arrow)
  1098. cri += sd->arrow_cri;
  1099. if(sd->status.weapon == W_KATAR)
  1100. cri <<=1;
  1101. }
  1102. //The official equation is *2, but that only applies when sd's do critical.
  1103. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  1104. cri -= tstatus->luk*(!sd&&tsd?3:2);
  1105. if(tsc)
  1106. {
  1107. if (tsc->data[SC_SLEEP])
  1108. cri <<=1;
  1109. }
  1110. switch (skill_num)
  1111. {
  1112. case KN_AUTOCOUNTER:
  1113. if(battle_config.auto_counter_type &&
  1114. (battle_config.auto_counter_type&src->type))
  1115. flag.cri = 1;
  1116. else
  1117. cri <<= 1;
  1118. break;
  1119. case SN_SHARPSHOOTING:
  1120. case MA_SHARPSHOOTING:
  1121. cri += 200;
  1122. break;
  1123. case NJ_KIRIKAGE:
  1124. cri += 250 + 50*skill_lv;
  1125. break;
  1126. }
  1127. if(tsd && tsd->critical_def)
  1128. cri = cri*(100-tsd->critical_def)/100;
  1129. if (rand()%1000 < cri)
  1130. flag.cri= 1;
  1131. }
  1132. if (flag.cri)
  1133. {
  1134. wd.type = 0x0a;
  1135. flag.idef = flag.idef2 = flag.hit = 1;
  1136. } else { //Check for Perfect Hit
  1137. if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
  1138. flag.hit = 1;
  1139. if (sc && sc->data[SC_FUSION]) {
  1140. flag.hit = 1; //SG_FUSION always hit [Komurka]
  1141. flag.idef = flag.idef2 = 1; //def ignore [Komurka]
  1142. }
  1143. if( !flag.hit )
  1144. switch(skill_num)
  1145. {
  1146. case AS_SPLASHER:
  1147. if( !wflag ) // Always hits the one exploding.
  1148. flag.hit = 1;
  1149. break;
  1150. case CR_SHIELDBOOMERANG:
  1151. if( sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  1152. flag.hit = 1;
  1153. break;
  1154. }
  1155. if (tsc && !flag.hit && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT)
  1156. flag.hit = 1;
  1157. }
  1158. if (!flag.hit)
  1159. { //Hit/Flee calculation
  1160. short
  1161. flee = tstatus->flee,
  1162. hitrate=80; //Default hitrate
  1163. if(battle_config.agi_penalty_type &&
  1164. battle_config.agi_penalty_target&target->type)
  1165. {
  1166. unsigned char attacker_count; //256 max targets should be a sane max
  1167. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  1168. if(attacker_count >= battle_config.agi_penalty_count)
  1169. {
  1170. if (battle_config.agi_penalty_type == 1)
  1171. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  1172. else //asume type 2: absolute reduction
  1173. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  1174. if(flee < 1) flee = 1;
  1175. }
  1176. }
  1177. hitrate+= sstatus->hit - flee;
  1178. if(wd.flag&BF_LONG && !skill_num && //Fogwall's hit penalty is only for normal ranged attacks.
  1179. tsc && tsc->data[SC_FOGWALL])
  1180. hitrate -= 50;
  1181. if(sd && flag.arrow)
  1182. hitrate += sd->arrow_hit;
  1183. if(skill_num)
  1184. switch(skill_num)
  1185. { //Hit skill modifiers
  1186. //It is proven that bonus is applied on final hitrate, not hit.
  1187. case SM_BASH:
  1188. case MS_BASH:
  1189. hitrate += hitrate * 5 * skill_lv / 100;
  1190. break;
  1191. case MS_MAGNUM:
  1192. case SM_MAGNUM:
  1193. hitrate += hitrate * 10 * skill_lv / 100;
  1194. break;
  1195. case KN_AUTOCOUNTER:
  1196. case PA_SHIELDCHAIN:
  1197. case NPC_WATERATTACK:
  1198. case NPC_GROUNDATTACK:
  1199. case NPC_FIREATTACK:
  1200. case NPC_WINDATTACK:
  1201. case NPC_POISONATTACK:
  1202. case NPC_HOLYATTACK:
  1203. case NPC_DARKNESSATTACK:
  1204. case NPC_UNDEADATTACK:
  1205. case NPC_TELEKINESISATTACK:
  1206. case NPC_BLEEDING:
  1207. hitrate += hitrate * 20 / 100;
  1208. break;
  1209. case KN_PIERCE:
  1210. case ML_PIERCE:
  1211. hitrate += hitrate * 5 * skill_lv / 100;
  1212. break;
  1213. case AS_SONICBLOW:
  1214. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1215. hitrate += hitrate * 50 / 100;
  1216. break;
  1217. case GC_VENOMPRESSURE:
  1218. hitrate += 10 + 4 * skill_lv;
  1219. break;
  1220. }
  1221. // Weaponry Research hidden bonus
  1222. if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1223. hitrate += hitrate * ( 2 * skill ) / 100;
  1224. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  1225. if(rand()%100 >= hitrate)
  1226. wd.dmg_lv = ATK_FLEE;
  1227. else
  1228. flag.hit = 1;
  1229. } //End hit/miss calculation
  1230. if (flag.hit && !flag.infdef) //No need to do the math for plants
  1231. { //Hitting attack
  1232. //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't.
  1233. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  1234. #define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; }
  1235. #define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; }
  1236. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  1237. #define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; }
  1238. #define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; }
  1239. //Adds an absolute value to damage. 100 = +100 damage
  1240. #define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; }
  1241. #define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; }
  1242. switch (skill_num)
  1243. { //Calc base damage according to skill
  1244. case NJ_ISSEN:
  1245. wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);
  1246. wd.damage2 = 0;
  1247. status_set_hp(src, 1, 0);
  1248. break;
  1249. case PA_SACRIFICE:
  1250. wd.damage = sstatus->max_hp* 9/100;
  1251. wd.damage2 = 0;
  1252. break;
  1253. case LK_SPIRALPIERCE:
  1254. case ML_SPIRALPIERCE:
  1255. if (sd) {
  1256. short index = sd->equip_index[EQI_HAND_R];
  1257. if (index >= 0 &&
  1258. sd->inventory_data[index] &&
  1259. sd->inventory_data[index]->type == IT_WEAPON)
  1260. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  1261. } else
  1262. wd.damage = sstatus->rhw.atk2*8/10; //Else use Atk2
  1263. ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only.
  1264. i = sstatus->str/10;
  1265. i*=i;
  1266. ATK_ADD(i); //Add str bonus.
  1267. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  1268. case 0: //Small: 125%
  1269. ATK_RATE(125);
  1270. break;
  1271. //case 1: //Medium: 100%
  1272. case 2: //Large: 75%
  1273. ATK_RATE(75);
  1274. break;
  1275. }
  1276. break;
  1277. case CR_SHIELDBOOMERANG:
  1278. case PA_SHIELDCHAIN:
  1279. wd.damage = sstatus->batk;
  1280. if (sd) {
  1281. short index = sd->equip_index[EQI_HAND_L];
  1282. if (index >= 0 &&
  1283. sd->inventory_data[index] &&
  1284. sd->inventory_data[index]->type == IT_ARMOR)
  1285. ATK_ADD(sd->inventory_data[index]->weight/10);
  1286. break;
  1287. } else
  1288. ATK_ADD(sstatus->rhw.atk2); //Else use Atk2
  1289. break;
  1290. case HFLI_SBR44: //[orn]
  1291. if(src->type == BL_HOM) {
  1292. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  1293. break;
  1294. }
  1295. default:
  1296. {
  1297. i = (flag.cri?1:0)|
  1298. (flag.arrow?2:0)|
  1299. (skill_num == HW_MAGICCRASHER?4:0)|
  1300. (!skill_num && sc && sc->data[SC_CHANGE]?4:0)|
  1301. (skill_num == MO_EXTREMITYFIST?8:0)|
  1302. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  1303. if (flag.arrow && sd)
  1304. switch(sd->status.weapon) {
  1305. case W_BOW:
  1306. case W_REVOLVER:
  1307. case W_GATLING:
  1308. case W_SHOTGUN:
  1309. case W_GRENADE:
  1310. break;
  1311. default:
  1312. i |= 16; // for ex. shuriken must not be influenced by DEX
  1313. }
  1314. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  1315. if (flag.lh)
  1316. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  1317. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  1318. if(wflag>0)
  1319. wd.damage/= wflag;
  1320. else
  1321. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  1322. }
  1323. //Add any bonuses that modify the base baseatk+watk (pre-skills)
  1324. if(sd)
  1325. {
  1326. if (sd->atk_rate)
  1327. ATK_ADDRATE(sd->atk_rate);
  1328. if(flag.cri && sd->crit_atk_rate)
  1329. ATK_ADDRATE(sd->crit_atk_rate);
  1330. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){
  1331. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) // exclude the player himself [Inkfish]
  1332. ATK_ADDRATE(2*skill*i);
  1333. }
  1334. }
  1335. break;
  1336. } //End default case
  1337. } //End switch(skill_num)
  1338. //Skill damage modifiers that stack linearly
  1339. if(sc && skill_num != PA_SACRIFICE)
  1340. {
  1341. if(sc->data[SC_OVERTHRUST])
  1342. skillratio += sc->data[SC_OVERTHRUST]->val3;
  1343. if(sc->data[SC_MAXOVERTHRUST])
  1344. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  1345. if(sc->data[SC_BERSERK])
  1346. skillratio += 100;
  1347. }
  1348. if( !skill_num )
  1349. { // Random chance to deal multiplied damage - Consider it as part of skill-based-damage
  1350. if( sd && sd->random_attack_increase_add > 0 && sd->random_attack_increase_per && rand()%100 < sd->random_attack_increase_per )
  1351. skillratio += sd->random_attack_increase_add;
  1352. ATK_RATE(skillratio);
  1353. }
  1354. else
  1355. {
  1356. switch( skill_num )
  1357. {
  1358. case SM_BASH:
  1359. case MS_BASH:
  1360. skillratio += 30*skill_lv;
  1361. break;
  1362. case SM_MAGNUM:
  1363. case MS_MAGNUM:
  1364. skillratio += 20*skill_lv;
  1365. break;
  1366. case MC_MAMMONITE:
  1367. skillratio += 50*skill_lv;
  1368. break;
  1369. case HT_POWER:
  1370. skillratio += -50+8*sstatus->str;
  1371. break;
  1372. case AC_DOUBLE:
  1373. case MA_DOUBLE:
  1374. skillratio += 10*(skill_lv-1);
  1375. break;
  1376. case AC_SHOWER:
  1377. case MA_SHOWER:
  1378. skillratio += 5*skill_lv-25;
  1379. break;
  1380. case AC_CHARGEARROW:
  1381. case MA_CHARGEARROW:
  1382. skillratio += 50;
  1383. break;
  1384. case HT_FREEZINGTRAP:
  1385. case MA_FREEZINGTRAP:
  1386. skillratio += -50+10*skill_lv;
  1387. break;
  1388. case KN_PIERCE:
  1389. case ML_PIERCE:
  1390. skillratio += 10*skill_lv;
  1391. break;
  1392. case MER_CRASH:
  1393. skillratio += 10*skill_lv;
  1394. break;
  1395. case KN_SPEARSTAB:
  1396. skillratio += 15*skill_lv;
  1397. break;
  1398. case KN_SPEARBOOMERANG:
  1399. skillratio += 50*skill_lv;
  1400. break;
  1401. case KN_BRANDISHSPEAR:
  1402. case ML_BRANDISH:
  1403. {
  1404. int ratio = 100+20*skill_lv;
  1405. skillratio += ratio-100;
  1406. if(skill_lv>3 && wflag==1) skillratio += ratio/2;
  1407. if(skill_lv>6 && wflag==1) skillratio += ratio/4;
  1408. if(skill_lv>9 && wflag==1) skillratio += ratio/8;
  1409. if(skill_lv>6 && wflag==2) skillratio += ratio/2;
  1410. if(skill_lv>9 && wflag==2) skillratio += ratio/4;
  1411. if(skill_lv>9 && wflag==3) skillratio += ratio/2;
  1412. break;
  1413. }
  1414. case KN_BOWLINGBASH:
  1415. case MS_BOWLINGBASH:
  1416. skillratio+= 40*skill_lv;
  1417. break;
  1418. case AS_GRIMTOOTH:
  1419. skillratio += 20*skill_lv;
  1420. break;
  1421. case AS_POISONREACT:
  1422. skillratio += 30*skill_lv;
  1423. break;
  1424. case AS_SONICBLOW:
  1425. skillratio += -50+5*skill_lv;
  1426. break;
  1427. case TF_SPRINKLESAND:
  1428. skillratio += 30;
  1429. break;
  1430. case MC_CARTREVOLUTION:
  1431. skillratio += 50;
  1432. if(sd && sd->cart_weight)
  1433. skillratio += 100*sd->cart_weight/battle_config.max_cart_weight; // +1% every 1% weight
  1434. else if (!sd)
  1435. skillratio += 100; //Max damage for non players.
  1436. break;
  1437. case NPC_RANDOMATTACK:
  1438. skillratio += 100*skill_lv;
  1439. break;
  1440. case NPC_WATERATTACK:
  1441. case NPC_GROUNDATTACK:
  1442. case NPC_FIREATTACK:
  1443. case NPC_WINDATTACK:
  1444. case NPC_POISONATTACK:
  1445. case NPC_HOLYATTACK:
  1446. case NPC_DARKNESSATTACK:
  1447. case NPC_UNDEADATTACK:
  1448. case NPC_TELEKINESISATTACK:
  1449. case NPC_BLOODDRAIN:
  1450. case NPC_ACIDBREATH:
  1451. case NPC_DARKNESSBREATH:
  1452. case NPC_FIREBREATH:
  1453. case NPC_ICEBREATH:
  1454. case NPC_THUNDERBREATH:
  1455. case NPC_HELLJUDGEMENT:
  1456. case NPC_PULSESTRIKE:
  1457. skillratio += 100*(skill_lv-1);
  1458. break;
  1459. case RG_BACKSTAP:
  1460. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  1461. skillratio += (200+40*skill_lv)/2;
  1462. else
  1463. skillratio += 200+40*skill_lv;
  1464. break;
  1465. case RG_RAID:
  1466. skillratio += 40*skill_lv;
  1467. break;
  1468. case RG_INTIMIDATE:
  1469. skillratio += 30*skill_lv;
  1470. break;
  1471. case CR_SHIELDCHARGE:
  1472. skillratio += 20*skill_lv;
  1473. break;
  1474. case CR_SHIELDBOOMERANG:
  1475. skillratio += 30*skill_lv;
  1476. break;
  1477. case NPC_DARKCROSS:
  1478. case CR_HOLYCROSS:
  1479. skillratio += 35*skill_lv;
  1480. break;
  1481. case AM_DEMONSTRATION:
  1482. skillratio += 20*skill_lv;
  1483. break;
  1484. case AM_ACIDTERROR:
  1485. skillratio += 40*skill_lv;
  1486. break;
  1487. case MO_FINGEROFFENSIVE:
  1488. skillratio+= 50 * skill_lv;
  1489. break;
  1490. case MO_INVESTIGATE:
  1491. skillratio += 75*skill_lv;
  1492. flag.pdef = flag.pdef2 = 2;
  1493. break;
  1494. case MO_EXTREMITYFIST:
  1495. { //Overflow check. [Skotlex]
  1496. unsigned int ratio = skillratio + 100*(8 + sstatus->sp/10);
  1497. //You'd need something like 6K SP to reach this max, so should be fine for most purposes.
