battle.c 334 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/random.h"
  10. #include "../common/socket.h"
  11. #include "../common/strlib.h"
  12. #include "../common/utils.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "homunculus.h"
  17. #include "mercenary.h"
  18. #include "elemental.h"
  19. #include "pet.h"
  20. #include "party.h"
  21. #include "battleground.h"
  22. #include "chrif.h"
  23. #include <stdlib.h>
  24. #include <math.h>
  25. int attr_fix_table[4][ELE_MAX][ELE_MAX];
  26. struct Battle_Config battle_config;
  27. static struct eri *delay_damage_ers; //For battle delay damage structures.
  28. /**
  29. * Returns the current/list skill used by the bl
  30. * @param bl
  31. * @return skill_id
  32. */
  33. uint16 battle_getcurrentskill(struct block_list *bl)
  34. {
  35. struct unit_data *ud;
  36. if( bl->type == BL_SKILL ) {
  37. struct skill_unit *su = (struct skill_unit*)bl;
  38. return (su && su->group?su->group->skill_id:0);
  39. }
  40. ud = unit_bl2ud(bl);
  41. return (ud?ud->skill_id:0);
  42. }
  43. /**
  44. * Get random targeting enemy
  45. * @param bl
  46. * @param ap
  47. * @return Found target (1) or not found (0)
  48. */
  49. static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
  50. {
  51. struct block_list **bl_list;
  52. struct unit_data *ud;
  53. int target_id;
  54. int *c;
  55. bl_list = va_arg(ap, struct block_list **);
  56. c = va_arg(ap, int *);
  57. target_id = va_arg(ap, int);
  58. if (bl->id == target_id)
  59. return 0;
  60. if (*c >= 24)
  61. return 0;
  62. if ( !(ud = unit_bl2ud(bl)) )
  63. return 0;
  64. if (ud->target == target_id || ud->skilltarget == target_id) {
  65. bl_list[(*c)++] = bl;
  66. return 1;
  67. }
  68. return 0;
  69. }
  70. /**
  71. * Returns list of targets
  72. * @param target
  73. * @return Target list
  74. */
  75. struct block_list* battle_gettargeted(struct block_list *target)
  76. {
  77. struct block_list *bl_list[24];
  78. int c = 0;
  79. nullpo_retr(NULL, target);
  80. memset(bl_list, 0, sizeof(bl_list));
  81. map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
  82. if ( c == 0 )
  83. return NULL;
  84. if( c > 24 )
  85. c = 24;
  86. return bl_list[rnd()%c];
  87. }
  88. /**
  89. * Returns the ID of the current targeted character of the passed bl
  90. * @param bl
  91. * @return Target Unit ID
  92. * @author [Skotlex]
  93. */
  94. int battle_gettarget(struct block_list* bl)
  95. {
  96. switch (bl->type) {
  97. case BL_PC: return ((struct map_session_data*)bl)->ud.target;
  98. case BL_MOB: return ((struct mob_data*)bl)->target_id;
  99. case BL_PET: return ((struct pet_data*)bl)->target_id;
  100. case BL_HOM: return ((struct homun_data*)bl)->ud.target;
  101. case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
  102. case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
  103. }
  104. return 0;
  105. }
  106. /**
  107. * Get random enemy
  108. * @param bl
  109. * @param ap
  110. * @return Found target (1) or not found (0)
  111. */
  112. static int battle_getenemy_sub(struct block_list *bl, va_list ap)
  113. {
  114. struct block_list **bl_list;
  115. struct block_list *target;
  116. int *c;
  117. bl_list = va_arg(ap, struct block_list **);
  118. c = va_arg(ap, int *);
  119. target = va_arg(ap, struct block_list *);
  120. if (bl->id == target->id)
  121. return 0;
  122. if (*c >= 24)
  123. return 0;
  124. if (status_isdead(bl))
  125. return 0;
  126. if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
  127. bl_list[(*c)++] = bl;
  128. return 1;
  129. }
  130. return 0;
  131. }
  132. /**
  133. * Returns list of enemies within given range
  134. * @param target
  135. * @param type
  136. * @param range
  137. * @return Target list
  138. * @author [Skotlex]
  139. */
  140. struct block_list* battle_getenemy(struct block_list *target, int type, int range)
  141. {
  142. struct block_list *bl_list[24];
  143. int c = 0;
  144. memset(bl_list, 0, sizeof(bl_list));
  145. map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
  146. if ( c == 0 )
  147. return NULL;
  148. if( c > 24 )
  149. c = 24;
  150. return bl_list[rnd()%c];
  151. }
  152. /**
  153. * Get random enemy within area
  154. * @param bl
  155. * @param ap
  156. * @return Found target (1) or not found (0)
  157. */
  158. static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
  159. {
  160. struct block_list **bl_list, *src;
  161. int *c, ignore_id;
  162. bl_list = va_arg(ap, struct block_list **);
  163. c = va_arg(ap, int *);
  164. src = va_arg(ap, struct block_list *);
  165. ignore_id = va_arg(ap, int);
  166. if( bl->id == src->id || bl->id == ignore_id )
  167. return 0; // Ignores Caster and a possible pre-target
  168. if( *c >= 23 )
  169. return 0;
  170. if( status_isdead(bl) )
  171. return 0;
  172. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
  173. bl_list[(*c)++] = bl;
  174. return 1;
  175. }
  176. return 0;
  177. }
  178. /**
  179. * Returns list of enemies within an area
  180. * @param src
  181. * @param x
  182. * @param y
  183. * @param range
  184. * @param type
  185. * @param ignore_id
  186. * @return Target list
  187. */
  188. struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id)
  189. {
  190. struct block_list *bl_list[24];
  191. int c = 0;
  192. memset(bl_list, 0, sizeof(bl_list));
  193. map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
  194. if( c == 0 )
  195. return NULL;
  196. if( c >= 24 )
  197. c = 23;
  198. return bl_list[rnd()%c];
  199. }
  200. /*========================================== [Playtester]
  201. * Deals damage without delay, applies additional effects and triggers monster events
  202. * This function is called from battle_delay_damage or battle_delay_damage_sub
  203. * @param src: Source of damage
  204. * @param target: Target of damage
  205. * @param damage: Damage to be dealt
  206. * @param delay: Damage delay
  207. * @param skill_lv: Level of skill used
  208. * @param skill_id: ID o skill used
  209. * @param dmg_lv: State of the attack (miss, etc.)
  210. * @param attack_type: Type of the attack (BF_NORMAL|BF_SKILL|BF_SHORT|BF_LONG|BF_WEAPON|BF_MAGIC|BF_MISC)
  211. * @param additional_effects: Whether additional effect should be applied
  212. * @param isspdamage: If the damage is done to SP
  213. * @param tick: Current tick
  214. *------------------------------------------*/
  215. void battle_damage(struct block_list *src, struct block_list *target, int64 damage, int delay, uint16 skill_lv, uint16 skill_id, enum damage_lv dmg_lv, unsigned short attack_type, bool additional_effects, unsigned int tick, bool isspdamage) {
  216. map_freeblock_lock();
  217. if (isspdamage)
  218. status_fix_spdamage(src, target, damage, delay);
  219. else
  220. status_fix_damage(src, target, damage, delay); // We have to separate here between reflect damage and others [icescope]
  221. if (attack_type && !status_isdead(target) && additional_effects)
  222. skill_additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, tick);
  223. if (dmg_lv > ATK_BLOCK && attack_type)
  224. skill_counter_additional_effect(src, target, skill_id, skill_lv, attack_type, tick);
  225. // This is the last place where we have access to the actual damage type, so any monster events depending on type must be placed here
  226. if (target->type == BL_MOB && damage && (attack_type&BF_NORMAL)) {
  227. // Monsters differentiate whether they have been attacked by a skill or a normal attack
  228. struct mob_data* md = BL_CAST(BL_MOB, target);
  229. md->norm_attacked_id = md->attacked_id;
  230. }
  231. map_freeblock_unlock();
  232. }
  233. /// Damage Delayed Structure
  234. struct delay_damage {
  235. int src_id;
  236. int target_id;
  237. int64 damage;
  238. int delay;
  239. unsigned short distance;
  240. uint16 skill_lv;
  241. uint16 skill_id;
  242. enum damage_lv dmg_lv;
  243. unsigned short attack_type;
  244. bool additional_effects;
  245. enum bl_type src_type;
  246. bool isspdamage;
  247. };
  248. int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data)
  249. {
  250. struct delay_damage *dat = (struct delay_damage *)data;
  251. if ( dat ) {
  252. struct block_list* src = NULL;
  253. struct block_list* target = map_id2bl(dat->target_id);
  254. if( !target || status_isdead(target) ) { /* Nothing we can do */
  255. if( dat->src_type == BL_PC && (src = map_id2bl(dat->src_id)) &&
  256. --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  257. ((TBL_PC*)src)->state.hold_recalc = 0;
  258. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  259. }
  260. ers_free(delay_damage_ers, dat);
  261. return 0;
  262. }
  263. src = map_id2bl(dat->src_id);
  264. if( src && target->m == src->m &&
  265. (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
  266. check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
  267. {
  268. //Deal damage
  269. battle_damage(src, target, dat->damage, dat->delay, dat->skill_lv, dat->skill_id, dat->dmg_lv, dat->attack_type, dat->additional_effects, tick, dat->isspdamage);
  270. } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) { // it was monster reflected damage, and the monster died, we pass the damage to the character as expected
  271. map_freeblock_lock();
  272. status_fix_damage(target, target, dat->damage, dat->delay);
  273. map_freeblock_unlock();
  274. }
  275. if( src && src->type == BL_PC && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
  276. ((TBL_PC*)src)->state.hold_recalc = 0;
  277. status_calc_pc(((TBL_PC*)src), SCO_FORCE);
  278. }
  279. }
  280. ers_free(delay_damage_ers, dat);
  281. return 0;
  282. }
  283. int battle_delay_damage(unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects, bool isspdamage)
  284. {
  285. struct delay_damage *dat;
  286. struct status_change *sc;
  287. struct block_list *d_tbl = NULL;
  288. struct block_list *e_tbl = NULL;
  289. nullpo_ret(src);
  290. nullpo_ret(target);
  291. sc = status_get_sc(target);
  292. if (sc) {
  293. if (sc->data[SC_DEVOTION] && sc->data[SC_DEVOTION]->val1)
  294. d_tbl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  295. if (sc->data[SC_WATER_SCREEN_OPTION] && sc->data[SC_WATER_SCREEN_OPTION]->val1)
  296. e_tbl = map_id2bl(sc->data[SC_WATER_SCREEN_OPTION]->val1);
  297. }
  298. if( ((d_tbl && check_distance_bl(target, d_tbl, sc->data[SC_DEVOTION]->val3)) || e_tbl) &&
  299. damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
  300. damage = 0;
  301. if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
  302. //Deal damage
  303. battle_damage(src, target, damage, ddelay, skill_lv, skill_id, dmg_lv, attack_type, additional_effects, gettick(), isspdamage);
  304. return 0;
  305. }
  306. dat = ers_alloc(delay_damage_ers, struct delay_damage);
  307. dat->src_id = src->id;
  308. dat->target_id = target->id;
  309. dat->skill_id = skill_id;
  310. dat->skill_lv = skill_lv;
  311. dat->attack_type = attack_type;
  312. dat->damage = damage;
  313. dat->dmg_lv = dmg_lv;
  314. dat->delay = ddelay;
  315. dat->distance = distance_bl(src, target) + (battle_config.snap_dodge ? 10 : AREA_SIZE);
  316. dat->additional_effects = additional_effects;
  317. dat->src_type = src->type;
  318. dat->isspdamage = isspdamage;
  319. if (src->type != BL_PC && amotion > 1000)
  320. amotion = 1000; //Aegis places a damage-delay cap of 1 sec to non player attacks. [Skotlex]
  321. if( src->type == BL_PC )
  322. ((TBL_PC*)src)->delayed_damage++;
  323. add_timer(tick+amotion, battle_delay_damage_sub, 0, (intptr_t)dat);
  324. return 0;
  325. }
  326. /**
  327. * Get attribute ratio
  328. * @param atk_elem Attack element enum e_element
  329. * @param def_type Defense element enum e_element
  330. * @param def_lv Element level 1 ~ MAX_ELE_LEVEL
  331. */
  332. int battle_attr_ratio(int atk_elem, int def_type, int def_lv)
  333. {
  334. if (!CHK_ELEMENT(atk_elem) || !CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv))
  335. return 100;
  336. return attr_fix_table[def_lv-1][atk_elem][def_type];
  337. }
  338. /**
  339. * Does attribute fix modifiers.
  340. * Added passing of the chars so that the status changes can affect it. [Skotlex]
  341. * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks.
  342. * @param src
  343. * @param target
  344. * @param damage
  345. * @param atk_elem
  346. * @param def_type
  347. * @param def_lv
  348. * @return damage
  349. */
  350. int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 damage,int atk_elem,int def_type, int def_lv)
  351. {
  352. struct status_change *sc = NULL, *tsc = NULL;
  353. int ratio;
  354. if (src) sc = status_get_sc(src);
  355. if (target) tsc = status_get_sc(target);
  356. if (!CHK_ELEMENT(atk_elem))
  357. atk_elem = rnd()%ELE_ALL;
  358. if (!CHK_ELEMENT(def_type) || !CHK_ELEMENT_LEVEL(def_lv)) {
  359. ShowError("battle_attr_fix: unknown attribute type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv);
  360. return damage;
  361. }
  362. ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
  363. if (sc && sc->count) { //increase dmg by src status
  364. switch(atk_elem){
  365. case ELE_FIRE:
  366. if (sc->data[SC_VOLCANO])
  367. ratio += sc->data[SC_VOLCANO]->val3;
  368. break;
  369. case ELE_WIND:
  370. if (sc->data[SC_VIOLENTGALE])
  371. ratio += sc->data[SC_VIOLENTGALE]->val3;
  372. break;
  373. case ELE_WATER:
  374. if (sc->data[SC_DELUGE])
  375. ratio += sc->data[SC_DELUGE]->val3;
  376. break;
  377. case ELE_GHOST:
  378. if (sc->data[SC_TELEKINESIS_INTENSE])
  379. ratio += sc->data[SC_TELEKINESIS_INTENSE]->val3;
  380. break;
  381. }
  382. }
  383. if( target && target->type == BL_SKILL ) {
  384. if( atk_elem == ELE_FIRE && battle_getcurrentskill(target) == GN_WALLOFTHORN ) {
  385. struct skill_unit *su = (struct skill_unit*)target;
  386. struct skill_unit_group *sg;
  387. struct block_list *src2;
  388. if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
  389. (src2 = map_id2bl(sg->src_id)) == NULL || status_isdead(src2) )
  390. return 0;
  391. if( sg->unit_id != UNT_FIREWALL ) {
  392. int x,y;
  393. x = sg->val3 >> 16;
  394. y = sg->val3 & 0xffff;
  395. skill_unitsetting(src2,su->group->skill_id,su->group->skill_lv,x,y,1);
  396. sg->val3 = -1;
  397. sg->limit = DIFF_TICK(gettick(),sg->tick)+300;
  398. }
  399. }
  400. }
  401. if (tsc && tsc->count) { //increase dmg by target status
  402. switch(atk_elem) {
  403. case ELE_FIRE:
  404. if (tsc->data[SC_SPIDERWEB]) {
  405. tsc->data[SC_SPIDERWEB]->val1 = 0; // free to move now
  406. if (tsc->data[SC_SPIDERWEB]->val2-- > 0)
  407. ratio += 100; // double damage
  408. if (tsc->data[SC_SPIDERWEB]->val2 == 0)
  409. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  410. }
  411. if (tsc->data[SC_THORNSTRAP] && battle_getcurrentskill(src) != GN_CARTCANNON)
  412. status_change_end(target, SC_THORNSTRAP, INVALID_TIMER);
  413. if (tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  414. status_change_end(target, SC_CRYSTALIZE, INVALID_TIMER);
  415. if (tsc->data[SC_EARTH_INSIGNIA])
  416. ratio += 50;
  417. break;
  418. case ELE_HOLY:
  419. if (tsc->data[SC_ORATIO])
  420. ratio += tsc->data[SC_ORATIO]->val1 * 2;
  421. break;
  422. case ELE_POISON:
  423. if (tsc->data[SC_VENOMIMPRESS])
  424. ratio += tsc->data[SC_VENOMIMPRESS]->val2;
  425. break;
  426. case ELE_WIND:
  427. if (tsc->data[SC_CRYSTALIZE] && target->type != BL_MOB)
  428. ratio += 50;
  429. if (tsc->data[SC_WATER_INSIGNIA])
  430. ratio += 50;
  431. break;
  432. case ELE_WATER:
  433. if (tsc->data[SC_FIRE_INSIGNIA])
  434. ratio += 50;
  435. break;
  436. case ELE_EARTH:
  437. if (tsc->data[SC_WIND_INSIGNIA])
  438. ratio += 50;
  439. status_change_end(target, SC_MAGNETICFIELD, INVALID_TIMER); //freed if received earth dmg
  440. break;
  441. case ELE_NEUTRAL:
  442. if (tsc->data[SC_ANTI_M_BLAST])
  443. ratio += tsc->data[SC_ANTI_M_BLAST]->val2;
  444. break;
  445. }
  446. }
  447. #ifdef RENEWAL
  448. //In renewal, reductions are always rounded down so damage can never reach 0 unless ratio is 0
  449. damage = damage - (int64)((damage * (100 - ratio)) / 100);
  450. #else
  451. damage = (int64)((damage*ratio)/100);
  452. #endif
  453. //Damage can be negative, see battle_config.attr_recover
  454. return damage;
  455. }
  456. /**
  457. * Calculates card bonuses damage adjustments.
  458. * @param attack_type @see enum e_battle_flag
  459. * @param src Attacker
  460. * @param target Target
  461. * @param nk Skill's nk @see enum e_skill_nk [NK_NO_CARDFIX_ATK|NK_NO_ELEFIX|NK_NO_CARDFIX_DEF]
  462. * @param rh_ele Right-hand weapon element
  463. * @param lh_ele Left-hand weapon element (BF_MAGIC and BF_MISC ignore this value)
  464. * @param damage Original damage
  465. * @param left Left hand flag (BF_MISC and BF_MAGIC ignore flag value)
  466. * 3: Calculates attacker bonuses in both hands.
  467. * 2: Calculates attacker bonuses in right-hand only.
  468. * 0 or 1: Only calculates target bonuses.
  469. * @param flag Misc value of skill & damage flags
  470. * @return damage Damage diff between original damage and after calculation
  471. */
  472. int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int rh_ele, int lh_ele, int64 damage, int left, int flag){
  473. struct map_session_data *sd, ///< Attacker session data if BL_PC
  474. *tsd; ///< Target session data if BL_PC
  475. short cardfix = 1000;
  476. enum e_classAE s_class, ///< Attacker class
  477. t_class; ///< Target class
  478. enum e_race2 s_race2, /// Attacker Race2
  479. t_race2; ///< Target Race2
  480. enum e_element s_defele; ///< Attacker Element (not a weapon or skill element!)
  481. struct status_data *sstatus, ///< Attacker status data
  482. *tstatus; ///< Target status data
  483. int64 original_damage;
  484. int i;
  485. if( !damage )
  486. return 0;
  487. original_damage = damage;
  488. sd = BL_CAST(BL_PC, src);
  489. tsd = BL_CAST(BL_PC, target);
  490. t_class = (enum e_classAE)status_get_class(target);
  491. s_class = (enum e_classAE)status_get_class(src);
  492. sstatus = status_get_status_data(src);
  493. tstatus = status_get_status_data(target);
  494. s_race2 = status_get_race2(src);
  495. t_race2 = status_get_race2(target);
  496. s_defele = (tsd) ? (enum e_element)status_get_element(src) : ELE_NONE;
  497. //Official servers apply the cardfix value on a base of 1000 and round down the reduction/increase
  498. #define APPLY_CARDFIX(damage, fix) { (damage) = (damage) - (int64)(((damage) * (1000 - (fix))) / 1000); }
  499. switch( attack_type ) {
  500. case BF_MAGIC:
  501. // Affected by attacker ATK bonuses
  502. if( sd && !(nk&NK_NO_CARDFIX_ATK) ) {
  503. cardfix = cardfix * (100 + sd->magic_addrace[tstatus->race] + sd->magic_addrace[RC_ALL] + sd->magic_addrace2[t_race2]) / 100;
  504. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  505. cardfix = cardfix * (100 + sd->magic_addele[tstatus->def_ele] + sd->magic_addele[ELE_ALL] +
  506. sd->magic_addele_script[tstatus->def_ele] + sd->magic_addele_script[ELE_ALL]) / 100;
  507. cardfix = cardfix * (100 + sd->magic_atk_ele[rh_ele] + sd->magic_atk_ele[ELE_ALL]) / 100;
  508. }
  509. cardfix = cardfix * (100 + sd->magic_addsize[tstatus->size] + sd->magic_addsize[SZ_ALL]) / 100;
  510. cardfix = cardfix * (100 + sd->magic_addclass[tstatus->class_] + sd->magic_addclass[CLASS_ALL]) / 100;
  511. for( i = 0; i < ARRAYLENGTH(sd->add_mdmg) && sd->add_mdmg[i].rate; i++ ) {
  512. if( sd->add_mdmg[i].class_ == t_class ) {
  513. cardfix = cardfix * (100 + sd->add_mdmg[i].rate) / 100;
  514. break;
  515. }
  516. }
  517. APPLY_CARDFIX(damage, cardfix);
  518. }
  519. // Affected by target DEF bonuses
  520. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  521. cardfix = 1000; // reset var for target
  522. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  523. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  524. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  525. if( tsd->subele2[i].ele != rh_ele )
  526. continue;
  527. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  528. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  529. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  530. continue;
  531. ele_fix += tsd->subele2[i].rate;
  532. }
  533. if (s_defele != ELE_NONE)
  534. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  535. cardfix = cardfix * (100 - ele_fix) / 100;
  536. }
  537. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  538. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  539. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  540. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  541. for( i = 0; i < ARRAYLENGTH(tsd->add_mdef) && tsd->add_mdef[i].rate; i++ ) {
  542. if( tsd->add_mdef[i].class_ == s_class ) {
  543. cardfix = cardfix * (100 - tsd->add_mdef[i].rate) / 100;
  544. break;
  545. }
  546. }
  547. #ifndef RENEWAL
  548. //It was discovered that ranged defense also counts vs magic! [Skotlex]
  549. if( flag&BF_SHORT )
  550. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  551. else
  552. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  553. #endif
  554. cardfix = cardfix * (100 - tsd->bonus.magic_def_rate) / 100;
  555. if( tsd->sc.data[SC_MDEF_RATE] )
  556. cardfix = cardfix * (100 - tsd->sc.data[SC_MDEF_RATE]->val1) / 100;
  557. APPLY_CARDFIX(damage, cardfix);
  558. }
  559. break;
  560. case BF_WEAPON:
  561. // Affected by attacker ATK bonuses
  562. if( sd && !(nk&NK_NO_CARDFIX_ATK) && (left&2) ) {
  563. short cardfix_ = 1000;
  564. if( sd->state.arrow_atk ) { // Ranged attack
  565. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->arrow_addrace[tstatus->race] +
  566. sd->right_weapon.addrace[RC_ALL] + sd->arrow_addrace[RC_ALL]) / 100;
  567. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  568. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->arrow_addele[tstatus->def_ele] +
  569. sd->right_weapon.addele[ELE_ALL] + sd->arrow_addele[ELE_ALL];
  570. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  571. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  572. continue;
  573. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  574. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  575. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  576. continue;
  577. ele_fix += sd->right_weapon.addele2[i].rate;
  578. }
  579. cardfix = cardfix * (100 + ele_fix) / 100;
  580. }
  581. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->arrow_addsize[tstatus->size] +
  582. sd->right_weapon.addsize[SZ_ALL] + sd->arrow_addsize[SZ_ALL]) / 100;
  583. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  584. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->arrow_addclass[tstatus->class_] +
  585. sd->right_weapon.addclass[CLASS_ALL] + sd->arrow_addclass[CLASS_ALL]) / 100;
  586. } else { // Melee attack
  587. int skill = 0;
  588. // Calculates each right & left hand weapon bonuses separatedly
  589. if( !battle_config.left_cardfix_to_right ) {
  590. // Right-handed weapon
  591. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->right_weapon.addrace[RC_ALL]) / 100;
  592. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  593. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->right_weapon.addele[ELE_ALL];
  594. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  595. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  596. continue;
  597. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  598. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  599. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  600. continue;
  601. ele_fix += sd->right_weapon.addele2[i].rate;
  602. }
  603. cardfix = cardfix * (100 + ele_fix) / 100;
  604. }
  605. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->right_weapon.addsize[SZ_ALL]) / 100;
  606. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2]) / 100;
  607. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->right_weapon.addclass[CLASS_ALL]) / 100;
  608. if( left&1 ) { // Left-handed weapon
  609. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[RC_ALL]) / 100;
  610. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  611. int ele_fix_lh = sd->left_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[ELE_ALL];
  612. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  613. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  614. continue;
  615. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  616. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  617. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  618. continue;
  619. ele_fix_lh += sd->left_weapon.addele2[i].rate;
  620. }
  621. cardfix_ = cardfix_ * (100 + ele_fix_lh) / 100;
  622. }
  623. cardfix_ = cardfix_ * (100 + sd->left_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  624. cardfix_ = cardfix_ * (100 + sd->left_weapon.addrace2[t_race2]) / 100;
  625. cardfix_ = cardfix_ * (100 + sd->left_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  626. }
  627. }
  628. // Calculates right & left hand weapon as unity
  629. else {
  630. //! CHECKME: If 'left_cardfix_to_right' is yes, doesn't need to check NK_NO_ELEFIX?
  631. //if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  632. int ele_fix = sd->right_weapon.addele[tstatus->def_ele] + sd->left_weapon.addele[tstatus->def_ele]
  633. + sd->right_weapon.addele[ELE_ALL] + sd->left_weapon.addele[ELE_ALL];
  634. for( i = 0; ARRAYLENGTH(sd->right_weapon.addele2) > i && sd->right_weapon.addele2[i].rate != 0; i++ ) {
  635. if( sd->right_weapon.addele2[i].ele != tstatus->def_ele )
  636. continue;
  637. if( !(((sd->right_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  638. ((sd->right_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  639. ((sd->right_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  640. continue;
  641. ele_fix += sd->right_weapon.addele2[i].rate;
  642. }
  643. for( i = 0; ARRAYLENGTH(sd->left_weapon.addele2) > i && sd->left_weapon.addele2[i].rate != 0; i++ ) {
  644. if( sd->left_weapon.addele2[i].ele != tstatus->def_ele )
  645. continue;
  646. if( !(((sd->left_weapon.addele2[i].flag)&flag)&BF_WEAPONMASK &&
  647. ((sd->left_weapon.addele2[i].flag)&flag)&BF_RANGEMASK &&
  648. ((sd->left_weapon.addele2[i].flag)&flag)&BF_SKILLMASK) )
  649. continue;
  650. ele_fix += sd->left_weapon.addele2[i].rate;
  651. }
  652. cardfix = cardfix * (100 + ele_fix) / 100;
  653. //}
  654. cardfix = cardfix * (100 + sd->right_weapon.addrace[tstatus->race] + sd->left_weapon.addrace[tstatus->race] +
  655. sd->right_weapon.addrace[RC_ALL] + sd->left_weapon.addrace[RC_ALL]) / 100;
  656. cardfix = cardfix * (100 + sd->right_weapon.addsize[tstatus->size] + sd->left_weapon.addsize[tstatus->size] +
  657. sd->right_weapon.addsize[SZ_ALL] + sd->left_weapon.addsize[SZ_ALL]) / 100;
  658. cardfix = cardfix * (100 + sd->right_weapon.addrace2[t_race2] + sd->left_weapon.addrace2[t_race2]) / 100;
  659. cardfix = cardfix * (100 + sd->right_weapon.addclass[tstatus->class_] + sd->left_weapon.addclass[tstatus->class_] +
  660. sd->right_weapon.addclass[CLASS_ALL] + sd->left_weapon.addclass[CLASS_ALL]) / 100;
  661. }
  662. if( sd->status.weapon == W_KATAR && (skill = pc_checkskill(sd,ASC_KATAR)) > 0 ) // Adv. Katar Mastery functions similar to a +%ATK card on official [helvetica]
  663. cardfix = cardfix * (100 + (10 + 2 * skill)) / 100;
  664. }
  665. //! CHECKME: These right & left hand weapon ignores 'left_cardfix_to_right'?
  666. for( i = 0; i < ARRAYLENGTH(sd->right_weapon.add_dmg) && sd->right_weapon.add_dmg[i].rate; i++ ) {
  667. if( sd->right_weapon.add_dmg[i].class_ == t_class ) {
  668. cardfix = cardfix * (100 + sd->right_weapon.add_dmg[i].rate) / 100;
  669. break;
  670. }
  671. }
  672. if( left&1 ) {
  673. for( i = 0; i < ARRAYLENGTH(sd->left_weapon.add_dmg) && sd->left_weapon.add_dmg[i].rate; i++ ) {
  674. if( sd->left_weapon.add_dmg[i].class_ == t_class ) {
  675. cardfix_ = cardfix_ * (100 + sd->left_weapon.add_dmg[i].rate) / 100;
  676. break;
  677. }
  678. }
  679. }
  680. #ifndef RENEWAL
  681. if( flag&BF_LONG )
  682. cardfix = cardfix * (100 + sd->bonus.long_attack_atk_rate) / 100;
  683. #endif
  684. if (left&1) {
  685. APPLY_CARDFIX(damage, cardfix_);
  686. } else {
  687. APPLY_CARDFIX(damage, cardfix);
  688. }
  689. }
  690. // Affected by target DEF bonuses
  691. else if( tsd && !(nk&NK_NO_CARDFIX_DEF) && !(left&2) ) {
  692. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  693. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  694. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  695. if( tsd->subele2[i].ele != rh_ele )
  696. continue;
  697. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  698. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  699. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  700. continue;
  701. ele_fix += tsd->subele2[i].rate;
  702. }
  703. cardfix = cardfix * (100 - ele_fix) / 100;
  704. if( left&1 && lh_ele != rh_ele ) {
  705. int ele_fix_lh = tsd->subele[lh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[lh_ele] + tsd->subele_script[ELE_ALL];
  706. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  707. if( tsd->subele2[i].ele != lh_ele )
  708. continue;
  709. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  710. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  711. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK) )
  712. continue;
  713. ele_fix_lh += tsd->subele2[i].rate;
  714. }
  715. cardfix = cardfix * (100 - ele_fix_lh) / 100;
  716. }
  717. cardfix = cardfix * (100 - tsd->subdefele[s_defele] - tsd->subdefele[ELE_ALL]) / 100;
  718. }
  719. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  720. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  721. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  722. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  723. for( i = 0; i < ARRAYLENGTH(tsd->add_def) && tsd->add_def[i].rate; i++ ) {
  724. if( tsd->add_def[i].class_ == s_class ) {
  725. cardfix = cardfix * (100 - tsd->add_def[i].rate) / 100;
  726. break;
  727. }
  728. }
  729. if( flag&BF_SHORT )
  730. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  731. else // BF_LONG (there's no other choice)
  732. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  733. if( tsd->sc.data[SC_DEF_RATE] )
  734. cardfix = cardfix * (100 - tsd->sc.data[SC_DEF_RATE]->val1) / 100;
  735. APPLY_CARDFIX(damage, cardfix);
  736. }
  737. break;
  738. case BF_MISC:
  739. // Affected by target DEF bonuses
  740. if( tsd && !(nk&NK_NO_CARDFIX_DEF) ) {
  741. if( !(nk&NK_NO_ELEFIX) ) { // Affected by Element modifier bonuses
  742. int ele_fix = tsd->subele[rh_ele] + tsd->subele[ELE_ALL] + tsd->subele_script[rh_ele] + tsd->subele_script[ELE_ALL];
  743. for( i = 0; ARRAYLENGTH(tsd->subele2) > i && tsd->subele2[i].rate != 0; i++ ) {
  744. if( tsd->subele2[i].ele != rh_ele )
  745. continue;
  746. if( !(((tsd->subele2[i].flag)&flag)&BF_WEAPONMASK &&
  747. ((tsd->subele2[i].flag)&flag)&BF_RANGEMASK &&
  748. ((tsd->subele2[i].flag)&flag)&BF_SKILLMASK))
  749. continue;
  750. ele_fix += tsd->subele2[i].rate;
  751. }
  752. if (s_defele != ELE_NONE)
  753. ele_fix += tsd->subdefele[s_defele] + tsd->subdefele[ELE_ALL];
  754. cardfix = cardfix * (100 - ele_fix) / 100;
  755. }
  756. cardfix = cardfix * (100 - tsd->subsize[sstatus->size] - tsd->subsize[SZ_ALL]) / 100;
  757. cardfix = cardfix * (100 - tsd->subrace2[s_race2]) / 100;
  758. cardfix = cardfix * (100 - tsd->subrace[sstatus->race] - tsd->subrace[RC_ALL]) / 100;
  759. cardfix = cardfix * (100 - tsd->subclass[sstatus->class_] - tsd->subclass[CLASS_ALL]) / 100;
  760. cardfix = cardfix * (100 - tsd->bonus.misc_def_rate) / 100;
  761. if( flag&BF_SHORT )
  762. cardfix = cardfix * (100 - tsd->bonus.near_attack_def_rate) / 100;
  763. else // BF_LONG (there's no other choice)
  764. cardfix = cardfix * (100 - tsd->bonus.long_attack_def_rate) / 100;
  765. APPLY_CARDFIX(damage, cardfix);
  766. }
  767. break;
  768. }
  769. #undef APPLY_CARDFIX
  770. return (int)cap_value(damage - original_damage, INT_MIN, INT_MAX);
  771. }
  772. /**
  773. * Absorb damage based on criteria
  774. * @param bl
  775. * @param d Damage
  776. **/
  777. static void battle_absorb_damage(struct block_list *bl, struct Damage *d) {
  778. int64 dmg_ori = 0, dmg_new = 0;
  779. nullpo_retv(bl);
  780. nullpo_retv(d);
  781. if (!d->damage && !d->damage2)
  782. return;
  783. switch (bl->type) {
  784. case BL_PC:
  785. {
  786. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  787. if (!sd)
  788. return;
  789. if (sd->bonus.absorb_dmg_maxhp) {
  790. int hp = sd->bonus.absorb_dmg_maxhp * status_get_max_hp(bl) / 100;
  791. dmg_ori = dmg_new = d->damage + d->damage2;
  792. if (dmg_ori > hp)
  793. dmg_new = dmg_ori - hp;
  794. }
  795. }
  796. break;
  797. }
  798. if (dmg_ori == dmg_new)
  799. return;
  800. if (!d->damage2)
  801. d->damage = dmg_new;
  802. else if (!d->damage)
  803. d->damage2 = dmg_new;
  804. else {
  805. d->damage = dmg_new;
  806. d->damage2 = dmg_new * d->damage2 / dmg_ori / 100;
  807. if (d->damage2 < 1)
  808. d->damage2 = 1;
  809. d->damage = d->damage - d->damage2;
  810. }
  811. }
  812. /**
  813. * Check Safety Wall and Pneuma effect.