  1498. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased.
  1499. skillratio = (unsigned short)ratio;
  1500. status_set_sp(src, 0, 0);
  1501. }
  1502. break;
  1503. case MO_TRIPLEATTACK:
  1504. skillratio += 20*skill_lv;
  1505. break;
  1506. case MO_CHAINCOMBO:
  1507. skillratio += 50+50*skill_lv;
  1508. break;
  1509. case MO_COMBOFINISH:
  1510. skillratio += 140+60*skill_lv;
  1511. break;
  1512. case BA_MUSICALSTRIKE:
  1513. case DC_THROWARROW:
  1514. skillratio += 25+25*skill_lv;
  1515. break;
  1516. case CH_TIGERFIST:
  1517. skillratio += 100*skill_lv-60;
  1518. break;
  1519. case CH_CHAINCRUSH:
  1520. skillratio += 300+100*skill_lv;
  1521. break;
  1522. case CH_PALMSTRIKE:
  1523. skillratio += 100+100*skill_lv;
  1524. break;
  1525. case LK_HEADCRUSH:
  1526. skillratio += 40*skill_lv;
  1527. break;
  1528. case LK_JOINTBEAT:
  1529. i = 10*skill_lv-50;
  1530. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  1531. if (wflag&BREAK_NECK) i*=2;
  1532. skillratio += i;
  1533. break;
  1534. case ASC_METEORASSAULT:
  1535. skillratio += 40*skill_lv-60;
  1536. break;
  1537. case SN_SHARPSHOOTING:
  1538. case MA_SHARPSHOOTING:
  1539. skillratio += 100+50*skill_lv;
  1540. break;
  1541. case CG_ARROWVULCAN:
  1542. skillratio += 100+100*skill_lv;
  1543. break;
  1544. case AS_SPLASHER:
  1545. skillratio += 400+50*skill_lv;
  1546. if(sd)
  1547. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  1548. break;
  1549. case ASC_BREAKER:
  1550. skillratio += 100*skill_lv-100;
  1551. break;
  1552. case PA_SACRIFICE:
  1553. skillratio += 10*skill_lv-10;
  1554. break;
  1555. case PA_SHIELDCHAIN:
  1556. skillratio += 30*skill_lv;
  1557. break;
  1558. case WS_CARTTERMINATION:
  1559. i = 10 * (16 - skill_lv);
  1560. if (i < 1) i = 1;
  1561. //Preserve damage ratio when max cart weight is changed.
  1562. if(sd && sd->cart_weight)
  1563. skillratio += sd->cart_weight/i * 80000/battle_config.max_cart_weight - 100;
  1564. else if (!sd)
  1565. skillratio += 80000 / i - 100;
  1566. break;
  1567. case TK_DOWNKICK:
  1568. skillratio += 60 + 20*skill_lv;
  1569. break;
  1570. case TK_STORMKICK:
  1571. skillratio += 60 + 20*skill_lv;
  1572. break;
  1573. case TK_TURNKICK:
  1574. skillratio += 90 + 30*skill_lv;
  1575. break;
  1576. case TK_COUNTER:
  1577. skillratio += 90 + 30*skill_lv;
  1578. break;
  1579. case TK_JUMPKICK:
  1580. skillratio += -70 + 10*skill_lv;
  1581. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
  1582. skillratio += 10*status_get_lv(src)/3; //Tumble bonus
  1583. if (wflag)
  1584. {
  1585. skillratio += 10*status_get_lv(src)/3; //Running bonus (TODO: What is the real bonus?)
  1586. if( sc && sc->data[SC_SPURT] ) // Spurt bonus
  1587. skillratio *= 2;
  1588. }
  1589. break;
  1590. case GS_TRIPLEACTION:
  1591. skillratio += 50*skill_lv;
  1592. break;
  1593. case GS_BULLSEYE:
  1594. //Only works well against brute/demihumans non bosses.
  1595. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1596. && !(tstatus->mode&MD_BOSS))
  1597. skillratio += 400;
  1598. break;
  1599. case GS_TRACKING:
  1600. skillratio += 100 *(skill_lv+1);
  1601. break;
  1602. case GS_PIERCINGSHOT:
  1603. skillratio += 20*skill_lv;
  1604. break;
  1605. case GS_RAPIDSHOWER:
  1606. skillratio += 10*skill_lv;
  1607. break;
  1608. case GS_DESPERADO:
  1609. skillratio += 50*(skill_lv-1);
  1610. break;
  1611. case GS_DUST:
  1612. skillratio += 50*skill_lv;
  1613. break;
  1614. case GS_FULLBUSTER:
  1615. skillratio += 100*(skill_lv+2);
  1616. break;
  1617. case GS_SPREADATTACK:
  1618. skillratio += 20*(skill_lv-1);
  1619. break;
  1620. case NJ_HUUMA:
  1621. skillratio += 50 + 150*skill_lv;
  1622. break;
  1623. case NJ_TATAMIGAESHI:
  1624. skillratio += 10*skill_lv;
  1625. break;
  1626. case NJ_KASUMIKIRI:
  1627. skillratio += 10*skill_lv;
  1628. break;
  1629. case NJ_KIRIKAGE:
  1630. skillratio += 100*(skill_lv-1);
  1631. break;
  1632. case KN_CHARGEATK:
  1633. {
  1634. int k = (wflag-1)/3; //+100% every 3 cells of distance
  1635. if( k > 2 ) k = 2; // ...but hard-limited to 300%.
  1636. skillratio += 100 * k;
  1637. }
  1638. break;
  1639. case HT_PHANTASMIC:
  1640. skillratio += 50;
  1641. break;
  1642. case MO_BALKYOUNG:
  1643. skillratio += 200;
  1644. break;
  1645. case HFLI_MOON: //[orn]
  1646. skillratio += 10+110*skill_lv;
  1647. break;
  1648. case HFLI_SBR44: //[orn]
  1649. skillratio += 100 *(skill_lv-1);
  1650. break;
  1651. case NPC_VAMPIRE_GIFT:
  1652. skillratio += ((skill_lv-1)%5+1)*100;
  1653. break;
  1654. case RK_SONICWAVE: {
  1655. int level = status_get_lv(src);
  1656. skillratio += 400 + 100 * skill_lv;
  1657. if( level > 100 )
  1658. skillratio += skillratio * (level - 100) / 200;
  1659. }
  1660. break;
  1661. case RK_HUNDREDSPEAR: {
  1662. int level = status_get_lv(src);
  1663. skillratio += 500 + 40 * skill_lv;
  1664. if( level > 100 )
  1665. skillratio += skillratio * (level - 100) / 200;
  1666. }
  1667. break;
  1668. case RK_WINDCUTTER: {
  1669. int level = status_get_lv(src);
  1670. skillratio += 50 * skill_lv;
  1671. if( level > 100 )
  1672. skillratio += skillratio * (level - 50) / 200;
  1673. }
  1674. break;
  1675. case RK_IGNITIONBREAK: {
  1676. int level = status_get_lv(src);
  1677. i = distance_bl(src,target);
  1678. if( i < 2 )
  1679. skillratio = 200 + 200 * skill_lv;
  1680. else if( i < 4 )
  1681. skillratio = 100 + 200 * skill_lv;
  1682. else
  1683. skillratio = 100 + 100 * skill_lv;
  1684. if( level > 100 )
  1685. skillratio += skillratio * (level - 100) / 200;
  1686. if( sstatus->rhw.ele == ELE_FIRE )
  1687. skillratio += skillratio / 2;
  1688. }
  1689. break;
  1690. case RK_CRUSHSTRIKE:
  1691. if( sd )
  1692. {
  1693. short index = sd->equip_index[EQI_HAND_R];
  1694. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  1695. skillratio = sstatus->rhw.atk + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  1696. }
  1697. break;
  1698. case RK_STORMBLAST:
  1699. skillratio = 100 * (sd ? pc_checkskill(sd,RK_RUNEMASTERY) : 1) + 100 * (sstatus->int_ / 4);
  1700. break;
  1701. case RK_PHANTOMTHRUST:
  1702. skillratio = 50 * skill_lv + 10 * ( sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 10);
  1703. //if( s_level > 100 ) skillratio += skillratio * s_level / 150; // Base level bonus. This is official, but is disabled until I can confirm something with was changed or not. [Rytech]
  1704. //if( s_level > 100 ) skillratio += skillratio * (s_level - 100) / 200; // Base level bonus.
  1705. break;
  1706. /**
  1707. * GC Guilotine Cross
  1708. **/
  1709. case GC_CROSSIMPACT:
  1710. skillratio += 1050 + 50 * skill_lv;
  1711. break;
  1712. case GC_PHANTOMMENACE:
  1713. skillratio += 200;
  1714. break;
  1715. case GC_COUNTERSLASH:
  1716. skillratio += 200 + (100 * skill_lv) + sstatus->agi;
  1717. break;
  1718. case GC_ROLLINGCUTTER:
  1719. skillratio += 20 * skill_lv;
  1720. break;
  1721. case GC_CROSSRIPPERSLASHER:
  1722. skillratio += 60 + 40 * skill_lv;
  1723. if( sc && sc->data[SC_ROLLINGCUTTER] )
  1724. skillratio += 25 * sc->data[SC_ROLLINGCUTTER]->val1;
  1725. break;
  1726. /**
  1727. * Arch Bishop
  1728. **/
  1729. case AB_DUPLELIGHT_MELEE:
  1730. skillratio += 10 * skill_lv;
  1731. break;
  1732. /**
  1733. * Ranger
  1734. **/
  1735. case RA_ARROWSTORM:
  1736. skillratio += 100 + 50 * skill_lv;
  1737. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1738. break;
  1739. case RA_AIMEDBOLT:
  1740. skillratio += 400 + 50 * skill_lv;
  1741. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1742. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  1743. wd.div_ = tstatus->size + 2 + rand()%2;
  1744. break;
  1745. case RA_CLUSTERBOMB:
  1746. skillratio += 100 + 100 * skill_lv;
  1747. break;
  1748. case RA_WUGDASH:
  1749. skillratio = 500;
  1750. break;
  1751. case RA_WUGSTRIKE:
  1752. skillratio = 200 * skill_lv;
  1753. break;
  1754. case RA_WUGBITE:
  1755. skillratio += 300 + 200 * skill_lv;
  1756. if ( skill_lv == 5 ) skillratio += 100;
  1757. break;
  1758. case RA_SENSITIVEKEEN:
  1759. skillratio += 50 * skill_lv;
  1760. break;
  1761. /**
  1762. * Mechanic
  1763. **/
  1764. case NC_BOOSTKNUCKLE:
  1765. skillratio += 100 + 100 * skill_lv + sstatus->dex;
  1766. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1767. break;
  1768. case NC_PILEBUNKER:
  1769. skillratio += 200 + 100 * skill_lv + sstatus->str;
  1770. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1771. break;
  1772. case NC_VULCANARM:
  1773. skillratio = 70 * skill_lv + sstatus->dex;
  1774. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1775. break;
  1776. case NC_FLAMELAUNCHER:
  1777. case NC_COLDSLOWER:
  1778. skillratio += 200 + 300 * skill_lv;
  1779. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1780. break;
  1781. case NC_ARMSCANNON:
  1782. switch( tstatus->size ) {
  1783. case 0: skillratio += 100 + 500 * skill_lv; break;// Small
  1784. case 1: skillratio += 100 + 400 * skill_lv; break;// Medium
  1785. case 2: skillratio += 100 + 300 * skill_lv; break;// Large
  1786. }
  1787. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1788. //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech]
  1789. break;
  1790. case NC_AXEBOOMERANG:
  1791. skillratio += 60 + 40 * skill_lv;
  1792. if( sd ) {
  1793. short index = sd->equip_index[EQI_HAND_R];
  1794. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
  1795. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech]
  1796. }
  1797. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1798. break;
  1799. case NC_POWERSWING:
  1800. skillratio += 80 + 20 * skill_lv + sstatus->str + sstatus->dex;
  1801. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1802. break;
  1803. case NC_AXETORNADO:
  1804. skillratio += 100 + 100 * skill_lv + sstatus->vit;
  1805. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  1806. break;
  1807. }
  1808. ATK_RATE(skillratio);
  1809. //Constant/misc additions from skills
  1810. switch (skill_num) {
  1811. case MO_EXTREMITYFIST:
  1812. ATK_ADD(250 + 150*skill_lv);
  1813. break;
  1814. case TK_DOWNKICK:
  1815. case TK_STORMKICK:
  1816. case TK_TURNKICK:
  1817. case TK_COUNTER:
  1818. case TK_JUMPKICK:
  1819. //TK_RUN kick damage bonus.
  1820. if(sd && sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  1821. ATK_ADD(10*pc_checkskill(sd, TK_RUN));
  1822. break;
  1823. case GS_MAGICALBULLET:
  1824. if(sstatus->matk_max>sstatus->matk_min) {
  1825. ATK_ADD(sstatus->matk_min+rand()%(sstatus->matk_max-sstatus->matk_min));
  1826. } else {
  1827. ATK_ADD(sstatus->matk_min);
  1828. }
  1829. break;
  1830. case NJ_SYURIKEN:
  1831. ATK_ADD(4*skill_lv);
  1832. break;
  1833. /**
  1834. * Ranger
  1835. **/
  1836. case RA_WUGDASH:
  1837. case RA_WUGSTRIKE:
  1838. case RA_WUGBITE:
  1839. if(sd)
  1840. ATK_ADD(30*pc_checkskill(sd, RA_TOOTHOFWUG));
  1841. break;
  1842. }
  1843. }
  1844. //Div fix.
  1845. damage_div_fix(wd.damage, wd.div_);
  1846. //The following are applied on top of current damage and are stackable.