  814. * Maybe expand this to move checks the target's SC from battle_calc_damage?
  815. * @param src Attacker
  816. * @param target Target of attack
  817. * @param sc STatus Change
  818. * @param d Damage data
  819. * @param damage Damage received
  820. * @param skill_id
  821. * @param skill_lv
  822. * @return True:Damage inflicted, False:Missed
  823. **/
  824. bool battle_check_sc(struct block_list *src, struct block_list *target, struct status_change *sc, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) {
  825. if (!sc)
  826. return true;
  827. if (sc->data[SC_SAFETYWALL] && (d->flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT) {
  828. struct skill_unit_group* group = skill_id2group(sc->data[SC_SAFETYWALL]->val3);
  829. uint16 skill_id_val = sc->data[SC_SAFETYWALL]->val2;
  830. if (group) {
  831. if (skill_id_val == MH_STEINWAND) {
  832. if (--group->val2 <= 0)
  833. skill_delunitgroup(group);
  834. d->dmg_lv = ATK_BLOCK;
  835. if( (group->val3 - damage) > 0 )
  836. group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  837. else
  838. skill_delunitgroup(group);
  839. return false;
  840. }
  841. //in RE, SW possesses a lifetime equal to group val2, (3x caster hp, or homon formula)
  842. d->dmg_lv = ATK_BLOCK;
  843. #ifdef RENEWAL
  844. if ( ( group->val2 - damage) > 0 ) {
  845. group->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  846. } else
  847. skill_delunitgroup(group);
  848. return false;
  849. #else
  850. if (--group->val2 <= 0)
  851. skill_delunitgroup(group);
  852. return false;
  853. #endif
  854. }
  855. status_change_end(target, SC_SAFETYWALL, INVALID_TIMER);
  856. }
  857. if (sc->data[SC_NEUTRALBARRIER] && ((d->flag&(BF_LONG|BF_MAGIC)) == BF_LONG || skill_id == CR_ACIDDEMONSTRATION)) {
  858. d->dmg_lv = ATK_MISS;
  859. return false;
  860. }
  861. if( sc->data[SC_PNEUMA] && (d->flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) {
  862. d->dmg_lv = ATK_BLOCK;
  863. return false;
  864. }
  865. return true;
  866. }
  867. /**
  868. * Check damage through status.
  869. * ATK may be MISS, BLOCKED FAIL, reduc, increase, end status.
  870. * After this we apply bg/gvg reduction
  871. * @param src
  872. * @param bl
  873. * @param d
  874. * @param damage
  875. * @param skill_id
  876. * @param skill_lv
  877. * @return damage
  878. */
  879. int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv)
  880. {
  881. struct map_session_data *sd = NULL;
  882. struct status_change *sc;
  883. struct status_change_entry *sce;
  884. int div_ = d->div_, flag = d->flag;
  885. nullpo_ret(bl);
  886. if( !damage )
  887. return 0;
  888. if( battle_config.ksprotection && mob_ksprotected(src, bl) )
  889. return 0;
  890. if( map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill_get_type(skill_id) != BF_MISC
  891. && skill_get_casttype(skill_id) == CAST_GROUND )
  892. return 0;
  893. if (bl->type == BL_PC) {
  894. sd=(struct map_session_data *)bl;
  895. //Special no damage states
  896. if(flag&BF_WEAPON && sd->special_state.no_weapon_damage)
  897. damage -= damage * sd->special_state.no_weapon_damage / 100;
  898. if(flag&BF_MAGIC && sd->special_state.no_magic_damage)
  899. damage -= damage * sd->special_state.no_magic_damage / 100;
  900. if(flag&BF_MISC && sd->special_state.no_misc_damage)
  901. damage -= damage * sd->special_state.no_misc_damage / 100;
  902. if(!damage)
  903. return 0;
  904. }
  905. sc = status_get_sc(bl); //check target status
  906. if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  907. return 1;
  908. if (skill_id == PA_PRESSURE || skill_id == HW_GRAVITATION)
  909. return damage; //These skills bypass everything else.
  910. if( sc && sc->count ) { // SC_* that reduce damage to 0.
  911. if( sc->data[SC_BASILICA] && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ) {
  912. d->dmg_lv = ATK_BLOCK;
  913. return 0;
  914. }
  915. if( sc->data[SC_WHITEIMPRISON] ) { // Gravitation and Pressure do damage without removing the effect
  916. if( skill_id == MG_NAPALMBEAT ||
  917. skill_id == MG_SOULSTRIKE ||
  918. skill_id == WL_SOULEXPANSION ||
  919. (skill_id && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) ||
  920. (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) )
  921. {
  922. if( skill_id == WL_SOULEXPANSION )
  923. damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
  924. status_change_end(bl,SC_WHITEIMPRISON,INVALID_TIMER); // Those skills do damage and removes effect
  925. } else {
  926. d->dmg_lv = ATK_BLOCK;
  927. return 0;
  928. }
  929. }
  930. if( sc->data[SC_ZEPHYR] && !(flag&BF_MAGIC && skill_id) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) ) {
  931. d->dmg_lv = ATK_BLOCK;
  932. return 0;
  933. }
  934. if (!battle_check_sc(src, bl, sc, d, damage, skill_id, skill_lv))
  935. return 0;
  936. if (sc->data[SC__MANHOLE] || (src->type == BL_PC && sc->data[SC_KINGS_GRACE])) {
  937. d->dmg_lv = ATK_BLOCK;
  938. return 0;
  939. }
  940. if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) {
  941. clif_skill_nodamage(bl,src,GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1,1);
  942. sc_start2(src,bl,SC_COMBO,100,GC_WEAPONBLOCKING,src->id,skill_get_time2(GC_WEAPONBLOCKING,sc->data[SC_WEAPONBLOCKING]->val1));
  943. d->dmg_lv = ATK_BLOCK;
  944. return 0;
  945. }
  946. if( (sce = sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) {
  947. int delay;
  948. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  949. struct block_list *d_bl = NULL;
  950. // different delay depending on skill level [celest]
  951. if (sce->val1 <= 5)
  952. delay = 300;
  953. else if (sce->val1 > 5 && sce->val1 <= 9)
  954. delay = 200;
  955. else
  956. delay = 100;
  957. if (sd && pc_issit(sd))
  958. pc_setstand(sd, true);
  959. if( sce_d && (d_bl = map_id2bl(sce_d->val1)) &&
  960. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  961. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  962. check_distance_bl(bl,d_bl,sce_d->val3) )
  963. { //If player is target of devotion, show guard effect on the devotion caster rather than the target
  964. clif_skill_nodamage(d_bl,d_bl,CR_AUTOGUARD,sce->val1,1);
  965. unit_set_walkdelay(d_bl,gettick(),delay,1);
  966. d->dmg_lv = ATK_MISS;
  967. return 0;
  968. } else {
  969. clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sce->val1,1);
  970. unit_set_walkdelay(bl,gettick(),delay,1);
  971. if( sc->data[SC_SHRINK] && rnd()%100 < 5 * sce->val1 )
  972. skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
  973. d->dmg_lv = ATK_MISS;
  974. return 0;
  975. }
  976. }
  977. if( (sce = sc->data[SC_MILLENNIUMSHIELD]) && sce->val2 > 0 && damage > 0 ) {
  978. sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage
  979. d->dmg_lv = ATK_BLOCK;
  980. if( sce->val3 <= 0 ) { // Shield Down
  981. sce->val2--;
  982. if( sce->val2 >= 0 ) {
  983. clif_millenniumshield(bl,sce->val2);
  984. if( !sce->val2 )
  985. status_change_end(bl,SC_MILLENNIUMSHIELD,INVALID_TIMER); // All shields down
  986. else
  987. sce->val3 = 1000; // Next shield
  988. }
  989. status_change_start(src,bl,SC_STUN,10000,0,0,0,0,1000,SCSTART_NOTICKDEF);
  990. }
  991. return 0;
  992. }
  993. // attack blocked by Parrying
  994. if( (sce = sc->data[SC_PARRYING]) && flag&BF_WEAPON && skill_id != WS_CARTTERMINATION && rnd()%100 < sce->val2 ) {
  995. clif_skill_nodamage(bl, bl, LK_PARRYING, sce->val1,1);
  996. return 0;
  997. }
  998. if (sc->data[SC_DODGE] && (flag&BF_LONG || sc->data[SC_SPURT]) && rnd() % 100 < 20) {
  999. if (sd && pc_issit(sd))
  1000. pc_setstand(sd, true); //Stand it to dodge.
  1001. clif_skill_nodamage(bl, bl, TK_DODGE, 1, 1);
  1002. sc_start4(src, bl, SC_COMBO, 100, TK_JUMPKICK, src->id, 1, 0, 2000);
  1003. return 0;
  1004. }
  1005. if(sc->data[SC_HERMODE] && flag&BF_MAGIC)
  1006. return 0;
  1007. if(sc->data[SC_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG)
  1008. return 0;
  1009. //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries.
  1010. if ((sce = sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) {
  1011. clif_specialeffect(bl, 462, AREA);
  1012. //Shouldn't end until Breaker's non-weapon part connects.
  1013. #ifndef RENEWAL
  1014. if (skill_id != ASC_BREAKER || !(flag&BF_WEAPON))
  1015. #endif
  1016. if (--(sce->val3) <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
  1017. status_change_end(bl, SC_KAUPE, INVALID_TIMER);
  1018. return 0;
  1019. }
  1020. #ifdef RENEWAL // Flat +400% damage from melee
  1021. if (sc->data[SC_KAITE] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT)
  1022. damage <<= 2;
  1023. #endif
  1024. if( flag&BF_MAGIC && (sce=sc->data[SC_PRESTIGE]) && rnd()%100 < sce->val2) {
  1025. clif_specialeffect(bl, 462, AREA); // Still need confirm it.
  1026. return 0;
  1027. }
  1028. if (((sce = sc->data[SC_UTSUSEMI]) || sc->data[SC_BUNSINJYUTSU]) && flag&BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
  1029. skill_additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, gettick() );
  1030. if (!status_isdead(src))
  1031. skill_counter_additional_effect( src, bl, skill_id, skill_lv, flag, gettick() );
  1032. if (sce) {
  1033. clif_specialeffect(bl, 462, AREA);
  1034. skill_blown(src,bl,sce->val3,-1,0);
  1035. }
  1036. //Both need to be consumed if they are active.
  1037. if (sce && --(sce->val2) <= 0)
  1038. status_change_end(bl, SC_UTSUSEMI, INVALID_TIMER);
  1039. if ((sce = sc->data[SC_BUNSINJYUTSU]) && --(sce->val2) <= 0)
  1040. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER);
  1041. return 0;
  1042. }
  1043. //Now damage increasing effects
  1044. if (sc->data[SC_AETERNA] && skill_id != PF_SOULBURN) {
  1045. if (src->type != BL_MER || !skill_id)
  1046. damage <<= 1; // Lex Aeterna only doubles damage of regular attacks from mercenaries
  1047. #ifndef RENEWAL
  1048. if( skill_id != ASC_BREAKER || !(flag&BF_WEAPON) )
  1049. #endif
  1050. status_change_end(bl, SC_AETERNA, INVALID_TIMER); //Shouldn't end until Breaker's non-weapon part connects.
  1051. }
  1052. #ifdef RENEWAL
  1053. if( sc->data[SC_RAID] ) {
  1054. damage += damage * 20 / 100;
  1055. if (--sc->data[SC_RAID]->val1 == 0)
  1056. status_change_end(bl, SC_RAID, INVALID_TIMER);
  1057. }
  1058. #endif
  1059. if( damage ) {
  1060. struct map_session_data *tsd = BL_CAST(BL_PC, src);
  1061. if( sc->data[SC_DEEPSLEEP] ) {
  1062. damage += damage / 2; // 1.5 times more damage while in Deep Sleep.
  1063. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  1064. }
  1065. if( tsd && sd && sc->data[SC_CRYSTALIZE] && flag&BF_WEAPON ) {
  1066. switch(tsd->status.weapon) {
  1067. case W_MACE:
  1068. case W_2HMACE:
  1069. case W_1HAXE:
  1070. case W_2HAXE:
  1071. damage += damage / 2;
  1072. break;
  1073. case W_MUSICAL:
  1074. case W_WHIP:
  1075. if(!sd->state.arrow_atk)
  1076. break;
  1077. case W_BOW:
  1078. case W_REVOLVER:
  1079. case W_RIFLE:
  1080. case W_GATLING:
  1081. case W_SHOTGUN:
  1082. case W_GRENADE:
  1083. case W_DAGGER:
  1084. case W_1HSWORD:
  1085. case W_2HSWORD:
  1086. damage -= damage / 2;
  1087. break;
  1088. }
  1089. }
  1090. if( sc->data[SC_VOICEOFSIREN] )
  1091. status_change_end(bl,SC_VOICEOFSIREN,INVALID_TIMER);
  1092. }
  1093. if( sc->data[SC_DEVOTION] ) {
  1094. struct status_change_entry *sce_d = sc->data[SC_DEVOTION];
  1095. struct block_list *d_bl = map_id2bl(sce_d->val1);
  1096. if( d_bl &&
  1097. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1098. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) &&
  1099. check_distance_bl(bl,d_bl,sce_d->val3) )
  1100. {
  1101. struct status_change *d_sc = status_get_sc(d_bl);
  1102. if( d_sc && d_sc->data[SC_DEFENDER] && (flag&(BF_LONG|BF_MAGIC)) == BF_LONG && skill_id != ASC_BREAKER && skill_id != CR_ACIDDEMONSTRATION && skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE )
  1103. damage -= damage * d_sc->data[SC_DEFENDER]->val2 / 100;
  1104. }
  1105. }
  1106. // Damage reductions
  1107. // Assumptio doubles the def & mdef on RE mode, otherwise gives a reduction on the final damage. [Igniz]
  1108. #ifndef RENEWAL
  1109. if( sc->data[SC_ASSUMPTIO] ) {
  1110. if( map_flag_vs(bl->m) )
  1111. damage = (int64)damage*2/3; //Receive 66% damage
  1112. else
  1113. damage >>= 1; //Receive 50% damage
  1114. }
  1115. #endif
  1116. if (sc->data[SC_DEFENDER] &&
  1117. skill_id != NJ_ZENYNAGE && skill_id != KO_MUCHANAGE &&
  1118. #ifdef RENEWAL
  1119. ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) || skill_id == CR_ACIDDEMONSTRATION))
  1120. #else
  1121. (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1122. #endif
  1123. damage -= damage * sc->data[SC_DEFENDER]->val2 / 100;
  1124. if(sc->data[SC_ADJUSTMENT] && (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1125. damage -= damage * 20 / 100;
  1126. if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) {
  1127. if(flag&BF_SKILL) //25% reduction
  1128. damage -= damage * 25 / 100;
  1129. else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON))
  1130. damage >>= 2; //75% reduction
  1131. }
  1132. if(sc->data[SC_ARMORCHANGE]) {
  1133. //On official servers, SC_ARMORCHANGE does not change DEF/MDEF but rather increases/decreases the damage
  1134. if(flag&BF_WEAPON)
  1135. damage -= damage * sc->data[SC_ARMORCHANGE]->val2 / 100;
  1136. else if(flag&BF_MAGIC)
  1137. damage -= damage * sc->data[SC_ARMORCHANGE]->val3 / 100;
  1138. }
  1139. if(sc->data[SC_SMOKEPOWDER]) {
  1140. if( (flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON) )
  1141. damage -= damage * 15 / 100; // 15% reduction to physical melee attacks
  1142. else if( (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON) )
  1143. damage -= damage * 50 / 100; // 50% reduction to physical ranged attacks
  1144. }
  1145. if (sc->data[SC_WATER_BARRIER])
  1146. damage = damage * 80 / 100; // 20% reduction to all type attacks
  1147. if (sc->data[SC_SU_STOOP])
  1148. damage -= damage * 90 / 100;
  1149. // Compressed code, fixed by map.h [Epoque]
  1150. if (src->type == BL_MOB) {
  1151. if( sc->data[SC_MANU_DEF] && status_get_race2(src) == RC2_MANUK ){
  1152. damage -= damage * sc->data[SC_MANU_DEF]->val1 / 100;
  1153. }
  1154. if( sc->data[SC_SPL_DEF] && status_get_race2(src) == RC2_SPLENDIDE ){
  1155. damage -= damage * sc->data[SC_SPL_DEF]->val1 / 100;
  1156. }
  1157. }
  1158. if((sce=sc->data[SC_ARMOR]) && //NPC_DEFENDER
  1159. sce->val3&flag && sce->val4&flag)
  1160. damage -= damage * sc->data[SC_ARMOR]->val2 / 100;
  1161. if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK ||
  1162. #ifdef RENEWAL
  1163. ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION)
  1164. #else
  1165. (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)
  1166. #endif
  1167. ) )
  1168. {
  1169. struct status_data *status = status_get_status_data(bl);
  1170. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  1171. per /=20; //Uses 20% SP intervals.
  1172. //SP Cost: 1% + 0.5% per every 20% SP
  1173. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  1174. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  1175. damage -= damage * 6 * (1 + per) / 100; //Reduction: 6% + 6% every 20%
  1176. }
  1177. if(sc->data[SC_GRANITIC_ARMOR])
  1178. damage -= damage * sc->data[SC_GRANITIC_ARMOR]->val2 / 100;
  1179. if(sc->data[SC_PAIN_KILLER])
  1180. damage -= sc->data[SC_PAIN_KILLER]->val3;
  1181. if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT )
  1182. damage += damage * sc->data[SC_DARKCROW]->val2 / 100;
  1183. if( (sce=sc->data[SC_MAGMA_FLOW]) && (rnd()%100 <= sce->val2) )
  1184. skill_castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,gettick(),0);
  1185. if( damage > 0 && ((flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT)) && (sce = sc->data[SC_STONEHARDSKIN]) ) {
  1186. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1187. if( src->type == BL_MOB ) //using explicit call instead break_equip for duration
  1188. sc_start(src,src, SC_STRIPWEAPON, 30, 0, skill_get_time2(RK_STONEHARDSKIN, sce->val1));
  1189. else
  1190. skill_break_equip(src,src, EQP_WEAPON, 3000, BCT_SELF);
  1191. if( sce->val2 <= 0 )
  1192. status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER);
  1193. }
  1194. if (src->type == BL_PC && sc->data[SC_GVG_GOLEM]) {
  1195. if (flag&BF_WEAPON)
  1196. damage -= damage * sc->data[SC_GVG_GOLEM]->val3 / 100;
  1197. if (flag&BF_MAGIC)
  1198. damage -= damage * sc->data[SC_GVG_GOLEM]->val4 / 100;
  1199. }
  1200. #ifdef RENEWAL
  1201. // Renewal: steel body reduces all incoming damage to 1/10 [helvetica]
  1202. if( sc->data[SC_STEELBODY] )
  1203. damage = damage > 10 ? damage / 10 : 1;
  1204. #endif
  1205. //Finally added to remove the status of immobile when Aimed Bolt is used. [Jobbie]
  1206. if( skill_id == RA_AIMEDBOLT && (sc->data[SC_BITE] || sc->data[SC_ANKLE] || sc->data[SC_ELECTRICSHOCKER]) ) {
  1207. status_change_end(bl, SC_BITE, INVALID_TIMER);
  1208. status_change_end(bl, SC_ANKLE, INVALID_TIMER);
  1209. status_change_end(bl, SC_ELECTRICSHOCKER, INVALID_TIMER);
  1210. }
  1211. //Finally Kyrie because it may, or not, reduce damage to 0.
  1212. if((sce = sc->data[SC_KYRIE]) && damage > 0){
  1213. sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  1214. if(flag&BF_WEAPON || skill_id == TF_THROWSTONE){
  1215. if(sce->val2>=0)
  1216. damage=0;
  1217. else
  1218. damage=-sce->val2;
  1219. }
  1220. if((--sce->val3)<=0 || (sce->val2<=0) || skill_id == AL_HOLYLIGHT)
  1221. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1222. }
  1223. if ((sce = sc->data[SC_TUNAPARTY]) && damage > 0) {
  1224. clif_specialeffect(bl, 336, AREA);
  1225. sce->val2 -= (int)cap_value(damage, INT_MIN, INT_MAX);
  1226. if (sce->val2 >= 0)
  1227. damage = 0;
  1228. else
  1229. damage = -sce->val2;
  1230. if (/*(--sce->val3) <= 0 ||*/ (sce->val2 <= 0))
  1231. status_change_end(bl, SC_TUNAPARTY, INVALID_TIMER);
  1232. }
  1233. if( sc->data[SC_MEIKYOUSISUI] && rnd()%100 < 40 ) // custom value
  1234. damage = 0;
  1235. if (!damage)
  1236. return 0;
  1237. if( (sce = sc->data[SC_LIGHTNINGWALK]) && flag&BF_LONG && rnd()%100 < sce->val1 ) {
  1238. int dx[8] = { 0,-1,-1,-1,0,1,1,1 };
  1239. int dy[8] = { 1,1,0,-1,-1,-1,0,1 };
  1240. uint8 dir = map_calc_dir(bl, src->x, src->y);
  1241. if( unit_movepos(bl, src->x-dx[dir], src->y-dy[dir], 1, 1) ) {
  1242. clif_blown(bl);
  1243. unit_setdir(bl, dir);
  1244. }
  1245. d->dmg_lv = ATK_DEF;
  1246. status_change_end(bl, SC_LIGHTNINGWALK, INVALID_TIMER);
  1247. return 0;
  1248. }
  1249. if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
  1250. pc_addspiritball(sd,skill_get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
  1251. if( sd && (sce = sc->data[SC_GT_ENERGYGAIN]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) {
  1252. int spheres = 5;
  1253. if( sc->data[SC_RAISINGDRAGON] )
  1254. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  1255. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sce->val1), spheres);
  1256. }
  1257. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) {
  1258. TBL_HOM *hd = BL_CAST(BL_HOM,bl); // We add a sphere for when the Homunculus is being hit
  1259. if (hd && (rnd()%100<50) ) // According to WarpPortal, this is a flat 50% chance
  1260. hom_addspiritball(hd, 10);
  1261. }
  1262. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1263. status_change_spread(bl, src, 1); // Deadly infect attacked side
  1264. } //End of target SC_ check
  1265. //SC effects from caster side.
  1266. sc = status_get_sc(src);
  1267. if (sc && sc->count) {
  1268. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1269. damage += damage * 75 / 100;
  1270. if ((sce = sc->data[SC_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3)
  1271. status_heal(src, damage * sce->val4 / 100, 0, 3);
  1272. if (flag&BF_MAGIC && bl->type == BL_PC && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val4)
  1273. damage += damage * sc->data[SC_GVG_GIANT]->val4 / 100;
  1274. // [Epoque]
  1275. if (bl->type == BL_MOB) {
  1276. if ( (((sce=sc->data[SC_MANU_ATK]) && (flag&BF_WEAPON)) ||
  1277. ((sce=sc->data[SC_MANU_MATK]) && (flag&BF_MAGIC))) &&
  1278. status_get_race2(bl) == RC2_MANUK
  1279. ) {
  1280. damage += damage * sce->val1 / 100;
  1281. }
  1282. if ( (((sce=sc->data[SC_SPL_ATK]) && (flag&BF_WEAPON)) ||
  1283. ((sce=sc->data[SC_SPL_MATK]) && (flag&BF_MAGIC))) &&
  1284. status_get_race2(bl) == RC2_SPLENDIDE
  1285. ) {
  1286. damage += damage * sce->val1 / 100;
  1287. }
  1288. }
  1289. /* Self Buff that destroys the armor of any target hit with melee or ranged physical attacks */
  1290. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && flag&BF_WEAPON ) {
  1291. skill_break_equip(src,bl, EQP_ARMOR, 10000, BCT_ENEMY); // 100% chance (http://irowiki.org/wiki/Shield_Spell#Level_3_spells_.28refine_based.29)
  1292. status_change_end(src,SC_SHIELDSPELL_REF,INVALID_TIMER);
  1293. }
  1294. if( sc->data[SC_POISONINGWEAPON]
  1295. && ((flag&BF_WEAPON) && (!skill_id || skill_id == GC_VENOMPRESSURE)) //check skill type poison_smoke is a unit
  1296. && (damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )) //did some damage and chance ok (why no additional effect ??)
  1297. sc_start2(src,bl,(enum sc_type)sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,sc->data[SC_POISONINGWEAPON]->val4,skill_get_time2(GC_POISONINGWEAPON, 1));
  1298. if( sc->data[SC__DEADLYINFECT] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 )
  1299. status_change_spread(src, bl, 0);
  1300. if (sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) {
  1301. TBL_HOM *hd = BL_CAST(BL_HOM,src); //when attacking
  1302. if (hd && (rnd()%100<50) ) hom_addspiritball(hd, 10); // According to WarpPortal, this is a flat 50% chance
  1303. }
  1304. } //End of caster SC_ check
  1305. //PK damage rates
  1306. if (battle_config.pk_mode && sd && bl->type == BL_PC && damage && map[bl->m].flag.pvp) {
  1307. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1308. if (flag&BF_WEAPON)
  1309. damage = damage * battle_config.pk_weapon_damage_rate / 100;
  1310. if (flag&BF_MAGIC)
  1311. damage = damage * battle_config.pk_magic_damage_rate / 100;
  1312. if (flag&BF_MISC)
  1313. damage = damage * battle_config.pk_misc_damage_rate / 100;
  1314. } else { //Normal attacks get reductions based on range.
  1315. if (flag & BF_SHORT)
  1316. damage = damage * battle_config.pk_short_damage_rate / 100;
  1317. if (flag & BF_LONG)
  1318. damage = damage * battle_config.pk_long_damage_rate / 100;
  1319. }
  1320. damage = i64max(damage,1);
  1321. }
  1322. if(battle_config.skill_min_damage && damage > 0 && damage < div_) {
  1323. if ((flag&BF_WEAPON && battle_config.skill_min_damage&1)
  1324. || (flag&BF_MAGIC && battle_config.skill_min_damage&2)
  1325. || (flag&BF_MISC && battle_config.skill_min_damage&4)
  1326. )
  1327. damage = div_;
  1328. }
  1329. if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
  1330. if (damage > 0 )
  1331. mobskill_event((TBL_MOB*)bl,src,gettick(),flag);
  1332. if (skill_id)
  1333. mobskill_event((TBL_MOB*)bl,src,gettick(),MSC_SKILLUSED|(skill_id<<16));
  1334. }
  1335. if( sd ) {
  1336. if( pc_ismadogear(sd) && rnd()%100 < 50 ) {
  1337. short element = skill_get_ele(skill_id, skill_lv);
  1338. if( !skill_id || element == -1 ) { //Take weapon's element
  1339. struct status_data *sstatus = NULL;
  1340. if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
  1341. element = ((TBL_PC*)src)->bonus.arrow_ele;
  1342. else if( (sstatus = status_get_status_data(src)) ) {
  1343. element = sstatus->rhw.ele;
  1344. }
  1345. } else if( element == -2 ) //Use enchantment's element
  1346. element = status_get_attack_sc_element(src,status_get_sc(src));
  1347. else if( element == -3 ) //Use random element
  1348. element = rnd()%ELE_ALL;
  1349. if( element == ELE_FIRE || element == ELE_WATER )
  1350. pc_overheat(sd,element == ELE_FIRE ? 1 : -1);
  1351. }
  1352. }
  1353. return damage;
  1354. }
  1355. /**
  1356. * Calculates BG related damage adjustments.
  1357. * @param src
  1358. * @param bl
  1359. * @param damage
  1360. * @param skill_id
  1361. * @param flag
  1362. * @return damage
  1363. * Credits:
  1364. * Original coder Skotlex
  1365. * Initial refactoring by Baalberith
  1366. * Refined and optimized by helvetica
  1367. */
  1368. int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, uint16 skill_id, int flag)
  1369. {
  1370. if( !damage )
  1371. return 0;
  1372. if(skill_get_inf2(skill_id)&INF2_NO_BG_DMG)
  1373. return damage; //skill that ignore bg map reduction
  1374. if( flag&BF_SKILL ) { //Skills get a different reduction than non-skills. [Skotlex]
  1375. if( flag&BF_WEAPON )
  1376. damage = damage * battle_config.bg_weapon_damage_rate / 100;
  1377. if( flag&BF_MAGIC )
  1378. damage = damage * battle_config.bg_magic_damage_rate / 100;
  1379. if( flag&BF_MISC )
  1380. damage = damage * battle_config.bg_misc_damage_rate / 100;
  1381. } else { //Normal attacks get reductions based on range.
  1382. if( flag&BF_SHORT )
  1383. damage = damage * battle_config.bg_short_damage_rate / 100;
  1384. if( flag&BF_LONG )
  1385. damage = damage * battle_config.bg_long_damage_rate / 100;
  1386. }
  1387. damage = i64max(damage,1); //min 1 damage
  1388. return damage;
  1389. }
  1390. /**
  1391. * Determines whether target can be hit
  1392. * @param src
  1393. * @param bl
  1394. * @param skill_id
  1395. * @param flag
  1396. * @return Can be hit (true) or can't be hit (false)
  1397. */
  1398. bool battle_can_hit_gvg_target(struct block_list *src,struct block_list *bl,uint16 skill_id,int flag)
  1399. {
  1400. struct mob_data* md = BL_CAST(BL_MOB, bl);
  1401. int class_ = status_get_class(bl);
  1402. if(md && md->guardian_data) {
  1403. if ((status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (class_ == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && flag&BF_SKILL) //Skill immunity.
  1404. return false;
  1405. if(src->type != BL_MOB) {
  1406. struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild_search(status_get_guild_id(src));
  1407. if (class_ == MOBID_EMPERIUM && (!g || guild_checkskill(g,GD_APPROVAL) <= 0 ))
  1408. return false;
  1409. if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles)
  1410. return false; // [MouseJstr]
  1411. }
  1412. }
  1413. return true;
  1414. }
  1415. /**
  1416. * Calculates GVG related damage adjustments.
  1417. * @param src
  1418. * @param bl
  1419. * @param damage
  1420. * @param skill_id
  1421. * @param flag
  1422. * @return damage
  1423. */
  1424. int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,uint16 skill_id,int flag)
  1425. {
  1426. if (!damage) //No reductions to make.
  1427. return 0;
  1428. if (!battle_can_hit_gvg_target(src,bl,skill_id,flag))
  1429. return 0;
  1430. if (skill_get_inf2(skill_id)&INF2_NO_GVG_DMG) //Skills with no gvg damage reduction.
  1431. return damage;
  1432. /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka]
  1433. if (md && md->guardian_data)
  1434. damage -= damage * (md->guardian_data->castle->defense/100) * battle_config.castle_defense_rate/100;
  1435. */
  1436. if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex]
  1437. if (flag&BF_WEAPON)
  1438. damage = damage * battle_config.gvg_weapon_damage_rate / 100;
  1439. if (flag&BF_MAGIC)
  1440. damage = damage * battle_config.gvg_magic_damage_rate / 100;
  1441. if (flag&BF_MISC)
  1442. damage = damage * battle_config.gvg_misc_damage_rate / 100;
  1443. } else { //Normal attacks get reductions based on range.
  1444. if (flag & BF_SHORT)
  1445. damage = damage * battle_config.gvg_short_damage_rate / 100;
  1446. if (flag & BF_LONG)
  1447. damage = damage * battle_config.gvg_long_damage_rate / 100;
  1448. }
  1449. damage = i64max(damage,1);
  1450. return damage;
  1451. }
  1452. /**
  1453. * HP/SP drain calculation
  1454. * @param damage Damage inflicted to the enemy
  1455. * @param rate Success chance 1000 = 100%
  1456. * @param per HP/SP drained
  1457. * @return diff
  1458. */
  1459. static int battle_calc_drain(int64 damage, int rate, int per)
  1460. {
  1461. int64 diff = 0;
  1462. if (per && (rate > 1000 || rnd()%1000 < rate)) {
  1463. diff = (damage * per) / 100;
  1464. if (diff == 0) {
  1465. if (per > 0)
  1466. diff = 1;
  1467. else
  1468. diff = -1;
  1469. }
  1470. }
  1471. return (int)cap_value(diff, INT_MIN, INT_MAX);
  1472. }
  1473. /**
  1474. * Passive skill damage increases
  1475. * @param sd
  1476. * @param target
  1477. * @param dmg
  1478. * @param type
  1479. * @return damage
  1480. */
  1481. int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type)
  1482. {
  1483. int64 damage;
  1484. struct status_data *status = status_get_status_data(target);
  1485. int weapon, skill;
  1486. #ifdef RENEWAL
  1487. damage = 0;
  1488. #else
  1489. damage = dmg;
  1490. #endif
  1491. nullpo_ret(sd);
  1492. if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 &&
  1493. target->type == BL_MOB && //This bonus doesn't work against players.
  1494. (battle_check_undead(status->race,status->def_ele) || status->race == RC_DEMON) )
  1495. damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn
  1496. if( (skill = pc_checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) )
  1497. damage += (skill * 5);
  1498. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) )
  1499. damage += (skill * 10);
  1500. damage += (15 * pc_checkskill(sd, NC_MADOLICENCE)); // Attack bonus is granted even without the Madogear
  1501. if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (status->race == RC_BRUTE || status->race == RC_INSECT) ) {
  1502. damage += (skill * 4);
  1503. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_HUNTER)
  1504. damage += sd->status.str;
  1505. }
  1506. #ifdef RENEWAL
  1507. //Weapon Research bonus applies to all weapons
  1508. if((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  1509. damage += (skill * 2);
  1510. #endif
  1511. if(type == 0)
  1512. weapon = sd->weapontype1;
  1513. else
  1514. weapon = sd->weapontype2;
  1515. switch(weapon) {
  1516. case W_1HSWORD:
  1517. #ifdef RENEWAL
  1518. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1519. damage += (skill * 3);
  1520. #endif
  1521. case W_DAGGER:
  1522. if((skill = pc_checkskill(sd,SM_SWORD)) > 0)
  1523. damage += (skill * 4);
  1524. if((skill = pc_checkskill(sd,GN_TRAINING_SWORD)) > 0)
  1525. damage += skill * 10;
  1526. break;
  1527. case W_2HSWORD:
  1528. #ifdef RENEWAL
  1529. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1530. damage += (skill * 3);
  1531. #endif
  1532. if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0)
  1533. damage += (skill * 4);
  1534. break;
  1535. case W_1HSPEAR:
  1536. case W_2HSPEAR:
  1537. if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) {
  1538. if(!pc_isriding(sd) && !pc_isridingdragon(sd))
  1539. damage += (skill * 4);
  1540. else
  1541. damage += (skill * 5);
  1542. // Increase damage by level of KN_SPEARMASTERY * 10
  1543. if(pc_checkskill(sd,RK_DRAGONTRAINING) > 0)
  1544. damage += (skill * 10);
  1545. }
  1546. break;
  1547. case W_1HAXE:
  1548. case W_2HAXE:
  1549. if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0)
  1550. damage += (skill * 3);
  1551. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1552. damage += (skill * 5);
  1553. break;
  1554. case W_MACE:
  1555. case W_2HMACE:
  1556. if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0)
  1557. damage += (skill * 3);
  1558. if((skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  1559. damage += (skill * 4);
  1560. break;
  1561. case W_FIST:
  1562. if((skill = pc_checkskill(sd,TK_RUN)) > 0)
  1563. damage += (skill * 10);
  1564. // No break, fallthrough to Knuckles
  1565. case W_KNUCKLE:
  1566. if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0)
  1567. damage += (skill * 3);
  1568. break;
  1569. case W_MUSICAL:
  1570. if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0)
  1571. damage += (skill * 3);
  1572. break;
  1573. case W_WHIP:
  1574. if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0)
  1575. damage += (skill * 3);
  1576. break;
  1577. case W_BOOK:
  1578. if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0)
  1579. damage += (skill * 3);
  1580. break;
  1581. case W_KATAR:
  1582. if((skill = pc_checkskill(sd,AS_KATAR)) > 0)
  1583. damage += (skill * 3);
  1584. break;
  1585. }
  1586. return damage;
  1587. }
  1588. #ifdef RENEWAL
  1589. static int battle_calc_sizefix(int64 damage, struct map_session_data *sd, unsigned char t_size, unsigned char weapon_type, short flag)
  1590. {
  1591. if (sd && !sd->special_state.no_sizefix && !flag) // Size fix only for players
  1592. damage = damage * (weapon_type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1593. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1594. }
  1595. static int battle_calc_status_attack(struct status_data *status, short hand)
  1596. {
  1597. //left-hand penalty on sATK is always 50% [Baalberith]
  1598. if (hand == EQI_HAND_L)
  1599. return status->batk;
  1600. else
  1601. return 2 * status->batk;
  1602. }
  1603. static int battle_calc_base_weapon_attack(struct block_list *src, struct status_data *tstatus, struct weapon_atk *wa, struct map_session_data *sd)
  1604. {
  1605. struct status_data *status = status_get_status_data(src);
  1606. uint8 type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1607. uint16 atkmin = (type == EQI_HAND_L)?status->watk2:status->watk;
  1608. uint16 atkmax = atkmin;
  1609. int64 damage = atkmin;
  1610. uint16 weapon_perfection = 0;
  1611. struct status_change *sc = status_get_sc(src);
  1612. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) {
  1613. int variance = wa->atk * (sd->inventory_data[sd->equip_index[type]]->wlv*5)/100;
  1614. atkmin = max(0, (int)(atkmin - variance));
  1615. atkmax = min(UINT16_MAX, (int)(atkmax + variance));
  1616. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1617. damage = atkmax;
  1618. else
  1619. damage = rnd_value(atkmin, atkmax);
  1620. }
  1621. if (sc && sc->data[SC_WEAPONPERFECTION])
  1622. weapon_perfection = 1;
  1623. damage = battle_calc_sizefix(damage, sd, tstatus->size, type, weapon_perfection);
  1624. return (int)cap_value(damage, INT_MIN, INT_MAX);
  1625. }
  1626. #endif
  1627. /*==========================================
  1628. * Calculates the standard damage of a normal attack assuming it hits,
  1629. * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex]
  1630. * This applies to pre-renewal and non-sd in renewal
  1631. *------------------------------------------
  1632. * Pass damage2 as NULL to not calc it.
  1633. * Flag values:
  1634. * &1 : Critical hit
  1635. * &2 : Arrow attack
  1636. * &4 : Skill is Magic Crasher
  1637. * &8 : Skip target size adjustment (Extremity Fist?)
  1638. * &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)
  1639. *
  1640. * Credits:
  1641. * Original coder Skotlex
  1642. * Initial refactoring by Baalberith
  1643. * Refined and optimized by helvetica
  1644. */
  1645. static int64 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)
  1646. {
  1647. unsigned int atkmin = 0, atkmax = 0;
  1648. short type = 0;
  1649. int64 damage = 0;
  1650. if (!sd) { //Mobs/Pets
  1651. if(flag&4) {
  1652. atkmin = status->matk_min;
  1653. atkmax = status->matk_max;
  1654. } else {
  1655. atkmin = wa->atk;
  1656. atkmax = wa->atk2;
  1657. }
  1658. if (atkmin > atkmax)
  1659. atkmin = atkmax;
  1660. } else { //PCs
  1661. atkmax = wa->atk;
  1662. type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R;
  1663. if (!(flag&1) || (flag&2)) { //Normal attacks
  1664. atkmin = status->dex;
  1665. if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]])
  1666. atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100;
  1667. if (atkmin > atkmax)
  1668. atkmin = atkmax;
  1669. if(flag&2 && !(flag&16)) { //Bows
  1670. atkmin = atkmin*atkmax/100;
  1671. if (atkmin > atkmax)
  1672. atkmax = atkmin;
  1673. }
  1674. }
  1675. }
  1676. if (sc && sc->data[SC_MAXIMIZEPOWER])
  1677. atkmin = atkmax;
  1678. //Weapon Damage calculation
  1679. if (!(flag&1))
  1680. damage = (atkmax>atkmin? rnd()%(atkmax-atkmin):0)+atkmin;
  1681. else
  1682. damage = atkmax;
  1683. if (sd) {
  1684. //rodatazone says the range is 0~arrow_atk-1 for non crit
  1685. if (flag&2 && sd->bonus.arrow_atk)
  1686. damage += ( (flag&1) ? sd->bonus.arrow_atk : rnd()%sd->bonus.arrow_atk );
  1687. // Size fix only for players
  1688. if (!(sd->special_state.no_sizefix || (flag&8)))
  1689. damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
  1690. }
  1691. //Finally, add baseatk
  1692. if(flag&4)
  1693. damage += status->matk_min;
  1694. else
  1695. damage += status->batk;
  1696. //rodatazone says that Overrefine bonuses are part of baseatk
  1697. //Here we also apply the weapon_damage_rate bonus so it is correctly applied on left/right hands.
  1698. if(sd) {
  1699. if (type == EQI_HAND_L) {
  1700. if(sd->left_weapon.overrefine)
  1701. damage += rnd()%sd->left_weapon.overrefine+1;
  1702. if (sd->weapon_damage_rate[sd->weapontype2])
  1703. damage += damage * sd->weapon_damage_rate[sd->weapontype2] / 100;
  1704. } else { //Right hand
  1705. if(sd->right_weapon.overrefine)
  1706. damage += rnd()%sd->right_weapon.overrefine+1;
  1707. if (sd->weapon_damage_rate[sd->weapontype1])
  1708. damage += damage * sd->weapon_damage_rate[sd->weapontype1] / 100;
  1709. }
  1710. }
  1711. #ifdef RENEWAL
  1712. if (flag&1)
  1713. damage = (damage * 14) / 10;
  1714. #endif
  1715. return damage;
  1716. }
  1717. /*==========================================
  1718. * Consumes ammo for the given skill.
  1719. *------------------------------------------
  1720. * Credits:
  1721. * Original coder Skotlex
  1722. * Initial refactoring by Baalberith
  1723. * Refined and optimized by helvetica
  1724. */
  1725. void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
  1726. {
  1727. int qty = 1;
  1728. if (!battle_config.arrow_decrement)
  1729. return;
  1730. if (skill) {
  1731. qty = skill_get_ammo_qty(skill, lv);
  1732. if (!qty) qty = 1;
  1733. }
  1734. if (sd->equip_index[EQI_AMMO] >= 0) //Qty check should have been done in skill_check_condition
  1735. pc_delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME);
  1736. sd->state.arrow_atk = 0;
  1737. }
  1738. static int battle_range_type(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  1739. {
  1740. // [Akinari] , [Xynvaroth]: Traps are always short range.
  1741. if( skill_get_inf2( skill_id ) & INF2_TRAP )
  1742. return BF_SHORT;
  1743. // When monsters use Arrow Shower, it is always short range
  1744. if (src->type == BL_MOB && skill_id == AC_SHOWER)
  1745. return BF_SHORT;
  1746. //Skill Range Criteria
  1747. if (battle_config.skillrange_by_distance &&
  1748. (src->type&battle_config.skillrange_by_distance)
  1749. ) { //based on distance between src/target [Skotlex]
  1750. if (check_distance_bl(src, target, 3))
  1751. return BF_SHORT;
  1752. return BF_LONG;
  1753. }
  1754. //based on used skill's range
  1755. if (skill_get_range2(src, skill_id, skill_lv, true) < 4)
  1756. return BF_SHORT;
  1757. return BF_LONG;
  1758. }
  1759. static int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id)
  1760. {
  1761. uint8 i;
  1762. if (!sd->skillblown[0].id)
  1763. return 0;
  1764. //Apply the bonus blewcount. [Skotlex]
  1765. for (i = 0; i < ARRAYLENGTH(sd->skillblown) && sd->skillblown[i].id; i++) {
  1766. if (sd->skillblown[i].id == skill_id)
  1767. return sd->skillblown[i].val;
  1768. }
  1769. return 0;
  1770. }
  1771. #ifdef ADJUST_SKILL_DAMAGE
  1772. /**
  1773. * Damage calculation for adjusting skill damage
  1774. * @param caster Applied caster type for damage skill
  1775. * @param type BL_Type of attacker
  1776. */
  1777. static bool battle_skill_damage_iscaster(uint8 caster, enum bl_type src_type) {
  1778. if (caster == 0)
  1779. return false;
  1780. switch (src_type) {
  1781. case BL_PC: if (caster&SDC_PC) return true; break;
  1782. case BL_MOB: if (caster&SDC_MOB) return true; break;
  1783. case BL_PET: if (caster&SDC_PET) return true; break;
  1784. case BL_HOM: if (caster&SDC_HOM) return true; break;
  1785. case BL_MER: if (caster&SDC_MER) return true; break;
  1786. case BL_ELEM: if (caster&SDC_ELEM) return true; break;
  1787. }
  1788. return false;
  1789. }
  1790. /**
  1791. * Gets skill damage rate from a skill (based on skill_damage_db.txt)
  1792. * @param src
  1793. * @param target
  1794. * @param skill_id
  1795. * @return Skill damage rate
  1796. */
  1797. static int battle_skill_damage_skill(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1798. uint16 idx = skill_get_index(skill_id), m = src->m;
  1799. struct s_skill_damage *damage = NULL;
  1800. struct map_data *mapd = &map[m];
  1801. if (!idx || !skill_db[idx]->damage.map)
  1802. return 0;
  1803. damage = &skill_db[idx]->damage;
  1804. //check the adjustment works for specified type
  1805. if (!battle_skill_damage_iscaster(damage->caster, src->type))
  1806. return 0;
  1807. if ((damage->map&1 && (!mapd->flag.pvp && !map_flag_gvg(m) && !mapd->flag.battleground && !mapd->flag.skill_damage && !mapd->flag.restricted)) ||
  1808. (damage->map&2 && mapd->flag.pvp) ||
  1809. (damage->map&4 && map_flag_gvg(m)) ||
  1810. (damage->map&8 && mapd->flag.battleground) ||
  1811. (damage->map&16 && mapd->flag.skill_damage) ||
  1812. (mapd->flag.restricted && damage->map&(8*mapd->zone)))
  1813. {
  1814. switch (target->type) {
  1815. case BL_PC:
  1816. return damage->pc;
  1817. case BL_MOB:
  1818. if (status_get_class_(target) == CLASS_BOSS)
  1819. return damage->boss;
  1820. else
  1821. return damage->mob;
  1822. default:
  1823. return damage->other;
  1824. }
  1825. }
  1826. return 0;
  1827. }
  1828. /**
  1829. * Gets skill damage rate from a skill (based on 'skill_damage' mapflag)
  1830. * @param src
  1831. * @param target
  1832. * @param skill_id
  1833. * @return Skill damage rate
  1834. */
  1835. static int battle_skill_damage_map(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1836. int rate = 0;
  1837. uint8 i = 0;
  1838. struct map_data *mapd = NULL;
  1839. mapd = &map[src->m];
  1840. if (!mapd || !mapd->flag.skill_damage)
  1841. return 0;
  1842. // Damage rate for all skills at this map
  1843. if (battle_skill_damage_iscaster(mapd->adjust.damage.caster, src->type)) {
  1844. switch (target->type) {
  1845. case BL_PC:
  1846. rate = mapd->adjust.damage.pc;
  1847. break;
  1848. case BL_MOB:
  1849. if (status_get_class_(target) == CLASS_BOSS)
  1850. rate = mapd->adjust.damage.boss;
  1851. else
  1852. rate = mapd->adjust.damage.mob;
  1853. break;
  1854. default:
  1855. rate = mapd->adjust.damage.other;
  1856. break;
  1857. }
  1858. }
  1859. if (!mapd->skill_damage.count)
  1860. return rate;
  1861. // Damage rate for specified skill at this map
  1862. for (i = 0; i < mapd->skill_damage.count; i++) {
  1863. if (mapd->skill_damage.entries[i]->skill_id == skill_id &&
  1864. battle_skill_damage_iscaster(mapd->skill_damage.entries[i]->caster, src->type))
  1865. {
  1866. switch (target->type) {
  1867. case BL_PC:
  1868. rate += mapd->skill_damage.entries[i]->pc;
  1869. break;
  1870. case BL_MOB:
  1871. if (status_get_class_(target) == CLASS_BOSS)
  1872. rate += mapd->skill_damage.entries[i]->boss;
  1873. else
  1874. rate += mapd->skill_damage.entries[i]->mob;
  1875. break;
  1876. default:
  1877. rate += mapd->skill_damage.entries[i]->other;
  1878. break;
  1879. }
  1880. }
  1881. }
  1882. return rate;
  1883. }
  1884. /**
  1885. * Check skill damage adjustment based on mapflags and skill_damage_db.txt for specified skill
  1886. * @param src
  1887. * @param target
  1888. * @param skill_id
  1889. * @return Total damage rate
  1890. */
  1891. static int battle_skill_damage(struct block_list *src, struct block_list *target, uint16 skill_id) {
  1892. nullpo_ret(src);
  1893. if (!target || !skill_id)
  1894. return 0;
  1895. skill_id = skill_dummy2skill_id(skill_id);
  1896. return battle_skill_damage_skill(src, target, skill_id) + battle_skill_damage_map(src, target, skill_id);
  1897. }
  1898. #endif
  1899. /**
  1900. * Calculates Minstrel/Wanderer bonus for Chorus skills.
  1901. * @param sd Player who has Chorus skill active
  1902. * @return Bonus value based on party count
  1903. */
  1904. static int battle_calc_chorusbonus(struct map_session_data *sd) {
  1905. int members = 0;
  1906. if (!sd || !sd->status.party_id)
  1907. return 0;
  1908. members = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  1909. if (members < 3)
  1910. return 0; // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  1911. if (members > 7)
  1912. return 5; // Maximum effect possible from 7 or more Minstrels/Wanderers.
  1913. return members - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  1914. }
  1915. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1916. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag);
  1917. /*=======================================================
  1918. * Should infinite defense be applied on target? (plant)
  1919. *-------------------------------------------------------
  1920. * Credits:
  1921. * Original coder Skotlex
  1922. * Initial refactoring by Baalberith
  1923. * Refined and optimized by helvetica
  1924. * flag - see e_battle_flag
  1925. */
  1926. bool is_infinite_defense(struct block_list *target, int flag)
  1927. {
  1928. struct status_data *tstatus = status_get_status_data(target);
  1929. if(target->type == BL_SKILL) {
  1930. TBL_SKILL *su = ((TBL_SKILL*)target);
  1931. if (su && su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD))
  1932. return true;
  1933. }
  1934. if(status_has_mode(tstatus,MD_IGNOREMELEE) && (flag&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) )
  1935. return true;
  1936. if(status_has_mode(tstatus,MD_IGNOREMAGIC) && flag&(BF_MAGIC) )
  1937. return true;
  1938. if(status_has_mode(tstatus,MD_IGNORERANGED) && (flag&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) )
  1939. return true;
  1940. if(status_has_mode(tstatus,MD_IGNOREMISC) && flag&(BF_MISC) )
  1941. return true;
  1942. return false;
  1943. }
  1944. /*========================
  1945. * Is attack arrow based?
  1946. *------------------------
  1947. * Credits:
  1948. * Original coder Skotlex
  1949. * Initial refactoring by Baalberith
  1950. * Refined and optimized by helvetica
  1951. */
  1952. static bool is_skill_using_arrow(struct block_list *src, int skill_id)
  1953. {
  1954. if(src != NULL) {
  1955. struct status_data *sstatus = status_get_status_data(src);
  1956. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1957. return ((sd && sd->state.arrow_atk) || (!sd && ((skill_id && skill_get_ammotype(skill_id)) || sstatus->rhw.range>3)) || (skill_id == HT_PHANTASMIC) || (skill_id == GS_GROUNDDRIFT));
  1958. } else
  1959. return false;
  1960. }
  1961. /*=========================================
  1962. * Is attack right handed? By default yes.
  1963. *-----------------------------------------
  1964. * Credits:
  1965. * Original coder Skotlex
  1966. * Initial refactoring by Baalberith
  1967. * Refined and optimized by helvetica
  1968. */
  1969. static bool is_attack_right_handed(struct block_list *src, int skill_id)
  1970. {
  1971. if(src != NULL) {
  1972. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1973. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1974. if(!skill_id && sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1975. return false;
  1976. }
  1977. return true;
  1978. }
  1979. /*=======================================
  1980. * Is attack left handed? By default no.
  1981. *---------------------------------------
  1982. * Credits:
  1983. * Original coder Skotlex
  1984. * Initial refactoring by Baalberith
  1985. * Refined and optimized by helvetica
  1986. */
  1987. static bool is_attack_left_handed(struct block_list *src, int skill_id)
  1988. {
  1989. if(src != NULL) {
  1990. struct status_data *sstatus = status_get_status_data(src);
  1991. struct map_session_data *sd = BL_CAST(BL_PC, src);
  1992. //Skills ALWAYS use ONLY your right-hand weapon (tested on Aegis 10.2)
  1993. if(!skill_id) {
  1994. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0)
  1995. return true;
  1996. if (sstatus->lhw.atk)
  1997. return true;
  1998. if (sd && sd->status.weapon == W_KATAR)
  1999. return true;
  2000. }
  2001. }
  2002. return false;
  2003. }
  2004. /*=============================
  2005. * Do we score a critical hit?
  2006. *-----------------------------
  2007. * Credits:
  2008. * Original coder Skotlex
  2009. * Initial refactoring by Baalberith
  2010. * Refined and optimized by helvetica
  2011. */
  2012. static bool is_attack_critical(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2013. {
  2014. struct status_data *sstatus = status_get_status_data(src);
  2015. struct status_data *tstatus = status_get_status_data(target);
  2016. struct status_change *sc = status_get_sc(src);
  2017. struct status_change *tsc = status_get_sc(target);
  2018. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2019. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2020. if (!first_call)
  2021. return (wd.type == DMG_CRITICAL);
  2022. if (skill_id == NPC_CRITICALSLASH || skill_id == LG_PINPOINTATTACK) //Always critical skills
  2023. return true;
  2024. if( !(wd.type&DMG_MULTI_HIT) && sstatus->cri && (!skill_id ||
  2025. skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING ||
  2026. skill_id == MA_SHARPSHOOTING || skill_id == NJ_KIRIKAGE))
  2027. {
  2028. short cri = sstatus->cri;
  2029. if (sd) {
  2030. cri += sd->critaddrace[tstatus->race] + sd->critaddrace[RC_ALL];
  2031. if(is_skill_using_arrow(src, skill_id)) {
  2032. cri += sd->bonus.arrow_cri;
  2033. if (!skill_id)
  2034. cri += sd->bonus.critical_rangeatk;
  2035. }
  2036. }
  2037. if(sc && sc->data[SC_CAMOUFLAGE])
  2038. cri += 100 * min(10,sc->data[SC_CAMOUFLAGE]->val3); //max 100% (1K)
  2039. //The official equation is *2, but that only applies when sd's do critical.
  2040. //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
  2041. cri -= tstatus->luk * ((!sd && tsd) ? 3 : 2);
  2042. if( tsc && tsc->data[SC_SLEEP] )
  2043. cri <<= 1;
  2044. switch(skill_id) {
  2045. case 0:
  2046. if(sc && !sc->data[SC_AUTOCOUNTER])
  2047. break;
  2048. clif_specialeffect(src, 131, AREA);
  2049. status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER);
  2050. case KN_AUTOCOUNTER:
  2051. if(battle_config.auto_counter_type &&
  2052. (battle_config.auto_counter_type&src->type))
  2053. return true;
  2054. else
  2055. cri <<= 1;
  2056. break;
  2057. case SN_SHARPSHOOTING:
  2058. case MA_SHARPSHOOTING:
  2059. cri += 200;
  2060. break;
  2061. case NJ_KIRIKAGE:
  2062. cri += 250 + 50*skill_lv;
  2063. break;
  2064. }
  2065. if(tsd && tsd->bonus.critical_def)
  2066. cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
  2067. return (rnd()%1000 < cri);
  2068. }
  2069. return 0;
  2070. }
  2071. /*==========================================================
  2072. * Is the attack piercing? (Investigate/Ice Pick in pre-re)
  2073. *----------------------------------------------------------
  2074. * Credits:
  2075. * Original coder Skotlex
  2076. * Initial refactoring by Baalberith
  2077. * Refined and optimized by helvetica
  2078. */
  2079. static int is_attack_piercing(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, short weapon_position)
  2080. {
  2081. if (skill_id == MO_INVESTIGATE || skill_id == RL_MASS_SPIRAL)
  2082. return 2;
  2083. if(src != NULL) {
  2084. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2085. struct status_data *tstatus = status_get_status_data(target);
  2086. #ifdef RENEWAL
  2087. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2088. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && skill_id != ASC_BREAKER ) // Renewal: Soul Breaker no longer gains ice pick effect and ice pick effect gets crit benefit [helvetica]
  2089. #else
  2090. if( skill_id != PA_SACRIFICE && skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS
  2091. && skill_id != PA_SHIELDCHAIN && skill_id != KO_HAPPOKUNAI && !is_attack_critical(wd, src, target, skill_id, skill_lv, false) )
  2092. #endif
  2093. { //Elemental/Racial adjustments
  2094. if( sd && (sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2095. sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2096. sd->right_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->right_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2097. )
  2098. if (weapon_position == EQI_HAND_R)
  2099. return 1;
  2100. if(sd && (sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_ele & (1<<ELE_ALL) ||
  2101. sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<RC_ALL) ||
  2102. sd->left_weapon.def_ratio_atk_class & (1<<tstatus->class_) || sd->left_weapon.def_ratio_atk_class & (1<<CLASS_ALL))
  2103. )
  2104. { //Pass effect onto right hand if configured so. [Skotlex]
  2105. if (battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)){
  2106. if (weapon_position == EQI_HAND_R)
  2107. return 1;
  2108. }
  2109. else if (weapon_position == EQI_HAND_L)
  2110. return 1;
  2111. }
  2112. }
  2113. }
  2114. return 0;
  2115. }
  2116. static bool battle_skill_get_damage_properties(uint16 skill_id, int is_splash)
  2117. {
  2118. int nk = skill_get_nk(skill_id);
  2119. if( !skill_id && is_splash ) //If flag, this is splash damage from Baphomet Card and it always hits.
  2120. nk |= NK_NO_CARDFIX_ATK|NK_IGNORE_FLEE;
  2121. return nk;
  2122. }
  2123. /*=============================
  2124. * Checks if attack is hitting
  2125. *-----------------------------
  2126. * Credits:
  2127. * Original coder Skotlex
  2128. * Initial refactoring by Baalberith
  2129. * Refined and optimized by helvetica
  2130. */
  2131. static bool is_attack_hitting(struct Damage wd, struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool first_call)
  2132. {
  2133. struct status_data *sstatus = status_get_status_data(src);
  2134. struct status_data *tstatus = status_get_status_data(target);
  2135. struct status_change *sc = status_get_sc(src);
  2136. struct status_change *tsc = status_get_sc(target);
  2137. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2138. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2139. short flee, hitrate;
  2140. if (!first_call)
  2141. return (wd.dmg_lv != ATK_FLEE);
  2142. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2143. return true;
  2144. else if(sd && sd->bonus.perfect_hit > 0 && rnd()%100 < sd->bonus.perfect_hit)
  2145. return true;
  2146. else if (sc && sc->data[SC_FUSION])
  2147. return true;
  2148. else if (skill_id == AS_SPLASHER && !wd.miscflag)
  2149. return true;
  2150. else if (skill_id == CR_SHIELDBOOMERANG && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER )
  2151. return true;
  2152. else if (tsc && tsc->opt1 && tsc->opt1 != OPT1_STONEWAIT && tsc->opt1 != OPT1_BURNING)
  2153. return true;
  2154. else if (nk&NK_IGNORE_FLEE)
  2155. return true;
  2156. if( sc && sc->data[SC_NEUTRALBARRIER] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG )
  2157. return false;
  2158. flee = tstatus->flee;
  2159. #ifdef RENEWAL
  2160. hitrate = 0; //Default hitrate
  2161. #else
  2162. hitrate = 80; //Default hitrate
  2163. #endif
  2164. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  2165. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  2166. if(attacker_count >= battle_config.agi_penalty_count) {
  2167. if (battle_config.agi_penalty_type == 1)
  2168. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num)) / 100;
  2169. else //assume type 2: absolute reduction
  2170. flee -= (attacker_count - (battle_config.agi_penalty_count - 1)) * battle_config.agi_penalty_num;
  2171. if(flee < 1)
  2172. flee = 1;
  2173. }
  2174. }
  2175. hitrate += sstatus->hit - flee;
  2176. //Fogwall's hit penalty is only for normal ranged attacks.
  2177. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG && !skill_id && tsc && tsc->data[SC_FOGWALL])
  2178. hitrate -= 50;
  2179. if(sd && is_skill_using_arrow(src, skill_id))
  2180. hitrate += sd->bonus.arrow_hit;
  2181. #ifdef RENEWAL
  2182. if (sd) //in Renewal hit bonus from Vultures Eye is not anymore shown in status window
  2183. hitrate += pc_checkskill(sd,AC_VULTURE);
  2184. #endif
  2185. if(skill_id) {
  2186. switch(skill_id) { //Hit skill modifiers
  2187. //It is proven that bonus is applied on final hitrate, not hit.
  2188. case SM_BASH:
  2189. case MS_BASH:
  2190. hitrate += hitrate * 5 * skill_lv / 100;
  2191. break;
  2192. case MS_MAGNUM:
  2193. case SM_MAGNUM:
  2194. hitrate += hitrate * 10 * skill_lv / 100;
  2195. break;
  2196. case KN_AUTOCOUNTER:
  2197. case PA_SHIELDCHAIN:
  2198. case NPC_WATERATTACK:
  2199. case NPC_GROUNDATTACK:
  2200. case NPC_FIREATTACK:
  2201. case NPC_WINDATTACK:
  2202. case NPC_POISONATTACK:
  2203. case NPC_HOLYATTACK:
  2204. case NPC_DARKNESSATTACK:
  2205. case NPC_UNDEADATTACK:
  2206. case NPC_TELEKINESISATTACK:
  2207. case NPC_BLEEDING:
  2208. hitrate += hitrate * 20 / 100;
  2209. break;
  2210. case NPC_FIREBREATH:
  2211. case NPC_ICEBREATH:
  2212. case NPC_THUNDERBREATH:
  2213. case NPC_ACIDBREATH:
  2214. case NPC_DARKNESSBREATH:
  2215. hitrate *= 2;
  2216. break;
  2217. case KN_PIERCE:
  2218. case ML_PIERCE:
  2219. hitrate += hitrate * 5 * skill_lv / 100;
  2220. break;
  2221. case AS_SONICBLOW:
  2222. if(sd && pc_checkskill(sd,AS_SONICACCEL) > 0)
  2223. hitrate += hitrate * 50 / 100;
  2224. break;
  2225. case MC_CARTREVOLUTION:
  2226. case GN_CART_TORNADO:
  2227. case GN_CARTCANNON:
  2228. if (sd && pc_checkskill(sd, GN_REMODELING_CART))
  2229. hitrate += pc_checkskill(sd, GN_REMODELING_CART) * 4;
  2230. break;
  2231. case LG_BANISHINGPOINT:
  2232. hitrate += 3 * skill_lv;
  2233. break;
  2234. case GC_VENOMPRESSURE:
  2235. hitrate += 10 + 4 * skill_lv;
  2236. break;
  2237. case SC_FATALMENACE:
  2238. hitrate -= 35 - 5 * skill_lv;
  2239. break;
  2240. case RL_SLUGSHOT:
  2241. {
  2242. int8 dist = distance_bl(src, target);
  2243. if (dist > 3) {
  2244. // Reduce n hitrate for each cell after initial 3 cells. Different each level
  2245. // -10:-9:-8:-7:-6
  2246. dist -= 3;
  2247. hitrate -= ((11 - skill_lv) * dist);
  2248. }
  2249. }
  2250. break;
  2251. }
  2252. } else if (sd && wd.type&DMG_MULTI_HIT && wd.div_ == 2) // +1 hit per level of Double Attack on a successful double attack (making sure other multi attack skills do not trigger this) [helvetica]
  2253. hitrate += pc_checkskill(sd,TF_DOUBLE);
  2254. if (sd) {
  2255. int skill = 0;
  2256. // Weaponry Research hidden bonus
  2257. if ((skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0)
  2258. hitrate += hitrate * ( 2 * skill ) / 100;
  2259. if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) &&
  2260. (skill = pc_checkskill(sd, GN_TRAINING_SWORD))>0 )
  2261. hitrate += 3 * skill;
  2262. }
  2263. if (sc) {
  2264. if (sc->data[SC_MTF_ASPD])
  2265. hitrate += sc->data[SC_MTF_ASPD]->val2;
  2266. if (sc->data[SC_MTF_ASPD2])
  2267. hitrate += sc->data[SC_MTF_ASPD2]->val2;
  2268. }
  2269. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  2270. return (rnd()%100 < hitrate);
  2271. }
  2272. /*==========================================
  2273. * If attack ignores def.
  2274. *------------------------------------------
  2275. * Credits:
  2276. * Original coder Skotlex
  2277. * Initial refactoring by Baalberith
  2278. * Refined and optimized by helvetica
  2279. */
  2280. static bool attack_ignores_def(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position)
  2281. {
  2282. struct status_data *tstatus = status_get_status_data(target);
  2283. struct status_change *sc = status_get_sc(src);
  2284. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2285. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2286. #ifndef RENEWAL
  2287. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false))
  2288. return true;
  2289. else
  2290. #endif
  2291. if (sc && sc->data[SC_FUSION])
  2292. return true;
  2293. #ifdef RENEWAL
  2294. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS && skill_id != ASC_BREAKER) // Renewal: Soul Breaker no longer gains ignore DEF from weapon [helvetica]
  2295. #else
  2296. else if (skill_id != CR_GRANDCROSS && skill_id != NPC_GRANDDARKNESS)
  2297. #endif
  2298. { //Ignore Defense?
  2299. if (sd && (sd->right_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->right_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2300. sd->right_weapon.ignore_def_race & (1<<tstatus->race) || sd->right_weapon.ignore_def_race & (1<<RC_ALL) ||
  2301. sd->right_weapon.ignore_def_class & (1<<tstatus->class_) || sd->right_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2302. if (weapon_position == EQI_HAND_R)
  2303. return true;
  2304. if (sd && (sd->left_weapon.ignore_def_ele & (1<<tstatus->def_ele) || sd->left_weapon.ignore_def_ele & (1<<ELE_ALL) ||
  2305. sd->left_weapon.ignore_def_race & (1<<tstatus->race) || sd->left_weapon.ignore_def_race & (1<<RC_ALL) ||
  2306. sd->left_weapon.ignore_def_class & (1<<tstatus->class_) || sd->left_weapon.ignore_def_class & (1<<CLASS_ALL)))
  2307. {
  2308. if(battle_config.left_cardfix_to_right && is_attack_right_handed(src, skill_id)) {//Move effect to right hand. [Skotlex]
  2309. if (weapon_position == EQI_HAND_R)
  2310. return true;
  2311. } else if (weapon_position == EQI_HAND_L)
  2312. return true;
  2313. }
  2314. }
  2315. return (nk&NK_IGNORE_DEF);
  2316. }
  2317. /*================================================
  2318. * Should skill attack consider VVS and masteries?