  1847. if (sc) {
  1848. if(sc->data[SC_TRUESIGHT])
  1849. ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1);
  1850. #if RE_EDP == 0
  1851. /**
  1852. * In RE EDP doesn't affect your final damage but your atk and weapon atk
  1853. **/
  1854. if(sc->data[SC_EDP] &&
  1855. skill_num != ASC_BREAKER &&
  1856. skill_num != ASC_METEORASSAULT &&
  1857. skill_num != AS_SPLASHER &&
  1858. skill_num != AS_VENOMKNIFE)
  1859. ATK_ADDRATE(sc->data[SC_EDP]->val3);
  1860. #endif
  1861. }
  1862. switch (skill_num) {
  1863. case AS_SONICBLOW:
  1864. if (sc && sc->data[SC_SPIRIT] &&
  1865. sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  1866. ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe
  1867. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  1868. ATK_ADDRATE(10);
  1869. break;
  1870. case CR_SHIELDBOOMERANG:
  1871. if(sc && sc->data[SC_SPIRIT] &&
  1872. sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  1873. ATK_ADDRATE(100);
  1874. break;
  1875. case NC_AXETORNADO:
  1876. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  1877. ATK_ADDRATE(50);
  1878. break;
  1879. }
  1880. if( sd )
  1881. {
  1882. if (skill_num && (i = pc_skillatk_bonus(sd, skill_num)))
  1883. ATK_ADDRATE(i);
  1884. if( skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS && skill_num != PA_SHIELDCHAIN && !flag.cri )
  1885. { //Elemental/Racial adjustments
  1886. if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1887. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1888. sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1889. )
  1890. flag.pdef = 1;
  1891. if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) ||
  1892. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) ||
  1893. sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))
  1894. )
  1895. { //Pass effect onto right hand if configured so. [Skotlex]
  1896. if (battle_config.left_cardfix_to_right && flag.rh)
  1897. flag.pdef = 1;
  1898. else
  1899. flag.pdef2 = 1;
  1900. }
  1901. }
  1902. if (skill_num != CR_GRANDCROSS && skill_num != NPC_GRANDDARKNESS)
  1903. { //Ignore Defense?
  1904. if (!flag.idef && (
  1905. sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1906. sd->right_weapon.ignore_def_race & (1<<tstatus->race) ||
  1907. sd->right_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1908. ))
  1909. flag.idef = 1;
  1910. if (!flag.idef2 && (
  1911. sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) ||
  1912. sd->left_weapon.ignore_def_race & (1<<tstatus->race) ||
  1913. sd->left_weapon.ignore_def_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  1914. )) {
  1915. if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex]
  1916. flag.idef = 1;
  1917. else
  1918. flag.idef2 = 1;
  1919. }
  1920. }
  1921. }
  1922. if (!flag.idef || !flag.idef2)
  1923. { //Defense reduction
  1924. short vit_def;
  1925. #if REMODE
  1926. short def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1927. #else
  1928. signed char def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  1929. #endif
  1930. short def2 = (short)tstatus->def2;
  1931. if( sd )
  1932. {
  1933. i = sd->ignore_def[is_boss(target)?RC_BOSS:RC_NONBOSS];
  1934. i += sd->ignore_def[tstatus->race];
  1935. if( i )
  1936. {
  1937. if( i > 100 ) i = 100;
  1938. def1 -= def1 * i / 100;
  1939. def2 -= def2 * i / 100;
  1940. }
  1941. }
  1942. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type )
  1943. {
  1944. unsigned char target_count; //256 max targets should be a sane max
  1945. target_count = unit_counttargeted(target,battle_config.vit_penalty_count_lv);
  1946. if(target_count >= battle_config.vit_penalty_count) {
  1947. if(battle_config.vit_penalty_type == 1) {
  1948. if( !tsc || !tsc->data[SC_STEELBODY] )
  1949. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1950. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  1951. } else { //Assume type 2
  1952. if( !tsc || !tsc->data[SC_STEELBODY] )
  1953. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1954. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  1955. }
  1956. }
  1957. if(skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex]
  1958. if(def2 < 1) def2 = 1;
  1959. }
  1960. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  1961. if (tsd) //Sd vit-eq
  1962. { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  1963. vit_def = def2*(def2-15)/150;
  1964. vit_def = def2/2 + (vit_def>0?rand()%vit_def:0);
  1965. if((battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesnt work vs players
  1966. src->type == BL_MOB && (skill=pc_checkskill(tsd,AL_DP)) > 0)
  1967. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  1968. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  1969. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  1970. vit_def += skill*5;
  1971. } else { //Mob-Pet vit-eq
  1972. //VIT + rnd(0,[VIT/20]^2-1)
  1973. vit_def = (def2/20)*(def2/20);
  1974. vit_def = def2 + (vit_def>0?rand()%vit_def:0);
  1975. }
  1976. if (battle_config.weapon_defense_type) {
  1977. vit_def += def1*battle_config.weapon_defense_type;
  1978. def1 = 0;
  1979. }
  1980. #if REMODE
  1981. /**
  1982. * In Renewal 100% damage reduction is 900 DEF
  1983. * Formula: (1+(900-def1)/9)%
  1984. **/
  1985. if (def1 > 900) def1 = 900;
  1986. ATK_RATE2(
  1987. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(1+(900-def1)/9)),
  1988. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(1+(900-def1)/9))
  1989. );
  1990. #else
  1991. if (def1 > 100) def1 = 100;
  1992. ATK_RATE2(
  1993. flag.idef ?100:(flag.pdef ?(int)(flag.pdef *(def1+vit_def)):(100-def1)),
  1994. flag.idef2?100:(flag.pdef2?(int)(flag.pdef2*(def1+vit_def)):(100-def1))
  1995. );
  1996. #endif
  1997. ATK_ADD2(
  1998. flag.idef ||flag.pdef ?0:-vit_def,
  1999. flag.idef2||flag.pdef2?0:-vit_def
  2000. );
  2001. }
  2002. //Post skill/vit reduction damage increases
  2003. if( sc && skill_num != LK_SPIRALPIERCE && skill_num != ML_SPIRALPIERCE )
  2004. { //SC skill damages
  2005. if(sc->data[SC_AURABLADE])
  2006. ATK_ADD(20*sc->data[SC_AURABLADE]->val1);
  2007. }
  2008. //Refine bonus
  2009. if( sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST )
  2010. { // Counts refine bonus multiple times
  2011. if( skill_num == MO_FINGEROFFENSIVE )
  2012. {
  2013. ATK_ADD2(wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  2014. } else {
  2015. ATK_ADD2(sstatus->rhw.atk2, sstatus->lhw.atk2);
  2016. }
  2017. }
  2018. //Set to min of 1
  2019. if (flag.rh && wd.damage < 1) wd.damage = 1;
  2020. if (flag.lh && wd.damage2 < 1) wd.damage2 = 1;
  2021. if (sd && flag.weapon &&
  2022. skill_num != MO_INVESTIGATE &&
  2023. skill_num != MO_EXTREMITYFIST &&
  2024. skill_num != CR_GRANDCROSS)
  2025. { //Add mastery damage
  2026. if(skill_num != ASC_BREAKER && sd->status.weapon == W_KATAR &&
  2027. (skill=pc_checkskill(sd,ASC_KATAR)) > 0)
  2028. { //Adv Katar Mastery is does not applies to ASC_BREAKER,
  2029. // but other masteries DO apply >_>
  2030. ATK_ADDRATE(10+ 2*skill);
  2031. }
  2032. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2033. if (flag.lh)
  2034. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2035. if (sc && sc->data[SC_MIRACLE]) i = 2; //Star anger
  2036. else
  2037. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2038. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id)))
  2039. {
  2040. skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2041. if (i == 2) skillratio += sstatus->str; //Star Anger
  2042. if (skill<4)
  2043. skillratio /= 12-3*skill;
  2044. ATK_ADDRATE(skillratio);
  2045. }
  2046. if (skill_num == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0)
  2047. ATK_ADD(3*skill);
  2048. if (skill_num == NJ_KUNAI)
  2049. ATK_ADD(60);
  2050. }
  2051. } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks
  2052. else if(wd.div_ < 0) //Since the attack missed...
  2053. wd.div_ *= -1;
  2054. if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2055. ATK_ADD(skill*2);
  2056. if(skill_num==TF_POISON)
  2057. ATK_ADD(15*skill_lv);
  2058. if( !(nk&NK_NO_ELEFIX) && !n_ele )
  2059. { //Elemental attribute fix
  2060. if( wd.damage > 0 )
  2061. {
  2062. wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,tstatus->def_ele, tstatus->ele_lv);
  2063. if( skill_num == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element
  2064. wd.damage = battle_attr_fix(src,target,wd.damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2065. if( skill_num== GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage.
  2066. wd.damage += battle_attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv);
  2067. }
  2068. if( flag.lh && wd.damage2 > 0 )
  2069. wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,tstatus->def_ele, tstatus->ele_lv);
  2070. if( sc && sc->data[SC_WATK_ELEMENT] )
  2071. { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2072. int damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2073. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2074. if( flag.lh )
  2075. {
  2076. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (flag.arrow?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2077. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2078. }
  2079. }
  2080. }
  2081. if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS)
  2082. return wd; //Enough, rest is not needed.
  2083. if (sd)
  2084. {
  2085. if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  2086. ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star);
  2087. if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  2088. ATK_ADD(wd.div_*sd->spiritball_old*3);
  2089. } else {
  2090. ATK_ADD(wd.div_*sd->spiritball*3);
  2091. }
  2092. //Card Fix, sd side
  2093. if( (wd.damage || wd.damage2) && !(nk&NK_NO_CARDFIX_ATK) )
  2094. {
  2095. int cardfix = 1000, cardfix_ = 1000;
  2096. int t_race2 = status_get_race2(target);
  2097. if(sd->state.arrow_atk)
  2098. {
  2099. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->arrow_addrace[tstatus->race])/100;
  2100. if (!(nk&NK_NO_ELEFIX))
  2101. {
  2102. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele];
  2103. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2104. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2105. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2106. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2107. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2108. continue;
  2109. ele_fix += sd->right_weapon.addele2[i].rate;
  2110. }
  2111. cardfix=cardfix*(100+ele_fix)/100;
  2112. }
  2113. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->arrow_addsize[tstatus->size])/100;
  2114. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2115. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->arrow_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2116. if( tstatus->race != RC_DEMIHUMAN )
  2117. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->arrow_addrace[RC_NONDEMIHUMAN])/100;
  2118. }
  2119. else
  2120. { // Melee attack
  2121. if( !battle_config.left_cardfix_to_right )
  2122. {
  2123. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race])/100;
  2124. if (!(nk&NK_NO_ELEFIX)) {
  2125. int ele_fix = sd->right_weapon.addele[tstatus->def_ele];
  2126. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2127. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2128. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2129. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2130. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2131. continue;
  2132. ele_fix += sd->right_weapon.addele2[i].rate;
  2133. }
  2134. cardfix=cardfix*(100+ele_fix)/100;
  2135. }
  2136. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size])/100;
  2137. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100;
  2138. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2139. if( tstatus->race != RC_DEMIHUMAN )
  2140. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2141. if( flag.lh )
  2142. {
  2143. cardfix_=cardfix_*(100+sd->left_weapon.addrace[tstatus->race])/100;
  2144. if (!(nk&NK_NO_ELEFIX)) {
  2145. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele];
  2146. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2147. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2148. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2149. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2150. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2151. continue;
  2152. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  2153. }
  2154. cardfix=cardfix*(100+ele_fix_lh)/100;
  2155. }
  2156. cardfix_=cardfix_*(100+sd->left_weapon.addsize[tstatus->size])/100;
  2157. cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100;
  2158. cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2159. if( tstatus->race != RC_DEMIHUMAN )
  2160. cardfix_=cardfix_*(100+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2161. }
  2162. }
  2163. else
  2164. {
  2165. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele];
  2166. for (i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++) {
  2167. if (sd->right_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2168. if(!(sd->right_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2169. sd->right_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2170. sd->right_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2171. continue;
  2172. ele_fix += sd->right_weapon.addele2[i].rate;
  2173. }
  2174. for (i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++) {
  2175. if (sd->left_weapon.addele2[i].ele != tstatus->def_ele) continue;
  2176. if(!(sd->left_weapon.addele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2177. sd->left_weapon.addele2[i].flag&wd.flag&BF_RANGEMASK &&
  2178. sd->left_weapon.addele2[i].flag&wd.flag&BF_SKILLMASK))
  2179. continue;
  2180. ele_fix += sd->left_weapon.addele2[i].rate;
  2181. }
  2182. cardfix=cardfix*(100+sd->right_weapon.addrace[tstatus->race]+sd->left_weapon.addrace[tstatus->race])/100;
  2183. cardfix=cardfix*(100+ele_fix)/100;
  2184. cardfix=cardfix*(100+sd->right_weapon.addsize[tstatus->size]+sd->left_weapon.addsize[tstatus->size])/100;
  2185. cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100;
  2186. cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS]+sd->left_weapon.addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2187. if( tstatus->race != RC_DEMIHUMAN )
  2188. cardfix=cardfix*(100+sd->right_weapon.addrace[RC_NONDEMIHUMAN]+sd->left_weapon.addrace[RC_NONDEMIHUMAN])/100;
  2189. }
  2190. }
  2191. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ )
  2192. {
  2193. if( sd->right_weapon.add_dmg[i].class_ == t_class )
  2194. {
  2195. cardfix=cardfix*(100+sd->right_weapon.add_dmg[i].rate)/100;
  2196. break;
  2197. }
  2198. }
  2199. if( flag.lh )
  2200. {
  2201. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ )
  2202. {
  2203. if( sd->left_weapon.add_dmg[i].class_ == t_class )
  2204. {
  2205. cardfix_=cardfix_*(100+sd->left_weapon.add_dmg[i].rate)/100;
  2206. break;
  2207. }
  2208. }
  2209. }
  2210. if( wd.flag&BF_LONG )
  2211. cardfix=cardfix*(100+sd->long_attack_atk_rate)/100;
  2212. if( cardfix != 1000 || cardfix_ != 1000 )
  2213. ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left?
  2214. }
  2215. if( skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN )
  2216. { //Refine bonus applies after cards and elements.
  2217. short index= sd->equip_index[EQI_HAND_L];
  2218. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  2219. ATK_ADD(10*sd->status.inventory[index].refine);
  2220. }
  2221. } //if (sd)
  2222. //Card Fix, tsd sid
  2223. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2224. {
  2225. short s_race2,s_class;
  2226. short cardfix=1000;
  2227. s_race2 = status_get_race2(src);
  2228. s_class = status_get_class(src);
  2229. if( !(nk&NK_NO_ELEFIX) )
  2230. {
  2231. int ele_fix = tsd->subele[s_ele];
  2232. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2233. {
  2234. if(tsd->subele2[i].ele != s_ele) continue;
  2235. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2236. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2237. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2238. continue;
  2239. ele_fix += tsd->subele2[i].rate;
  2240. }
  2241. cardfix=cardfix*(100-ele_fix)/100;
  2242. if( flag.lh && s_ele_ != s_ele )
  2243. {
  2244. int ele_fix_lh = tsd->subele[s_ele_];
  2245. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2246. {
  2247. if(tsd->subele2[i].ele != s_ele_) continue;
  2248. if(!(tsd->subele2[i].flag&wd.flag&BF_WEAPONMASK &&
  2249. tsd->subele2[i].flag&wd.flag&BF_RANGEMASK &&
  2250. tsd->subele2[i].flag&wd.flag&BF_SKILLMASK))
  2251. continue;
  2252. ele_fix_lh += tsd->subele2[i].rate;
  2253. }
  2254. cardfix=cardfix*(100-ele_fix_lh)/100;
  2255. }
  2256. }
  2257. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2258. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2259. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2260. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2261. if( sstatus->race != RC_DEMIHUMAN )
  2262. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2263. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate;i++ )
  2264. {
  2265. if( tsd->add_def[i].class_ == s_class )
  2266. {
  2267. cardfix=cardfix*(100-tsd->add_def[i].rate)/100;
  2268. break;
  2269. }
  2270. }
  2271. if( wd.flag&BF_SHORT )
  2272. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2273. else // BF_LONG (there's no other choice)
  2274. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2275. if( tsd->sc.data[SC_DEF_RATE] )
  2276. cardfix=cardfix*(100-tsd->sc.data[SC_DEF_RATE]->val1)/100;
  2277. if( cardfix != 1000 )
  2278. ATK_RATE(cardfix/10);
  2279. }
  2280. if( flag.infdef )
  2281. { //Plants receive 1 damage when hit
  2282. if( flag.hit || wd.damage > 0 )
  2283. wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
  2284. if( flag.lh && (flag.hit || wd.damage2 > 0) )
  2285. wd.damage2 = wd.div_;
  2286. if( !(battle_config.skill_min_damage&1) )
  2287. //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
  2288. return wd;
  2289. }
  2290. if (sd)
  2291. {
  2292. if (!flag.rh && flag.lh)
  2293. { //Move lh damage to the rh
  2294. wd.damage = wd.damage2;
  2295. wd.damage2 = 0;
  2296. flag.rh=1;
  2297. flag.lh=0;
  2298. } else if(flag.rh && flag.lh)
  2299. { //Dual-wield
  2300. if (wd.damage)
  2301. {
  2302. skill = pc_checkskill(sd,AS_RIGHT);
  2303. wd.damage = wd.damage * (50 + (skill * 10))/100;
  2304. if(wd.damage < 1) wd.damage = 1;
  2305. }
  2306. if (wd.damage2)
  2307. {
  2308. skill = pc_checkskill(sd,AS_LEFT);
  2309. wd.damage2 = wd.damage2 * (30 + (skill * 10))/100;
  2310. if(wd.damage2 < 1) wd.damage2 = 1;
  2311. }
  2312. } else if(sd->status.weapon == W_KATAR && !skill_num)
  2313. { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  2314. skill = pc_checkskill(sd,TF_DOUBLE);
  2315. wd.damage2 = wd.damage * (1 + (skill * 2))/100;
  2316. if(wd.damage && !wd.damage2) wd.damage2 = 1;
  2317. flag.lh = 1;
  2318. }
  2319. }
  2320. if(!flag.rh && wd.damage)
  2321. wd.damage=0;
  2322. if(!flag.lh && wd.damage2)
  2323. wd.damage2=0;
  2324. if( wd.damage + wd.damage2 )
  2325. { //There is a total damage value
  2326. if(!wd.damage2)
  2327. {
  2328. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_num,skill_lv);
  2329. if( map_flag_gvg2(target->m) )
  2330. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2331. else if( map[target->m].flag.battleground )
  2332. wd.damage=battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2333. }
  2334. else if(!wd.damage)
  2335. {
  2336. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_num,skill_lv);
  2337. if( map_flag_gvg2(target->m) )
  2338. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2339. else if( map[target->m].flag.battleground )
  2340. wd.damage = battle_calc_bg_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag);
  2341. }
  2342. else
  2343. {
  2344. int d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  2345. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_num,skill_lv);
  2346. if( map_flag_gvg2(target->m) )
  2347. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2348. else if( map[target->m].flag.battleground )
  2349. wd.damage = battle_calc_bg_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag);
  2350. wd.damage2 = (d2*100/d1)*wd.damage/100;
  2351. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  2352. wd.damage-=wd.damage2;
  2353. }
  2354. }
  2355. if(skill_num==ASC_BREAKER)
  2356. { //Breaker's int-based damage (a misc attack?)
  2357. struct Damage md = battle_calc_misc_attack(src, target, skill_num, skill_lv, wflag);
  2358. wd.damage += md.damage;
  2359. }
  2360. if( sc ) {
  2361. //SG_FUSION hp penalty [Komurka]
  2362. if (sc->data[SC_FUSION])
  2363. {
  2364. int hp= sstatus->max_hp;
  2365. if (sd && tsd) {
  2366. hp = 8*hp/100;
  2367. if (100*sstatus->hp <= 20*sstatus->max_hp)
  2368. hp = sstatus->hp;
  2369. } else
  2370. hp = 2*hp/100; //2% hp loss per hit
  2371. status_zap(src, hp, 0);
  2372. }
  2373. /**
  2374. * affecting non-skills
  2375. **/
  2376. if( !skill_num ) {
  2377. /**
  2378. * RK Enchant Blade
  2379. **/
  2380. if( sc->data[SC_ENCHANTBLADE] && sd && ( (flag.rh && sd->weapontype1) || (flag.lh && sd->weapontype2) ) ) {
  2381. struct Damage md = battle_calc_magic_attack(src, target, RK_ENCHANTBLADE, pc_checkskill(sd,RK_ENCHANTBLADE), wflag);
  2382. wd.damage += md.damage;
  2383. wd.flag |= md.flag;
  2384. }
  2385. }
  2386. }
  2387. return wd;
  2388. }
  2389. /*==========================================
  2390. * battle_calc_magic_attack [DracoRPG]
  2391. *------------------------------------------*/
  2392. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2393. {
  2394. int i, nk;
  2395. short s_ele;
  2396. unsigned int skillratio = 100; //Skill dmg modifiers.
  2397. struct map_session_data *sd, *tsd;
  2398. struct Damage ad;
  2399. struct status_data *sstatus = status_get_status_data(src);
  2400. struct status_data *tstatus = status_get_status_data(target);
  2401. struct {
  2402. unsigned imdef : 1;
  2403. unsigned infdef : 1;
  2404. } flag;
  2405. memset(&ad,0,sizeof(ad));
  2406. memset(&flag,0,sizeof(flag));
  2407. if(src==NULL || target==NULL)
  2408. {
  2409. nullpo_info(NLP_MARK);
  2410. return ad;
  2411. }
  2412. //Initial Values
  2413. ad.damage = 1;
  2414. ad.div_=skill_get_num(skill_num,skill_lv);
  2415. ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  2416. ad.dmotion=tstatus->dmotion;
  2417. ad.blewcount = skill_get_blewcount(skill_num,skill_lv);
  2418. ad.flag=BF_MAGIC|BF_SKILL;
  2419. ad.dmg_lv=ATK_DEF;
  2420. nk = skill_get_nk(skill_num);
  2421. flag.imdef = nk&NK_IGNORE_DEF?1:0;
  2422. sd = BL_CAST(BL_PC, src);
  2423. tsd = BL_CAST(BL_PC, target);
  2424. //Initialize variables that will be used afterwards
  2425. s_ele = skill_get_ele(skill_num, skill_lv);
  2426. if (s_ele == -1) // pl=-1 : the skill takes the weapon's element
  2427. s_ele = sstatus->rhw.ele;
  2428. else if (s_ele == -2) //Use status element
  2429. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2430. else if( s_ele == -3 ) //Use random element
  2431. s_ele = rand()%ELE_MAX;
  2432. //Set miscellaneous data that needs be filled
  2433. if(sd) {
  2434. sd->state.arrow_atk = 0;
  2435. ad.blewcount += battle_blewcount_bonus(sd, skill_num);
  2436. }
  2437. //Skill Range Criteria
  2438. ad.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2439. flag.infdef=(tstatus->mode&MD_PLANT?1:0);
  2440. switch(skill_num)
  2441. {
  2442. case MG_FIREWALL:
  2443. case NJ_KAENSIN:
  2444. ad.dmotion = 0; //No flinch animation.
  2445. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  2446. ad.blewcount = 0; //No knockback
  2447. break;
  2448. case PR_SANCTUARY:
  2449. ad.dmotion = 0; //No flinch animation.
  2450. break;
  2451. }
  2452. if (!flag.infdef) //No need to do the math for plants
  2453. {
  2454. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  2455. #define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; }
  2456. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2457. #define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; }
  2458. //Adds an absolute value to damage. 100 = +100 damage
  2459. #define MATK_ADD( a ) { ad.damage+= a; }
  2460. switch (skill_num)
  2461. { //Calc base damage according to skill
  2462. case AL_HEAL:
  2463. case PR_BENEDICTIO:
  2464. case PR_SANCTUARY:
  2465. /**
  2466. * Arch Bishop
  2467. **/
  2468. case AB_HIGHNESSHEAL:
  2469. ad.damage = skill_calc_heal(src, target, skill_num, skill_lv, false);
  2470. break;
  2471. case PR_ASPERSIO:
  2472. ad.damage = 40;
  2473. break;
  2474. case ALL_RESURRECTION:
  2475. case PR_TURNUNDEAD:
  2476. //Undead check is on skill_castend_damageid code.
  2477. i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  2478. + 200 - 200*tstatus->hp/tstatus->max_hp;
  2479. if(i > 700) i = 700;
  2480. if(rand()%1000 < i && !(tstatus->mode&MD_BOSS))
  2481. ad.damage = tstatus->hp;
  2482. else
  2483. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  2484. break;
  2485. case PF_SOULBURN:
  2486. ad.damage = tstatus->sp * 2;
  2487. break;
  2488. /**
  2489. * Arch Bishop
  2490. **/
  2491. case AB_RENOVATIO:
  2492. //Damage calculation from iRO wiki. [Jobbie]
  2493. ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
  2494. break;
  2495. default:
  2496. {
  2497. #if REMODE //Renewal MATK Appliance according to doddler (?title=Renewal_Changes#Upgrade_MATK)
  2498. /**
  2499. * min: (weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK
  2500. * max: [weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK
  2501. * yes this formula MATCHES their site: matk_max already holds weaponmatk+upgradematk, and
  2502. * -> statusMATK holds the %Matk modifier stuff from earlier and lastly:
  2503. * -> the mdef part is not applied at this point, but later.
  2504. **/ //1:bugreport:5101 //1:bugreport:5101
  2505. MATK_ADD((1+sstatus->matk_max) * 2 + 15/10 * sstatus->matk_min + rand()% ( sstatus->matk_max + (1 + (sstatus->matk_max*sstatus->wlv) / 10 * 2 + 10/15 * sstatus->matk_min ) ));
  2506. #else //Ancient MATK Appliance
  2507. if (sstatus->matk_max > sstatus->matk_min) {
  2508. MATK_ADD(sstatus->matk_min+rand()%(1+sstatus->matk_max-sstatus->matk_min));
  2509. } else {
  2510. MATK_ADD(sstatus->matk_min);
  2511. }
  2512. #endif
  2513. if(nk&NK_SPLASHSPLIT){ // Divide MATK in case of multiple targets skill
  2514. if(mflag>0)
  2515. ad.damage/= mflag;
  2516. else
  2517. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2518. }
  2519. switch(skill_num){
  2520. case MG_NAPALMBEAT:
  2521. case MG_FIREBALL:
  2522. skillratio += skill_lv*10-30;
  2523. break;
  2524. case MG_SOULSTRIKE:
  2525. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  2526. skillratio += 5*skill_lv;
  2527. break;
  2528. case MG_FIREWALL:
  2529. skillratio -= 50;
  2530. break;
  2531. case MG_THUNDERSTORM:
  2532. skillratio -= 20;
  2533. break;
  2534. case MG_FROSTDIVER:
  2535. skillratio += 10*skill_lv;
  2536. break;
  2537. case AL_HOLYLIGHT:
  2538. skillratio += 25;
  2539. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  2540. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  2541. break;
  2542. case AL_RUWACH:
  2543. skillratio += 45;
  2544. break;
  2545. case WZ_FROSTNOVA:
  2546. skillratio += (100+skill_lv*10)*2/3-100;
  2547. break;
  2548. case WZ_FIREPILLAR:
  2549. if (skill_lv > 10)
  2550. skillratio += 100;
  2551. else
  2552. skillratio -= 80;
  2553. break;
  2554. case WZ_SIGHTRASHER:
  2555. skillratio += 20*skill_lv;
  2556. break;
  2557. case WZ_VERMILION:
  2558. skillratio += 20*skill_lv-20;
  2559. break;
  2560. case WZ_WATERBALL:
  2561. skillratio += 30*skill_lv;
  2562. break;
  2563. case WZ_STORMGUST:
  2564. skillratio += 40*skill_lv;
  2565. break;
  2566. case HW_NAPALMVULCAN:
  2567. skillratio += 10*skill_lv-30;
  2568. break;
  2569. case SL_STIN:
  2570. skillratio += (tstatus->size?-99:10*skill_lv); //target size must be small (0) for full damage.