  2319. *------------------------------------------------
  2320. * Credits:
  2321. * Original coder Skotlex
  2322. * Initial refactoring by Baalberith
  2323. * Refined and optimized by helvetica
  2324. */
  2325. static bool battle_skill_stacks_masteries_vvs(uint16 skill_id)
  2326. {
  2327. if (
  2328. #ifndef RENEWAL
  2329. skill_id == PA_SHIELDCHAIN || skill_id == CR_SHIELDBOOMERANG ||
  2330. #endif
  2331. skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER || skill_id == NC_SELFDESTRUCTION ||
  2332. skill_id == LG_SHIELDPRESS || skill_id == LG_EARTHDRIVE)
  2333. return false;
  2334. return true;
  2335. }
  2336. #ifdef RENEWAL
  2337. /*========================================
  2338. * Calculate equipment ATK for renewal ATK
  2339. *----------------------------------------
  2340. * Credits:
  2341. * Original coder Skotlex
  2342. * Initial refactoring by Baalberith
  2343. * Refined and optimized by helvetica
  2344. */
  2345. static int battle_calc_equip_attack(struct block_list *src, int skill_id)
  2346. {
  2347. if(src != NULL) {
  2348. int eatk = 0;
  2349. struct status_data *status = status_get_status_data(src);
  2350. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2351. if (sd) // add arrow atk if using an applicable skill
  2352. eatk += (is_skill_using_arrow(src, skill_id) ? sd->bonus.arrow_atk : 0);
  2353. return eatk + status->eatk;
  2354. }
  2355. return 0; // shouldn't happen but just in case
  2356. }
  2357. #endif
  2358. /*========================================
  2359. * Returns the element type of attack
  2360. *----------------------------------------
  2361. * Credits:
  2362. * Original coder Skotlex
  2363. * Initial refactoring by Baalberith
  2364. * Refined and optimized by helvetica
  2365. */
  2366. static int battle_get_weapon_element(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, short weapon_position, bool calc_for_damage_only)
  2367. {
  2368. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2369. struct status_change *sc = status_get_sc(src);
  2370. struct status_data *sstatus = status_get_status_data(src);
  2371. int element = skill_get_ele(skill_id, skill_lv);
  2372. //Take weapon's element
  2373. if( !skill_id || element == -1 ) {
  2374. if (weapon_position == EQI_HAND_R)
  2375. element = sstatus->rhw.ele;
  2376. else
  2377. element = sstatus->lhw.ele;
  2378. if(is_skill_using_arrow(src, skill_id) && sd && sd->bonus.arrow_ele && weapon_position == EQI_HAND_R)
  2379. element = sd->bonus.arrow_ele;
  2380. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  2381. element = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  2382. // on official endows override all other elements [helvetica]
  2383. if(sc && sc->data[SC_ENCHANTARMS]) // Check for endows
  2384. element = sc->data[SC_ENCHANTARMS]->val2;
  2385. } else if( element == -2 ) //Use enchantment's element
  2386. element = status_get_attack_sc_element(src,sc);
  2387. else if( element == -3 ) //Use random element
  2388. element = rnd()%ELE_ALL;
  2389. switch( skill_id ) {
  2390. case GS_GROUNDDRIFT:
  2391. element = wd.miscflag; //element comes in flag.
  2392. break;
  2393. case LK_SPIRALPIERCE:
  2394. if (!sd)
  2395. element = ELE_NEUTRAL; //forced neutral for monsters
  2396. break;
  2397. case LG_HESPERUSLIT:
  2398. if (sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 4)
  2399. element = ELE_HOLY;
  2400. break;
  2401. case RL_H_MINE:
  2402. if (sd && sd->flicker) //Force RL_H_MINE deals fire damage if activated by RL_FLICKER
  2403. element = ELE_FIRE;
  2404. break;
  2405. }
  2406. if (sc && sc->data[SC_GOLDENE_FERSE] && ((!skill_id && (rnd() % 100 < sc->data[SC_GOLDENE_FERSE]->val4)) || skill_id == MH_STAHL_HORN))
  2407. element = ELE_HOLY;
  2408. // calc_flag means the element should be calculated for damage only
  2409. if (calc_for_damage_only)
  2410. return element;
  2411. #ifdef RENEWAL
  2412. if (skill_id == CR_SHIELDBOOMERANG)
  2413. element = ELE_NEUTRAL;
  2414. #endif
  2415. return element;
  2416. }
  2417. /*========================================
  2418. * Do element damage modifier calculation
  2419. *----------------------------------------
  2420. * Credits:
  2421. * Original coder Skotlex
  2422. * Initial refactoring by Baalberith
  2423. * Refined and optimized by helvetica
  2424. */
  2425. static struct Damage battle_calc_element_damage(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2426. {
  2427. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2428. struct status_change *sc = status_get_sc(src);
  2429. struct status_data *sstatus = status_get_status_data(src);
  2430. struct status_data *tstatus = status_get_status_data(target);
  2431. int element = skill_get_ele(skill_id, skill_lv);
  2432. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, true);
  2433. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, true);
  2434. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2435. //Elemental attribute fix
  2436. if(!(nk&NK_NO_ELEFIX)) {
  2437. //Non-pc physical melee attacks (mob, pet, homun) are "non elemental", they deal 100% to all target elements
  2438. //However the "non elemental" attacks still get reduced by "Neutral resistance"
  2439. //Also non-pc units have only a defending element, but can inflict elemental attacks using skills [exneval]
  2440. if(battle_config.attack_attr_none&src->type)
  2441. if(((!skill_id && !right_element) || (skill_id && (element == -1 || !right_element))) &&
  2442. (wd.flag&(BF_SHORT|BF_WEAPON)) == (BF_SHORT|BF_WEAPON))
  2443. return wd;
  2444. if(wd.damage > 0) {
  2445. //Forced to its element
  2446. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  2447. switch( skill_id ) {
  2448. case MC_CARTREVOLUTION:
  2449. case SR_GATEOFHELL:
  2450. case SR_TIGERCANNON:
  2451. case KO_BAKURETSU:
  2452. //Forced to neutral element
  2453. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2454. break;
  2455. case GN_CARTCANNON:
  2456. case KO_HAPPOKUNAI:
  2457. //Forced to ammo's element
  2458. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2459. break;
  2460. }
  2461. }
  2462. if (is_attack_left_handed(src, skill_id) && wd.damage2 > 0)
  2463. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
  2464. if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
  2465. // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
  2466. int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2467. wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2468. if (is_attack_left_handed(src, skill_id)) {
  2469. damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
  2470. wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
  2471. }
  2472. }
  2473. }
  2474. return wd;
  2475. }
  2476. #define ATK_RATE(damage, damage2, a) do { int64 rate_ = (a); (damage) = (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate_ / 100; } while(0);
  2477. #define ATK_RATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) = (damage) *rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) = (damage2) * rate2_ / 100; } while(0);
  2478. #define ATK_RATER(damage, a) { (damage) = (damage) * (a) / 100; }
  2479. #define ATK_RATEL(damage2, a) { (damage2) = (damage2) * (a) / 100; }
  2480. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  2481. #define ATK_ADDRATE(damage, damage2, a) do { int64 rate_ = (a); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) *rate_ / 100; } while(0);
  2482. #define ATK_ADDRATE2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += (damage) * rate_ / 100; if(is_attack_left_handed(src, skill_id)) (damage2) += (damage2) * rate2_ / 100; } while(0);
  2483. //Adds an absolute value to damage. 100 = +100 damage
  2484. #define ATK_ADD(damage, damage2, a) do { int64 rate_ = (a); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate_; } while(0);
  2485. #define ATK_ADD2(damage, damage2, a , b) do { int64 rate_ = (a), rate2_ = (b); (damage) += rate_; if(is_attack_left_handed(src, skill_id)) (damage2) += rate2_; } while(0);
  2486. #ifdef RENEWAL
  2487. #define RE_ALLATK_ADD(wd, a) do { int64 a_ = (a); ATK_ADD((wd).statusAtk, (wd).statusAtk2, a_); ATK_ADD((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_ADD((wd).equipAtk, (wd).equipAtk2, a_); ATK_ADD((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2488. #define RE_ALLATK_RATE(wd, a) do { int64 a_ = (a); ATK_RATE((wd).statusAtk, (wd).statusAtk2, a_); ATK_RATE((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_RATE((wd).equipAtk, (wd).equipAtk2, a_); ATK_RATE((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2489. #define RE_ALLATK_ADDRATE(wd, a) do { int64 a_ = (a); ATK_ADDRATE((wd).statusAtk, (wd).statusAtk2, a_); ATK_ADDRATE((wd).weaponAtk, (wd).weaponAtk2, a_); ATK_ADDRATE((wd).equipAtk, (wd).equipAtk2, a_); ATK_ADDRATE((wd).masteryAtk, (wd).masteryAtk2, a_); } while(0);
  2490. #else
  2491. #define RE_ALLATK_ADD(wd, a) {;}
  2492. #define RE_ALLATK_RATE(wd, a) {;}
  2493. #define RE_ALLATK_ADDRATE(wd, a) {;}
  2494. #endif
  2495. /*==================================
  2496. * Calculate weapon mastery damages
  2497. *----------------------------------
  2498. * Credits:
  2499. * Original coder Skotlex
  2500. * Initial refactoring by Baalberith
  2501. * Refined and optimized by helvetica
  2502. */
  2503. static struct Damage battle_calc_attack_masteries(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2504. {
  2505. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2506. struct status_change *sc = status_get_sc(src);
  2507. struct status_data *sstatus = status_get_status_data(src);
  2508. int t_class = status_get_class(target);
  2509. if (sd && battle_skill_stacks_masteries_vvs(skill_id) &&
  2510. skill_id != MO_INVESTIGATE &&
  2511. skill_id != MO_EXTREMITYFIST &&
  2512. skill_id != CR_GRANDCROSS)
  2513. { //Add mastery damage
  2514. uint16 skill;
  2515. wd.damage = battle_addmastery(sd,target,wd.damage,0);
  2516. #ifdef RENEWAL
  2517. wd.masteryAtk = battle_addmastery(sd,target,wd.weaponAtk,0);
  2518. #endif
  2519. if (is_attack_left_handed(src, skill_id)) {
  2520. wd.damage2 = battle_addmastery(sd,target,wd.damage2,1);
  2521. #ifdef RENEWAL
  2522. wd.masteryAtk2 = battle_addmastery(sd,target,wd.weaponAtk2,1);
  2523. #endif
  2524. }
  2525. #ifdef RENEWAL
  2526. //General skill masteries
  2527. if(skill_id == TF_POISON) //Additional ATK from Envenom is treated as mastery type damage [helvetica]
  2528. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 15 * skill_lv);
  2529. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  2530. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 4);
  2531. if (skill_id != CR_SHIELDBOOMERANG)
  2532. ATK_ADD2(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  2533. if (skill_id == MO_FINGEROFFENSIVE) {
  2534. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  2535. } else
  2536. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  2537. #endif
  2538. if (skill_id == NJ_SYURIKEN && (skill = pc_checkskill(sd,NJ_TOBIDOUGU)) > 0) {
  2539. ATK_ADD(wd.damage, wd.damage2, 3 * skill);
  2540. #ifdef RENEWAL
  2541. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 3 * skill);
  2542. #endif
  2543. }
  2544. switch(skill_id) {
  2545. case RA_WUGDASH:
  2546. case RA_WUGSTRIKE:
  2547. case RA_WUGBITE:
  2548. if (sd) {
  2549. skill = pc_checkskill(sd, RA_TOOTHOFWUG);
  2550. ATK_ADD(wd.damage, wd.damage2, 30 * skill);
  2551. #ifdef RENEWAL
  2552. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * skill);
  2553. #endif
  2554. }
  2555. break;
  2556. }
  2557. if (sc) { // Status change considered as masteries
  2558. uint8 i;
  2559. #ifdef RENEWAL
  2560. if (sc->data[SC_NIBELUNGEN]) // With renewal, the level 4 weapon limitation has been removed
  2561. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, sc->data[SC_NIBELUNGEN]->val2);
  2562. #endif
  2563. if (sc->data[SC_MIRACLE])
  2564. i = 2; //Star anger
  2565. else
  2566. ARR_FIND(0, MAX_PC_FEELHATE, i, t_class == sd->hate_mob[i]);
  2567. if (i < MAX_PC_FEELHATE && (skill=pc_checkskill(sd,sg_info[i].anger_id))) {
  2568. int skillratio = sd->status.base_level + sstatus->dex + sstatus->luk;
  2569. if (i == 2)
  2570. skillratio += sstatus->str; //Star Anger
  2571. if (skill < 4)
  2572. skillratio /= 12 - 3 * skill;
  2573. ATK_ADDRATE(wd.damage, wd.damage2, skillratio);
  2574. #ifdef RENEWAL
  2575. ATK_ADDRATE(wd.masteryAtk, wd.masteryAtk2, skillratio);
  2576. #endif
  2577. }
  2578. if(sc->data[SC_CAMOUFLAGE]) {
  2579. ATK_ADD(wd.damage, wd.damage2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2580. #ifdef RENEWAL
  2581. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 30 * min(10, sc->data[SC_CAMOUFLAGE]->val3));
  2582. #endif
  2583. }
  2584. if(sc->data[SC_GN_CARTBOOST]) {
  2585. ATK_ADD(wd.damage, wd.damage2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2586. #ifdef RENEWAL
  2587. ATK_ADD(wd.masteryAtk, wd.masteryAtk2, 10 * sc->data[SC_GN_CARTBOOST]->val1);
  2588. #endif
  2589. }
  2590. }
  2591. }
  2592. return wd;
  2593. }
  2594. #ifdef RENEWAL
  2595. /*=========================================
  2596. * Calculate the various Renewal ATK parts
  2597. *-----------------------------------------
  2598. * Credits:
  2599. * Original coder Skotlex
  2600. * Initial refactoring by Baalberith
  2601. * Refined and optimized by helvetica
  2602. */
  2603. struct Damage battle_calc_damage_parts(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2604. {
  2605. struct status_data *sstatus = status_get_status_data(src);
  2606. struct status_data *tstatus = status_get_status_data(target);
  2607. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2608. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  2609. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  2610. wd.statusAtk += battle_calc_status_attack(sstatus, EQI_HAND_R);
  2611. wd.statusAtk2 += battle_calc_status_attack(sstatus, EQI_HAND_L);
  2612. if (skill_id || (sd && sd->sc.data[SC_SEVENWIND])) { // Mild Wind applies element to status ATK as well as weapon ATK [helvetica]
  2613. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2614. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, left_element, tstatus->def_ele, tstatus->ele_lv);
  2615. } else { // status atk is considered neutral on normal attacks [helvetica]
  2616. wd.statusAtk = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2617. wd.statusAtk2 = battle_attr_fix(src, target, wd.statusAtk, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  2618. }
  2619. wd.weaponAtk += battle_calc_base_weapon_attack(src, tstatus, &sstatus->rhw, sd);
  2620. wd.weaponAtk = battle_attr_fix(src, target, wd.weaponAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2621. wd.weaponAtk2 += battle_calc_base_weapon_attack(src, tstatus, &sstatus->lhw, sd);
  2622. wd.weaponAtk2 = battle_attr_fix(src, target, wd.weaponAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2623. wd.equipAtk += battle_calc_equip_attack(src, skill_id);
  2624. wd.equipAtk = battle_attr_fix(src, target, wd.equipAtk, right_element, tstatus->def_ele, tstatus->ele_lv);
  2625. wd.equipAtk2 += battle_calc_equip_attack(src, skill_id);
  2626. wd.equipAtk2 = battle_attr_fix(src, target, wd.equipAtk2, left_element, tstatus->def_ele, tstatus->ele_lv);
  2627. //Mastery ATK is a special kind of ATK that has no elemental properties
  2628. //Because masteries are not elemental, they are unaffected by Ghost armors or Raydric Card
  2629. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  2630. wd.damage = 0;
  2631. wd.damage2 = 0;
  2632. return wd;
  2633. }
  2634. #endif
  2635. /*==========================================================
  2636. * Calculate basic ATK that goes into the skill ATK formula
  2637. *----------------------------------------------------------
  2638. * Credits:
  2639. * Original coder Skotlex
  2640. * Initial refactoring by Baalberith
  2641. * Refined and optimized by helvetica
  2642. */
  2643. struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2644. {
  2645. struct status_change *sc = status_get_sc(src);
  2646. struct status_data *sstatus = status_get_status_data(src);
  2647. struct status_data *tstatus = status_get_status_data(target);
  2648. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2649. uint16 i;
  2650. int nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  2651. switch (skill_id) { //Calc base damage according to skill
  2652. case PA_SACRIFICE:
  2653. wd.damage = sstatus->max_hp* 9/100;
  2654. wd.damage2 = 0;
  2655. #ifdef RENEWAL
  2656. wd.weaponAtk = wd.damage;
  2657. wd.weaponAtk2 = wd.damage2;
  2658. #endif
  2659. break;
  2660. #ifdef RENEWAL
  2661. case LK_SPIRALPIERCE:
  2662. case ML_SPIRALPIERCE:
  2663. if (sd) {
  2664. short index = sd->equip_index[EQI_HAND_R];
  2665. if (index >= 0 &&
  2666. sd->inventory_data[index] &&
  2667. sd->inventory_data[index]->type == IT_WEAPON)
  2668. wd.equipAtk += sd->inventory_data[index]->weight/20; // weight from spear is treated as equipment ATK on official [helvetica]
  2669. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2670. wd.masteryAtk = 0; // weapon mastery is ignored for spiral
  2671. } else {
  2672. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2673. }
  2674. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2675. case SZ_SMALL: //Small: 125%
  2676. ATK_RATE(wd.damage, wd.damage2, 125);
  2677. RE_ALLATK_RATE(wd, 125);
  2678. break;
  2679. //case SZ_MEDIUM: //Medium: 100%
  2680. case SZ_BIG: //Large: 75%
  2681. ATK_RATE(wd.damage, wd.damage2, 75);
  2682. RE_ALLATK_RATE(wd, 75);
  2683. break;
  2684. }
  2685. #else
  2686. case NJ_ISSEN:
  2687. wd.damage = 40 * sstatus->str + sstatus->hp * 8 * skill_lv / 100;
  2688. wd.damage2 = 0;
  2689. break;
  2690. case LK_SPIRALPIERCE:
  2691. case ML_SPIRALPIERCE:
  2692. if (sd) {
  2693. short index = sd->equip_index[EQI_HAND_R];
  2694. if (index >= 0 &&
  2695. sd->inventory_data[index] &&
  2696. sd->inventory_data[index]->type == IT_WEAPON)
  2697. wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight
  2698. ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
  2699. } else {
  2700. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
  2701. }
  2702. i = sstatus->str/10;
  2703. i*=i;
  2704. ATK_ADD(wd.damage, wd.damage2, i); //Add str bonus.
  2705. switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
  2706. case SZ_SMALL: //Small: 125%
  2707. ATK_RATE(wd.damage, wd.damage2, 125);
  2708. break;
  2709. //case SZ_MEDIUM: //Medium: 100%
  2710. case SZ_BIG: //Large: 75%
  2711. ATK_RATE(wd.damage, wd.damage2, 75);
  2712. break;
  2713. }
  2714. #endif
  2715. break;
  2716. case CR_SHIELDBOOMERANG:
  2717. case PA_SHIELDCHAIN:
  2718. wd.damage = sstatus->batk;
  2719. if (sd) {
  2720. short index = sd->equip_index[EQI_HAND_L];
  2721. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) {
  2722. ATK_ADD(wd.damage, wd.damage2, sd->inventory_data[index]->weight / 10);
  2723. #ifdef RENEWAL
  2724. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sd->inventory_data[index]->weight / 10);
  2725. #endif
  2726. }
  2727. } else
  2728. ATK_ADD(wd.damage, wd.damage2, sstatus->rhw.atk2); //Else use Atk2
  2729. break;
  2730. case RK_DRAGONBREATH:
  2731. case RK_DRAGONBREATH_WATER:
  2732. {
  2733. int damagevalue = (sstatus->hp / 50 + status_get_max_sp(src) / 4) * skill_lv;
  2734. if(status_get_lv(src) > 100)
  2735. damagevalue = damagevalue * status_get_lv(src) / 150;
  2736. if(sd)
  2737. damagevalue = damagevalue * (100 + 5 * (pc_checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100;
  2738. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2739. #ifdef RENEWAL
  2740. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2741. #endif
  2742. wd.flag |= BF_LONG;
  2743. }
  2744. break;
  2745. case NC_SELFDESTRUCTION: {
  2746. int damagevalue = (skill_lv + 1) * ((sd ? pc_checkskill(sd,NC_MAINFRAME) : 0) + 8) * (status_get_sp(src) + sstatus->vit);
  2747. if(status_get_lv(src) > 100)
  2748. damagevalue = damagevalue * status_get_lv(src) / 100;
  2749. damagevalue = damagevalue + sstatus->hp;
  2750. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2751. #ifdef RENEWAL
  2752. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2753. #endif
  2754. }
  2755. break;
  2756. case KO_HAPPOKUNAI:
  2757. if(sd) {
  2758. short index = sd->equip_index[EQI_AMMO];
  2759. int damagevalue = 3 * (
  2760. #ifdef RENEWAL
  2761. 2 *
  2762. #endif
  2763. sstatus->batk + sstatus->rhw.atk + (index >= 0 && sd->inventory_data[index] ?
  2764. sd->inventory_data[index]->atk : 0)) * (skill_lv + 5) / 5;
  2765. ATK_ADD(wd.damage, wd.damage2, damagevalue);
  2766. #ifdef RENEWAL
  2767. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, damagevalue);
  2768. #endif
  2769. } else
  2770. ATK_ADD(wd.damage, wd.damage2, 5000);
  2771. break;
  2772. case HFLI_SBR44: //[orn]
  2773. if(src->type == BL_HOM)
  2774. wd.damage = ((TBL_HOM*)src)->homunculus.intimacy ;
  2775. break;
  2776. default:
  2777. #ifdef RENEWAL
  2778. if (sd)
  2779. wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
  2780. else {
  2781. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2782. (!skill_id && sc && sc->data[SC_CHANGE]?4:0);
  2783. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2784. if (is_attack_left_handed(src, skill_id))
  2785. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2786. }
  2787. #else
  2788. i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
  2789. (is_skill_using_arrow(src, skill_id)?2:0)|
  2790. (skill_id == HW_MAGICCRASHER?4:0)|
  2791. (!skill_id && sc && sc->data[SC_CHANGE]?4:0)|
  2792. (skill_id == MO_EXTREMITYFIST?8:0)|
  2793. (sc && sc->data[SC_WEAPONPERFECTION]?8:0);
  2794. if (is_skill_using_arrow(src, skill_id) && sd) {
  2795. switch(sd->status.weapon) {
  2796. case W_BOW:
  2797. case W_REVOLVER:
  2798. case W_GATLING:
  2799. case W_SHOTGUN:
  2800. case W_GRENADE:
  2801. break;
  2802. default:
  2803. i |= 16; // for ex. shuriken must not be influenced by DEX
  2804. break;
  2805. }
  2806. }
  2807. wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
  2808. if (is_attack_left_handed(src, skill_id))
  2809. wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
  2810. #endif
  2811. if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
  2812. if(wd.miscflag > 0) {
  2813. wd.damage /= wd.miscflag;
  2814. #ifdef RENEWAL
  2815. wd.statusAtk /= wd.miscflag;
  2816. wd.weaponAtk /= wd.miscflag;
  2817. wd.equipAtk /= wd.miscflag;
  2818. wd.masteryAtk /= wd.miscflag;
  2819. #endif
  2820. } else
  2821. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  2822. }
  2823. //Add any bonuses that modify the base atk (pre-skills)
  2824. if(sd) {
  2825. int skill;
  2826. if (sd->bonus.atk_rate) {
  2827. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.atk_rate);
  2828. RE_ALLATK_ADDRATE(wd, sd->bonus.atk_rate);
  2829. }
  2830. #ifndef RENEWAL
  2831. if(sd->bonus.crit_atk_rate && is_attack_critical(wd, src, target, skill_id, skill_lv, false)) { // add +crit damage bonuses here in pre-renewal mode [helvetica]
  2832. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.crit_atk_rate);
  2833. }
  2834. #endif
  2835. if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0) {
  2836. if( (i = party_foreachsamemap(party_sub_count, sd, 0)) > 1 ) { // exclude the player himself [Inkfish]
  2837. ATK_ADDRATE(wd.damage, wd.damage2, 2*skill*i);
  2838. RE_ALLATK_ADDRATE(wd, 2*skill*i);
  2839. }
  2840. }
  2841. }
  2842. break;
  2843. } //End switch(skill_id)
  2844. return wd;
  2845. }
  2846. //For quick div adjustment.
  2847. #define DAMAGE_DIV_FIX(dmg, div) { if ((div) < 0) { (div) *= -1; (dmg) /= (div); } (dmg) *= (div); }
  2848. #define DAMAGE_DIV_FIX2(dmg, div) { if ((div) > 1) (dmg) *= div; }
  2849. #define DAMAGE_DIV_FIX_RENEWAL(wd, div) do { int div_ = (div); DAMAGE_DIV_FIX2((wd).statusAtk, div_); DAMAGE_DIV_FIX2((wd).weaponAtk, div_); DAMAGE_DIV_FIX2((wd).equipAtk, div_); DAMAGE_DIV_FIX2((wd).masteryAtk, div_); } while(0);
  2850. /*================================================= [Playtester]
  2851. * Applies DAMAGE_DIV_FIX and checks for min damage
  2852. * @param d: Damage struct to apply DAMAGE_DIV_FIX to
  2853. * @param skill_id: ID of the skill that deals damage
  2854. * @return Modified damage struct
  2855. *------------------------------------------------*/
  2856. static struct Damage battle_apply_div_fix(struct Damage d, uint16 skill_id)
  2857. {
  2858. if(d.damage) {
  2859. DAMAGE_DIV_FIX(d.damage, d.div_);
  2860. //Min damage
  2861. if(d.damage < d.div_ && (skill_id == SU_LUNATICCARROTBEAT || skill_id == SU_CN_METEOR || (battle_config.skill_min_damage&d.flag)))
  2862. d.damage = d.div_;
  2863. } else if (d.div_ < 0) {
  2864. d.div_ *= -1;
  2865. }
  2866. return d;
  2867. }
  2868. /*=======================================
  2869. * Check for and calculate multi attacks
  2870. *---------------------------------------
  2871. * Credits:
  2872. * Original coder Skotlex
  2873. * Initial refactoring by Baalberith
  2874. * Refined and optimized by helvetica
  2875. */
  2876. static struct Damage battle_calc_multi_attack(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2877. {
  2878. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2879. struct status_change *sc = status_get_sc(src);
  2880. struct status_change *tsc = status_get_sc(target);
  2881. struct status_data *tstatus = status_get_status_data(target);
  2882. if( sd && !skill_id ) { // if no skill_id passed, check for double attack [helvetica]
  2883. short i;
  2884. if( ( ( skill_lv = pc_checkskill(sd,TF_DOUBLE) ) > 0 && sd->weapontype1 == W_DAGGER )
  2885. || ( sd->bonus.double_rate > 0 && sd->weapontype1 != W_FIST ) //Will fail bare-handed
  2886. || ( sc && sc->data[SC_KAGEMUSYA] && sd->weapontype1 != W_FIST )) // Need confirmation
  2887. { //Success chance is not added, the higher one is used [Skotlex]
  2888. int max_rate = max(5*skill_lv,sd->bonus.double_rate);
  2889. if(sc && sc->data[SC_KAGEMUSYA]) max_rate= max(max_rate,sc->data[SC_KAGEMUSYA]->val1*3);
  2890. if( rnd()%100 < max_rate ) {
  2891. wd.div_ = skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1);
  2892. wd.type = DMG_MULTI_HIT;
  2893. }
  2894. }
  2895. else if( ((sd->weapontype1 == W_REVOLVER && (skill_lv = pc_checkskill(sd,GS_CHAINACTION)) > 0) //Normal Chain Action effect
  2896. || (sc && sc->count && sc->data[SC_E_CHAIN] && (skill_lv = sc->data[SC_E_CHAIN]->val2) > 0)) //Chain Action of ETERNAL_CHAIN
  2897. && rnd()%100 < 5*skill_lv ) //Success rate
  2898. {
  2899. wd.div_ = skill_get_num(GS_CHAINACTION,skill_lv);
  2900. wd.type = DMG_MULTI_HIT;
  2901. sc_start(src,src,SC_QD_SHOT_READY,100,target->id,skill_get_time(RL_QD_SHOT,1));
  2902. }
  2903. else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW
  2904. && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1)
  2905. {
  2906. int chance = rnd()%100;
  2907. switch(sc->data[SC_FEARBREEZE]->val1) {
  2908. case 5: if( chance < 4) { wd.div_ = 5; break; } // 3 % chance to attack 5 times.
  2909. case 4: if( chance < 7) { wd.div_ = 4; break; } // 6 % chance to attack 4 times.
  2910. case 3: if( chance < 10) { wd.div_ = 3; break; } // 9 % chance to attack 3 times.
  2911. case 2:
  2912. case 1: if( chance < 13) { wd.div_ = 2; break; } // 12 % chance to attack 2 times.
  2913. }
  2914. wd.div_ = min(wd.div_,sd->status.inventory[i].amount);
  2915. sc->data[SC_FEARBREEZE]->val4 = wd.div_-1;
  2916. if (wd.div_ > 1)
  2917. wd.type = DMG_MULTI_HIT;
  2918. }
  2919. }
  2920. switch (skill_id) {
  2921. case RA_AIMEDBOLT:
  2922. if( tsc && (tsc->data[SC_BITE] || tsc->data[SC_ANKLE] || tsc->data[SC_ELECTRICSHOCKER]) )
  2923. wd.div_ = tstatus->size + 2 + ( (rnd()%100 < 50-tstatus->size*10) ? 1 : 0 );
  2924. break;
  2925. case SC_JYUMONJIKIRI:
  2926. if( tsc && tsc->data[SC_JYUMONJIKIRI] )
  2927. wd.div_ = wd.div_ * -1;// needs more info
  2928. break;
  2929. }
  2930. return wd;
  2931. }
  2932. /*======================================================
  2933. * Calculate skill level ratios for weapon-based skills
  2934. *------------------------------------------------------
  2935. * Credits:
  2936. * Original coder Skotlex
  2937. * Initial refactoring by Baalberith
  2938. * Refined and optimized by helvetica
  2939. */
  2940. static int battle_calc_attack_skill_ratio(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  2941. {
  2942. struct map_session_data *sd = BL_CAST(BL_PC, src);
  2943. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  2944. struct status_change *sc = status_get_sc(src);
  2945. struct status_change *tsc = status_get_sc(target);
  2946. struct status_data *sstatus = status_get_status_data(src);
  2947. struct status_data *tstatus = status_get_status_data(target);
  2948. int skillratio = 100;
  2949. int i;
  2950. //Skill damage modifiers that stack linearly
  2951. if(sc && skill_id != PA_SACRIFICE) {
  2952. if(sc->data[SC_OVERTHRUST])
  2953. skillratio += sc->data[SC_OVERTHRUST]->val3;
  2954. if(sc->data[SC_MAXOVERTHRUST])
  2955. skillratio += sc->data[SC_MAXOVERTHRUST]->val2;
  2956. if(sc->data[SC_BERSERK])
  2957. #ifndef RENEWAL
  2958. skillratio += 100;
  2959. #else
  2960. skillratio += 200;
  2961. if (sc && sc->data[SC_TRUESIGHT])
  2962. skillratio += 2 * sc->data[SC_TRUESIGHT]->val1;
  2963. if (sc->data[SC_CONCENTRATION] && (skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER))
  2964. skillratio += sc->data[SC_CONCENTRATION]->val2;
  2965. #endif
  2966. if (sc->data[SC_CRUSHSTRIKE] && (!skill_id || skill_id == KN_AUTOCOUNTER)) {
  2967. if (sd) { //ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]%
  2968. short index = sd->equip_index[EQI_HAND_R];
  2969. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  2970. skillratio += -100 + sd->inventory_data[index]->weight / 10 + sstatus->rhw.atk +
  2971. 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6);
  2972. }
  2973. status_change_end(src,SC_CRUSHSTRIKE,INVALID_TIMER);
  2974. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF);
  2975. }
  2976. //!TODO: Verify this placement & skills that affected by these effects [Cydh]
  2977. if (sc->data[SC_HEAT_BARREL])
  2978. skillratio += 200;
  2979. if (sc->data[SC_P_ALTER])
  2980. skillratio += sc->data[SC_P_ALTER]->val2;
  2981. }
  2982. switch(skill_id) {
  2983. case SM_BASH:
  2984. case MS_BASH:
  2985. skillratio += 30 * skill_lv;
  2986. break;
  2987. case SM_MAGNUM:
  2988. case MS_MAGNUM:
  2989. if(wd.miscflag == 1)
  2990. skillratio += 20 * skill_lv; //Inner 3x3 circle takes 100%+20%*level damage [Playtester]
  2991. else
  2992. skillratio += 10 * skill_lv; //Outer 5x5 circle takes 100%+10%*level damage [Playtester]
  2993. break;
  2994. case MC_MAMMONITE:
  2995. skillratio += 50 * skill_lv;
  2996. break;
  2997. case HT_POWER:
  2998. skillratio += -50 + 8 * sstatus->str;
  2999. break;
  3000. case AC_DOUBLE:
  3001. case MA_DOUBLE:
  3002. skillratio += 10 * (skill_lv - 1);
  3003. break;
  3004. case AC_SHOWER:
  3005. case MA_SHOWER:
  3006. #ifdef RENEWAL
  3007. skillratio += 50 + 10 * skill_lv;
  3008. #else
  3009. skillratio += -25 + 5 * skill_lv;
  3010. #endif
  3011. break;
  3012. case AC_CHARGEARROW:
  3013. case MA_CHARGEARROW:
  3014. skillratio += 50;
  3015. break;
  3016. #ifndef RENEWAL
  3017. case HT_FREEZINGTRAP:
  3018. case MA_FREEZINGTRAP:
  3019. skillratio += -50 + 10 * skill_lv;
  3020. break;
  3021. #endif
  3022. case KN_PIERCE:
  3023. case ML_PIERCE:
  3024. skillratio += 10 * skill_lv;
  3025. break;
  3026. case MER_CRASH:
  3027. skillratio += 10 * skill_lv;
  3028. break;
  3029. case KN_SPEARSTAB:
  3030. skillratio += 20 * skill_lv;
  3031. break;
  3032. case KN_SPEARBOOMERANG:
  3033. skillratio += 50 * skill_lv;
  3034. break;
  3035. case KN_BRANDISHSPEAR:
  3036. case ML_BRANDISH: {
  3037. int ratio = 100 + 20 * skill_lv;
  3038. skillratio += -100 + ratio;
  3039. if(skill_lv > 3 && wd.miscflag == 0)
  3040. skillratio += ratio / 2;
  3041. if(skill_lv > 6 && wd.miscflag == 0)
  3042. skillratio += ratio / 4;
  3043. if(skill_lv > 9 && wd.miscflag == 0)
  3044. skillratio += ratio / 8;
  3045. if(skill_lv > 6 && wd.miscflag == 1)
  3046. skillratio += ratio / 2;
  3047. if(skill_lv > 9 && wd.miscflag == 1)
  3048. skillratio += ratio / 4;
  3049. if(skill_lv > 9 && wd.miscflag == 2)
  3050. skillratio += ratio / 2;
  3051. break;
  3052. }
  3053. case KN_BOWLINGBASH:
  3054. case MS_BOWLINGBASH:
  3055. skillratio += 40 * skill_lv;
  3056. break;
  3057. case AS_GRIMTOOTH:
  3058. skillratio += 20 * skill_lv;
  3059. break;
  3060. case AS_POISONREACT:
  3061. skillratio += 30 * skill_lv;
  3062. break;
  3063. case AS_SONICBLOW:
  3064. skillratio += 300 + 40 * skill_lv;
  3065. break;
  3066. case TF_SPRINKLESAND:
  3067. skillratio += 30;
  3068. break;
  3069. case MC_CARTREVOLUTION:
  3070. skillratio += 50;
  3071. if(sd && sd->cart_weight)
  3072. skillratio += 100 * sd->cart_weight / sd->cart_weight_max; // +1% every 1% weight
  3073. else if (!sd)
  3074. skillratio += 100; //Max damage for non players.