  2571. break;
  2572. case SL_STUN:
  2573. skillratio += (tstatus->size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets
  2574. break;
  2575. case SL_SMA:
  2576. skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
  2577. break;
  2578. case NJ_KOUENKA:
  2579. skillratio -= 10;
  2580. break;
  2581. case NJ_KAENSIN:
  2582. skillratio -= 50;
  2583. break;
  2584. case NJ_BAKUENRYU:
  2585. skillratio += 50*(skill_lv-1);
  2586. break;
  2587. case NJ_HYOUSYOURAKU:
  2588. skillratio += 50*skill_lv;
  2589. break;
  2590. case NJ_RAIGEKISAI:
  2591. skillratio += 60 + 40*skill_lv;
  2592. break;
  2593. case NJ_KAMAITACHI:
  2594. case NPC_ENERGYDRAIN:
  2595. skillratio += 100*skill_lv;
  2596. break;
  2597. case NPC_EARTHQUAKE:
  2598. skillratio += 100 +100*skill_lv +100*(skill_lv/2);
  2599. break;
  2600. /**
  2601. * Arch Bishop
  2602. **/
  2603. case AB_JUDEX:
  2604. skillratio += 180 + 20 * skill_lv;
  2605. if (skill_lv > 4) skillratio += 20;
  2606. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2607. break;
  2608. case AB_ADORAMUS:
  2609. skillratio += 400 + 100 * skill_lv;
  2610. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2611. break;
  2612. case AB_DUPLELIGHT_MAGIC:
  2613. skillratio += 100 + 20 * skill_lv;
  2614. break;
  2615. /**
  2616. * Warlock
  2617. **/
  2618. case WL_SOULEXPANSION:
  2619. skillratio += 300 + 100 * skill_lv + sstatus->int_;
  2620. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2621. break;
  2622. case WL_FROSTMISTY:
  2623. skillratio += 100 + 100 * skill_lv;
  2624. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2625. break;
  2626. case WL_JACKFROST:
  2627. {
  2628. struct status_change *tsc = status_get_sc(target);
  2629. if( tsc && tsc->data[SC_FREEZING] )
  2630. {
  2631. skillratio += 900 + 300 * skill_lv;
  2632. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2633. }
  2634. else
  2635. skillratio += 400 + 100 * skill_lv;
  2636. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2637. }
  2638. break;
  2639. case WL_DRAINLIFE:
  2640. skillratio = 200 * skill_lv + sstatus->int_;
  2641. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2642. break;
  2643. case WL_CRIMSONROCK:
  2644. skillratio += 1200 + 300 * skill_lv;
  2645. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2646. break;
  2647. case WL_HELLINFERNO:
  2648. if( status_get_element(target) == ELE_FIRE )
  2649. skillratio = 60 * skill_lv;
  2650. else
  2651. skillratio = 240 * skill_lv;
  2652. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2653. break;
  2654. case WL_COMET: {
  2655. struct status_change * sc = status_get_sc(src);
  2656. if( sc )
  2657. i = distance_xy(target->x, target->y, sc->comet_x, sc->comet_y);
  2658. else
  2659. i = 8;
  2660. if( i < 2 ) skillratio = 2500 + 500 * skill_lv;
  2661. else
  2662. if( i < 4 ) skillratio = 1600 + 400 * skill_lv;
  2663. else
  2664. if( i < 6 ) skillratio = 1200 + 300 * skill_lv;
  2665. else
  2666. skillratio = 800 + 200 * skill_lv;
  2667. }
  2668. break;
  2669. case WL_CHAINLIGHTNING_ATK:
  2670. skillratio += 100 + 300 * skill_lv;
  2671. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2672. break;
  2673. case WL_EARTHSTRAIN:
  2674. skillratio += 1900 + 100 * skill_lv;
  2675. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2676. break;
  2677. case WL_TETRAVORTEX_FIRE:
  2678. case WL_TETRAVORTEX_WATER:
  2679. case WL_TETRAVORTEX_WIND:
  2680. case WL_TETRAVORTEX_GROUND:
  2681. skillratio += 400 + 500 * skill_lv;
  2682. break;
  2683. case WL_SUMMON_ATK_FIRE:
  2684. case WL_SUMMON_ATK_WATER:
  2685. case WL_SUMMON_ATK_WIND:
  2686. case WL_SUMMON_ATK_GROUND:
  2687. skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
  2688. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2689. break;
  2690. case LG_RAYOFGENESIS:
  2691. skillratio = (skillratio + 200) * skill_lv;
  2692. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2693. break;
  2694. case WM_METALICSOUND:
  2695. skillratio += 120 * skill_lv + 60 * ( sd? pc_checkskill(sd, WM_LESSON) : 10 ) - 100;
  2696. break;
  2697. case WM_SEVERE_RAINSTORM:
  2698. skillratio += 50 * skill_lv;
  2699. break;
  2700. case WM_REVERBERATION_MAGIC:
  2701. skillratio += 100 * (sd ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  2702. break;
  2703. case SO_FIREWALK: {
  2704. struct status_change * sc = status_get_sc(src);
  2705. skillratio = 300;
  2706. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2707. if( sc && sc->data[SC_HEATER_OPTION] )
  2708. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  2709. }
  2710. break;
  2711. case SO_ELECTRICWALK: {
  2712. struct status_change * sc = status_get_sc(src);
  2713. skillratio = 300;
  2714. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2715. if( sc && sc->data[SC_BLAST_OPTION] )
  2716. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2717. }
  2718. break;
  2719. case SO_EARTHGRAVE: {
  2720. struct status_change * sc = status_get_sc(src);
  2721. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_SEISMICWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  2722. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2723. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  2724. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  2725. }
  2726. break;
  2727. case SO_DIAMONDDUST: {
  2728. struct status_change * sc = status_get_sc(src);
  2729. skillratio = ( 200 * ( sd ? pc_checkskill(sd, SA_FROSTWEAPON) : 10 ) + sstatus->int_ * skill_lv );
  2730. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2731. if( sc && sc->data[SC_COOLER_OPTION] )
  2732. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  2733. }
  2734. break;
  2735. case SO_POISON_BUSTER: {
  2736. struct status_change * sc = status_get_sc(src);
  2737. skillratio += 1100 + 300 * skill_lv;
  2738. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  2739. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  2740. }
  2741. break;
  2742. case SO_PSYCHIC_WAVE: {
  2743. struct status_change * sc = status_get_sc(src);
  2744. skillratio += -100 + skill_lv * 70 + (sstatus->int_ * 3);
  2745. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2746. if( sc ){
  2747. if( sc->data[SC_HEATER_OPTION] )
  2748. skillratio += skillratio * sc->data[SC_HEATER_OPTION]->val3 / 100;
  2749. else if(sc->data[SC_COOLER_OPTION] )
  2750. skillratio += skillratio * sc->data[SC_COOLER_OPTION]->val3 / 100;
  2751. else if(sc->data[SC_BLAST_OPTION] )
  2752. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2753. else if(sc->data[SC_CURSED_SOIL_OPTION] )
  2754. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val3 / 100;
  2755. }
  2756. }
  2757. break;
  2758. case SO_VARETYR_SPEAR: {
  2759. struct status_change * sc = status_get_sc(src);
  2760. skillratio += -100 + ( 100 * ( sd ? pc_checkskill(sd, SA_LIGHTNINGLOADER) : 10 ) + sstatus->int_ * skill_lv );
  2761. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2762. if( sc && sc->data[SC_BLAST_OPTION] )
  2763. skillratio += skillratio * sc->data[SC_BLAST_OPTION]->val2 / 100;
  2764. }
  2765. break;
  2766. case SO_CLOUD_KILL: {
  2767. struct status_change * sc = status_get_sc(src);
  2768. skillratio += -100 + skill_lv * 40;
  2769. if( status_get_lv(src) > 100 ) skillratio += skillratio * (status_get_lv(src) - 100) / 200; // Base level bonus.
  2770. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  2771. skillratio += skillratio * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
  2772. }
  2773. break;
  2774. case GN_DEMONIC_FIRE:
  2775. if( skill_lv > 20)
  2776. { // Fire expansion Lv.2
  2777. skillratio += 110 + 20 * (skill_lv - 20) + status_get_int(src) * 3; // Need official INT bonus. [LimitLine]
  2778. }
  2779. else if( skill_lv > 10 )
  2780. { // Fire expansion Lv.1
  2781. skillratio += 110 + 20 * (skill_lv - 10) / 2;
  2782. }
  2783. else
  2784. skillratio += 110 + 20 * skill_lv;
  2785. break;
  2786. }
  2787. MATK_RATE(skillratio);
  2788. //Constant/misc additions from skills
  2789. if (skill_num == WZ_FIREPILLAR)
  2790. MATK_ADD(50);
  2791. }
  2792. }
  2793. if(sd) {
  2794. //Damage bonuses
  2795. if ((i = pc_skillatk_bonus(sd, skill_num)))
  2796. ad.damage += ad.damage*i/100;
  2797. //Ignore Defense?
  2798. if (!flag.imdef && (
  2799. sd->ignore_mdef_ele & (1<<tstatus->def_ele) ||
  2800. sd->ignore_mdef_race & (1<<tstatus->race) ||
  2801. sd->ignore_mdef_race & (is_boss(target)?1<<RC_BOSS:1<<RC_NONBOSS)
  2802. ))
  2803. flag.imdef = 1;
  2804. }
  2805. if(!flag.imdef){
  2806. #if REMODE
  2807. short mdef = tstatus->mdef;
  2808. #else
  2809. char mdef = tstatus->mdef;
  2810. #endif
  2811. int mdef2= tstatus->mdef2;
  2812. if(sd) {
  2813. i = sd->ignore_mdef[is_boss(target)?RC_BOSS:RC_NONBOSS];
  2814. i+= sd->ignore_mdef[tstatus->race];
  2815. if (i)
  2816. {
  2817. if (i > 100) i = 100;
  2818. mdef -= mdef * i/100;
  2819. //mdef2-= mdef2* i/100;
  2820. }
  2821. }
  2822. #if REMODE
  2823. /**
  2824. * RE MDEF Reduction (from doddler:?title=Renewal_Changes#MDEF)
  2825. * Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)
  2826. * Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF
  2827. **/
  2828. ad.damage = ad.damage * ((1115/10) - mdef)/(1115/10) - mdef2;
  2829. #else
  2830. if(battle_config.magic_defense_type)
  2831. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  2832. else
  2833. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  2834. #endif
  2835. }
  2836. if (skill_num == NPC_EARTHQUAKE)
  2837. { //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  2838. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  2839. if(mflag>0)
  2840. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  2841. else
  2842. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  2843. }
  2844. if(ad.damage<1)
  2845. ad.damage=1;
  2846. if (!(nk&NK_NO_ELEFIX))
  2847. ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  2848. if( skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS )
  2849. { //Apply the physical part of the skill's damage. [Skotlex]
  2850. struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  2851. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40*skill_lv)/100;
  2852. if( src == target )
  2853. {
  2854. if( src->type == BL_PC )
  2855. ad.damage = ad.damage/2;
  2856. else
  2857. ad.damage = 0;
  2858. }
  2859. }
  2860. if (sd && !(nk&NK_NO_CARDFIX_ATK)) {
  2861. short t_class = status_get_class(target);
  2862. short cardfix=1000;
  2863. cardfix=cardfix*(100+sd->magic_addrace[tstatus->race])/100;
  2864. if (!(nk&NK_NO_ELEFIX))
  2865. cardfix=cardfix*(100+sd->magic_addele[tstatus->def_ele])/100;
  2866. cardfix=cardfix*(100+sd->magic_addsize[tstatus->size])/100;
  2867. cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?RC_BOSS:RC_NONBOSS])/100;
  2868. for(i=0; i< ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate;i++) {
  2869. if(sd->add_mdmg[i].class_ == t_class) {
  2870. cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100;
  2871. continue;
  2872. }
  2873. }
  2874. if (cardfix != 1000)
  2875. MATK_RATE(cardfix/10);
  2876. }
  2877. if( tsd && !(nk&NK_NO_CARDFIX_DEF) )
  2878. { // Target cards.
  2879. short s_race2 = status_get_race2(src);
  2880. short s_class= status_get_class(src);
  2881. int cardfix=1000;
  2882. if (!(nk&NK_NO_ELEFIX))
  2883. {
  2884. int ele_fix = tsd->subele[s_ele];
  2885. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  2886. {
  2887. if(tsd->subele2[i].ele != s_ele) continue;
  2888. if(!(tsd->subele2[i].flag&ad.flag&BF_WEAPONMASK &&
  2889. tsd->subele2[i].flag&ad.flag&BF_RANGEMASK &&
  2890. tsd->subele2[i].flag&ad.flag&BF_SKILLMASK))
  2891. continue;
  2892. ele_fix += tsd->subele2[i].rate;
  2893. }
  2894. cardfix=cardfix*(100-ele_fix)/100;
  2895. }
  2896. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  2897. cardfix=cardfix*(100-tsd->subrace2[s_race2])/100;
  2898. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  2899. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  2900. if( sstatus->race != RC_DEMIHUMAN )
  2901. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  2902. for(i=0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate;i++) {
  2903. if(tsd->add_mdef[i].class_ == s_class) {
  2904. cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100;
  2905. break;
  2906. }
  2907. }
  2908. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  2909. if (ad.flag&BF_SHORT)
  2910. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  2911. else
  2912. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  2913. cardfix=cardfix*(100-tsd->magic_def_rate)/100;
  2914. if( tsd->sc.data[SC_MDEF_RATE] )
  2915. cardfix=cardfix*(100-tsd->sc.data[SC_MDEF_RATE]->val1)/100;
  2916. if (cardfix != 1000)
  2917. MATK_RATE(cardfix/10);
  2918. }
  2919. }
  2920. damage_div_fix(ad.damage, ad.div_);
  2921. if (flag.infdef && ad.damage)
  2922. ad.damage = ad.damage>0?1:-1;
  2923. ad.damage=battle_calc_damage(src,target,&ad,ad.damage,skill_num,skill_lv);
  2924. if( map_flag_gvg2(target->m) )
  2925. ad.damage=battle_calc_gvg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2926. else if( map[target->m].flag.battleground )
  2927. ad.damage=battle_calc_bg_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag);
  2928. return ad;
  2929. }
  2930. /*==========================================
  2931. * その他ダ??[ジ計算
  2932. *------------------------------------------*/
  2933. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
  2934. {
  2935. int skill;
  2936. short i, nk;
  2937. short s_ele;
  2938. struct map_session_data *sd, *tsd;
  2939. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  2940. struct status_data *sstatus = status_get_status_data(src);
  2941. struct status_data *tstatus = status_get_status_data(target);
  2942. memset(&md,0,sizeof(md));
  2943. if( src == NULL || target == NULL ){
  2944. nullpo_info(NLP_MARK);
  2945. return md;
  2946. }
  2947. //Some initial values
  2948. md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:sstatus->amotion;
  2949. md.dmotion=tstatus->dmotion;
  2950. md.div_=skill_get_num( skill_num,skill_lv );
  2951. md.blewcount=skill_get_blewcount(skill_num,skill_lv);
  2952. md.dmg_lv=ATK_DEF;
  2953. md.flag=BF_MISC|BF_SKILL;
  2954. nk = skill_get_nk(skill_num);
  2955. sd = BL_CAST(BL_PC, src);
  2956. tsd = BL_CAST(BL_PC, target);
  2957. if(sd) {
  2958. sd->state.arrow_atk = 0;
  2959. md.blewcount += battle_blewcount_bonus(sd, skill_num);
  2960. }
  2961. s_ele = skill_get_ele(skill_num, skill_lv);
  2962. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  2963. s_ele = ELE_NEUTRAL;
  2964. else if (s_ele == -3) //Use random element
  2965. s_ele = rand()%ELE_MAX;
  2966. //Skill Range Criteria
  2967. md.flag |= battle_range_type(src, target, skill_num, skill_lv);
  2968. switch( skill_num )
  2969. {
  2970. case HT_LANDMINE:
  2971. case MA_LANDMINE:
  2972. md.damage=skill_lv*(sstatus->dex+75)*(100+sstatus->int_)/100;
  2973. break;
  2974. case HT_BLASTMINE:
  2975. md.damage=skill_lv*(sstatus->dex/2+50)*(100+sstatus->int_)/100;
  2976. break;
  2977. case HT_CLAYMORETRAP:
  2978. md.damage=skill_lv*(sstatus->dex/2+75)*(100+sstatus->int_)/100;
  2979. break;
  2980. case HT_BLITZBEAT:
  2981. case SN_FALCONASSAULT:
  2982. //Blitz-beat Damage.
  2983. if(!sd || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0)
  2984. skill=0;
  2985. md.damage=(sstatus->dex/10+sstatus->int_/2+skill*3+40)*2;
  2986. if(mflag > 1) //Autocasted Blitz.
  2987. nk|=NK_SPLASHSPLIT;
  2988. if (skill_num == SN_FALCONASSAULT)
  2989. {
  2990. //Div fix of Blitzbeat
  2991. skill = skill_get_num(HT_BLITZBEAT, 5);
  2992. damage_div_fix(md.damage, skill);
  2993. //Falcon Assault Modifier
  2994. md.damage=md.damage*(150+70*skill_lv)/100;
  2995. }
  2996. break;
  2997. case TF_THROWSTONE:
  2998. md.damage=50;
  2999. break;
  3000. case BA_DISSONANCE:
  3001. md.damage=30+skill_lv*10;
  3002. if (sd)
  3003. md.damage+= 3*pc_checkskill(sd,BA_MUSICALLESSON);
  3004. break;
  3005. case NPC_SELFDESTRUCTION:
  3006. md.damage = sstatus->hp;
  3007. break;
  3008. case NPC_SMOKING:
  3009. md.damage=3;
  3010. break;
  3011. case NPC_DARKBREATH:
  3012. md.damage = 500 + (skill_lv-1)*1000 + rand()%1000;
  3013. if(md.damage > 9999) md.damage = 9999;
  3014. break;
  3015. case PA_PRESSURE:
  3016. md.damage=500+300*skill_lv;
  3017. break;
  3018. case PA_GOSPEL:
  3019. md.damage = 1+rand()%9999;
  3020. break;
  3021. case CR_ACIDDEMONSTRATION: // updated the formula based on a Japanese formula found to be exact [Reddozen]
  3022. if(tstatus->vit+sstatus->int_) //crash fix
  3023. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  3024. else
  3025. md.damage = 0;
  3026. if (tsd) md.damage>>=1;
  3027. if (md.damage < 0 || md.damage > INT_MAX>>1)
  3028. //Overflow prevention, will anyone whine if I cap it to a few billion?
  3029. //Not capped to INT_MAX to give some room for further damage increase.
  3030. md.damage = INT_MAX>>1;
  3031. break;
  3032. case NJ_ZENYNAGE:
  3033. md.damage = skill_get_zeny(skill_num ,skill_lv);
  3034. if (!md.damage) md.damage = 2;
  3035. md.damage = md.damage + rand()%md.damage;
  3036. if (is_boss(target))
  3037. md.damage=md.damage/3;
  3038. else if (tsd)
  3039. md.damage=md.damage/2;
  3040. break;
  3041. case GS_FLING:
  3042. md.damage = sd?sd->status.job_level:status_get_lv(src);
  3043. break;
  3044. case HVAN_EXPLOSION: //[orn]
  3045. md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100 ;
  3046. break ;
  3047. case ASC_BREAKER:
  3048. md.damage = 500+rand()%500 + 5*skill_lv * sstatus->int_;
  3049. nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  3050. break;
  3051. case HW_GRAVITATION:
  3052. md.damage = 200+200*skill_lv;
  3053. md.dmotion = 0; //No flinch animation.
  3054. break;
  3055. case NPC_EVILLAND:
  3056. md.damage = skill_calc_heal(src,target,skill_num,skill_lv,false);
  3057. break;
  3058. case RK_DRAGONBREATH:
  3059. md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv;
  3060. if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;
  3061. if (sd) md.damage = md.damage * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  3062. break;
  3063. /**
  3064. * Ranger
  3065. **/
  3066. case RA_CLUSTERBOMB:
  3067. case RA_FIRINGTRAP:
  3068. case RA_ICEBOUNDTRAP:
  3069. md.damage = (2 * skill_lv * (sstatus->dex + 100));
  3070. if (status_get_lv(src) > 100) md.damage += md.damage * (status_get_lv(src) - 50) / 200 + 15 / 10;
  3071. md.damage = md.damage * 2;// Without BaseLv Bonus
  3072. md.damage = md.damage + (5 * sstatus->int_) + (40 * ( sd ? pc_checkskill(sd,RA_RESEARCHTRAP) : 10 ) );
  3073. break;
  3074. /**
  3075. * Mechanic
  3076. **/
  3077. case NC_SELFDESTRUCTION:
  3078. md.damage = (sd?pc_checkskill(sd,NC_MAINFRAME):10) * skill_lv * (status_get_sp(src) + sstatus->vit);
  3079. if (status_get_lv(src) > 100) md.damage = md.damage * status_get_lv(src) / 150;// Base level bonus.
  3080. if (sd) md.damage = md.damage + status_get_hp(src);
  3081. status_set_sp(src, 0, 0);
  3082. break;
  3083. }
  3084. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  3085. if(mflag>0)
  3086. md.damage/= mflag;
  3087. else
  3088. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_num, skill_get_name(skill_num));
  3089. }
  3090. damage_div_fix(md.damage, md.div_);
  3091. if (!(nk&NK_IGNORE_FLEE))
  3092. {
  3093. struct status_change *sc = status_get_sc(target);
  3094. i = 0; //Temp for "hit or no hit"
  3095. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT)
  3096. i = 1;
  3097. else {
  3098. short
  3099. flee = tstatus->flee,
  3100. hitrate=80; //Default hitrate
  3101. if(battle_config.agi_penalty_type &&
  3102. battle_config.agi_penalty_target&target->type)
  3103. {
  3104. unsigned char attacker_count; //256 max targets should be a sane max
  3105. attacker_count = unit_counttargeted(target,battle_config.agi_penalty_count_lv);
  3106. if(attacker_count >= battle_config.agi_penalty_count)
  3107. {
  3108. if (battle_config.agi_penalty_type == 1)
  3109. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  3110. else //asume type 2: absolute reduction
  3111. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  3112. if(flee < 1) flee = 1;
  3113. }
  3114. }
  3115. hitrate+= sstatus->hit - flee;
  3116. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  3117. if(rand()%100 < hitrate)
  3118. i = 1;
  3119. }
  3120. if (!i) {
  3121. md.damage = 0;
  3122. md.dmg_lv=ATK_FLEE;
  3123. }
  3124. }
  3125. if( md.damage && tsd && !(nk&NK_NO_CARDFIX_DEF) )
  3126. {// misc damage reduction from equipment
  3127. int cardfix = 10000;
  3128. int race2 = status_get_race2(src);
  3129. if (!(nk&NK_NO_ELEFIX))
  3130. {
  3131. int ele_fix = tsd->subele[s_ele];
  3132. for (i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++)
  3133. {
  3134. if(tsd->subele2[i].ele != s_ele) continue;
  3135. if(!(tsd->subele2[i].flag&md.flag&BF_WEAPONMASK &&
  3136. tsd->subele2[i].flag&md.flag&BF_RANGEMASK &&
  3137. tsd->subele2[i].flag&md.flag&BF_SKILLMASK))
  3138. continue;
  3139. ele_fix += tsd->subele2[i].rate;
  3140. }
  3141. cardfix=cardfix*(100-ele_fix)/100;
  3142. }
  3143. cardfix=cardfix*(100-tsd->subsize[sstatus->size])/100;
  3144. cardfix=cardfix*(100-tsd->subrace2[race2])/100;
  3145. cardfix=cardfix*(100-tsd->subrace[sstatus->race])/100;
  3146. cardfix=cardfix*(100-tsd->subrace[is_boss(src)?RC_BOSS:RC_NONBOSS])/100;
  3147. if( sstatus->race != RC_DEMIHUMAN )
  3148. cardfix=cardfix*(100-tsd->subrace[RC_NONDEMIHUMAN])/100;
  3149. cardfix=cardfix*(100-tsd->misc_def_rate)/100;
  3150. if(md.flag&BF_SHORT)
  3151. cardfix=cardfix*(100-tsd->near_attack_def_rate)/100;
  3152. else // BF_LONG (there's no other choice)
  3153. cardfix=cardfix*(100-tsd->long_attack_def_rate)/100;
  3154. if (cardfix != 10000)
  3155. md.damage=(int)((int64)md.damage*cardfix/10000);
  3156. }
  3157. if (sd && (i = pc_skillatk_bonus(sd, skill_num)))
  3158. md.damage += md.damage*i/100;
  3159. if(md.damage < 0)
  3160. md.damage = 0;
  3161. else if(md.damage && tstatus->mode&MD_PLANT)
  3162. md.damage = 1;
  3163. if(!(nk&NK_NO_ELEFIX))
  3164. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  3165. md.damage=battle_calc_damage(src,target,&md,md.damage,skill_num,skill_lv);
  3166. if( map_flag_gvg2(target->m) )
  3167. md.damage=battle_calc_gvg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  3168. else if( map[target->m].flag.battleground )
  3169. md.damage=battle_calc_bg_damage(src,target,md.damage,md.div_,skill_num,skill_lv,md.flag);
  3170. switch( skill_num ) {
  3171. case RA_CLUSTERBOMB:
  3172. case RA_FIRINGTRAP:
  3173. case RA_ICEBOUNDTRAP:
  3174. {
  3175. struct Damage wd;
  3176. wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag);
  3177. md.damage += wd.damage;
  3178. }
  3179. break;
  3180. case NJ_ZENYNAGE:
  3181. if( sd ) {
  3182. if ( md.damage > sd->status.zeny )
  3183. md.damage = sd->status.zeny;
  3184. pc_payzeny(sd, md.damage);
  3185. }
  3186. break;
  3187. }
  3188. return md;
  3189. }
  3190. /*==========================================
  3191. * ダ??[ジ計算一括?�?用
  3192. *------------------------------------------*/
  3193. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
  3194. {
  3195. struct Damage d;
  3196. switch(attack_type) {
  3197. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
  3198. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count); break;
  3199. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count); break;
  3200. default:
  3201. ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);
  3202. memset(&d,0,sizeof(d));
  3203. break;
  3204. }
  3205. if( d.damage + d.damage2 < 1 )
  3206. { //Miss/Absorbed
  3207. //Weapon attacks should go through to cause additional effects.
  3208. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  3209. d.dmg_lv = ATK_MISS;
  3210. d.dmotion = 0;
  3211. }
  3212. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  3213. d.dmg_lv = ATK_DEF;
  3214. return d;
  3215. }
  3216. //Calculates BF_WEAPON returned damage.
  3217. int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int *dmg, int flag)
  3218. {
  3219. struct map_session_data* sd = NULL;
  3220. int rdamage = 0, damage = *dmg;
  3221. sd = BL_CAST(BL_PC, bl);
  3222. //Bounces back part of the damage.
  3223. if (flag & BF_SHORT) {
  3224. struct status_change* sc;
  3225. if (sd && sd->short_weapon_damage_return)
  3226. {
  3227. rdamage += damage * sd->short_weapon_damage_return / 100;
  3228. if(rdamage < 1) rdamage = 1;
  3229. }
  3230. sc = status_get_sc(bl);
  3231. if( sc && sc->count ) {
  3232. if (sc->data[SC_REFLECTSHIELD]) {
  3233. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  3234. if (rdamage < 1) rdamage = 1;
  3235. }
  3236. if(sc->data[SC_DEATHBOUND] && !(src->type == BL_MOB && is_boss(src)) ) {
  3237. int dir = map_calc_dir(bl,src->x,src->y),
  3238. t_dir = unit_getdir(bl), rd1 = 0;
  3239. if( distance_bl(src,bl) <= 0 || !map_check_dir(dir,t_dir) ) {
  3240. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  3241. *dmg = rd1 * 30 / 100; // Received damge = 30% of amplifly damage.
  3242. clif_skill_damage(src,bl,gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1,6);
  3243. status_change_end(bl,SC_DEATHBOUND,-1);
  3244. rdamage += rd1;
  3245. if (rdamage < 1) rdamage = 1;
  3246. }
  3247. }
  3248. }
  3249. } else {
  3250. if (sd && sd->long_weapon_damage_return)
  3251. {
  3252. rdamage += damage * sd->long_weapon_damage_return / 100;
  3253. if (rdamage < 1) rdamage = 1;
  3254. }
  3255. }
  3256. return rdamage;
  3257. }
  3258. void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, int race, int boss)
  3259. {
  3260. struct weapon_data *wd;
  3261. int type, thp = 0, tsp = 0, rhp = 0, rsp = 0, hp, sp, i, *damage;
  3262. for (i = 0; i < 4; i++) {
  3263. //First two iterations: Right hand
  3264. if (i < 2) { wd = &sd->right_weapon; damage = &rdamage; }
  3265. else { wd = &sd->left_weapon; damage = &ldamage; }
  3266. if (*damage <= 0) continue;
  3267. //First and Third iterations: race, other two boss/nonboss state
  3268. if (i == 0 || i == 2)
  3269. type = race;
  3270. else
  3271. type = boss?RC_BOSS:RC_NONBOSS;
  3272. hp = wd->hp_drain[type].value;
  3273. if (wd->hp_drain[type].rate)
  3274. hp += battle_calc_drain(*damage, wd->hp_drain[type].rate, wd->hp_drain[type].per);
  3275. sp = wd->sp_drain[type].value;
  3276. if (wd->sp_drain[type].rate)
  3277. sp += battle_calc_drain(*damage, wd->sp_drain[type].rate, wd->sp_drain[type].per);
  3278. if (hp) {
  3279. if (wd->hp_drain[type].type)
  3280. rhp += hp;
  3281. thp += hp;
  3282. }
  3283. if (sp) {
  3284. if (wd->sp_drain[type].type)
  3285. rsp += sp;
  3286. tsp += sp;
  3287. }
  3288. }
  3289. if (sd->sp_vanish_rate && rand()%1000 < sd->sp_vanish_rate)
  3290. status_percent_damage(&sd->bl, tbl, 0, (unsigned char)sd->sp_vanish_per, false);
  3291. if (!thp && !tsp) return;
  3292. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  3293. if (rhp || rsp)
  3294. status_zap(tbl, rhp, rsp);
  3295. }
  3296. /*==========================================
  3297. * 通??U撃?�?まとめ
  3298. *------------------------------------------*/
  3299. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag)
  3300. {
  3301. struct map_session_data *sd = NULL, *tsd = NULL;
  3302. struct status_data *sstatus, *tstatus;
  3303. struct status_change *sc, *tsc;
  3304. int damage,rdamage=0,rdelay=0;
  3305. int skillv;
  3306. struct Damage wd;
  3307. nullpo_retr(ATK_NONE, src);
  3308. nullpo_retr(ATK_NONE, target);
  3309. if (src->prev == NULL || target->prev == NULL)
  3310. return ATK_NONE;
  3311. sd = BL_CAST(BL_PC, src);
  3312. tsd = BL_CAST(BL_PC, target);
  3313. sstatus = status_get_status_data(src);
  3314. tstatus = status_get_status_data(target);
  3315. sc = status_get_sc(src);
  3316. tsc = status_get_sc(target);
  3317. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  3318. sc = NULL;
  3319. if (tsc && !tsc->count)
  3320. tsc = NULL;
  3321. if (sd)
  3322. {
  3323. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  3324. if (sd->state.arrow_atk)
  3325. {
  3326. int index = sd->equip_index[EQI_AMMO];
  3327. if (index<0) {
  3328. clif_arrow_fail(sd,0);
  3329. return ATK_NONE;
  3330. }
  3331. //Ammo check by Ishizu-chan
  3332. if (sd->inventory_data[index])
  3333. switch (sd->status.weapon) {
  3334. case W_BOW:
  3335. if (sd->inventory_data[index]->look != A_ARROW) {
  3336. clif_arrow_fail(sd,0);
  3337. return ATK_NONE;
  3338. }
  3339. break;
  3340. case W_REVOLVER:
  3341. case W_RIFLE:
  3342. case W_GATLING:
  3343. case W_SHOTGUN:
  3344. if (sd->inventory_data[index]->look != A_BULLET) {
  3345. clif_arrow_fail(sd,0);
  3346. return ATK_NONE;
  3347. }
  3348. break;
  3349. case W_GRENADE:
  3350. if (sd->inventory_data[index]->look != A_GRENADE) {
  3351. clif_arrow_fail(sd,0);
  3352. return ATK_NONE;
  3353. }
  3354. break;
  3355. }
  3356. }
  3357. }
  3358. if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&2))
  3359. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  3360. if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
  3361. {
  3362. int dir = map_calc_dir(target,src->x,src->y);
  3363. int t_dir = unit_getdir(target);
  3364. int dist = distance_bl(src, target);
  3365. if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1))
  3366. {
  3367. int skilllv = tsc->data[SC_AUTOCOUNTER]->val1;
  3368. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  3369. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  3370. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  3371. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0);
  3372. return ATK_NONE;
  3373. }
  3374. }
  3375. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  3376. {
  3377. int skilllv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  3378. int duration = skill_get_time2(MO_BLADESTOP,skilllv);
  3379. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  3380. if(sc_start4(src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  3381. { //Target locked.