  3075. break;
  3076. case NPC_PIERCINGATT:
  3077. skillratio += -25; //75% base damage
  3078. break;
  3079. case NPC_COMBOATTACK:
  3080. skillratio += 25 * skill_lv;
  3081. break;
  3082. case NPC_RANDOMATTACK:
  3083. case NPC_WATERATTACK:
  3084. case NPC_GROUNDATTACK:
  3085. case NPC_FIREATTACK:
  3086. case NPC_WINDATTACK:
  3087. case NPC_POISONATTACK:
  3088. case NPC_HOLYATTACK:
  3089. case NPC_DARKNESSATTACK:
  3090. case NPC_UNDEADATTACK:
  3091. case NPC_TELEKINESISATTACK:
  3092. case NPC_BLOODDRAIN:
  3093. case NPC_ACIDBREATH:
  3094. case NPC_DARKNESSBREATH:
  3095. case NPC_FIREBREATH:
  3096. case NPC_ICEBREATH:
  3097. case NPC_THUNDERBREATH:
  3098. case NPC_HELLJUDGEMENT:
  3099. case NPC_PULSESTRIKE:
  3100. skillratio += 100 * (skill_lv - 1);
  3101. break;
  3102. case RG_BACKSTAP:
  3103. if(sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty)
  3104. skillratio += (200 + 40 * skill_lv) / 2;
  3105. else
  3106. skillratio += 200 + 40 * skill_lv;
  3107. break;
  3108. case RG_RAID:
  3109. skillratio += 40 * skill_lv;
  3110. break;
  3111. case RG_INTIMIDATE:
  3112. skillratio += 30 * skill_lv;
  3113. break;
  3114. case CR_SHIELDCHARGE:
  3115. skillratio += 20 * skill_lv;
  3116. break;
  3117. case CR_SHIELDBOOMERANG:
  3118. skillratio += 30 * skill_lv;
  3119. break;
  3120. case NPC_DARKCROSS:
  3121. case CR_HOLYCROSS:
  3122. #ifdef RENEWAL
  3123. if(sd && sd->status.weapon == W_2HSPEAR)
  3124. skillratio += 70 * skill_lv;
  3125. else
  3126. #endif
  3127. skillratio += 35 * skill_lv;
  3128. break;
  3129. case AM_DEMONSTRATION:
  3130. skillratio += 20 * skill_lv;
  3131. break;
  3132. case AM_ACIDTERROR:
  3133. skillratio += 40 * skill_lv;
  3134. break;
  3135. case MO_FINGEROFFENSIVE:
  3136. skillratio += 50 * skill_lv;
  3137. break;
  3138. case MO_INVESTIGATE:
  3139. skillratio += 100 + 150 * skill_lv;
  3140. break;
  3141. case MO_EXTREMITYFIST:
  3142. skillratio += 100 * (7 + sstatus->sp / 10);
  3143. skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection
  3144. break;
  3145. case MO_TRIPLEATTACK:
  3146. skillratio += 20 * skill_lv;
  3147. break;
  3148. case MO_CHAINCOMBO:
  3149. skillratio += 50 + 50 * skill_lv;
  3150. break;
  3151. case MO_COMBOFINISH:
  3152. skillratio += 140 + 60 * skill_lv;
  3153. break;
  3154. case BA_MUSICALSTRIKE:
  3155. case DC_THROWARROW:
  3156. skillratio += 25 + 25 * skill_lv;
  3157. break;
  3158. case CH_TIGERFIST:
  3159. skillratio += -60 + 100 * skill_lv;
  3160. break;
  3161. case CH_CHAINCRUSH:
  3162. skillratio += 300 + 100 * skill_lv;
  3163. break;
  3164. case CH_PALMSTRIKE:
  3165. skillratio += 100 + 100 * skill_lv;
  3166. break;
  3167. case LK_HEADCRUSH:
  3168. skillratio += 40 * skill_lv;
  3169. break;
  3170. case LK_JOINTBEAT:
  3171. i = 10 * skill_lv - 50;
  3172. // Although not clear, it's being assumed that the 2x damage is only for the break neck ailment.
  3173. if (wd.miscflag&BREAK_NECK)
  3174. i *= 2;
  3175. skillratio += i;
  3176. break;
  3177. #ifdef RENEWAL
  3178. // Renewal: skill ratio applies to entire damage [helvetica]
  3179. case LK_SPIRALPIERCE:
  3180. case ML_SPIRALPIERCE:
  3181. skillratio += 50 * skill_lv;
  3182. break;
  3183. #endif
  3184. case ASC_METEORASSAULT:
  3185. skillratio += -60 + 40 * skill_lv;
  3186. break;
  3187. case SN_SHARPSHOOTING:
  3188. case MA_SHARPSHOOTING:
  3189. skillratio += 100 + 50 * skill_lv;
  3190. break;
  3191. case CG_ARROWVULCAN:
  3192. skillratio += 100 + 100 * skill_lv;
  3193. break;
  3194. case AS_SPLASHER:
  3195. skillratio += 400 + 50 * skill_lv;
  3196. if(sd)
  3197. skillratio += 20 * pc_checkskill(sd,AS_POISONREACT);
  3198. break;
  3199. #ifndef RENEWAL
  3200. // Pre-Renewal: skill ratio for weapon part of damage [helvetica]
  3201. case ASC_BREAKER:
  3202. skillratio += -100 + 100 * skill_lv;
  3203. break;
  3204. #endif
  3205. case PA_SACRIFICE:
  3206. skillratio += -10 + 10 * skill_lv;
  3207. break;
  3208. case PA_SHIELDCHAIN:
  3209. skillratio += 30 * skill_lv;
  3210. break;
  3211. case WS_CARTTERMINATION:
  3212. i = 10 * (16 - skill_lv);
  3213. if (i < 1) i = 1;
  3214. //Preserve damage ratio when max cart weight is changed.
  3215. if (sd && sd->cart_weight)
  3216. skillratio += sd->cart_weight / i * 80000 / battle_config.max_cart_weight - 100;
  3217. else if (!sd)
  3218. skillratio += 80000 / i - 100;
  3219. break;
  3220. case TK_DOWNKICK:
  3221. case TK_STORMKICK:
  3222. skillratio += 60 + 20 * skill_lv + 10 * pc_checkskill(sd,TK_RUN); //+Dmg (to Kick skills, %)
  3223. break;
  3224. case TK_TURNKICK:
  3225. case TK_COUNTER:
  3226. skillratio += 90 + 30 * skill_lv + 10 * pc_checkskill(sd,TK_RUN);
  3227. break;
  3228. case TK_JUMPKICK:
  3229. skillratio += -70 + 10 * skill_lv + 10 * pc_checkskill(sd,TK_RUN);
  3230. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  3231. skillratio += 10 * status_get_lv(src) / 3; //Tumble bonus
  3232. if (wd.miscflag) {
  3233. skillratio += 10 * status_get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
  3234. if (sc && sc->data[SC_SPURT]) // Spurt bonus
  3235. skillratio *= 2;
  3236. }
  3237. break;
  3238. case GS_TRIPLEACTION:
  3239. skillratio += 50 * skill_lv;
  3240. break;
  3241. case GS_BULLSEYE:
  3242. //Only works well against brute/demihumans non bosses.
  3243. if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  3244. skillratio += 400;
  3245. break;
  3246. case GS_TRACKING:
  3247. skillratio += 100 * (skill_lv + 1);
  3248. break;
  3249. case GS_PIERCINGSHOT:
  3250. #ifdef RENEWAL
  3251. if (sd && sd->weapontype1 == W_RIFLE)
  3252. skillratio += 50 + 30 * skill_lv;
  3253. else
  3254. #endif
  3255. skillratio += 20 * skill_lv;
  3256. break;
  3257. case GS_RAPIDSHOWER:
  3258. skillratio += 400 + 50 * skill_lv;
  3259. break;
  3260. case GS_DESPERADO:
  3261. skillratio += 50 * (skill_lv - 1);
  3262. break;
  3263. case GS_DUST:
  3264. skillratio += 50 * skill_lv;
  3265. break;
  3266. case GS_FULLBUSTER:
  3267. skillratio += 100 * (skill_lv + 2);
  3268. break;
  3269. case GS_SPREADATTACK:
  3270. #ifdef RENEWAL
  3271. skillratio += 20 * skill_lv;
  3272. #else
  3273. skillratio += 20 * (skill_lv - 1);
  3274. #endif
  3275. break;
  3276. #ifdef RENEWAL
  3277. case GS_GROUNDDRIFT:
  3278. skillratio += 100 + 20 * skill_lv;
  3279. break;
  3280. #endif
  3281. case NJ_HUUMA:
  3282. skillratio += 50 + 150 * skill_lv;
  3283. break;
  3284. case NJ_TATAMIGAESHI:
  3285. skillratio += 10 * skill_lv;
  3286. #ifdef RENEWAL
  3287. skillratio *= 2;
  3288. #endif
  3289. break;
  3290. case NJ_KASUMIKIRI:
  3291. skillratio += 10 * skill_lv;
  3292. break;
  3293. case NJ_KIRIKAGE:
  3294. skillratio += 100 * (skill_lv - 1);
  3295. break;
  3296. #ifdef RENEWAL
  3297. case NJ_KUNAI:
  3298. skillratio += 200;
  3299. break;
  3300. #endif
  3301. case KN_CHARGEATK: { // +100% every 3 cells of distance but hard-limited to 500%
  3302. unsigned int k = (wd.miscflag-1)/3;
  3303. if (k < 0)
  3304. k = 0;
  3305. else if (k > 4)
  3306. k = 4;
  3307. skillratio += 100 * k;
  3308. }
  3309. break;
  3310. case HT_PHANTASMIC:
  3311. skillratio += 50;
  3312. break;
  3313. case MO_BALKYOUNG:
  3314. skillratio += 200;
  3315. break;
  3316. case HFLI_MOON: //[orn]
  3317. skillratio += 10 + 110 * skill_lv;
  3318. break;
  3319. case HFLI_SBR44: //[orn]
  3320. skillratio += 100 * (skill_lv - 1);
  3321. break;
  3322. case NPC_VAMPIRE_GIFT:
  3323. skillratio += ((skill_lv - 1) % 5 + 1) * 100;
  3324. break;
  3325. case RK_SONICWAVE:
  3326. skillratio += -100 + (skill_lv + 5) * 100; // ATK = {((Skill Level + 5) x 100) x (1 + [(Caster's Base Level - 100) / 200])} %
  3327. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3328. break;
  3329. case RK_HUNDREDSPEAR:
  3330. skillratio += 500 + (80 * skill_lv);
  3331. if (sd) {
  3332. short index = sd->equip_index[EQI_HAND_R];
  3333. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3334. skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10;
  3335. skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE);
  3336. } // (1 + [(Casters Base Level - 100) / 200])
  3337. skillratio = skillratio * (100 + (status_get_lv(src) - 100) / 2) / 100;
  3338. break;
  3339. case RK_WINDCUTTER:
  3340. skillratio += -100 + (skill_lv + 2) * 50;
  3341. RE_LVL_DMOD(100);
  3342. break;
  3343. case RK_IGNITIONBREAK:
  3344. // 3x3 cell Damage = ATK [{(Skill Level x 300) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3345. // 7x7 cell Damage = ATK [{(Skill Level x 250) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3346. // 11x11 cell Damage = ATK [{(Skill Level x 200) x (1 + [(Caster's Base Level - 100) / 100])}] %
  3347. i = distance_bl(src,target);
  3348. if (i < 2)
  3349. skillratio += -100 + 300 * skill_lv;
  3350. else if (i < 4)
  3351. skillratio += -100 + 250 * skill_lv;
  3352. else
  3353. skillratio += -100 + 200 * skill_lv;
  3354. skillratio = skillratio * status_get_lv(src) / 100;
  3355. // Elemental check, 1.5x damage if your weapon element is fire.
  3356. if (sstatus->rhw.ele == ELE_FIRE)
  3357. skillratio += 100 * skill_lv;
  3358. break;
  3359. case RK_STORMBLAST:
  3360. skillratio += -100 + (((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : 0) + (status_get_int(src) / 8)) * 100; // ATK = [{Rune Mastery Skill Level + (Caster's INT / 8)} x 100] %
  3361. break;
  3362. case RK_PHANTOMTHRUST: // ATK = [{(Skill Level x 50) + (Spear Master Level x 10)} x Caster's Base Level / 150] %
  3363. skillratio += -100 + 50 * skill_lv + 10 * (sd ? pc_checkskill(sd,KN_SPEARMASTERY) : 5);
  3364. RE_LVL_DMOD(150); // Base level bonus.
  3365. break;
  3366. case GC_CROSSIMPACT:
  3367. skillratio += 900 + 100 * skill_lv;
  3368. RE_LVL_DMOD(120);
  3369. break;
  3370. case GC_COUNTERSLASH:
  3371. //ATK [{(Skill Level x 100) + 300} x Caster's Base Level / 120]% + ATK [(AGI x 2) + (Caster's Job Level x 4)]%
  3372. skillratio += 200 + (100 * skill_lv);
  3373. RE_LVL_DMOD(120);
  3374. break;
  3375. case GC_VENOMPRESSURE:
  3376. skillratio += 900;
  3377. break;
  3378. case GC_PHANTOMMENACE:
  3379. skillratio += 200;
  3380. break;
  3381. case GC_ROLLINGCUTTER:
  3382. skillratio += -50 + 50 * skill_lv;
  3383. RE_LVL_DMOD(100);
  3384. break;
  3385. case GC_CROSSRIPPERSLASHER:
  3386. skillratio += 300 + 80 * skill_lv;
  3387. RE_LVL_DMOD(100);
  3388. if (sc && sc->data[SC_ROLLINGCUTTER])
  3389. skillratio += sc->data[SC_ROLLINGCUTTER]->val1 * status_get_agi(src);
  3390. break;
  3391. case GC_DARKCROW:
  3392. skillratio += 100 * (skill_lv - 1);
  3393. break;
  3394. case AB_DUPLELIGHT_MELEE:
  3395. skillratio += 10 * skill_lv;
  3396. break;
  3397. case RA_ARROWSTORM:
  3398. skillratio += 900 + 80 * skill_lv;
  3399. RE_LVL_DMOD(100);
  3400. break;
  3401. case RA_AIMEDBOLT:
  3402. skillratio += 400 + 50 * skill_lv;
  3403. RE_LVL_DMOD(100);
  3404. break;
  3405. case RA_CLUSTERBOMB:
  3406. skillratio += 100 + 100 * skill_lv;
  3407. break;
  3408. case RA_WUGDASH:// ATK 300%
  3409. skillratio += 200;
  3410. break;
  3411. case RA_WUGSTRIKE:
  3412. skillratio += -100 + 200 * skill_lv;
  3413. break;
  3414. case RA_WUGBITE:
  3415. skillratio += 300 + 200 * skill_lv;
  3416. if (skill_lv == 5)
  3417. skillratio += 100;
  3418. break;
  3419. case RA_SENSITIVEKEEN:
  3420. skillratio += 50 * skill_lv;
  3421. break;
  3422. case NC_BOOSTKNUCKLE:
  3423. skillratio += 100 + 100 * skill_lv + status_get_dex(src);
  3424. RE_LVL_DMOD(120);
  3425. break;
  3426. case NC_PILEBUNKER:
  3427. skillratio += 200 + 100 * skill_lv + status_get_str(src);
  3428. RE_LVL_DMOD(100);
  3429. break;
  3430. case NC_VULCANARM:
  3431. skillratio += -100 + 70 * skill_lv + status_get_dex(src);
  3432. RE_LVL_DMOD(120);
  3433. break;
  3434. case NC_FLAMELAUNCHER:
  3435. case NC_COLDSLOWER:
  3436. skillratio += 200 + 300 * skill_lv;
  3437. RE_LVL_DMOD(150);
  3438. break;
  3439. case NC_ARMSCANNON:
  3440. switch( tstatus->size ) {
  3441. case SZ_SMALL: skillratio += 200 + 400 * skill_lv; break;// Small
  3442. case SZ_MEDIUM: skillratio += 200 + 350 * skill_lv; break;// Medium
  3443. case SZ_BIG: skillratio += 200 + 300 * skill_lv; break;// Large
  3444. }
  3445. RE_LVL_DMOD(120);
  3446. break;
  3447. case NC_AXEBOOMERANG:
  3448. skillratio += 150 + 50 * skill_lv;
  3449. if (sd) {
  3450. short index = sd->equip_index[EQI_HAND_R];
  3451. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  3452. skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actual weight. [Rytech]
  3453. }
  3454. RE_LVL_DMOD(100);
  3455. break;
  3456. case NC_POWERSWING: // According to current sources, only the str + dex gets modified by level [Akinari]
  3457. skillratio += -100 + status_get_str(src) + status_get_dex(src);
  3458. RE_LVL_DMOD(100);
  3459. skillratio += 300 + 100 * skill_lv;
  3460. break;
  3461. case NC_MAGMA_ERUPTION: // 'Slam' damage
  3462. skillratio += 450 + 50 * skill_lv;
  3463. RE_LVL_DMOD(100);
  3464. break;
  3465. case NC_AXETORNADO:
  3466. skillratio += 100 + 100 * skill_lv + status_get_vit(src);
  3467. RE_LVL_DMOD(100);
  3468. if (distance_bl(src, target) > 2) // Will deal 75% damage outside of 5x5 area.
  3469. skillratio = skillratio * 75 / 100;
  3470. break;
  3471. case SC_FATALMENACE:
  3472. skillratio += 100 * skill_lv;
  3473. RE_LVL_DMOD(100);
  3474. break;
  3475. case SC_TRIANGLESHOT:
  3476. skillratio += 200 + (skill_lv - 1) * status_get_agi(src) / 2;
  3477. RE_LVL_DMOD(120);
  3478. break;
  3479. case SC_FEINTBOMB:
  3480. skillratio += -100 + (skill_lv + 1) * status_get_dex(src) / 2 * ((sd) ? sd->status.job_level / 10 : 1);
  3481. RE_LVL_DMOD(120);
  3482. break;
  3483. case LG_CANNONSPEAR:
  3484. skillratio += -100 + skill_lv * (50 + status_get_str(src));
  3485. RE_LVL_DMOD(100);
  3486. break;
  3487. case LG_BANISHINGPOINT:
  3488. skillratio += -100 + (50 * skill_lv) + ((sd) ? pc_checkskill(sd,SM_BASH) * 30 : 0);
  3489. RE_LVL_DMOD(100);
  3490. break;
  3491. case LG_SHIELDPRESS:
  3492. skillratio += -100 + 150 * skill_lv + status_get_str(src);
  3493. if (sd) {
  3494. short index = sd->equip_index[EQI_HAND_L];
  3495. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3496. skillratio += sd->inventory_data[index]->weight / 10;
  3497. }
  3498. RE_LVL_DMOD(100);
  3499. break;
  3500. case LG_PINPOINTATTACK:
  3501. skillratio += -100 + 100 * skill_lv + 5 * status_get_agi(src);
  3502. RE_LVL_DMOD(120);
  3503. break;
  3504. case LG_RAGEBURST:
  3505. if (sd && sd->spiritball_old)
  3506. skillratio += -100 + 200 * sd->spiritball_old + (status_get_max_hp(src) - status_get_hp(src)) / 100;
  3507. else
  3508. skillratio += 2900 + (status_get_max_hp(src) - status_get_hp(src));
  3509. RE_LVL_DMOD(100);
  3510. break;
  3511. case LG_SHIELDSPELL:
  3512. if (sd && skill_lv == 1) { // [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
  3513. short index = sd->equip_index[EQI_HAND_L];
  3514. skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
  3515. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3516. skillratio += sd->inventory_data[index]->def * 10;
  3517. } else
  3518. skillratio = 0; // Prevent damage since level 2 is MATK. [Aleos]
  3519. break;
  3520. case LG_MOONSLASHER:
  3521. skillratio += -100 + 120 * skill_lv + ((sd) ? pc_checkskill(sd,LG_OVERBRAND) * 80 : 0);
  3522. RE_LVL_DMOD(100);
  3523. break;
  3524. case LG_OVERBRAND:
  3525. skillratio += -100 + 400 * skill_lv + ((sd) ? pc_checkskill(sd,CR_SPEARQUICKEN) * 50 : 0);
  3526. RE_LVL_DMOD(100);
  3527. break;
  3528. case LG_OVERBRAND_BRANDISH:
  3529. skillratio += -100 + 300 * skill_lv + status_get_str(src) + status_get_dex(src);
  3530. RE_LVL_DMOD(100);
  3531. break;
  3532. case LG_OVERBRAND_PLUSATK: // Only Piercing and Swing damage get RE_LVL_DMOD bonus damage
  3533. skillratio += -100 + 200 * skill_lv + rnd()%90 + 10;
  3534. break;
  3535. case LG_RAYOFGENESIS:
  3536. skillratio += 200 + 300 * skill_lv;
  3537. RE_LVL_DMOD(100);
  3538. break;
  3539. case LG_EARTHDRIVE:
  3540. if (sd) {
  3541. short index = sd->equip_index[EQI_HAND_L];
  3542. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3543. skillratio += -100 + (skill_lv + 1) * sd->inventory_data[index]->weight / 10;
  3544. }
  3545. RE_LVL_DMOD(100);
  3546. break;
  3547. case LG_HESPERUSLIT:
  3548. if (sc) {
  3549. if (sc->data[SC_INSPIRATION])
  3550. skillratio += 1100;
  3551. if (sc->data[SC_BANDING]) {
  3552. skillratio += -100 + 120 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  3553. if (sc->data[SC_BANDING]->val2 > 5)
  3554. skillratio = skillratio * 150 / 100;
  3555. }
  3556. RE_LVL_DMOD(100);
  3557. }
  3558. break;
  3559. case SR_EARTHSHAKER:
  3560. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) {
  3561. //[(Skill Level x 150) x (Caster Base Level / 100) + (Caster INT x 3)] %
  3562. skillratio += -100 + 150 * skill_lv;
  3563. RE_LVL_DMOD(100);
  3564. skillratio += status_get_int(src) * 3;
  3565. } else { //[(Skill Level x 50) x (Caster Base Level / 100) + (Caster INT x 2)] %
  3566. skillratio += -100 + 50 * skill_lv;
  3567. RE_LVL_DMOD(100);
  3568. skillratio += status_get_int(src) * 2;
  3569. }
  3570. break;
  3571. case SR_DRAGONCOMBO:
  3572. skillratio += 40 * skill_lv;
  3573. RE_LVL_DMOD(100);
  3574. break;
  3575. case SR_FALLENEMPIRE:
  3576. // ATK [(Skill Level x 150 + 100) x Caster Base Level / 150] %
  3577. skillratio += 150 * skill_lv;
  3578. RE_LVL_DMOD(150);
  3579. break;
  3580. case SR_TIGERCANNON:
  3581. {
  3582. unsigned int hp = sstatus->max_hp * abs(skill_get_hp_rate(skill_id, skill_lv)) / 100,
  3583. sp = sstatus->max_sp * abs(skill_get_sp_rate(skill_id, skill_lv)) / 100;
  3584. if (wd.miscflag&8)
  3585. // Base_Damage = [((Caster consumed HP + SP) / 2) x Caster Base Level / 100] %
  3586. skillratio += -100 + (hp + sp) / 2;
  3587. else
  3588. // Base_Damage = [((Caster consumed HP + SP) / 4) x Caster Base Level / 100] %
  3589. skillratio += -100 + (hp + sp) / 4;
  3590. RE_LVL_DMOD(100);
  3591. }
  3592. break;
  3593. case SR_SKYNETBLOW:
  3594. if (wd.miscflag&8)
  3595. //ATK [{(Skill Level x 100) + (Caster AGI) + 150} x Caster Base Level / 100] %
  3596. skillratio += -100 + 100 * skill_lv + sstatus->agi + 150;
  3597. else
  3598. //ATK [{(Skill Level x 80) + (Caster AGI)} x Caster Base Level / 100] %
  3599. skillratio += -100 + 80 * skill_lv + sstatus->agi;
  3600. RE_LVL_DMOD(100);
  3601. break;
  3602. case SR_RAMPAGEBLASTER:
  3603. if (sc && sc->data[SC_EXPLOSIONSPIRITS]) {
  3604. skillratio += -100 + (20 * sc->data[SC_EXPLOSIONSPIRITS]->val1 + 20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3605. RE_LVL_DMOD(120);
  3606. } else {
  3607. skillratio += -100 + (20 * skill_lv) * ((sd) ? sd->spiritball_old : 1);
  3608. RE_LVL_DMOD(150);
  3609. }
  3610. break;
  3611. case SR_KNUCKLEARROW:
  3612. if (wd.miscflag&4) { // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
  3613. skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5;
  3614. if (tsd && tsd->weight)
  3615. skillratio += 100 * tsd->weight / tsd->max_weight;
  3616. RE_LVL_DMOD(150);
  3617. } else { // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
  3618. skillratio += 400 + 100 * skill_lv;
  3619. RE_LVL_DMOD(100);
  3620. }
  3621. break;
  3622. case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
  3623. skillratio += -100 + status_get_lv(src) + status_get_dex(src);
  3624. RE_LVL_DMOD(100);
  3625. break;
  3626. case SR_GATEOFHELL:
  3627. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
  3628. skillratio += -100 + 800 * skill_lv;
  3629. else
  3630. skillratio += -100 + 500 * skill_lv;
  3631. RE_LVL_DMOD(100);
  3632. break;
  3633. case SR_GENTLETOUCH_QUIET:
  3634. skillratio += -100 + 100 * skill_lv + status_get_dex(src);
  3635. RE_LVL_DMOD(100);
  3636. break;
  3637. case SR_HOWLINGOFLION:
  3638. skillratio += -100 + 300 * skill_lv;
  3639. RE_LVL_DMOD(150);
  3640. break;
  3641. case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] %
  3642. skillratio += -100 + 200 * skill_lv;
  3643. if ((sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND)
  3644. skillratio += skill_lv * 50;
  3645. RE_LVL_DMOD(100);
  3646. break;
  3647. case WM_REVERBERATION_MELEE:
  3648. // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100]
  3649. skillratio += 200 + 100 * ((sd) ? pc_checkskill(sd, WM_REVERBERATION) : 1);
  3650. RE_LVL_DMOD(100);
  3651. break;
  3652. case WM_SEVERE_RAINSTORM_MELEE:
  3653. //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] %
  3654. skillratio = (status_get_dex(src) + status_get_agi(src)) * skill_lv / 5;
  3655. RE_LVL_DMOD(100);
  3656. break;
  3657. case WM_GREAT_ECHO:
  3658. skillratio += 300 + 200 * skill_lv;
  3659. if (sd) {
  3660. int chorusbonus = battle_calc_chorusbonus(sd);
  3661. // Chorus bonus don't count the first 2 Minstrels/Wanderers and only increases when their are 3 or more. [Rytech]
  3662. if (chorusbonus >= 1 && chorusbonus <= 5)
  3663. skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600
  3664. }
  3665. RE_LVL_DMOD(100);
  3666. break;
  3667. case GN_CART_TORNADO: { // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] %
  3668. skillratio += -100 + 50 * skill_lv;
  3669. if(sd && sd->cart_weight)
  3670. skillratio += sd->cart_weight / 10 / (150 - min(sd->status.str,120)) + pc_checkskill(sd,GN_REMODELING_CART) * 50;
  3671. }
  3672. break;
  3673. case GN_CARTCANNON:
  3674. // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] %
  3675. skillratio += -100 + 60 * skill_lv + ((sd) ? pc_checkskill(sd, GN_REMODELING_CART) : 1) * 50 * status_get_int(src) / 40;
  3676. break;
  3677. case GN_SPORE_EXPLOSION:
  3678. skillratio += 100 + status_get_int(src) + 100 * skill_lv;
  3679. RE_LVL_DMOD(100);
  3680. break;
  3681. case GN_WALLOFTHORN:
  3682. skillratio += 10 * skill_lv;
  3683. break;
  3684. case GN_CRAZYWEED_ATK:
  3685. skillratio += 400 + 100 * skill_lv;
  3686. break;
  3687. case GN_SLINGITEM_RANGEMELEEATK:
  3688. if( sd ) {
  3689. switch( sd->itemid ) {
  3690. case ITEMID_APPLE_BOMB:
  3691. skillratio += 200 + status_get_str(src) + status_get_dex(src);
  3692. break;
  3693. case ITEMID_COCONUT_BOMB:
  3694. case ITEMID_PINEAPPLE_BOMB:
  3695. skillratio += 700 + status_get_str(src) + status_get_dex(src);
  3696. break;
  3697. case ITEMID_MELON_BOMB:
  3698. skillratio += 400 + status_get_str(src) + status_get_dex(src);
  3699. break;
  3700. case ITEMID_BANANA_BOMB:
  3701. skillratio += 777 + status_get_str(src) + status_get_dex(src);
  3702. break;
  3703. case ITEMID_BLACK_LUMP:
  3704. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 3;
  3705. break;
  3706. case ITEMID_BLACK_HARD_LUMP:
  3707. skillratio += -100 + (status_get_str(src) + status_get_agi(src) + status_get_dex(src)) / 2;
  3708. break;
  3709. case ITEMID_VERY_HARD_LUMP:
  3710. skillratio += -100 + status_get_str(src) + status_get_agi(src) + status_get_dex(src);
  3711. break;
  3712. }
  3713. RE_LVL_DMOD(100);
  3714. }
  3715. break;
  3716. case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] %
  3717. skillratio += -100 + 50 * skill_lv + ((sd) ? pc_checkskill(sd, SO_STRIKING) * 50 : 0);
  3718. RE_LVL_DMOD(100);
  3719. if (sc && sc->data[SC_BLAST_OPTION])
  3720. skillratio += (sd ? sd->status.job_level * 5 : 0);
  3721. break;
  3722. // Physical Elemantal Spirits Attack Skills
  3723. case EL_CIRCLE_OF_FIRE:
  3724. case EL_FIRE_BOMB_ATK:
  3725. case EL_STONE_RAIN:
  3726. skillratio += 200;
  3727. break;
  3728. case EL_FIRE_WAVE_ATK:
  3729. skillratio += 500;
  3730. break;
  3731. case EL_TIDAL_WEAPON:
  3732. skillratio += 1400;
  3733. break;
  3734. case EL_WIND_SLASH:
  3735. skillratio += 100;
  3736. break;
  3737. case EL_HURRICANE:
  3738. skillratio += 600;
  3739. break;
  3740. case EL_TYPOON_MIS:
  3741. case EL_WATER_SCREW_ATK:
  3742. skillratio += 900;
  3743. break;
  3744. case EL_STONE_HAMMER:
  3745. skillratio += 400;
  3746. break;
  3747. case EL_ROCK_CRUSHER:
  3748. skillratio += 700;
  3749. break;
  3750. case KO_JYUMONJIKIRI:
  3751. skillratio += -100 + 150 * skill_lv;
  3752. RE_LVL_DMOD(120);
  3753. if(tsc && tsc->data[SC_JYUMONJIKIRI])
  3754. skillratio += skill_lv * status_get_lv(src);
  3755. break;
  3756. case KO_HUUMARANKA:
  3757. skillratio += -100 + 150 * skill_lv + sstatus->agi + sstatus->dex + (sd ? pc_checkskill(sd,NJ_HUUMA) * 100 : 0);
  3758. break;
  3759. case KO_SETSUDAN:
  3760. skillratio += 100 * (skill_lv - 1);
  3761. RE_LVL_DMOD(100);
  3762. if(tsc && tsc->data[SC_SPIRIT])
  3763. skillratio += 200 * tsc->data[SC_SPIRIT]->val1;
  3764. break;
  3765. case KO_BAKURETSU:
  3766. skillratio += -100 + (sd ? pc_checkskill(sd,NJ_TOBIDOUGU) : 1) * (50 + sstatus->dex / 4) * skill_lv * 4 / 10;
  3767. RE_LVL_DMOD(120);
  3768. skillratio += 10 * (sd ? sd->status.job_level : 1);
  3769. break;
  3770. case KO_MAKIBISHI:
  3771. skillratio += -100 + 20 * skill_lv;
  3772. break;
  3773. case MH_NEEDLE_OF_PARALYZE:
  3774. skillratio += 600 + 100 * skill_lv;
  3775. break;
  3776. case MH_STAHL_HORN:
  3777. skillratio += 400 + 100 * skill_lv * status_get_lv(src) / 150;
  3778. break;
  3779. case MH_LAVA_SLIDE:
  3780. skillratio += -100 + 70 * skill_lv;
  3781. break;
  3782. case MH_SONIC_CRAW:
  3783. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 150;
  3784. break;
  3785. case MH_SILVERVEIN_RUSH:
  3786. skillratio += -100 + 150 * skill_lv * status_get_lv(src) / 100;
  3787. break;
  3788. case MH_MIDNIGHT_FRENZY:
  3789. skillratio += -100 + 300 * skill_lv * status_get_lv(src) / 150;
  3790. break;
  3791. case MH_TINDER_BREAKER:
  3792. skillratio += -100 + (100 * skill_lv + 3 * status_get_str(src)) * status_get_lv(src) / 120;
  3793. break;
  3794. case MH_CBC:
  3795. skillratio += 300 * skill_lv + 4 * status_get_lv(src);
  3796. break;
  3797. case MH_MAGMA_FLOW:
  3798. skillratio += -100 + (100 * skill_lv + 3 * status_get_lv(src)) * status_get_lv(src) / 120;
  3799. break;
  3800. case RL_MASS_SPIRAL:
  3801. skillratio += -100 + 200 * skill_lv;
  3802. break;
  3803. case RL_FIREDANCE:
  3804. skillratio += -100 + 100 * skill_lv;
  3805. skillratio += (skillratio * status_get_lv(src)) / 300; //(custom)
  3806. break;
  3807. case RL_BANISHING_BUSTER:
  3808. skillratio += -100 + (400 * skill_lv); //(custom)
  3809. break;
  3810. case RL_S_STORM:
  3811. skillratio += -100 + (200 * skill_lv); //(custom)
  3812. break;
  3813. case RL_SLUGSHOT: {
  3814. uint16 w = 50;
  3815. int16 idx = -1;
  3816. if (sd && (idx = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[idx])
  3817. w = sd->inventory_data[idx]->weight / 10;
  3818. skillratio += -100 + (max(w,1) * skill_lv * 30); //(custom)
  3819. }
  3820. break;
  3821. case RL_D_TAIL:
  3822. skillratio += -100 + (2500 + 500 * skill_lv);
  3823. break;
  3824. case RL_R_TRIP:
  3825. skillratio += -100 + 150 * skill_lv; //(custom)
  3826. break;
  3827. case RL_R_TRIP_PLUSATK:
  3828. skillratio += -100 + 100 * skill_lv + rnd()%10 + 100; //(custom)
  3829. break;
  3830. case RL_H_MINE:
  3831. skillratio += 100 + 200 * skill_lv;
  3832. //If damaged by Flicker, explosion damage (800%:1100%:1400%:1700%:2000%)
  3833. if (sd && sd->flicker)
  3834. skillratio += 800 + (skill_lv - 1) * 300;
  3835. break;
  3836. case RL_HAMMER_OF_GOD:
  3837. //! TODO: Please check the right formula. [Cydh]
  3838. //kRO Update 2013-07-24. Ratio: 1600+lv*800
  3839. //kRO Update 2014-02-12. Coins increase the damage
  3840. skillratio += -100 + (2400 + (skill_lv - 1) * 800) + 10 *((sd) ? sd->spiritball_old : 1); //(custom)
  3841. break;
  3842. case RL_QD_SHOT:
  3843. skillratio += -100 + (max(pc_checkskill(sd,GS_CHAINACTION),1) * status_get_dex(src) / 5); //(custom)
  3844. break;
  3845. case RL_FIRE_RAIN:
  3846. skillratio += -100 + 2000 + (200 * (skill_lv - 1)) + status_get_dex(src); //(custom) //kRO Update 2013-07-24. 2,000% + caster's DEX (?) [Cydh]
  3847. break;
  3848. case RL_AM_BLAST:
  3849. skillratio += -100 + 300 * skill_lv + status_get_dex(src) / 5; //(custom)
  3850. break;
  3851. case SU_BITE:
  3852. skillratio += 100;
  3853. break;
  3854. case SU_SCRATCH:
  3855. skillratio += -50 + 50 * skill_lv;
  3856. break;
  3857. case SU_SCAROFTAROU:
  3858. skillratio += -100 + 100 * skill_lv;
  3859. break;
  3860. case SU_PICKYPECK:
  3861. case SU_PICKYPECK_DOUBLE_ATK:
  3862. skillratio += 100 + 100 * skill_lv;
  3863. if (status_get_max_hp(target) / 100 <= 50)
  3864. skillratio *= 2;
  3865. break;
  3866. case SU_LUNATICCARROTBEAT:
  3867. skillratio += 100 + 100 * skill_lv;
  3868. break;
  3869. }
  3870. return skillratio;
  3871. }
  3872. /*==================================================================================================
  3873. * Constant skill damage additions are added before SC modifiers and after skill base ATK calculation
  3874. *--------------------------------------------------------------------------------------------------*
  3875. * Credits:
  3876. * Original coder Skotlex
  3877. * Initial refactoring by Baalberith
  3878. * Refined and optimized by helvetica
  3879. */
  3880. static int64 battle_calc_skill_constant_addition(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  3881. {
  3882. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3883. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  3884. struct status_data *sstatus = status_get_status_data(src);
  3885. struct status_data *tstatus = status_get_status_data(target);
  3886. int64 atk = 0;
  3887. //Constant/misc additions from skills
  3888. switch (skill_id) {
  3889. case MO_EXTREMITYFIST:
  3890. atk = 250 + 150 * skill_lv;
  3891. break;
  3892. #ifndef RENEWAL
  3893. case GS_MAGICALBULLET:
  3894. if (sstatus->matk_max > sstatus->matk_min)
  3895. atk = sstatus->matk_min + rnd()%(sstatus->matk_max - sstatus->matk_min);
  3896. else
  3897. atk = sstatus->matk_min;
  3898. break;
  3899. #endif
  3900. case NJ_SYURIKEN:
  3901. atk = 4 * skill_lv;
  3902. break;
  3903. #ifdef RENEWAL
  3904. case HT_FREEZINGTRAP:
  3905. if(sd)
  3906. atk = 40 * pc_checkskill(sd, RA_RESEARCHTRAP);
  3907. break;
  3908. #endif
  3909. case GC_COUNTERSLASH:
  3910. atk = sstatus->agi * 2 + (sd ? sd->status.job_level * 4 : 0);
  3911. break;
  3912. case LG_SHIELDPRESS:
  3913. if (sd) {
  3914. int damagevalue = 0;
  3915. short index = sd->equip_index[EQI_HAND_L];
  3916. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  3917. damagevalue = sstatus->vit * sd->status.inventory[index].refine;
  3918. atk = damagevalue;
  3919. }
  3920. break;
  3921. case SR_FALLENEMPIRE:
  3922. // [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
  3923. atk = ( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
  3924. if( tsd && tsd->weight )
  3925. atk += ( (tsd->weight/10) * sstatus->dex / 120 );
  3926. else
  3927. atk += ( status_get_lv(target) * 50 ); //mobs
  3928. break;
  3929. }
  3930. return atk;
  3931. }
  3932. /*==============================================================
  3933. * Stackable SC bonuses added on top of calculated skill damage
  3934. *--------------------------------------------------------------
  3935. * Credits:
  3936. * Original coder Skotlex
  3937. * Initial refactoring by Baalberith
  3938. * Refined and optimized by helvetica
  3939. */
  3940. struct Damage battle_attack_sc_bonus(struct Damage wd, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  3941. {
  3942. struct map_session_data *sd = BL_CAST(BL_PC, src);
  3943. struct status_change *sc = status_get_sc(src);
  3944. struct status_data *sstatus = status_get_status_data(src);
  3945. int inf3 = skill_get_inf3(skill_id);
  3946. // Kagerou/Oboro Earth Charm effect +15% wATK
  3947. if(sd && sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  3948. ATK_ADDRATE(wd.damage, wd.damage2, 15 * sd->spiritcharm);
  3949. #ifdef RENEWAL
  3950. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, 15 * sd->spiritcharm);
  3951. #endif
  3952. }
  3953. //The following are applied on top of current damage and are stackable.
  3954. if (sc) {
  3955. #ifdef RENEWAL
  3956. if (sc->data[SC_WATK_ELEMENT] && skill_id != ASC_METEORASSAULT)
  3957. ATK_ADDRATE(wd.weaponAtk, wd.weaponAtk2, sc->data[SC_WATK_ELEMENT]->val2);
  3958. if (sc->data[SC_IMPOSITIO])
  3959. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_IMPOSITIO]->val2);
  3960. if (sc->data[SC_VOLCANO])
  3961. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_VOLCANO]->val2);
  3962. if (sc->data[SC_DRUMBATTLE])
  3963. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_DRUMBATTLE]->val2);
  3964. if (sc->data[SC_MADNESSCANCEL])
  3965. ATK_ADD(wd.equipAtk, wd.equipAtk2, 100);
  3966. if (sc->data[SC_GATLINGFEVER]) {
  3967. struct status_data *tstatus = status_get_status_data(target);
  3968. if (tstatus->size == SZ_SMALL) {
  3969. ATK_ADD(wd.equipAtk, wd.equipAtk2, 10 * sc->data[SC_GATLINGFEVER]->val1);
  3970. } else if (tstatus->size == SZ_MEDIUM) {
  3971. ATK_ADD(wd.equipAtk, wd.equipAtk2, 5 * sc->data[SC_GATLINGFEVER]->val1);
  3972. } else if (tstatus->size == SZ_BIG)
  3973. ATK_ADD(wd.equipAtk, wd.equipAtk2, sc->data[SC_GATLINGFEVER]->val1);
  3974. }
  3975. #else
  3976. if (sc->data[SC_TRUESIGHT])
  3977. ATK_ADDRATE(wd.damage, wd.damage2, 2 * sc->data[SC_TRUESIGHT]->val1);
  3978. #endif
  3979. if (sc->data[SC_SPIRIT]) {
  3980. if (skill_id == AS_SONICBLOW && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) {
  3981. ATK_ADDRATE(wd.damage, wd.damage2, map_flag_gvg(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  3982. RE_ALLATK_ADDRATE(wd, map_flag_gvg(src->m) ? 25 : 100); //+25% dmg on woe/+100% dmg on nonwoe
  3983. } else if (skill_id == CR_SHIELDBOOMERANG && sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) {
  3984. ATK_ADDRATE(wd.damage, wd.damage2, 100);
  3985. RE_ALLATK_ADDRATE(wd, 100);
  3986. }
  3987. }
  3988. if (sc->data[SC_EDP]) {
  3989. switch(skill_id) {
  3990. case AS_SPLASHER:
  3991. // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
  3992. // Renewal only: Grimtooth and Venom Knife ignore EDP
  3993. // Both: Venom Splasher ignores EDP [helvetica]
  3994. #ifndef RENEWAL
  3995. case ASC_BREAKER:
  3996. case ASC_METEORASSAULT:
  3997. #else
  3998. case AS_GRIMTOOTH:
  3999. case AS_VENOMKNIFE:
  4000. #endif
  4001. break; // skills above have no effect with edp
  4002. #ifdef RENEWAL
  4003. // renewal EDP mode requires renewal enabled as well
  4004. // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
  4005. // * Sonic Blow
  4006. // * Soul Breaker
  4007. // * Counter Slash
  4008. // * Cross Impact
  4009. case AS_SONICBLOW:
  4010. case ASC_BREAKER:
  4011. case GC_COUNTERSLASH:
  4012. case GC_CROSSIMPACT:
  4013. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
  4014. ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
  4015. default: // fall through to apply EDP bonuses
  4016. // Renewal EDP formula [helvetica]
  4017. // weapon atk * (1 + (edp level * .8))
  4018. // equip atk * (1 + (edp level * .6))
  4019. ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
  4020. ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
  4021. break;
  4022. #else
  4023. default:
  4024. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
  4025. #endif
  4026. }
  4027. }
  4028. if (sc->data[SC_GLOOMYDAY_SK] && (inf3&INF3_SC_GLOOMYDAY_SK)) {
  4029. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GLOOMYDAY_SK]->val2);
  4030. RE_ALLATK_ADDRATE(wd, sc->data[SC_GLOOMYDAY_SK]->val2);
  4031. }
  4032. if (sc->data[SC_DANCEWITHWUG]) {
  4033. if (inf3&INF3_SC_DANCEWITHWUG) {
  4034. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4035. RE_ALLATK_ADDRATE(wd, sc->data[SC_DANCEWITHWUG]->val1 * 10 * battle_calc_chorusbonus(sd));
  4036. }
  4037. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4038. #ifdef RENEWAL
  4039. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, sc->data[SC_DANCEWITHWUG]->val1 * 2 * battle_calc_chorusbonus(sd));
  4040. #endif
  4041. }
  4042. if(sc->data[SC_ZENKAI] && sstatus->rhw.ele == sc->data[SC_ZENKAI]->val2) {
  4043. ATK_ADD(wd.damage, wd.damage2, 200);
  4044. #ifdef RENEWAL
  4045. ATK_ADD(wd.equipAtk, wd.equipAtk2, 200);
  4046. #endif
  4047. }
  4048. if (sc->data[SC_EQC]) {
  4049. ATK_ADDRATE(wd.damage, wd.damage2, -sc->data[SC_EQC]->val2);
  4050. #ifdef RENEWAL
  4051. ATK_ADDRATE(wd.equipAtk, wd.equipAtk2, -sc->data[SC_EQC]->val2);
  4052. #endif
  4053. }
  4054. if(sc->data[SC_STYLE_CHANGE]) {
  4055. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4056. if(hd) {
  4057. ATK_ADD(wd.damage, wd.damage2, hd->homunculus.spiritball * 3);
  4058. RE_ALLATK_ADD(wd, hd->homunculus.spiritball * 3);
  4059. }
  4060. }
  4061. if(sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4062. switch(skill_id) {
  4063. case RA_WUGDASH:
  4064. case RA_WUGSTRIKE:
  4065. case RA_WUGBITE:
  4066. break;
  4067. default:
  4068. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_UNLIMIT]->val2);
  4069. RE_ALLATK_ADDRATE(wd, sc->data[SC_UNLIMIT]->val2);
  4070. break;
  4071. }
  4072. }
  4073. if((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4074. if (sc->data[SC_MTF_RANGEATK]) { // Monster Transformation bonus
  4075. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK]->val1);
  4076. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK]->val1);
  4077. }
  4078. if (sc->data[SC_MTF_RANGEATK2]) { // Monster Transformation bonus
  4079. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_MTF_RANGEATK2]->val1);
  4080. RE_ALLATK_ADDRATE(wd, sc->data[SC_MTF_RANGEATK2]->val1);
  4081. }
  4082. if (sc->data[SC_ARCLOUSEDASH] && sc->data[SC_ARCLOUSEDASH]->val4) {
  4083. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_ARCLOUSEDASH]->val4);
  4084. RE_ALLATK_ADDRATE(wd, sc->data[SC_ARCLOUSEDASH]->val4);
  4085. }
  4086. }
  4087. if (sd && wd.flag&BF_WEAPON && sc->data[SC_GVG_GIANT] && sc->data[SC_GVG_GIANT]->val3) {
  4088. ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_GVG_GIANT]->val3);
  4089. RE_ALLATK_ADDRATE(wd, sc->data[SC_GVG_GIANT]->val3);
  4090. }
  4091. }
  4092. if ((wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) {
  4093. if (sd && pc_checkskill(sd, SU_POWEROFLIFE) > 0) {
  4094. if (pc_checkskill(sd, SU_SCAROFTAROU) == 5 && pc_checkskill(sd, SU_PICKYPECK) == 5 && pc_checkskill(sd, SU_ARCLOUSEDASH) == 5 && pc_checkskill(sd, SU_LUNATICCARROTBEAT) == 5) {
  4095. ATK_ADDRATE(wd.damage, wd.damage2, 20);
  4096. RE_ALLATK_ADDRATE(wd, 20);
  4097. }
  4098. }
  4099. }
  4100. return wd;
  4101. }
  4102. /*====================================
  4103. * Calc defense damage reduction
  4104. *------------------------------------
  4105. * Credits:
  4106. * Original coder Skotlex
  4107. * Initial refactoring by Baalberith
  4108. * Refined and optimized by helvetica
  4109. */
  4110. struct Damage battle_calc_defense_reduction(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4111. {
  4112. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4113. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4114. struct status_change *sc = status_get_sc(src);
  4115. struct status_change *tsc = status_get_sc(target);
  4116. struct status_data *sstatus = status_get_status_data(src);
  4117. struct status_data *tstatus = status_get_status_data(target);
  4118. //Defense reduction
  4119. short vit_def;
  4120. defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
  4121. short def2 = tstatus->def2;
  4122. #ifdef RENEWAL
  4123. if( tsc && tsc->data[SC_ASSUMPTIO] )
  4124. def1 <<= 1; // only eDEF is doubled
  4125. #endif
  4126. if (sd) {
  4127. int i = sd->ignore_def_by_race[tstatus->race] + sd->ignore_def_by_race[RC_ALL];
  4128. i += sd->ignore_def_by_class[tstatus->class_] + sd->ignore_def_by_class[CLASS_ALL];
  4129. if (i) {
  4130. i = min(i,100); //cap it to 100 for 0 def min
  4131. def1 -= def1 * i / 100;
  4132. def2 -= def2 * i / 100;
  4133. }
  4134. //Kagerou/Oboro Earth Charm effect +10% eDEF
  4135. if(sd->spiritcharm_type == CHARM_TYPE_LAND && sd->spiritcharm > 0) {
  4136. short si = 10 * sd->spiritcharm;
  4137. def1 = (def1 * (100 + si)) / 100;
  4138. }
  4139. }
  4140. if (sc && sc->data[SC_EXPIATIO]) {
  4141. short i = 5 * sc->data[SC_EXPIATIO]->val1; // 5% per level
  4142. i = min(i,100); //cap it to 100 for 0 def min
  4143. def1 = (def1*(100-i))/100;
  4144. def2 = (def2*(100-i))/100;
  4145. }
  4146. if (tsc) {
  4147. if (tsc->data[SC_FORCEOFVANGUARD]) {
  4148. short i = 2 * tsc->data[SC_FORCEOFVANGUARD]->val1;
  4149. def1 = (def1 * (100 + i)) / 100;
  4150. }
  4151. if( tsc->data[SC_CAMOUFLAGE] ){
  4152. short i = 5 * tsc->data[SC_CAMOUFLAGE]->val3; //5% per second
  4153. i = min(i,100); //cap it to 100 for 0 def min
  4154. def1 = (def1*(100-i))/100;
  4155. def2 = (def2*(100-i))/100;
  4156. }
  4157. if (tsc->data[SC_GT_REVITALIZE])
  4158. def2 += tsc->data[SC_GT_REVITALIZE]->val4;
  4159. if (tsc->data[SC_OVERED_BOOST] && target->type == BL_PC)
  4160. def1 = (def1 * tsc->data[SC_OVERED_BOOST]->val4) / 100;
  4161. }
  4162. if( battle_config.vit_penalty_type && battle_config.vit_penalty_target&target->type ) {
  4163. unsigned char target_count; //256 max targets should be a sane max
  4164. //Official servers limit the count to 22 targets
  4165. target_count = min(unit_counttargeted(target), (100 / battle_config.vit_penalty_num) + (battle_config.vit_penalty_count - 1));
  4166. if(target_count >= battle_config.vit_penalty_count) {
  4167. if(battle_config.vit_penalty_type == 1) {
  4168. if( !tsc || !tsc->data[SC_STEELBODY] )
  4169. def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4170. def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100;
  4171. } else { //Assume type 2
  4172. if( !tsc || !tsc->data[SC_STEELBODY] )
  4173. def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4174. def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num;
  4175. }
  4176. }
  4177. if (skill_id == AM_ACIDTERROR)
  4178. #ifdef RENEWAL
  4179. def2 = 0; //Ignore only status defense. [FatalEror]
  4180. #else
  4181. def1 = 0; //Ignores only armor defense. [Skotlex]
  4182. #endif
  4183. if(def2 < 1)
  4184. def2 = 1;
  4185. }
  4186. //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def
  4187. if (tsd) { //Sd vit-eq
  4188. int skill;
  4189. #ifndef RENEWAL
  4190. //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1))
  4191. vit_def = def2*(def2-15)/150;
  4192. vit_def = def2/2 + (vit_def>0?rnd()%vit_def:0);
  4193. #else
  4194. vit_def = def2;
  4195. #endif
  4196. if( src->type == BL_MOB && (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_DEMON) && //This bonus already doesn't work vs players
  4197. (skill=pc_checkskill(tsd,AL_DP)) > 0 )
  4198. vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn
  4199. if( src->type == BL_MOB && (skill=pc_checkskill(tsd,RA_RANGERMAIN))>0 &&
  4200. (sstatus->race == RC_BRUTE || sstatus->race == RC_FISH || sstatus->race == RC_PLANT) )
  4201. vit_def += skill*5;
  4202. if( src->type == BL_MOB && (skill = pc_checkskill(tsd, NC_RESEARCHFE)) > 0 &&
  4203. (sstatus->def_ele == ELE_FIRE || sstatus->def_ele == ELE_EARTH) )
  4204. vit_def += skill * 10;
  4205. if( src->type == BL_MOB && //Only affected from mob
  4206. tsc && tsc->count && tsc->data[SC_P_ALTER] && //If the Platinum Alter is activated
  4207. (battle_check_undead(sstatus->race,sstatus->def_ele) || sstatus->race==RC_UNDEAD) ) //Undead attacker
  4208. vit_def += tsc->data[SC_P_ALTER]->val3;
  4209. } else { //Mob-Pet vit-eq
  4210. #ifndef RENEWAL
  4211. //VIT + rnd(0,[VIT/20]^2-1)
  4212. vit_def = (def2/20)*(def2/20);
  4213. if (tsc && tsc->data[SC_SKA])
  4214. vit_def += 100; //Eska increases the random part of the formula by 100
  4215. vit_def = def2 + (vit_def>0?rnd()%vit_def:0);
  4216. #else
  4217. //SoftDEF of monsters is floor((BaseLevel+Vit)/2)
  4218. vit_def = def2;
  4219. #endif
  4220. }
  4221. if (battle_config.weapon_defense_type) {
  4222. vit_def += def1*battle_config.weapon_defense_type;
  4223. def1 = 0;
  4224. }
  4225. #ifdef RENEWAL
  4226. /**
  4227. * RE DEF Reduction
  4228. * Damage = Attack * (4000+eDEF)/(4000+eDEF*10) - sDEF
  4229. * Pierce defence gains 1 atk per def/2
  4230. */
  4231. if( def1 == -400 ) /* -400 creates a division by 0 and subsequently crashes */
  4232. def1 = -399;
  4233. ATK_ADD2(wd.damage, wd.damage2,
  4234. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (def1/2) : 0,
  4235. is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (def1/2) : 0
  4236. );
  4237. if( !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) )
  4238. wd.damage = wd.damage * (4000+def1) / (4000+10*def1) - vit_def;
  4239. if( is_attack_left_handed(src, skill_id) && !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) && !is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) )
  4240. wd.damage2 = wd.damage2 * (4000+def1) / (4000+10*def1) - vit_def;
  4241. #else
  4242. if (def1 > 100) def1 = 100;
  4243. ATK_RATE2(wd.damage, wd.damage2,
  4244. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R)*(def1+vit_def) : (100-def1)),
  4245. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?100:(is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ? (int64)is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L)*(def1+vit_def) : (100-def1))
  4246. );
  4247. ATK_ADD2(wd.damage, wd.damage2,
  4248. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_R) ?0:-vit_def,
  4249. attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || is_attack_piercing(wd, src, target, skill_id, skill_lv, EQI_HAND_L) ?0:-vit_def
  4250. );
  4251. #endif
  4252. return wd;
  4253. }
  4254. /*====================================
  4255. * Modifiers ignoring DEF
  4256. *------------------------------------
  4257. * Credits:
  4258. * Original coder Skotlex
  4259. * Initial refactoring by Baalberith
  4260. * Refined and optimized by helvetica
  4261. */
  4262. struct Damage battle_calc_attack_post_defense(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4263. {
  4264. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4265. struct status_change *sc = status_get_sc(src);
  4266. struct status_data *sstatus = status_get_status_data(src);
  4267. // Post skill/vit reduction damage increases
  4268. if( sc ) { // SC skill damages
  4269. if(sc->data[SC_AURABLADE]
  4270. #ifndef RENEWAL
  4271. && skill_id != LK_SPIRALPIERCE && skill_id != ML_SPIRALPIERCE
  4272. #endif
  4273. ) {
  4274. int lv = sc->data[SC_AURABLADE]->val1;
  4275. #ifdef RENEWAL
  4276. lv *= ((skill_id == LK_SPIRALPIERCE || skill_id == ML_SPIRALPIERCE)?wd.div_:1); // +100 per hit in lv 5
  4277. #endif
  4278. ATK_ADD(wd.damage, wd.damage2, 20*lv);
  4279. }
  4280. }
  4281. #ifndef RENEWAL
  4282. wd = battle_calc_attack_masteries(wd, src, target, skill_id, skill_lv);
  4283. //Refine bonus
  4284. if (sd && battle_skill_stacks_masteries_vvs(skill_id) && skill_id != MO_INVESTIGATE && skill_id != MO_EXTREMITYFIST) { // Counts refine bonus multiple times
  4285. if (skill_id == MO_FINGEROFFENSIVE) {
  4286. ATK_ADD2(wd.damage, wd.damage2, wd.div_*sstatus->rhw.atk2, wd.div_*sstatus->lhw.atk2);
  4287. } else {
  4288. ATK_ADD2(wd.damage, wd.damage2, sstatus->rhw.atk2, sstatus->lhw.atk2);
  4289. }
  4290. }
  4291. #endif
  4292. //Set to min of 1
  4293. if (is_attack_right_handed(src, skill_id) && wd.damage < 1) wd.damage = 1;
  4294. if (is_attack_left_handed(src, skill_id) && wd.damage2 < 1) wd.damage2 = 1;
  4295. switch (skill_id) {
  4296. case AS_SONICBLOW:
  4297. if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
  4298. ATK_ADDRATE(wd.damage, wd.damage2, 10);
  4299. break;
  4300. case NC_AXETORNADO:
  4301. if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND )
  4302. ATK_ADDRATE(wd.damage, wd.damage2, 25);
  4303. break;
  4304. }
  4305. return wd;
  4306. }
  4307. /*=================================================================================
  4308. * "Plant"-type (mobs that only take 1 damage from all sources) damage calculation
  4309. *---------------------------------------------------------------------------------
  4310. * Credits:
  4311. * Original coder Skotlex
  4312. * Initial refactoring by Baalberith
  4313. * Refined and optimized by helvetica
  4314. */
  4315. struct Damage battle_calc_attack_plant(struct Damage wd, struct block_list *src,struct block_list *target, uint16 skill_id, uint16 skill_lv)
  4316. {
  4317. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4318. struct status_data *tstatus = status_get_status_data(target);
  4319. bool attack_hits = is_attack_hitting(wd, src, target, skill_id, skill_lv, false);
  4320. int right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4321. int left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4322. short class_ = status_get_class(target);
  4323. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4324. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4325. //Plants receive 1 damage when hit
  4326. if( attack_hits || wd.damage > 0 )
  4327. wd.damage = 1; //In some cases, right hand no need to have a weapon to deal a damage
  4328. if( is_attack_left_handed(src, skill_id) && (attack_hits || wd.damage2 > 0) ) {
  4329. if(sd->status.weapon == W_KATAR)
  4330. wd.damage2 = 0; //No backhand damage against plants
  4331. else {
  4332. wd.damage2 = 1; //Deal 1 HP damage as long as there is a weapon in the left hand
  4333. }
  4334. }
  4335. if (attack_hits && target->type == BL_MOB) {
  4336. struct status_change *sc = status_get_sc(target);
  4337. if (sc && !battle_check_sc(src, target, sc, &wd, 1, skill_id, skill_lv)) {
  4338. wd.damage = wd.damage2 = 0;
  4339. return wd;
  4340. }
  4341. }
  4342. if( attack_hits && class_ == MOBID_EMPERIUM ) {
  4343. if(target && map_flag_gvg2(target->m) && !battle_can_hit_gvg_target(src,target,skill_id,(skill_id)?BF_SKILL:0)) {
  4344. wd.damage = wd.damage2 = 0;
  4345. return wd;
  4346. }
  4347. if (wd.damage > 0) {
  4348. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4349. wd.damage = battle_calc_gvg_damage(src, target, wd.damage, skill_id, wd.flag);
  4350. } else if (wd.damage2 > 0) {
  4351. wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element, tstatus->def_ele, tstatus->ele_lv);
  4352. wd.damage2 = battle_calc_gvg_damage(src, target, wd.damage2, skill_id, wd.flag);
  4353. }
  4354. return wd;
  4355. }
  4356. //For plants we don't continue with the weapon attack code, so we have to apply DAMAGE_DIV_FIX here
  4357. wd = battle_apply_div_fix(wd, skill_id);
  4358. //If there is left hand damage, total damage can never exceed 2, even on multiple hits
  4359. if(wd.damage > 1 && wd.damage2 > 0) {
  4360. wd.damage = 1;
  4361. wd.damage2 = 1;
  4362. }
  4363. return wd;
  4364. }
  4365. /*========================================================================================
  4366. * Perform left/right hand weapon damage calculation based on previously calculated damage
  4367. *----------------------------------------------------------------------------------------
  4368. * Credits:
  4369. * Original coder Skotlex
  4370. * Initial refactoring by Baalberith
  4371. * Refined and optimized by helvetica
  4372. */
  4373. struct Damage battle_calc_attack_left_right_hands(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4374. {
  4375. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4376. if (sd) {
  4377. int skill;
  4378. if (!is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) {
  4379. wd.damage = wd.damage2;
  4380. wd.damage2 = 0;
  4381. } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2)
  4382. skill = pc_checkskill(sd,TF_DOUBLE);
  4383. wd.damage2 = (int64)wd.damage * (1 + (skill * 2))/100;
  4384. } else if(is_attack_right_handed(src, skill_id) && is_attack_left_handed(src, skill_id)) { //Dual-wield
  4385. if (wd.damage) {
  4386. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ) {
  4387. skill = pc_checkskill(sd,AS_RIGHT);
  4388. ATK_RATER(wd.damage, 50 + (skill * 10))
  4389. }
  4390. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4391. skill = pc_checkskill(sd,KO_RIGHT);
  4392. ATK_RATER(wd.damage, 70 + (skill * 10))
  4393. }
  4394. if(wd.damage < 1)
  4395. wd.damage = 1;
  4396. }
  4397. if (wd.damage2) {
  4398. if( (sd->class_&MAPID_BASEMASK) == MAPID_THIEF) {
  4399. skill = pc_checkskill(sd,AS_LEFT);
  4400. ATK_RATEL(wd.damage2, 30 + (skill * 10))
  4401. }
  4402. else if(sd->class_ == MAPID_KAGEROUOBORO) {
  4403. skill = pc_checkskill(sd,KO_LEFT);
  4404. ATK_RATEL(wd.damage2, 50 + (skill * 10))
  4405. }
  4406. if(wd.damage2 < 1)
  4407. wd.damage2 = 1;
  4408. }
  4409. }
  4410. }
  4411. if(!is_attack_right_handed(src, skill_id) && !is_attack_left_handed(src, skill_id) && wd.damage)
  4412. wd.damage=0;
  4413. if(!is_attack_left_handed(src, skill_id) && wd.damage2)
  4414. wd.damage2=0;
  4415. return wd;
  4416. }
  4417. /**
  4418. * Check if bl is devoted by someone
  4419. * @param bl
  4420. * @return 'd_bl' if devoted or NULL if not devoted
  4421. */
  4422. struct block_list *battle_check_devotion(struct block_list *bl) {
  4423. struct block_list *d_bl = NULL;
  4424. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd() % 100) {
  4425. struct status_change *sc = status_get_sc(bl);
  4426. if (sc && sc->data[SC_DEVOTION])
  4427. d_bl = map_id2bl(sc->data[SC_DEVOTION]->val1);
  4428. }
  4429. return d_bl;
  4430. }
  4431. /*==========================================
  4432. * BG/GvG attack modifiers
  4433. *------------------------------------------
  4434. * Credits:
  4435. * Original coder Skotlex
  4436. * Initial refactoring by Baalberith
  4437. * Refined and optimized by helvetica
  4438. */
  4439. struct Damage battle_calc_attack_gvg_bg(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4440. {
  4441. if( wd.damage + wd.damage2 ) { //There is a total damage value
  4442. if( src != target && //Don't reflect your own damage (Grand Cross)
  4443. (!skill_id || skill_id ||
  4444. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM))) ) {
  4445. int64 damage = wd.damage + wd.damage2, rdamage = 0;
  4446. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4447. struct status_data *sstatus = status_get_status_data(src);
  4448. int tick = gettick(), rdelay = 0;
  4449. rdamage = battle_calc_return_damage(target, src, &damage, wd.flag, skill_id, false);
  4450. if( rdamage > 0 ) { //Item reflect gets calculated before any mapflag reducing is applicated
  4451. struct block_list *d_bl = battle_check_devotion(src);
  4452. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd.amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4453. if( tsd )
  4454. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4455. //Use Reflect Shield to signal this kind of skill trigger [Skotlex]
  4456. battle_delay_damage(tick, wd.amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay, true, false);
  4457. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4458. }
  4459. }
  4460. if(!wd.damage2) {
  4461. wd.damage = battle_calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
  4462. if( map_flag_gvg2(target->m) )
  4463. wd.damage=battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4464. else if( map[target->m].flag.battleground )
  4465. wd.damage=battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4466. }
  4467. else if(!wd.damage) {
  4468. wd.damage2 = battle_calc_damage(src,target,&wd,wd.damage2,skill_id,skill_lv);
  4469. if( map_flag_gvg2(target->m) )
  4470. wd.damage2 = battle_calc_gvg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4471. else if( map[target->m].flag.battleground )
  4472. wd.damage2 = battle_calc_bg_damage(src,target,wd.damage2,skill_id,wd.flag);
  4473. }
  4474. else {
  4475. int64 d1 = wd.damage + wd.damage2,d2 = wd.damage2;
  4476. wd.damage = battle_calc_damage(src,target,&wd,d1,skill_id,skill_lv);
  4477. if( map_flag_gvg2(target->m) )
  4478. wd.damage = battle_calc_gvg_damage(src,target,wd.damage,skill_id,wd.flag);
  4479. else if( map[target->m].flag.battleground )
  4480. wd.damage = battle_calc_bg_damage(src,target,wd.damage,skill_id,wd.flag);
  4481. wd.damage2 = (int64)d2*100/d1 * wd.damage/100;
  4482. if(wd.damage > 1 && wd.damage2 < 1) wd.damage2 = 1;
  4483. wd.damage-=wd.damage2;
  4484. }
  4485. }
  4486. return wd;
  4487. }
  4488. /*==========================================
  4489. * final ATK modifiers - after BG/GvG calc
  4490. *------------------------------------------
  4491. * Credits:
  4492. * Original coder Skotlex
  4493. * Initial refactoring by Baalberith
  4494. * Refined and optimized by helvetica
  4495. */
  4496. struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv)
  4497. {
  4498. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4499. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4500. struct status_change *sc = status_get_sc(src);
  4501. struct status_change *tsc = status_get_sc(target);
  4502. struct status_data *sstatus = status_get_status_data(src);
  4503. struct status_data *tstatus = status_get_status_data(target);
  4504. #ifdef ADJUST_SKILL_DAMAGE
  4505. int skill_damage = 0;
  4506. #endif
  4507. //Reject Sword bugreport:4493 by Daegaladh
  4508. if(wd.damage && tsc && tsc->data[SC_REJECTSWORD] &&
  4509. (src->type!=BL_PC || (
  4510. ((TBL_PC *)src)->weapontype1 == W_DAGGER ||
  4511. ((TBL_PC *)src)->weapontype1 == W_1HSWORD ||
  4512. ((TBL_PC *)src)->status.weapon == W_2HSWORD
  4513. )) &&
  4514. rnd()%100 < tsc->data[SC_REJECTSWORD]->val2
  4515. )
  4516. {
  4517. ATK_RATER(wd.damage, 50)
  4518. status_fix_damage(target,src,wd.damage,clif_damage(target,src,gettick(),0,0,wd.damage,0,DMG_NORMAL,0,false));
  4519. clif_skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_REJECTSWORD]->val1,1);
  4520. if( --(tsc->data[SC_REJECTSWORD]->val3) <= 0 )
  4521. status_change_end(target, SC_REJECTSWORD, INVALID_TIMER);
  4522. }
  4523. if( tsc && tsc->data[SC_CRESCENTELBOW] && wd.flag&BF_SHORT && rnd()%100 < tsc->data[SC_CRESCENTELBOW]->val2 ) {
  4524. //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
  4525. int64 rdamage = 0;
  4526. int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
  4527. if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
  4528. rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
  4529. rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
  4530. skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
  4531. clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
  4532. 1, SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1, DMG_SKILL); // This is how official does
  4533. clif_damage(src, target, gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, DMG_NORMAL, 0, false);
  4534. status_damage(target, src, rdamage, 0, 0, 0);
  4535. status_damage(src, target, rdamage/10, 0, 0, 1);
  4536. status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
  4537. }
  4538. if( sc ) {
  4539. //SC_FUSION hp penalty [Komurka]
  4540. if (sc->data[SC_FUSION]) {
  4541. int hp= sstatus->max_hp;
  4542. if (sd && tsd) {
  4543. hp = 8*hp/100;
  4544. if (((int64)sstatus->hp * 100) <= ((int64)sstatus->max_hp * 20))
  4545. hp = sstatus->hp;
  4546. } else
  4547. hp = 2*hp/100; //2% hp loss per hit
  4548. status_zap(src, hp, 0);
  4549. }
  4550. // Only affecting non-skills
  4551. if (!skill_id && wd.dmg_lv > ATK_BLOCK) {
  4552. if (sc->data[SC_ENCHANTBLADE]) {
  4553. //[((Skill Lv x 20) + 100) x (casterBaseLevel / 150)] + casterInt + MATK - MDEF - MDEF2
  4554. int64 enchant_dmg = sc->data[SC_ENCHANTBLADE]->val2;
  4555. if (sstatus->matk_max > sstatus->matk_min)
  4556. enchant_dmg = enchant_dmg + sstatus->matk_min + rnd() % (sstatus->matk_max - sstatus->matk_min);
  4557. else
  4558. enchant_dmg = enchant_dmg + sstatus->matk_min;
  4559. enchant_dmg = enchant_dmg - (tstatus->mdef + tstatus->mdef2);
  4560. if (enchant_dmg > 0)
  4561. ATK_ADD(wd.damage, wd.damage2, enchant_dmg);
  4562. }
  4563. }
  4564. if (skill_id != SN_SHARPSHOOTING && skill_id != RA_ARROWSTORM)
  4565. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4566. }
  4567. switch (skill_id) {
  4568. case LG_RAYOFGENESIS:
  4569. {
  4570. struct Damage md = battle_calc_magic_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4571. wd.damage += md.damage;
  4572. }
  4573. break;
  4574. #ifndef RENEWAL
  4575. case ASC_BREAKER:
  4576. { //Breaker's int-based damage (a misc attack?)