  3382. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS.
  3383. clif_bladestop(target, src->id, 1);
  3384. sc_start4(target, SC_BLADESTOP, 100, skilllv, 0, 0, src->id, duration);
  3385. return ATK_NONE;
  3386. }
  3387. }
  3388. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0)
  3389. {
  3390. int triple_rate= 30 - skillv; //Base Rate
  3391. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK)
  3392. {
  3393. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  3394. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  3395. }
  3396. if (rand()%100 < triple_rate)
  3397. //FIXME: invalid return type!
  3398. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0);
  3399. }
  3400. if (sc)
  3401. {
  3402. if (sc->data[SC_SACRIFICE])
  3403. {
  3404. int skilllv = sc->data[SC_SACRIFICE]->val1;
  3405. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  3406. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  3407. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  3408. //FIXME: invalid return type!
  3409. return (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skilllv,tick,0);
  3410. }
  3411. if (sc->data[SC_MAGICALATTACK])
  3412. //FIXME: invalid return type!
  3413. return (damage_lv)skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0);
  3414. }
  3415. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
  3416. tsc->data[SC_KAAHI]->val4 = add_timer(tick + skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
  3417. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  3418. if (sd && sd->state.arrow_atk) //Consume arrow.
  3419. battle_consume_ammo(sd, 0, 0);
  3420. damage = wd.damage + wd.damage2;
  3421. if( damage > 0 && src != target )
  3422. {
  3423. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rand()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  3424. { // Activates it only from melee damage
  3425. int skillid;
  3426. if( rand()%2 == 1 )
  3427. skillid = AB_DUPLELIGHT_MELEE;
  3428. else
  3429. skillid = AB_DUPLELIGHT_MAGIC;
  3430. skill_attack(skill_get_type(skillid), src, src, target, skillid, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  3431. }
  3432. rdamage = battle_calc_return_damage(target,src, &damage, wd.flag);
  3433. if( rdamage > 0 )
  3434. {
  3435. rdelay = clif_damage(src, src, tick, wd.amotion, sstatus->dmotion, rdamage, 1, 4, 0);
  3436. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  3437. skill_additional_effect(target,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  3438. }
  3439. }
  3440. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2);
  3441. if (sd && sd->splash_range > 0 && damage > 0)
  3442. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  3443. map_freeblock_lock();
  3444. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion);
  3445. if( tsc && tsc->data[SC_DEVOTION] )
  3446. {
  3447. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3448. struct block_list *d_bl = map_id2bl(sce->val1);
  3449. if( d_bl && (
  3450. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  3451. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  3452. ) && check_distance_bl(target, d_bl, sce->val3) )
  3453. {
  3454. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  3455. status_fix_damage(NULL, d_bl, damage, 0);
  3456. }
  3457. else
  3458. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  3459. }
  3460. if (sc && sc->data[SC_AUTOSPELL] && rand()%100 < sc->data[SC_AUTOSPELL]->val4) {
  3461. int sp = 0;
  3462. int skillid = sc->data[SC_AUTOSPELL]->val2;
  3463. int skilllv = sc->data[SC_AUTOSPELL]->val3;
  3464. int i = rand()%100;
  3465. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  3466. i = 0; //Max chance, no skilllv reduction. [Skotlex]
  3467. if (i >= 50) skilllv -= 2;
  3468. else if (i >= 15) skilllv--;
  3469. if (skilllv < 1) skilllv = 1;
  3470. sp = skill_get_sp(skillid,skilllv) * 2 / 3;
  3471. if (status_charge(src, 0, sp)) {
  3472. switch (skill_get_casttype(skillid)) {
  3473. case CAST_GROUND:
  3474. skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag);
  3475. break;
  3476. case CAST_NODAMAGE:
  3477. skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag);
  3478. break;
  3479. case CAST_DAMAGE:
  3480. skill_castend_damage_id(src, target, skillid, skilllv, tick, flag);
  3481. break;
  3482. }
  3483. }
  3484. }
  3485. if (sd) {
  3486. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  3487. if (battle_config.left_cardfix_to_right)
  3488. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, is_boss(target));
  3489. else
  3490. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, is_boss(target));
  3491. }
  3492. }
  3493. if (rdamage > 0) { //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
  3494. if(tsd && src != target)
  3495. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  3496. battle_delay_damage(tick, wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, rdelay);
  3497. }
  3498. if (tsc) {
  3499. if (tsc->data[SC_POISONREACT] &&
  3500. (rand()%100 < tsc->data[SC_POISONREACT]->val3
  3501. || sstatus->def_ele == ELE_POISON) &&
  3502. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  3503. status_check_skilluse(target, src, TF_POISON, 0)
  3504. ) { //Poison React
  3505. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  3506. if (sstatus->def_ele == ELE_POISON) {
  3507. sce->val2 = 0;
  3508. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  3509. } else {
  3510. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  3511. --sce->val2;
  3512. }
  3513. if (sce->val2 <= 0)
  3514. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  3515. }
  3516. }
  3517. map_freeblock_unlock();
  3518. return wd.dmg_lv;
  3519. }
  3520. int battle_check_undead(int race,int element)
  3521. {
  3522. if(battle_config.undead_detect_type == 0) {
  3523. if(element == ELE_UNDEAD)
  3524. return 1;
  3525. }
  3526. else if(battle_config.undead_detect_type == 1) {
  3527. if(race == RC_UNDEAD)
  3528. return 1;
  3529. }
  3530. else {
  3531. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  3532. return 1;
  3533. }
  3534. return 0;
  3535. }
  3536. //Returns the upmost level master starting with the given object
  3537. struct block_list* battle_get_master(struct block_list *src)
  3538. {
  3539. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  3540. do {
  3541. prev = src;
  3542. switch (src->type) {
  3543. case BL_PET:
  3544. if (((TBL_PET*)src)->msd)
  3545. src = (struct block_list*)((TBL_PET*)src)->msd;
  3546. break;
  3547. case BL_MOB:
  3548. if (((TBL_MOB*)src)->master_id)
  3549. src = map_id2bl(((TBL_MOB*)src)->master_id);
  3550. break;
  3551. case BL_HOM:
  3552. if (((TBL_HOM*)src)->master)
  3553. src = (struct block_list*)((TBL_HOM*)src)->master;
  3554. break;
  3555. case BL_MER:
  3556. if (((TBL_MER*)src)->master)
  3557. src = (struct block_list*)((TBL_MER*)src)->master;
  3558. break;
  3559. case BL_SKILL:
  3560. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  3561. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  3562. break;
  3563. }
  3564. } while (src && src != prev);
  3565. return prev;
  3566. }
  3567. /*==========================================
  3568. * Checks the state between two targets (rewritten by Skotlex)
  3569. * (enemy, friend, party, guild, etc)
  3570. * See battle.h for possible values/combinations
  3571. * to be used here (BCT_* constants)
  3572. * Return value is:
  3573. * 1: flag holds true (is enemy, party, etc)
  3574. * -1: flag fails
  3575. * 0: Invalid target (non-targetable ever)
  3576. *------------------------------------------*/
  3577. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  3578. {
  3579. int m,state = 0; //Initial state none
  3580. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  3581. struct block_list *s_bl = src, *t_bl = target;
  3582. nullpo_ret(src);
  3583. nullpo_ret(target);
  3584. m = target->m;
  3585. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  3586. //objects involved.
  3587. if( (t_bl = battle_get_master(target)) == NULL )
  3588. t_bl = target;
  3589. if( (s_bl = battle_get_master(src)) == NULL )
  3590. s_bl = src;
  3591. switch( target->type )
  3592. { // Checks on actual target
  3593. case BL_PC:
  3594. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  3595. return -1; //Cannot be targeted yet.
  3596. break;
  3597. case BL_MOB:
  3598. if((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres
  3599. (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras
  3600. s_bl->type == BL_PC && src->type != BL_MOB)
  3601. { //Targettable by players
  3602. state |= BCT_ENEMY;
  3603. strip_enemy = 0;
  3604. }
  3605. break;
  3606. case BL_SKILL:
  3607. {
  3608. TBL_SKILL *su = (TBL_SKILL*)target;
  3609. if( !su->group )
  3610. return 0;
  3611. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP )
  3612. { //Only a few skills can target traps...
  3613. switch( battle_getcurrentskill(src) )
  3614. {
  3615. case MA_REMOVETRAP:
  3616. case HT_REMOVETRAP:
  3617. case AC_SHOWER:
  3618. case MA_SHOWER:
  3619. case WZ_SIGHTRASHER:
  3620. case WZ_SIGHTBLASTER:
  3621. case SM_MAGNUM:
  3622. case MS_MAGNUM:
  3623. case RA_DETONATOR:
  3624. case RA_SENSITIVEKEEN:
  3625. state |= BCT_ENEMY;
  3626. strip_enemy = 0;
  3627. break;
  3628. default:
  3629. return 0;
  3630. }
  3631. } else if (su->group->skill_id==WZ_ICEWALL)
  3632. {
  3633. state |= BCT_ENEMY;
  3634. strip_enemy = 0;
  3635. } else //Excepting traps and icewall, you should not be able to target skills.
  3636. return 0;
  3637. }
  3638. break;
  3639. //Valid targets with no special checks here.
  3640. case BL_MER:
  3641. case BL_HOM:
  3642. break;
  3643. //All else not specified is an invalid target.
  3644. default:
  3645. return 0;
  3646. }
  3647. switch( t_bl->type )
  3648. { //Checks on target master
  3649. case BL_PC:
  3650. {
  3651. struct map_session_data *sd;
  3652. if( t_bl == s_bl ) break;
  3653. sd = BL_CAST(BL_PC, t_bl);
  3654. if( sd->state.monster_ignore && flag&BCT_ENEMY )
  3655. return 0; // Global inminuty only to Attacks
  3656. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  3657. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  3658. if( sd->state.killable ) {
  3659. state |= BCT_ENEMY; // Everything can kill it
  3660. strip_enemy = 0;
  3661. }
  3662. break;
  3663. }
  3664. case BL_MOB:
  3665. {
  3666. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  3667. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  3668. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  3669. break;
  3670. }
  3671. }
  3672. switch( src->type )
  3673. { //Checks on actual src type
  3674. case BL_PET:
  3675. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  3676. return 0; //Pet may not attack non-mobs.
  3677. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  3678. return 0; //pet may not attack Guardians/Emperium
  3679. break;
  3680. case BL_SKILL:
  3681. {
  3682. struct skill_unit *su = (struct skill_unit *)src;
  3683. if (!su->group)
  3684. return 0;
  3685. if (su->group->src_id == target->id)
  3686. {
  3687. int inf2;
  3688. inf2 = skill_get_inf2(su->group->skill_id);
  3689. if (inf2&INF2_NO_TARGET_SELF)
  3690. return -1;
  3691. if (inf2&INF2_TARGET_SELF)
  3692. return 1;
  3693. }
  3694. break;
  3695. }
  3696. }
  3697. switch( s_bl->type )
  3698. { //Checks on source master
  3699. case BL_PC:
  3700. {
  3701. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  3702. if( s_bl != t_bl )
  3703. {
  3704. if( sd->state.killer )
  3705. {
  3706. state |= BCT_ENEMY; // Can kill anything
  3707. strip_enemy = 0;
  3708. }
  3709. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  3710. {
  3711. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  3712. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  3713. else
  3714. return 0; // You can't target anything out of your duel
  3715. }
  3716. }
  3717. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data )
  3718. return 0; //If you don't belong to a guild, can't target guardians/emperium.
  3719. if( t_bl->type != BL_PC )
  3720. state |= BCT_ENEMY; //Natural enemy.
  3721. break;
  3722. }
  3723. case BL_MOB:
  3724. {
  3725. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  3726. if( !((agit_flag || agit2_flag) && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id )
  3727. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  3728. if( !md->special_state.ai )
  3729. { //Normal mobs.
  3730. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  3731. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  3732. else
  3733. state |= BCT_ENEMY; //However, all else are enemies.
  3734. }
  3735. else
  3736. {
  3737. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  3738. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  3739. }
  3740. break;
  3741. }
  3742. default:
  3743. //Need some sort of default behaviour for unhandled types.
  3744. if (t_bl->type != s_bl->type)
  3745. state |= BCT_ENEMY;
  3746. break;
  3747. }
  3748. if( (flag&BCT_ALL) == BCT_ALL )
  3749. { //All actually stands for all attackable chars
  3750. if( target->type&BL_CHAR )
  3751. return 1;
  3752. else
  3753. return -1;
  3754. }
  3755. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  3756. return -1;
  3757. if( t_bl == s_bl )
  3758. { //No need for further testing.
  3759. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  3760. if( state&BCT_ENEMY && strip_enemy )
  3761. state&=~BCT_ENEMY;
  3762. return (flag&state)?1:-1;
  3763. }
  3764. if( map_flag_vs(m) )
  3765. { //Check rivalry settings.