  4577. struct Damage md = battle_calc_misc_attack(src, target, skill_id, skill_lv, wd.miscflag);
  4578. wd.damage += md.damage;
  4579. }
  4580. break;
  4581. #endif
  4582. }
  4583. // Skill damage adjustment
  4584. #ifdef ADJUST_SKILL_DAMAGE
  4585. if ((skill_damage = battle_skill_damage(src, target, skill_id)) != 0)
  4586. ATK_ADDRATE(wd.damage, wd.damage2, skill_damage);
  4587. #endif
  4588. return wd;
  4589. }
  4590. /*====================================================
  4591. * Basic wd init - not influenced by HIT/MISS/DEF/etc.
  4592. *----------------------------------------------------
  4593. * Credits:
  4594. * Original coder Skotlex
  4595. * Initial refactoring by Baalberith
  4596. * Refined and optimized by helvetica
  4597. */
  4598. static struct Damage initialize_weapon_data(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4599. {
  4600. struct status_data *sstatus = status_get_status_data(src);
  4601. struct status_data *tstatus = status_get_status_data(target);
  4602. struct status_change *sc = status_get_sc(src);
  4603. struct map_session_data *sd = BL_CAST(BL_PC, src);
  4604. struct Damage wd;
  4605. wd.type = DMG_NORMAL; //Normal attack
  4606. wd.div_ = skill_id?skill_get_num(skill_id,skill_lv):1;
  4607. wd.amotion = (skill_id && skill_get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills.
  4608. // counter attack DOES obey ASPD delay on official, uncomment if you want the old (bad) behavior [helvetica]
  4609. /*if(skill_id == KN_AUTOCOUNTER)
  4610. wd.amotion >>= 1; */
  4611. wd.dmotion = tstatus->dmotion;
  4612. wd.blewcount =skill_get_blewcount(skill_id,skill_lv);
  4613. wd.miscflag = wflag;
  4614. wd.flag = BF_WEAPON; //Initial Flag
  4615. wd.flag |= (skill_id||wd.miscflag)?BF_SKILL:BF_NORMAL; // Baphomet card's splash damage is counted as a skill. [Inkfish]
  4616. wd.damage = wd.damage2 =
  4617. #ifdef RENEWAL
  4618. wd.statusAtk = wd.statusAtk2 = wd.equipAtk = wd.equipAtk2 = wd.weaponAtk = wd.weaponAtk2 = wd.masteryAtk = wd.masteryAtk2 =
  4619. #endif
  4620. 0;
  4621. wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
  4622. if(sd)
  4623. wd.blewcount += battle_blewcount_bonus(sd, skill_id);
  4624. if (skill_id) {
  4625. wd.flag |= battle_range_type(src, target, skill_id, skill_lv);
  4626. switch(skill_id)
  4627. {
  4628. case MH_SONIC_CRAW:{
  4629. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4630. wd.div_ = hd->homunculus.spiritball;
  4631. }
  4632. break;
  4633. case MO_FINGEROFFENSIVE:
  4634. if(sd) {
  4635. if (battle_config.finger_offensive_type)
  4636. wd.div_ = 1;
  4637. else
  4638. wd.div_ = sd->spiritball_old;
  4639. }
  4640. break;
  4641. case KN_PIERCE:
  4642. case ML_PIERCE:
  4643. wd.div_= (wd.div_>0?tstatus->size+1:-(tstatus->size+1));
  4644. break;
  4645. case TF_DOUBLE: //For NPC used skill.
  4646. case GS_CHAINACTION:
  4647. wd.type = DMG_MULTI_HIT;
  4648. break;
  4649. case GS_GROUNDDRIFT:
  4650. wd.amotion = sstatus->amotion;
  4651. //Fall through
  4652. case KN_SPEARSTAB:
  4653. case KN_BOWLINGBASH:
  4654. case MS_BOWLINGBASH:
  4655. case MO_BALKYOUNG:
  4656. case TK_TURNKICK:
  4657. wd.blewcount = 0;
  4658. break;
  4659. case KN_AUTOCOUNTER:
  4660. wd.flag = (wd.flag&~BF_SKILLMASK)|BF_NORMAL;
  4661. break;
  4662. case LK_SPIRALPIERCE:
  4663. if (!sd) wd.flag = (wd.flag&~(BF_RANGEMASK|BF_WEAPONMASK))|BF_LONG|BF_MISC;
  4664. break;
  4665. // The number of hits is set to 3 by default for use in Inspiration status.
  4666. // When in Banding, the number of hits is equal to the number of Royal Guards in Banding.
  4667. case LG_HESPERUSLIT:
  4668. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  4669. wd.div_ = sc->data[SC_BANDING]->val2;
  4670. break;
  4671. }
  4672. } else {
  4673. wd.flag |= is_skill_using_arrow(src, skill_id)?BF_LONG:BF_SHORT;
  4674. }
  4675. return wd;
  4676. }
  4677. /**
  4678. * Check if we should reflect the damage and calculate it if so
  4679. * @param attack_type : BL_WEAPON,BL_MAGIC or BL_MISC
  4680. * @param wd : weapon damage
  4681. * @param src : bl who did the attack
  4682. * @param target : target of the attack
  4683. * @param skill_id : id of casted skill, 0 = basic atk
  4684. * @param skill_lv : lvl of skill casted
  4685. */
  4686. void battle_do_reflect(int attack_type, struct Damage *wd, struct block_list* src, struct block_list* target, uint16 skill_id, uint16 skill_lv)
  4687. {
  4688. // Don't reflect your own damage (Grand Cross)
  4689. if ((wd->damage + wd->damage2) && src && target && src != target && (src->type != BL_SKILL ||
  4690. (src->type == BL_SKILL && (skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ))))
  4691. {
  4692. int64 damage = wd->damage + wd->damage2, rdamage = 0;
  4693. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  4694. struct status_change *tsc = status_get_sc(target);
  4695. struct status_data *sstatus = status_get_status_data(src);
  4696. int tick = gettick(), rdelay = 0;
  4697. if (!tsc)
  4698. return;
  4699. // Calculate skill reflect damage separately
  4700. rdamage = battle_calc_return_damage(target, src, &damage, wd->flag, skill_id,true);
  4701. if( rdamage > 0 ) {
  4702. struct block_list *d_bl = battle_check_devotion(src);
  4703. if( attack_type == BF_WEAPON && tsc->data[SC_REFLECTDAMAGE] ) // Don't reflect your own damage (Grand Cross)
  4704. map_foreachinshootrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,wd->amotion,sstatus->dmotion,rdamage,wd->flag);
  4705. else if( attack_type == BF_WEAPON || attack_type == BF_MISC) {
  4706. rdelay = clif_damage(src, (!d_bl) ? src : d_bl, tick, wd->amotion, sstatus->dmotion, rdamage, 1, DMG_ENDURE, 0, false);
  4707. if( tsd )
  4708. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, sstatus->class_);
  4709. // It appears that official servers give skill reflect damage a longer delay
  4710. battle_delay_damage(tick, wd->amotion, target, (!d_bl) ? src : d_bl, 0, CR_REFLECTSHIELD, 0, rdamage, ATK_DEF, rdelay ,true, false);
  4711. skill_additional_effect(target, (!d_bl) ? src : d_bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL, ATK_DEF, tick);
  4712. }
  4713. }
  4714. }
  4715. }
  4716. /*============================================
  4717. * Calculate "weapon"-type attacks and skills
  4718. *--------------------------------------------
  4719. * Credits:
  4720. * Original coder Skotlex
  4721. * Initial refactoring by Baalberith
  4722. * Refined and optimized by helvetica
  4723. */
  4724. static struct Damage battle_calc_weapon_attack(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag)
  4725. {
  4726. struct map_session_data *sd, *tsd;
  4727. struct Damage wd;
  4728. struct status_change *sc = status_get_sc(src);
  4729. struct status_change *tsc = status_get_sc(target);
  4730. struct status_data *tstatus = status_get_status_data(target);
  4731. int right_element, left_element;
  4732. bool infdef = false;
  4733. memset(&wd,0,sizeof(wd));
  4734. if (src == NULL || target == NULL) {
  4735. nullpo_info(NLP_MARK);
  4736. return wd;
  4737. }
  4738. wd = initialize_weapon_data(src, target, skill_id, skill_lv, wflag);
  4739. right_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_R, false);
  4740. left_element = battle_get_weapon_element(wd, src, target, skill_id, skill_lv, EQI_HAND_L, false);
  4741. if (sc && !sc->count)
  4742. sc = NULL; //Skip checking as there are no status changes active.
  4743. if (tsc && !tsc->count)
  4744. tsc = NULL; //Skip checking as there are no status changes active.
  4745. sd = BL_CAST(BL_PC, src);
  4746. tsd = BL_CAST(BL_PC, target);
  4747. //Check for Lucky Dodge
  4748. if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
  4749. wd.type = DMG_LUCY_DODGE;
  4750. wd.dmg_lv = ATK_LUCKY;
  4751. if(wd.div_ < 0)
  4752. wd.div_ *= -1;
  4753. return wd;
  4754. }
  4755. // on official check for multi hit first so we can override crit on double attack [helvetica]
  4756. wd = battle_calc_multi_attack(wd, src, target, skill_id, skill_lv);
  4757. // crit check is next since crits always hit on official [helvetica]
  4758. if (is_attack_critical(wd, src, target, skill_id, skill_lv, true))
  4759. wd.type = DMG_CRITICAL;
  4760. // check if we're landing a hit
  4761. if(!is_attack_hitting(wd, src, target, skill_id, skill_lv, true))
  4762. wd.dmg_lv = ATK_FLEE;
  4763. else if(!(infdef = is_infinite_defense(target, wd.flag))) { //no need for math against plants
  4764. int64 ratio = 0;
  4765. int i = 0;
  4766. wd = battle_calc_skill_base_damage(wd, src, target, skill_id, skill_lv); // base skill damage
  4767. ratio = battle_calc_attack_skill_ratio(wd, src, target, skill_id, skill_lv); // skill level ratios
  4768. ATK_RATE(wd.damage, wd.damage2, ratio);
  4769. RE_ALLATK_RATE(wd, ratio);
  4770. ratio = battle_calc_skill_constant_addition(wd, src, target, skill_id, skill_lv); // other skill bonuses
  4771. ATK_ADD(wd.damage, wd.damage2, ratio);
  4772. RE_ALLATK_ADD(wd, ratio);
  4773. #ifdef RENEWAL
  4774. if(skill_id == HW_MAGICCRASHER) { // Add weapon attack for MATK onto Magic Crasher
  4775. struct status_data *sstatus = status_get_status_data(src);
  4776. if (sstatus->matk_max > sstatus->matk_min) {
  4777. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  4778. } else
  4779. ATK_ADD(wd.weaponAtk, wd.weaponAtk2, sstatus->matk_min);
  4780. }
  4781. #endif
  4782. // add any miscellaneous player ATK bonuses
  4783. if( sd && skill_id && (i = pc_skillatk_bonus(sd, skill_id))) {
  4784. ATK_ADDRATE(wd.damage, wd.damage2, i);
  4785. RE_ALLATK_ADDRATE(wd, i);
  4786. }
  4787. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id))) {
  4788. ATK_ADDRATE(wd.damage, wd.damage2, -i);
  4789. RE_ALLATK_ADDRATE(wd, -i);
  4790. }
  4791. #ifdef RENEWAL
  4792. // In Renewal we only cardfix to the weapon and equip ATK
  4793. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4794. wd.weaponAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk, 2, wd.flag);
  4795. wd.equipAtk += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk, 2, wd.flag);
  4796. if (is_attack_left_handed(src, skill_id)) {
  4797. wd.weaponAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.weaponAtk2, 3, wd.flag);
  4798. wd.equipAtk2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.equipAtk2, 3, wd.flag);
  4799. }
  4800. // final attack bonuses that aren't affected by cards
  4801. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4802. if (sd) { //monsters, homuns and pets have their damage computed directly
  4803. wd.damage = wd.statusAtk + wd.weaponAtk + wd.equipAtk + wd.masteryAtk;
  4804. wd.damage2 = wd.statusAtk2 + wd.weaponAtk2 + wd.equipAtk2 + wd.masteryAtk2;
  4805. if(wd.flag&BF_LONG && (skill_id != RA_WUGBITE && skill_id != RA_WUGSTRIKE)) //Long damage rate addition doesn't use weapon + equip attack
  4806. ATK_ADDRATE(wd.damage, wd.damage2, sd->bonus.long_attack_atk_rate);
  4807. }
  4808. #else
  4809. // final attack bonuses that aren't affected by cards
  4810. wd = battle_attack_sc_bonus(wd, src, target, skill_id, skill_lv);
  4811. #endif
  4812. if (wd.damage + wd.damage2) { //Check if attack ignores DEF
  4813. if(!attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_L) || !attack_ignores_def(wd, src, target, skill_id, skill_lv, EQI_HAND_R))
  4814. wd = battle_calc_defense_reduction(wd, src, target, skill_id, skill_lv);
  4815. wd = battle_calc_attack_post_defense(wd, src, target, skill_id, skill_lv);
  4816. }
  4817. }
  4818. #ifdef RENEWAL
  4819. if(!sd) // monsters only have a single ATK for element, in pre-renewal we also apply element to entire ATK on players [helvetica]
  4820. #endif
  4821. wd = battle_calc_element_damage(wd, src, target, skill_id, skill_lv);
  4822. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  4823. return wd; //Enough, rest is not needed.
  4824. #ifdef RENEWAL
  4825. if (is_attack_critical(wd, src, target, skill_id, skill_lv, false)) {
  4826. if (sd) { //Check for player so we don't crash out, monsters don't have bonus crit rates [helvetica]
  4827. wd.damage = (int)floor((float)((wd.damage * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4828. if (is_attack_left_handed(src, skill_id))
  4829. wd.damage2 = (int)floor((float)((wd.damage2 * 140) / 100 * (100 + sd->bonus.crit_atk_rate)) / 100);
  4830. } else
  4831. wd.damage = (int)floor((float)(wd.damage * 140) / 100);
  4832. }
  4833. #endif
  4834. #ifndef RENEWAL
  4835. if (skill_id == NJ_KUNAI) {
  4836. short nk = battle_skill_get_damage_properties(skill_id, wd.miscflag);
  4837. ATK_ADD(wd.damage, wd.damage2, 90);
  4838. nk |= NK_IGNORE_DEF;
  4839. }
  4840. #endif
  4841. switch (skill_id) {
  4842. case TK_DOWNKICK:
  4843. case TK_STORMKICK:
  4844. case TK_TURNKICK:
  4845. case TK_COUNTER:
  4846. case TK_JUMPKICK:
  4847. if(sd && pc_checkskill(sd,TK_RUN)) {
  4848. uint8 i;
  4849. uint16 skill = pc_checkskill(sd,TK_RUN);
  4850. switch(skill) {
  4851. case 1: case 4: case 7: case 10: i = 1; break;
  4852. case 2: case 5: case 8: i = 2; break;
  4853. default: i = 0; break;
  4854. }
  4855. if(sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST)
  4856. ATK_ADD(wd.damage, wd.damage2, 10 * skill - i);
  4857. }
  4858. break;
  4859. case SR_TIGERCANNON:
  4860. // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
  4861. if (wd.miscflag&8) {
  4862. ATK_ADD(wd.damage, wd.damage2, skill_lv * 500 + status_get_lv(target) * 40);
  4863. } else
  4864. ATK_ADD(wd.damage, wd.damage2, skill_lv * 240 + status_get_lv(target) * 40);
  4865. break;
  4866. case SR_GATEOFHELL: {
  4867. struct status_data *sstatus = status_get_status_data(src);
  4868. ATK_ADD(wd.damage, wd.damage2, sstatus->max_hp - status_get_hp(src));
  4869. if(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) {
  4870. ATK_ADD(wd.damage, wd.damage2, (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src));
  4871. } else
  4872. ATK_ADD(wd.damage, wd.damage2, (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src));
  4873. }
  4874. break;
  4875. }
  4876. if(sd) {
  4877. #ifndef RENEWAL
  4878. uint16 skill;
  4879. if ((skill = pc_checkskill(sd, BS_WEAPONRESEARCH)) > 0)
  4880. ATK_ADD(wd.damage, wd.damage2, skill * 2);
  4881. if (skill_id == TF_POISON)
  4882. ATK_ADD(wd.damage, wd.damage2, 15 * skill_lv);
  4883. if (skill_id == GS_GROUNDDRIFT)
  4884. ATK_ADD(wd.damage, wd.damage2, 50 * skill_lv);
  4885. if (skill_id != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus.
  4886. ATK_ADD2(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->right_weapon.star, ((wd.div_ < 1) ? 1 : wd.div_) * sd->left_weapon.star);
  4887. if (skill_id != MC_CARTREVOLUTION && pc_checkskill(sd, BS_HILTBINDING) > 0)
  4888. ATK_ADD(wd.damage, wd.damage2, 4);
  4889. if (skill_id == MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex]
  4890. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball_old * 3);
  4891. } else
  4892. ATK_ADD(wd.damage, wd.damage2, ((wd.div_ < 1) ? 1 : wd.div_) * sd->spiritball * 3);
  4893. #endif
  4894. if( skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN ) { //Refine bonus applies after cards and elements.
  4895. short index = sd->equip_index[EQI_HAND_L];
  4896. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  4897. ATK_ADD(wd.damage, wd.damage2, 10*sd->status.inventory[index].refine);
  4898. }
  4899. #ifndef RENEWAL
  4900. //Card Fix for attacker (sd), 2 is added to the "left" flag meaning "attacker cards only"
  4901. switch(skill_id) {
  4902. case RK_DRAGONBREATH:
  4903. case RK_DRAGONBREATH_WATER:
  4904. if(wd.flag&BF_LONG) { //Add check here, because we want to apply the same behavior in pre-renewal [exneval]
  4905. wd.damage = wd.damage * (100 + sd->bonus.long_attack_atk_rate) / 100;
  4906. if(is_attack_left_handed(src, skill_id))
  4907. wd.damage2 = wd.damage2 * (100 + sd->bonus.long_attack_atk_rate) / 100;
  4908. }
  4909. break;
  4910. default:
  4911. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 2, wd.flag);
  4912. if( is_attack_left_handed(src, skill_id ))
  4913. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 3, wd.flag);
  4914. break;
  4915. }
  4916. #endif
  4917. }
  4918. if(tsd) { // Card Fix for target (tsd), 2 is not added to the "left" flag meaning "target cards only"
  4919. switch(skill_id) {
  4920. #ifdef RENEWAL
  4921. case NJ_ISSEN:
  4922. case GS_MAGICALBULLET:
  4923. case ASC_BREAKER:
  4924. case CR_ACIDDEMONSTRATION:
  4925. case GN_FIRE_EXPANSION_ACID:
  4926. #endif
  4927. case SO_VARETYR_SPEAR:
  4928. break; //These skills will do a card fix later
  4929. default:
  4930. wd.damage += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage, 0, wd.flag);
  4931. if(is_attack_left_handed(src, skill_id))
  4932. wd.damage2 += battle_calc_cardfix(BF_WEAPON, src, target, battle_skill_get_damage_properties(skill_id, wd.miscflag), right_element, left_element, wd.damage2, 1, wd.flag);
  4933. break;
  4934. }
  4935. }
  4936. #ifdef RENEWAL
  4937. // forced to neutral skills [helvetica]
  4938. // skills forced to neutral gain benefits from weapon element
  4939. // but final damage is considered "neutral" and resistances are applied again
  4940. switch (skill_id) {
  4941. case MC_CARTREVOLUTION:
  4942. case MO_INVESTIGATE:
  4943. case CR_ACIDDEMONSTRATION:
  4944. case SR_GATEOFHELL:
  4945. case GN_FIRE_EXPANSION_ACID:
  4946. case KO_BAKURETSU:
  4947. // Forced to neutral element
  4948. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4949. break;
  4950. case CR_SHIELDBOOMERANG:
  4951. case LK_SPIRALPIERCE:
  4952. case ML_SPIRALPIERCE:
  4953. case PA_SHIELDCHAIN:
  4954. case PA_SACRIFICE:
  4955. case RK_DRAGONBREATH:
  4956. case RK_DRAGONBREATH_WATER:
  4957. case NC_SELFDESTRUCTION:
  4958. case KO_HAPPOKUNAI: {
  4959. int64 tmp = wd.damage;
  4960. if (sd) {
  4961. if (skill_id == PA_SHIELDCHAIN) {
  4962. wd.damage = battle_attr_fix(src, target, wd.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4963. if (wd.damage > 0) {
  4964. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4965. if (!wd.damage)
  4966. wd.damage = battle_attr_fix(src, target, tmp, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4967. }
  4968. } else if (skill_id == KO_HAPPOKUNAI) {
  4969. wd.damage = battle_attr_fix(src, target, wd.damage, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4970. if (wd.damage > 0) {
  4971. wd.damage = battle_attr_fix(src, target, tmp, right_element, tstatus->def_ele, tstatus->ele_lv);
  4972. if (!wd.damage)
  4973. wd.damage = battle_attr_fix(src, target, tmp, (sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4974. }
  4975. } else
  4976. wd.damage = battle_attr_fix(src, target, wd.damage, right_element, tstatus->def_ele, tstatus->ele_lv);
  4977. }
  4978. }
  4979. break;
  4980. case GN_CARTCANNON: // Cart Cannon gets forced to element of cannon ball (neutral or holy/shadow/ghost)
  4981. wd.damage = battle_attr_fix(src, target, wd.damage, (sd && sd->bonus.arrow_ele) ? sd->bonus.arrow_ele : ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  4982. break;
  4983. }
  4984. // perform multihit calculations
  4985. DAMAGE_DIV_FIX_RENEWAL(wd, wd.div_);
  4986. #endif
  4987. // only do 1 dmg to plant, no need to calculate rest
  4988. if(infdef)
  4989. return battle_calc_attack_plant(wd, src, target, skill_id, skill_lv);
  4990. //Apply DAMAGE_DIV_FIX and check for min damage
  4991. wd = battle_apply_div_fix(wd, skill_id);
  4992. wd = battle_calc_attack_left_right_hands(wd, src, target, skill_id, skill_lv);
  4993. switch (skill_id) {
  4994. #ifdef RENEWAL
  4995. case NJ_ISSEN:
  4996. case GS_MAGICALBULLET:
  4997. case ASC_BREAKER:
  4998. case CR_ACIDDEMONSTRATION:
  4999. case GN_FIRE_EXPANSION_ACID:
  5000. #endif
  5001. case SO_VARETYR_SPEAR:
  5002. return wd; //These skills will do a GVG fix later
  5003. default:
  5004. wd = battle_calc_attack_gvg_bg(wd, src, target, skill_id, skill_lv);
  5005. break;
  5006. }
  5007. wd = battle_calc_weapon_final_atk_modifiers(wd, src, target, skill_id, skill_lv);
  5008. battle_absorb_damage(target, &wd);
  5009. battle_do_reflect(BF_WEAPON,&wd, src, target, skill_id, skill_lv); //WIP [lighta]
  5010. return wd;
  5011. }
  5012. /*==========================================
  5013. * Calculate "magic"-type attacks and skills
  5014. *------------------------------------------
  5015. * Credits:
  5016. * Original coder DracoRPG
  5017. * Refined and optimized by helvetica
  5018. */
  5019. struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5020. {
  5021. int i, nk;
  5022. #ifdef ADJUST_SKILL_DAMAGE
  5023. int skill_damage = 0;
  5024. #endif
  5025. short s_ele = 0;
  5026. TBL_PC *sd;
  5027. TBL_PC *tsd;
  5028. struct status_change *sc, *tsc;
  5029. struct Damage ad;
  5030. struct status_data *sstatus = status_get_status_data(src);
  5031. struct status_data *tstatus = status_get_status_data(target);
  5032. struct {
  5033. unsigned imdef : 1;
  5034. unsigned infdef : 1;
  5035. } flag;
  5036. memset(&ad,0,sizeof(ad));
  5037. memset(&flag,0,sizeof(flag));
  5038. if (src == NULL || target == NULL) {
  5039. nullpo_info(NLP_MARK);
  5040. return ad;
  5041. }
  5042. //Initial Values
  5043. ad.damage = 1;
  5044. ad.div_ = skill_get_num(skill_id,skill_lv);
  5045. ad.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion); //Amotion should be 0 for ground skills.
  5046. ad.dmotion = tstatus->dmotion;
  5047. ad.blewcount = skill_get_blewcount(skill_id, skill_lv);
  5048. ad.flag = BF_MAGIC|BF_SKILL;
  5049. ad.dmg_lv = ATK_DEF;
  5050. nk = skill_get_nk(skill_id);
  5051. flag.imdef = (nk&NK_IGNORE_DEF ? 1 : 0);
  5052. sd = BL_CAST(BL_PC, src);
  5053. tsd = BL_CAST(BL_PC, target);
  5054. sc = status_get_sc(src);
  5055. tsc = status_get_sc(target);
  5056. //Initialize variables that will be used afterwards
  5057. s_ele = skill_get_ele(skill_id, skill_lv);
  5058. if (s_ele == -1) { // pl=-1 : the skill takes the weapon's element
  5059. s_ele = sstatus->rhw.ele;
  5060. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm >= MAX_SPIRITCHARM)
  5061. s_ele = sd->spiritcharm_type; // Summoning 10 spiritcharm will endow your weapon
  5062. } else if (s_ele == -2) //Use status element
  5063. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  5064. else if (s_ele == -3) //Use random element
  5065. s_ele = rnd()%ELE_ALL;
  5066. switch(skill_id) {
  5067. case LG_SHIELDSPELL:
  5068. if (skill_lv == 2)
  5069. s_ele = ELE_HOLY;
  5070. break;
  5071. case SO_PSYCHIC_WAVE:
  5072. if( sc && sc->count ) {
  5073. if( sc->data[SC_HEATER_OPTION] )
  5074. s_ele = sc->data[SC_HEATER_OPTION]->val3;
  5075. else if( sc->data[SC_COOLER_OPTION] )
  5076. s_ele = sc->data[SC_COOLER_OPTION]->val3;
  5077. else if( sc->data[SC_BLAST_OPTION] )
  5078. s_ele = sc->data[SC_BLAST_OPTION]->val3;
  5079. else if( sc->data[SC_CURSED_SOIL_OPTION] )
  5080. s_ele = sc->data[SC_CURSED_SOIL_OPTION]->val3;
  5081. }
  5082. break;
  5083. case KO_KAIHOU:
  5084. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0)
  5085. s_ele = sd->spiritcharm_type;
  5086. break;
  5087. }
  5088. //Set miscellaneous data that needs be filled
  5089. if(sd) {
  5090. sd->state.arrow_atk = 0;
  5091. ad.blewcount += battle_blewcount_bonus(sd, skill_id);
  5092. }
  5093. //Skill Range Criteria
  5094. ad.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5095. //Infinite defense (plant mode)
  5096. flag.infdef = is_infinite_defense(target, ad.flag)?1:0;
  5097. switch(skill_id) {
  5098. case MG_FIREWALL:
  5099. if ( tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele) )
  5100. ad.blewcount = 0; //No knockback
  5101. //Fall through
  5102. case NJ_KAENSIN:
  5103. case PR_SANCTUARY:
  5104. ad.dmotion = 1; //No flinch animation.
  5105. break;
  5106. }
  5107. if (!flag.infdef) { //No need to do the math for plants
  5108. unsigned int skillratio = 100; //Skill dmg modifiers.
  5109. #ifdef RENEWAL
  5110. ad.damage = 0; //reinitialize..
  5111. #endif
  5112. //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc
  5113. #define MATK_RATE(a) { ad.damage = ad.damage * (a) / 100; }
  5114. //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage
  5115. #define MATK_ADDRATE(a) { ad.damage += ad.damage * (a) / 100; }
  5116. //Adds an absolute value to damage. 100 = +100 damage
  5117. #define MATK_ADD(a) { ad.damage += a; }
  5118. //Calc base damage according to skill
  5119. switch (skill_id) {
  5120. case AL_HEAL:
  5121. case PR_BENEDICTIO:
  5122. case PR_SANCTUARY:
  5123. case AB_HIGHNESSHEAL:
  5124. ad.damage = skill_calc_heal(src, target, skill_id, skill_lv, false);
  5125. break;
  5126. case PR_ASPERSIO:
  5127. ad.damage = 40;
  5128. break;
  5129. case ALL_RESURRECTION:
  5130. case PR_TURNUNDEAD:
  5131. //Undead check is on skill_castend_damageid code.