  3766. int sbg_id = 0, tbg_id = 0;
  3767. if( map[m].flag.battleground )
  3768. {
  3769. sbg_id = bg_team_get_id(s_bl);
  3770. tbg_id = bg_team_get_id(t_bl);
  3771. }
  3772. if( flag&(BCT_PARTY|BCT_ENEMY) )
  3773. {
  3774. int s_party = status_get_party_id(s_bl);
  3775. if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  3776. state |= BCT_PARTY;
  3777. else
  3778. state |= BCT_ENEMY;
  3779. }
  3780. if( flag&(BCT_GUILD|BCT_ENEMY) )
  3781. {
  3782. int s_guild = status_get_guild_id(s_bl);
  3783. int t_guild = status_get_guild_id(t_bl);
  3784. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  3785. state |= BCT_GUILD;
  3786. else
  3787. state |= BCT_ENEMY;
  3788. }
  3789. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  3790. state &= ~BCT_ENEMY;
  3791. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  3792. { // Prevent novice engagement on pk_mode (feature by Valaris)
  3793. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  3794. if (
  3795. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3796. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  3797. (int)sd->status.base_level < battle_config.pk_min_level ||
  3798. (int)sd2->status.base_level < battle_config.pk_min_level ||
  3799. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  3800. )
  3801. state &= ~BCT_ENEMY;
  3802. }
  3803. }
  3804. else
  3805. { //Non pvp/gvg, check party/guild settings.
  3806. if( flag&BCT_PARTY || state&BCT_ENEMY )
  3807. {
  3808. int s_party = status_get_party_id(s_bl);
  3809. if(s_party && s_party == status_get_party_id(t_bl))
  3810. state |= BCT_PARTY;
  3811. }
  3812. if( flag&BCT_GUILD || state&BCT_ENEMY )
  3813. {
  3814. int s_guild = status_get_guild_id(s_bl);
  3815. int t_guild = status_get_guild_id(t_bl);
  3816. if(s_guild && t_guild && (s_guild == t_guild || guild_isallied(s_guild, t_guild)))
  3817. state |= BCT_GUILD;
  3818. }
  3819. }
  3820. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  3821. state = BCT_NEUTRAL;
  3822. //Alliance state takes precedence over enemy one.
  3823. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  3824. state&=~BCT_ENEMY;
  3825. return (flag&state)?1:-1;
  3826. }
  3827. /*==========================================
  3828. * 射程判定
  3829. *------------------------------------------*/
  3830. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  3831. {
  3832. int d;
  3833. nullpo_retr(false, src);
  3834. nullpo_retr(false, bl);
  3835. if( src->m != bl->m )
  3836. return false;
  3837. #ifndef CIRCULAR_AREA
  3838. if( src->type == BL_PC )
  3839. { // Range for players' attacks and skills should always have a circular check. [Inkfish]
  3840. int dx = src->x - bl->x, dy = src->y - bl->y;
  3841. if( !check_distance(dx*dx + dy*dy, 0, range*range+(dx&&dy?1:0)) )
  3842. return false;
  3843. }
  3844. else
  3845. #endif
  3846. if( !check_distance_bl(src, bl, range) )
  3847. return false;
  3848. if( (d = distance_bl(src, bl)) < 2 )
  3849. return true; // No need for path checking.
  3850. if( d > AREA_SIZE )
  3851. return false; // Avoid targetting objects beyond your range of sight.
  3852. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  3853. }
  3854. static const struct _battle_data {
  3855. const char* str;
  3856. int* val;
  3857. int defval;
  3858. int min;
  3859. int max;
  3860. } battle_data[] = {
  3861. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  3862. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  3863. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  3864. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  3865. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  3866. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  3867. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  3868. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  3869. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  3870. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  3871. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  3872. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  3873. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  3874. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  3875. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  3876. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, ~BL_PC, BL_NUL, BL_ALL, },
  3877. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  3878. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  3879. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  3880. { "traps_setting", &battle_config.traps_setting, 0, 0, 1, },
  3881. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  3882. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  3883. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  3884. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  3885. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  3886. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  3887. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  3888. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  3889. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  3890. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  3891. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  3892. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  3893. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  3894. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  3895. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  3896. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  3897. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  3898. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  3899. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  3900. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  3901. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  3902. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  3903. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  3904. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  3905. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  3906. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  3907. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  3908. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  3909. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  3910. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  3911. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  3912. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  3913. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  3914. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  3915. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 0, 0, 1, },
  3916. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  3917. { "lowest_gm_level", &battle_config.lowest_gm_level, 1, 0, 99, },
  3918. { "atcommand_gm_only", &battle_config.atc_gmonly, 0, 0, 1, },
  3919. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  3920. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  3921. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  3922. { "gm_all_skill", &battle_config.gm_allskill, 0, 0, 100, },
  3923. { "gm_all_equipment", &battle_config.gm_allequip, 0, 0, 100, },
  3924. { "gm_skill_unconditional", &battle_config.gm_skilluncond, 0, 0, 100, },
  3925. { "gm_join_chat", &battle_config.gm_join_chat, 0, 0, 100, },
  3926. { "gm_kick_chat", &battle_config.gm_kick_chat, 0, 0, 100, },
  3927. { "gm_can_party", &battle_config.gm_can_party, 0, 0, 1, },
  3928. { "gm_cant_party_min_lv", &battle_config.gm_cant_party_min_lv, 20, 0, 100, },
  3929. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  3930. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  3931. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  3932. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  3933. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  3934. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  3935. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  3936. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  3937. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  3938. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  3939. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  3940. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  3941. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  3942. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  3943. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  3944. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  3945. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 2, 0, 3, },
  3946. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  3947. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  3948. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  3949. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  3950. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  3951. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  3952. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  3953. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  3954. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  3955. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  3956. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  3957. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  3958. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  3959. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  3960. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  3961. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  3962. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  3963. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  3964. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  3965. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  3966. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  3967. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  3968. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  3969. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  3970. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  3971. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  3972. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  3973. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  3974. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  3975. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  3976. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  3977. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  3978. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  3979. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  3980. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  3981. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  3982. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  3983. { "item_check", &battle_config.item_check, 0, 0, 1, },
  3984. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  3985. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  3986. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  3987. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  3988. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  3989. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  3990. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3991. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3992. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  3993. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  3994. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  3995. { "max_aspd", &battle_config.max_aspd, 199, 100, 199, },
  3996. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  3997. { "max_lv", &battle_config.max_lv, 99, 0, 127, },
  3998. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  3999. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  4000. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  4001. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  4002. { "max_parameter", &battle_config.max_parameter, 99, 10, 10000, },
  4003. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, 10000, },
  4004. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  4005. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  4006. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  4007. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  4008. { "save_log", &battle_config.save_log, 0, 0, 1, },
  4009. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  4010. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  4011. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  4012. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  4013. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  4014. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  4015. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  4016. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  4017. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  4018. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  4019. { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv, ATK_FLEE, 0, INT_MAX, },
  4020. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  4021. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  4022. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  4023. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 0, INT_MAX, },
  4024. { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv, ATK_MISS, 0, INT_MAX, },
  4025. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  4026. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  4027. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  4028. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  4029. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  4030. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  4031. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  4032. { "gvg_eliminate_time", &battle_config.gvg_eliminate_time, 7000, 0, INT_MAX, },
  4033. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  4034. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  4035. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  4036. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  4037. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  4038. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  4039. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  4040. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  4041. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  4042. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  4043. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  4044. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  4045. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  4046. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  4047. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  4048. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  4049. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  4050. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  4051. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  4052. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  4053. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  4054. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  4055. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  4056. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  4057. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  4058. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  4059. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  4060. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  4061. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  4062. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  4063. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  4064. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  4065. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  4066. { "hide_GM_session", &battle_config.hide_GM_session, 0, 0, 1, },
  4067. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  4068. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  4069. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  4070. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  4071. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  4072. { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv, 1, 0, 100, },
  4073. { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv, 0, 0, 100, },
  4074. { "disp_hpmeter", &battle_config.disp_hpmeter, 0, 0, 100, },
  4075. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  4076. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  4077. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  4078. { "cell_stack_limit", &battle_config.cell_stack_limit, 1, 1, 255, },
  4079. // eAthena additions
  4080. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  4081. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  4082. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  4083. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  4084. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  4085. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  4086. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  4087. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  4088. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  4089. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  4090. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  4091. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  4092. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  4093. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  4094. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  4095. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  4096. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  4097. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  4098. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  4099. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  4100. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  4101. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  4102. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  4103. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  4104. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  4105. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  4106. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  4107. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  4108. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  4109. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  4110. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  4111. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  4112. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  4113. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  4114. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  4115. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  4116. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  4117. { "pk_mode", &battle_config.pk_mode, 0, 0, 1, },
  4118. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  4119. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  4120. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  4121. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  4122. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  4123. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  4124. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  4125. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  4126. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  4127. { "hack_info_GM_level", &battle_config.hack_info_GM_level, 60, 0, 100, },
  4128. { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level, 20, 0, 100, },
  4129. { "who_display_aid", &battle_config.who_display_aid, 40, 0, 100, },
  4130. { "packet_ver_flag", &battle_config.packet_ver_flag, 0xFFFFFF,0x0000,INT_MAX, },
  4131. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  4132. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  4133. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  4134. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  4135. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  4136. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  4137. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  4138. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  4139. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  4140. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  4141. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  4142. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  4143. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  4144. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  4145. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  4146. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  4147. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  4148. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  4149. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  4150. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  4151. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  4152. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  4153. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  4154. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  4155. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  4156. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  4157. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  4158. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  4159. { "display_version", &battle_config.display_version, 1, 0, 1, },
  4160. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  4161. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  4162. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  4163. { "copyskill_restrict", &battle_config.copyskill_restrict, 2, 0, 2, },
  4164. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  4165. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  4166. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0x77F, },
  4167. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  4168. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  4169. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  4170. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  4171. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  4172. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  4173. { "mob_clear_delay", &battle_config.mob_clear_delay, 0, 0, INT_MAX, },
  4174. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  4175. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_SKILL_LEVEL, 1, MAX_SKILL_LEVEL, },
  4176. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  4177. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  4178. { "title_lvl1", &battle_config.title_lvl1, 1, 0, 100, },
  4179. { "title_lvl2", &battle_config.title_lvl2, 10, 0, 100, },
  4180. { "title_lvl3", &battle_config.title_lvl3, 20, 0, 100, },
  4181. { "title_lvl4", &battle_config.title_lvl4, 40, 0, 100, },
  4182. { "title_lvl5", &battle_config.title_lvl5, 50, 0, 100, },
  4183. { "title_lvl6", &battle_config.title_lvl6, 60, 0, 100, },
  4184. { "title_lvl7", &battle_config.title_lvl7, 80, 0, 100, },
  4185. { "title_lvl8", &battle_config.title_lvl8, 99, 0, 100, },
  4186. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  4187. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  4188. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  4189. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  4190. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  4191. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  4192. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  4193. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  4194. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  4195. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  4196. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  4197. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  4198. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  4199. { "pc_luk_status_def", &battle_config.pc_luk_sc_def, 300, 1, INT_MAX, },
  4200. { "mob_luk_status_def", &battle_config.mob_luk_sc_def, 300, 1, INT_MAX, },
  4201. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  4202. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  4203. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  4204. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  4205. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  4206. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  4207. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  4208. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  4209. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  4210. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  4211. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  4212. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  4213. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  4214. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  4215. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  4216. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  4217. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  4218. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  4219. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  4220. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  4221. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  4222. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  4223. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  4224. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  4225. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  4226. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  4227. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  4228. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  4229. { "gm_viewequip_min_lv", &battle_config.gm_viewequip_min_lv, 0, 0, 99, },
  4230. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  4231. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  4232. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  4233. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  4234. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  4235. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  4236. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  4237. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  4238. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  4239. { "gm_check_minlevel", &battle_config.gm_check_minlevel, 60, 0, 100, },
  4240. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  4241. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  4242. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  4243. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  4244. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  4245. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  4246. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  4247. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  4248. // BattleGround Settings
  4249. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  4250. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  4251. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  4252. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  4253. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  4254. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  4255. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  4256. /**
  4257. * rAthena
  4258. **/
  4259. { "max_third_parameter", &battle_config.max_third_parameter, 20, 0, INT_MAX, },
  4260. { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
  4261. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 },
  4262. };
  4263. int battle_set_value(const char* w1, const char* w2)
  4264. {
  4265. int val = config_switch(w2);
  4266. int i;
  4267. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  4268. if (i == ARRAYLENGTH(battle_data))
  4269. return 0; // not found
  4270. if (val < battle_data[i].min || val > battle_data[i].max)
  4271. {
  4272. 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);
  4273. val = battle_data[i].defval;
  4274. }
  4275. *battle_data[i].val = val;
  4276. return 1;
  4277. }
  4278. int battle_get_value(const char* w1)
  4279. {
  4280. int i;
  4281. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  4282. if (i == ARRAYLENGTH(battle_data))
  4283. return 0; // not found
  4284. else
  4285. return *battle_data[i].val;
  4286. }
  4287. void battle_set_defaults()
  4288. {
  4289. int i;
  4290. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  4291. *battle_data[i].val = battle_data[i].defval;
  4292. }
  4293. void battle_adjust_conf()
  4294. {
  4295. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10;
  4296. battle_config.max_aspd = 2000 - battle_config.max_aspd*10;
  4297. battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed;
  4298. battle_config.max_cart_weight *= 10;
  4299. if(battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  4300. battle_config.max_def = 100;
  4301. if(battle_config.min_hitrate > battle_config.max_hitrate)
  4302. battle_config.min_hitrate = battle_config.max_hitrate;
  4303. if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  4304. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  4305. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  4306. battle_config.day_duration = 60000;
  4307. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  4308. battle_config.night_duration = 60000;
  4309. #ifndef CELL_NOSTACK
  4310. if (battle_config.cell_stack_limit != 1)
  4311. ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  4312. #endif
  4313. }
  4314. int battle_config_read(const char* cfgName)
  4315. {
  4316. char line[1024], w1[1024], w2[1024];
  4317. FILE* fp;
  4318. static int count = 0;
  4319. if (count == 0)
  4320. battle_set_defaults();
  4321. count++;
  4322. fp = fopen(cfgName,"r");
  4323. if (fp == NULL)
  4324. ShowError("File not found: %s\n", cfgName);
  4325. else
  4326. {
  4327. while(fgets(line, sizeof(line), fp))
  4328. {
  4329. if (line[0] == '/' && line[1] == '/')
  4330. continue;
  4331. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  4332. continue;
  4333. if (strcmpi(w1, "import") == 0)
  4334. battle_config_read(w2);
  4335. else
  4336. if (battle_set_value(w1, w2) == 0)
  4337. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  4338. }
  4339. fclose(fp);
  4340. }
  4341. count--;
  4342. if (count == 0)
  4343. battle_adjust_conf();
  4344. return 0;
  4345. }
  4346. void do_init_battle(void)
  4347. {
  4348. delay_damage_ers = ers_new(sizeof(struct delay_damage));
  4349. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  4350. }
  4351. void do_final_battle(void)
  4352. {
  4353. ers_destroy(delay_damage_ers);
  4354. }