  5132. #ifdef RENEWAL
  5133. i = 10 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5134. + 300 - 300 * tstatus->hp / tstatus->max_hp;
  5135. #else
  5136. i = 20 * skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
  5137. + 200 - 200 * tstatus->hp / tstatus->max_hp;
  5138. #endif
  5139. if(i > 700)
  5140. i = 700;
  5141. if(rnd()%1000 < i && !status_has_mode(tstatus,MD_STATUS_IMMUNE))
  5142. ad.damage = tstatus->hp;
  5143. else {
  5144. #ifdef RENEWAL
  5145. if (sstatus->matk_max > sstatus->matk_min) {
  5146. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5147. } else {
  5148. MATK_ADD(sstatus->matk_min);
  5149. }
  5150. MATK_RATE(skill_lv);
  5151. #else
  5152. ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
  5153. #endif
  5154. }
  5155. break;
  5156. case PF_SOULBURN:
  5157. ad.damage = tstatus->sp * 2;
  5158. break;
  5159. case AB_RENOVATIO:
  5160. ad.damage = status_get_lv(src) * 10 + sstatus->int_;
  5161. break;
  5162. case GN_FIRE_EXPANSION_ACID:
  5163. #ifdef RENEWAL
  5164. {
  5165. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5166. ad.damage = (int64)(7 * ((wd.damage / skill_lv + ad.damage / skill_lv) * tstatus->vit / 100));
  5167. }
  5168. #else
  5169. if(tstatus->vit + sstatus->int_)
  5170. ad.damage = (int64)(7 * tstatus->vit * sstatus->int_ * sstatus->int_ / (10 * (tstatus->vit + sstatus->int_)));
  5171. else
  5172. ad.damage = 0;
  5173. if(tsd)
  5174. ad.damage >>= 1;
  5175. #endif
  5176. break;
  5177. case SU_SV_ROOTTWIST_ATK:
  5178. ad.damage = 100;
  5179. break;
  5180. default: {
  5181. if (sstatus->matk_max > sstatus->matk_min) {
  5182. MATK_ADD(sstatus->matk_min+rnd()%(sstatus->matk_max-sstatus->matk_min));
  5183. } else {
  5184. MATK_ADD(sstatus->matk_min);
  5185. }
  5186. if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
  5187. if (mflag>0)
  5188. ad.damage /= mflag;
  5189. else
  5190. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5191. }
  5192. switch(skill_id) {
  5193. case MG_NAPALMBEAT:
  5194. skillratio += -30 + 10 * skill_lv;
  5195. break;
  5196. case MG_FIREBALL:
  5197. #ifdef RENEWAL
  5198. skillratio += 40 + 20 * skill_lv;
  5199. if(ad.miscflag == 2) //Enemies at the edge of the area will take 75% of the damage
  5200. skillratio = skillratio * 3 / 4;
  5201. #else
  5202. skillratio += -30 + 10 * skill_lv;
  5203. #endif
  5204. break;
  5205. case MG_SOULSTRIKE:
  5206. if (battle_check_undead(tstatus->race,tstatus->def_ele))
  5207. skillratio += 5 * skill_lv;
  5208. break;
  5209. case MG_FIREWALL:
  5210. skillratio -= 50;
  5211. break;
  5212. case MG_FIREBOLT:
  5213. case MG_COLDBOLT:
  5214. case MG_LIGHTNINGBOLT:
  5215. if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) {
  5216. skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech]
  5217. ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax]
  5218. ad.flag = BF_WEAPON|BF_SHORT;
  5219. ad.type = DMG_NORMAL;
  5220. }
  5221. break;
  5222. case MG_THUNDERSTORM:
  5223. // in Renewal Thunder Storm boost is 100% (in pre-re, 80%)
  5224. #ifndef RENEWAL
  5225. skillratio -= 20;
  5226. #endif
  5227. break;
  5228. case MG_FROSTDIVER:
  5229. skillratio += 10 * skill_lv;
  5230. break;
  5231. case AL_HOLYLIGHT:
  5232. skillratio += 25;
  5233. if (sd && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_PRIEST)
  5234. skillratio *= 5; //Does 5x damage include bonuses from other skills?
  5235. break;
  5236. case AL_RUWACH:
  5237. skillratio += 45;
  5238. break;
  5239. case WZ_FROSTNOVA:
  5240. skillratio += -100 + (100 + skill_lv * 10) * 2 / 3;
  5241. break;
  5242. case WZ_FIREPILLAR:
  5243. if (sd && ad.div_ > 0)
  5244. ad.div_ *= -1; //For players, damage is divided by number of hits
  5245. skillratio += -60 + 20 * skill_lv; //20% MATK each hit
  5246. break;
  5247. case WZ_SIGHTRASHER:
  5248. skillratio += 20 * skill_lv;
  5249. break;
  5250. case WZ_WATERBALL:
  5251. skillratio += 30 * skill_lv;
  5252. break;
  5253. case WZ_STORMGUST:
  5254. skillratio += 40 * skill_lv;
  5255. break;
  5256. case HW_NAPALMVULCAN:
  5257. skillratio += 25;
  5258. break;
  5259. case SL_STIN: //Target size must be small (0) for full damage
  5260. skillratio += (tstatus->size != SZ_SMALL ? -99 : 10 * skill_lv);
  5261. break;
  5262. case SL_STUN: //Full damage is dealt on small/medium targets
  5263. skillratio += (tstatus->size != SZ_BIG ? 5 * skill_lv : -99);
  5264. break;
  5265. case SL_SMA: //Base damage is 40% + lv%
  5266. skillratio += -60 + status_get_lv(src);
  5267. break;
  5268. case NJ_KOUENKA:
  5269. skillratio -= 10;
  5270. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5271. skillratio += 20 * sd->spiritcharm;
  5272. break;
  5273. case NJ_KAENSIN:
  5274. skillratio -= 50;
  5275. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5276. skillratio += 10 * sd->spiritcharm;
  5277. break;
  5278. case NJ_BAKUENRYU:
  5279. skillratio += 50 + 150 * skill_lv;
  5280. if(sd && sd->spiritcharm_type == CHARM_TYPE_FIRE && sd->spiritcharm > 0)
  5281. skillratio += 45 * sd->spiritcharm;
  5282. break;
  5283. case NJ_HYOUSENSOU:
  5284. #ifdef RENEWAL
  5285. skillratio -= 30;
  5286. #endif
  5287. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5288. skillratio += 5 * sd->spiritcharm;
  5289. break;
  5290. case NJ_HYOUSYOURAKU:
  5291. skillratio += 50 * skill_lv;
  5292. if(sd && sd->spiritcharm_type == CHARM_TYPE_WATER && sd->spiritcharm > 0)
  5293. skillratio += 25 * sd->spiritcharm;
  5294. break;
  5295. case NJ_RAIGEKISAI:
  5296. skillratio += 60 + 40 * skill_lv;
  5297. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5298. skillratio += 15 * sd->spiritcharm;
  5299. break;
  5300. case NJ_KAMAITACHI:
  5301. skillratio += 100 * skill_lv;
  5302. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5303. skillratio += 10 * sd->spiritcharm;
  5304. break;
  5305. case NJ_HUUJIN:
  5306. #ifdef RENEWAL
  5307. skillratio += 50;
  5308. #endif
  5309. if(sd && sd->spiritcharm_type == CHARM_TYPE_WIND && sd->spiritcharm > 0)
  5310. skillratio += 20 * sd->spiritcharm;
  5311. break;
  5312. case NPC_ENERGYDRAIN:
  5313. skillratio += 100 * skill_lv;
  5314. break;
  5315. case NPC_EARTHQUAKE:
  5316. skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2) + ((skill_lv > 4) ? 100 : 0);
  5317. break;
  5318. #ifdef RENEWAL
  5319. case WZ_HEAVENDRIVE:
  5320. case WZ_METEOR:
  5321. skillratio += 25;
  5322. break;
  5323. case WZ_VERMILION:
  5324. if(sd) {
  5325. int per = 0;
  5326. while ((++per) < skill_lv)
  5327. skillratio += per * 5; //100% 105% 115% 130% 150% 175% 205% 240% 280% 325%
  5328. } else {
  5329. skillratio += 20 * skill_lv - 20; //Monsters use old formula
  5330. }
  5331. break;
  5332. #else
  5333. case WZ_VERMILION:
  5334. skillratio += 20 * skill_lv - 20;
  5335. break;
  5336. #endif
  5337. case AB_JUDEX:
  5338. skillratio += 200 + 20 * skill_lv;
  5339. RE_LVL_DMOD(100);
  5340. break;
  5341. case AB_ADORAMUS:
  5342. skillratio += 400 + 100 * skill_lv;
  5343. RE_LVL_DMOD(100);
  5344. break;
  5345. case AB_DUPLELIGHT_MAGIC:
  5346. skillratio += 100 + 20 * skill_lv;
  5347. break;
  5348. case WL_SOULEXPANSION:
  5349. skillratio += -100 + (skill_lv + 4) * 100 + status_get_int(src);
  5350. RE_LVL_DMOD(100);
  5351. break;
  5352. case WL_FROSTMISTY:
  5353. skillratio += 100 + 100 * skill_lv;
  5354. RE_LVL_DMOD(100);
  5355. break;
  5356. case WL_JACKFROST:
  5357. if (tsc && tsc->data[SC_FREEZING]) {
  5358. skillratio += 900 + 300 * skill_lv;
  5359. RE_LVL_DMOD(100);
  5360. } else {
  5361. skillratio += 400 + 100 * skill_lv;
  5362. RE_LVL_DMOD(150);
  5363. }
  5364. break;
  5365. case WL_DRAINLIFE:
  5366. skillratio += -100 + 200 * skill_lv + status_get_int(src);
  5367. RE_LVL_DMOD(100);
  5368. break;
  5369. case WL_CRIMSONROCK:
  5370. skillratio += 1200 + 300 * skill_lv;
  5371. RE_LVL_DMOD(100);
  5372. break;
  5373. case WL_HELLINFERNO:
  5374. skillratio += -100 + 300 * skill_lv;
  5375. RE_LVL_DMOD(100);
  5376. // Shadow: MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) x 4/5 }] %
  5377. // Fire : MATK [{( Skill Level x 300 ) x ( Caster Base Level / 100 ) /5 }] %
  5378. if (mflag&ELE_DARK)
  5379. skillratio *= 4;
  5380. skillratio /= 5;
  5381. break;
  5382. case WL_COMET:
  5383. i = (sc ? distance_xy(target->x, target->y, sc->comet_x, sc->comet_y) : 8);
  5384. if (i <= 3)
  5385. skillratio += 2400 + 500 * skill_lv; // 7 x 7 cell
  5386. else if (i <= 5)
  5387. skillratio += 1900 + 500 * skill_lv; // 11 x 11 cell
  5388. else if (i <= 7)
  5389. skillratio += 1400 + 500 * skill_lv; // 15 x 15 cell
  5390. else
  5391. skillratio += 900 + 500 * skill_lv; // 19 x 19 cell
  5392. if (sd && sd->status.party_id) {
  5393. struct map_session_data* psd;
  5394. int p_sd[MAX_PARTY], c;
  5395. c = 0;
  5396. memset(p_sd, 0, sizeof(p_sd));
  5397. party_foreachsamemap(skill_check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id);
  5398. c = (c > 1 ? rnd()%c : 0);
  5399. if( (psd = map_id2sd(p_sd[c])) && pc_checkskill(psd,WL_COMET) > 0 ){
  5400. skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] %
  5401. RE_LVL_DMOD(120);
  5402. skillratio += 2500;
  5403. status_zap(&psd->bl, 0, skill_get_sp(skill_id, skill_lv) / 2);
  5404. }
  5405. }
  5406. break;
  5407. case WL_CHAINLIGHTNING_ATK:
  5408. skillratio += 400 + 100 * skill_lv;
  5409. RE_LVL_DMOD(100);
  5410. if (mflag > 0)
  5411. skillratio += 100 * (9 - mflag);
  5412. break;
  5413. case WL_EARTHSTRAIN:
  5414. skillratio += 1900 + 100 * skill_lv;
  5415. RE_LVL_DMOD(100);
  5416. break;
  5417. case WL_TETRAVORTEX_FIRE:
  5418. case WL_TETRAVORTEX_WATER:
  5419. case WL_TETRAVORTEX_WIND:
  5420. case WL_TETRAVORTEX_GROUND:
  5421. skillratio += 400 + 500 * skill_lv;
  5422. break;
  5423. case WL_SUMMON_ATK_FIRE:
  5424. case WL_SUMMON_ATK_WATER:
  5425. case WL_SUMMON_ATK_WIND:
  5426. case WL_SUMMON_ATK_GROUND:
  5427. skillratio += -100 + (1 + skill_lv) / 2 * (status_get_lv(src) + (sd ? sd->status.job_level : 0));
  5428. RE_LVL_DMOD(100);
  5429. break;
  5430. case LG_RAYOFGENESIS:
  5431. if(sc) {
  5432. if(sc->data[SC_INSPIRATION])
  5433. skillratio += 1400;
  5434. if(sc->data[SC_BANDING])
  5435. skillratio += -100 + 300 * skill_lv + 200 * sc->data[SC_BANDING]->val2;
  5436. skillratio = skillratio * ((sd) ? sd->status.job_level / 25 : 1);
  5437. }
  5438. break;
  5439. case LG_SHIELDSPELL: // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
  5440. if (sd && skill_lv == 2)
  5441. skillratio += -100 + status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
  5442. else
  5443. skillratio = 0;
  5444. break;
  5445. case WM_METALICSOUND:
  5446. skillratio += -100 + 120 * skill_lv + 60 * ((sd) ? pc_checkskill(sd, WM_LESSON) : 1);
  5447. RE_LVL_DMOD(100);
  5448. break;
  5449. case WM_REVERBERATION_MAGIC:
  5450. // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] %
  5451. skillratio += 100 * skill_lv;
  5452. RE_LVL_DMOD(100);
  5453. break;
  5454. case SO_FIREWALK:
  5455. skillratio += -100 + 60 * skill_lv;
  5456. RE_LVL_DMOD(100);
  5457. if( sc && sc->data[SC_HEATER_OPTION] )
  5458. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5459. break;
  5460. case SO_ELECTRICWALK:
  5461. skillratio += -100 + 60 * skill_lv;
  5462. RE_LVL_DMOD(100);
  5463. if( sc && sc->data[SC_BLAST_OPTION] )
  5464. skillratio += (sd ? sd->status.job_level / 2 : 0);
  5465. break;
  5466. case SO_EARTHGRAVE:
  5467. skillratio += -100 + sstatus->int_ * skill_lv + ((sd) ? pc_checkskill(sd, SA_SEISMICWEAPON) * 200 : 0);
  5468. RE_LVL_DMOD(100);
  5469. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5470. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5471. break;
  5472. case SO_DIAMONDDUST:
  5473. skillratio = ( 200 * ((sd) ? pc_checkskill(sd, SA_FROSTWEAPON) : 0) + sstatus->int_ * skill_lv );
  5474. RE_LVL_DMOD(100);
  5475. if( sc && sc->data[SC_COOLER_OPTION] )
  5476. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5477. break;
  5478. case SO_POISON_BUSTER:
  5479. skillratio += 900 + 300 * skill_lv;
  5480. RE_LVL_DMOD(120);
  5481. if( sc && sc->data[SC_CURSED_SOIL_OPTION] )
  5482. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5483. break;
  5484. case SO_PSYCHIC_WAVE:
  5485. skillratio += -100 + 70 * skill_lv + 3 * sstatus->int_;
  5486. RE_LVL_DMOD(100);
  5487. if (sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] ||
  5488. sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION]))
  5489. skillratio += 20;
  5490. break;
  5491. case SO_CLOUD_KILL:
  5492. skillratio += -100 + 40 * skill_lv;
  5493. RE_LVL_DMOD(100);
  5494. if (sc && sc->data[SC_CURSED_SOIL_OPTION])
  5495. skillratio += (sd ? sd->status.job_level : 0);
  5496. break;
  5497. case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] %
  5498. skillratio += -100 + status_get_int(src) * skill_lv + ((sd) ? pc_checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0);
  5499. RE_LVL_DMOD(100);
  5500. if (sc && sc->data[SC_BLAST_OPTION])
  5501. skillratio += (sd ? sd->status.job_level * 5 : 0);
  5502. break;
  5503. case GN_DEMONIC_FIRE:
  5504. if (skill_lv > 20) // Fire expansion Lv.2
  5505. skillratio += 10 + 20 * (skill_lv - 20) + status_get_int(src) * 10;
  5506. else if (skill_lv > 10) { // Fire expansion Lv.1
  5507. skillratio += 10 + 20 * (skill_lv - 10) + status_get_int(src) + ((sd) ? sd->status.job_level : 50);
  5508. RE_LVL_DMOD(100);
  5509. } else
  5510. skillratio += 10 + 20 * skill_lv;
  5511. break;
  5512. case KO_KAIHOU:
  5513. if(sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  5514. skillratio += -100 + 200 * sd->spiritcharm;
  5515. RE_LVL_DMOD(100);
  5516. pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
  5517. }
  5518. break;
  5519. // Magical Elemental Spirits Attack Skills
  5520. case EL_FIRE_MANTLE:
  5521. case EL_WATER_SCREW:
  5522. skillratio += 900;
  5523. break;
  5524. case EL_FIRE_ARROW:
  5525. case EL_ROCK_CRUSHER_ATK:
  5526. skillratio += 200;
  5527. break;
  5528. case EL_FIRE_BOMB:
  5529. case EL_ICE_NEEDLE:
  5530. case EL_HURRICANE_ATK:
  5531. skillratio += 400;
  5532. break;
  5533. case EL_FIRE_WAVE:
  5534. case EL_TYPOON_MIS_ATK:
  5535. skillratio += 1100;
  5536. break;
  5537. case MH_ERASER_CUTTER:
  5538. skillratio += 400 + 100 * skill_lv + (skill_lv%2 > 0 ? 0 : 300);
  5539. break;
  5540. case MH_XENO_SLASHER:
  5541. if(skill_lv%2)
  5542. skillratio += 350 + 50 * skill_lv; //500:600:700
  5543. else
  5544. skillratio += 400 + 100 * skill_lv; //700:900
  5545. break;
  5546. case MH_HEILIGE_STANGE:
  5547. skillratio += 400 + 250 * skill_lv;
  5548. skillratio = (skillratio * status_get_lv(src)) / 150;
  5549. break;
  5550. case MH_POISON_MIST:
  5551. skillratio += -100 + 40 * skill_lv * status_get_lv(src) / 100;
  5552. break;
  5553. case SU_SV_STEMSPEAR:
  5554. skillratio += 600;
  5555. break;
  5556. case SU_CN_METEOR:
  5557. skillratio += 100 + 100 * skill_lv;
  5558. break;
  5559. }
  5560. MATK_RATE(skillratio);
  5561. //Constant/misc additions from skills
  5562. if (skill_id == WZ_FIREPILLAR)
  5563. MATK_ADD(100 + 50 * skill_lv);
  5564. break;
  5565. }
  5566. }
  5567. #ifdef RENEWAL
  5568. switch(skill_id) { // These skills will do a card fix later
  5569. case CR_ACIDDEMONSTRATION:
  5570. case ASC_BREAKER:
  5571. break;
  5572. default:
  5573. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5574. break;
  5575. }
  5576. #endif
  5577. if(sd) {
  5578. //Damage bonuses
  5579. if ((i = pc_skillatk_bonus(sd, skill_id)))
  5580. ad.damage += (int64)ad.damage*i/100;
  5581. //Ignore Defense?
  5582. if (!flag.imdef && (
  5583. sd->bonus.ignore_mdef_ele & ( 1 << tstatus->def_ele ) || sd->bonus.ignore_mdef_ele & ( 1 << ELE_ALL ) ||
  5584. sd->bonus.ignore_mdef_race & ( 1 << tstatus->race ) || sd->bonus.ignore_mdef_race & ( 1 << RC_ALL ) ||
  5585. sd->bonus.ignore_mdef_class & ( 1 << tstatus->class_ ) || sd->bonus.ignore_mdef_class & ( 1 << CLASS_ALL )
  5586. ))
  5587. flag.imdef = 1;
  5588. }
  5589. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  5590. ad.damage -= (int64)ad.damage*i/100;
  5591. if(!flag.imdef){
  5592. defType mdef = tstatus->mdef;
  5593. int mdef2= tstatus->mdef2;
  5594. #ifdef RENEWAL
  5595. if(tsc && tsc->data[SC_ASSUMPTIO])
  5596. mdef <<= 1; // only eMDEF is doubled
  5597. #endif
  5598. if(sd) {
  5599. i = sd->ignore_mdef_by_race[tstatus->race] + sd->ignore_mdef_by_race[RC_ALL];
  5600. i += sd->ignore_mdef_by_class[tstatus->class_] + sd->ignore_mdef_by_class[CLASS_ALL];
  5601. i += sd->ignore_mdef_by_race2[status_get_race2(target)];
  5602. if (i)
  5603. {
  5604. if (i > 100) i = 100;
  5605. mdef -= mdef * i/100;
  5606. //mdef2-= mdef2* i/100;
  5607. }
  5608. }
  5609. #ifdef RENEWAL
  5610. /**
  5611. * RE MDEF Reduction
  5612. * Damage = Magic Attack * (1000+eMDEF)/(1000+eMDEF) - sMDEF
  5613. */
  5614. if (mdef < -99)
  5615. mdef = -99; // Avoid divide by 0
  5616. ad.damage = ad.damage * (1000 + mdef) / (1000 + mdef * 10) - mdef2;
  5617. #else
  5618. if(battle_config.magic_defense_type)
  5619. ad.damage = ad.damage - mdef*battle_config.magic_defense_type - mdef2;
  5620. else
  5621. ad.damage = ad.damage * (100-mdef)/100 - mdef2;
  5622. #endif
  5623. }
  5624. #if 0 // Doesn't seem to be official
  5625. if (skill_id == NPC_EARTHQUAKE) {
  5626. //Adds atk2 to the damage, should be influenced by number of hits and skill-ratio, but not mdef reductions. [Skotlex]
  5627. //Also divide the extra bonuses from atk2 based on the number in range [Kevin]
  5628. if(mflag>0)
  5629. ad.damage+= (sstatus->rhw.atk2*skillratio/100)/mflag;
  5630. else
  5631. ShowError("Zero range by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5632. }
  5633. #endif
  5634. if(ad.damage<1)
  5635. ad.damage=1;
  5636. else if(sc) { //only applies when hit
  5637. switch(skill_id) {
  5638. case MG_LIGHTNINGBOLT:
  5639. case MG_THUNDERSTORM:
  5640. if(sc->data[SC_GUST_OPTION])
  5641. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5642. break;
  5643. case MG_FIREBOLT:
  5644. case MG_FIREWALL:
  5645. if(sc->data[SC_PYROTECHNIC_OPTION])
  5646. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5647. break;
  5648. case MG_COLDBOLT:
  5649. case MG_FROSTDIVER:
  5650. if(sc->data[SC_AQUAPLAY_OPTION])
  5651. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5652. break;
  5653. case WZ_EARTHSPIKE:
  5654. case WZ_HEAVENDRIVE:
  5655. if(sc->data[SC_PETROLOGY_OPTION])
  5656. ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30;
  5657. break;
  5658. }
  5659. }
  5660. if (!(nk&NK_NO_ELEFIX) && skill_id != ASC_BREAKER) // Soul Breaker's magic portion is non-elemental. [Secret]
  5661. ad.damage = battle_attr_fix(src, target, ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  5662. //Apply the physical part of the skill's damage. [Skotlex]
  5663. switch(skill_id) {
  5664. case CR_GRANDCROSS:
  5665. case NPC_GRANDDARKNESS: {
  5666. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  5667. ad.damage = battle_attr_fix(src, target, wd.damage + ad.damage, s_ele, tstatus->def_ele, tstatus->ele_lv) * (100 + 40 * skill_lv) / 100;
  5668. if(src == target) {
  5669. if(src->type == BL_PC)
  5670. ad.damage = ad.damage / 2;
  5671. else
  5672. ad.damage = 0;
  5673. }
  5674. }
  5675. break;
  5676. case SO_VARETYR_SPEAR: {
  5677. struct Damage wd = battle_calc_weapon_attack(src, target, skill_id, skill_lv, mflag);
  5678. ad.damage += wd.damage;
  5679. }
  5680. break;
  5681. }
  5682. #ifndef RENEWAL
  5683. ad.damage += battle_calc_cardfix(BF_MAGIC, src, target, nk, s_ele, 0, ad.damage, 0, ad.flag);
  5684. #endif
  5685. } //Hint: Against plants damage will still be 1 at this point
  5686. //Apply DAMAGE_DIV_FIX and check for min damage
  5687. ad = battle_apply_div_fix(ad, skill_id);
  5688. switch(skill_id) { // These skills will do a GVG fix later
  5689. #ifdef RENEWAL
  5690. case ASC_BREAKER:
  5691. case CR_ACIDDEMONSTRATION:
  5692. return ad; //These skills will do a GVG fix later
  5693. #endif
  5694. default:
  5695. ad.damage = battle_calc_damage(src,target,&ad,ad.damage,skill_id,skill_lv);
  5696. if (map_flag_gvg2(target->m))
  5697. ad.damage = battle_calc_gvg_damage(src,target,ad.damage,skill_id,ad.flag);
  5698. else if (map[target->m].flag.battleground)
  5699. ad.damage = battle_calc_bg_damage(src,target,ad.damage,skill_id,ad.flag);
  5700. break;
  5701. }
  5702. // Skill damage adjustment
  5703. #ifdef ADJUST_SKILL_DAMAGE
  5704. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  5705. MATK_ADDRATE(skill_damage);
  5706. #endif
  5707. battle_absorb_damage(target, &ad);
  5708. //battle_do_reflect(BF_MAGIC,&ad, src, target, skill_id, skill_lv); //WIP [lighta] Magic skill has own handler at skill_attack
  5709. return ad;
  5710. }
  5711. /*==========================================
  5712. * Calculate "misc"-type attacks and skills
  5713. *------------------------------------------
  5714. * Credits:
  5715. * Original coder Skotlex
  5716. * Refined and optimized by helvetica
  5717. */
  5718. struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag)
  5719. {
  5720. #ifdef ADJUST_SKILL_DAMAGE
  5721. int skill_damage = 0;
  5722. #endif
  5723. short i, nk;
  5724. short s_ele;
  5725. struct map_session_data *sd, *tsd;
  5726. struct Damage md; //DO NOT CONFUSE with md of mob_data!
  5727. struct status_data *sstatus = status_get_status_data(src);
  5728. struct status_data *tstatus = status_get_status_data(target);
  5729. memset(&md,0,sizeof(md));
  5730. if (src == NULL || target == NULL) {
  5731. nullpo_info(NLP_MARK);
  5732. return md;
  5733. }
  5734. //Some initial values
  5735. md.amotion = (skill_get_inf(skill_id)&INF_GROUND_SKILL ? 0 : sstatus->amotion);
  5736. md.dmotion = tstatus->dmotion;
  5737. md.div_ = skill_get_num(skill_id,skill_lv);
  5738. md.blewcount = skill_get_blewcount(skill_id,skill_lv);
  5739. md.dmg_lv = ATK_DEF;
  5740. md.flag = BF_MISC|BF_SKILL;
  5741. nk = skill_get_nk(skill_id);
  5742. sd = BL_CAST(BL_PC, src);
  5743. tsd = BL_CAST(BL_PC, target);
  5744. if(sd) {
  5745. sd->state.arrow_atk = 0;
  5746. md.blewcount += battle_blewcount_bonus(sd, skill_id);
  5747. }
  5748. s_ele = skill_get_ele(skill_id, skill_lv);
  5749. if (s_ele < 0 && s_ele != -3) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex]
  5750. s_ele = ELE_NEUTRAL;
  5751. else if (s_ele == -3) { //Use random element
  5752. if (skill_id == SN_FALCONASSAULT) {
  5753. if (sstatus->rhw.ele && !status_get_attack_sc_element(src, status_get_sc(src)))
  5754. s_ele = sstatus->rhw.ele;
  5755. else
  5756. s_ele = status_get_attack_sc_element(src, status_get_sc(src));
  5757. } else
  5758. s_ele = rnd()%ELE_ALL;
  5759. }
  5760. //Skill Range Criteria
  5761. md.flag |= battle_range_type(src, target, skill_id, skill_lv);
  5762. switch (skill_id) {
  5763. case NC_MAGMA_ERUPTION: // 'Eruption' damage
  5764. md.damage = 800 + 200 * skill_lv;
  5765. break;
  5766. case TF_THROWSTONE:
  5767. md.damage = 50;
  5768. md.flag |= BF_WEAPON;
  5769. break;
  5770. #ifdef RENEWAL
  5771. case HT_LANDMINE:
  5772. case MA_LANDMINE:
  5773. case HT_BLASTMINE:
  5774. case HT_CLAYMORETRAP:
  5775. md.damage = skill_lv * sstatus->dex * (3 + status_get_lv(src) / 100) * (1 + sstatus->int_ / 35);
  5776. md.damage += md.damage * (rnd()%20 - 10) / 100;
  5777. md.damage += (sd ? pc_checkskill(sd,RA_RESEARCHTRAP) * 40 : 0);
  5778. break;
  5779. #else
  5780. case HT_LANDMINE:
  5781. case MA_LANDMINE:
  5782. md.damage = skill_lv * (sstatus->dex + 75) * (100 + sstatus->int_) / 100;
  5783. break;
  5784. case HT_BLASTMINE:
  5785. md.damage = skill_lv * (sstatus->dex / 2 + 50) * (100 + sstatus->int_) / 100;
  5786. break;
  5787. case HT_CLAYMORETRAP:
  5788. md.damage = skill_lv * (sstatus->dex / 2 + 75) * (100 + sstatus->int_) / 100;
  5789. break;
  5790. #endif
  5791. case HT_BLITZBEAT:
  5792. case SN_FALCONASSAULT:
  5793. {
  5794. uint16 skill;
  5795. //Blitz-beat Damage
  5796. if(!sd || !(skill = pc_checkskill(sd,HT_STEELCROW)))
  5797. skill = 0;
  5798. md.damage = (sstatus->dex / 10 + sstatus->int_ / 2 + skill * 3 + 40) * 2;
  5799. if(mflag > 1) //Autocasted Blitz
  5800. nk |= NK_SPLASHSPLIT;
  5801. if (skill_id == SN_FALCONASSAULT) {
  5802. //Div fix of Blitzbeat
  5803. DAMAGE_DIV_FIX2(md.damage, skill_get_num(HT_BLITZBEAT, 5));
  5804. //Falcon Assault Modifier
  5805. md.damage = md.damage * (150 + 70 * skill_lv) / 100;
  5806. }
  5807. }
  5808. break;
  5809. #ifdef RENEWAL
  5810. case GS_MAGICALBULLET:
  5811. {
  5812. //Official renewal formula [exneval]
  5813. //Damage = (Final ATK + Final MATK) * Skill modifiers - (eDEF + sDEF + eMDEF + sMDEF)
  5814. short totaldef, totalmdef;
  5815. struct Damage atk, matk;
  5816. atk = battle_calc_weapon_attack(src,target,skill_id,skill_lv,md.miscflag);
  5817. matk = battle_calc_magic_attack(src,target,skill_id,skill_lv,md.miscflag);
  5818. md.damage = atk.damage + matk.damage;
  5819. totaldef = (short)status_get_def(target) + tstatus->def2;
  5820. totalmdef = tstatus->mdef + tstatus->mdef2;
  5821. md.damage -= totaldef + totalmdef;
  5822. md.flag |= BF_WEAPON;
  5823. nk |= NK_IGNORE_FLEE; // Flee already checked in battle_calc_weapon_attack, so don't do it again here [exneval]
  5824. }
  5825. break;
  5826. #endif
  5827. case BA_DISSONANCE:
  5828. md.damage = 30 + skill_lv * 10;
  5829. if (sd)
  5830. md.damage += 3 * pc_checkskill(sd,BA_MUSICALLESSON);
  5831. break;
  5832. case NPC_SELFDESTRUCTION:
  5833. md.damage = sstatus->hp;
  5834. break;
  5835. case NPC_SMOKING:
  5836. md.damage = 3;
  5837. break;
  5838. case NPC_DARKBREATH:
  5839. md.damage = tstatus->max_hp * skill_lv * 10 / 100;
  5840. break;
  5841. case NPC_EVILLAND:
  5842. md.damage = skill_calc_heal(src,target,skill_id,skill_lv,false);
  5843. break;
  5844. case ASC_BREAKER:
  5845. #ifdef RENEWAL
  5846. // Official Renewal formula [helvetica]
  5847. // damage = ((atk + matk) * (3 + (.5 * skill level))) - (edef + sdef + emdef + smdef)
  5848. // atk part takes weapon element, matk part is non-elemental
  5849. // modified def formula
  5850. {
  5851. short totaldef, totalmdef;
  5852. struct Damage atk, matk;
  5853. atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5854. nk |= NK_NO_ELEFIX; // atk part takes on weapon element, matk part is non-elemental
  5855. matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5856. // (atk + matk) * (3 + (.5 * skill level))
  5857. md.damage = ((30 + (5 * skill_lv)) * (atk.damage + matk.damage)) / 10;
  5858. // modified def reduction, final damage = base damage - (edef + sdef + emdef + smdef)
  5859. totaldef = tstatus->def2 + (short)status_get_def(target);
  5860. totalmdef = tstatus->mdef + tstatus->mdef2;
  5861. md.damage -= totaldef + totalmdef;
  5862. }
  5863. #else
  5864. md.damage = 500 + rnd()%500 + 5 * skill_lv * sstatus->int_;
  5865. nk |= NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.
  5866. #endif
  5867. break;
  5868. case HW_GRAVITATION:
  5869. #ifdef RENEWAL
  5870. md.damage = 500 + 100 * skill_lv;
  5871. #else
  5872. md.damage = 200 + 200 * skill_lv;
  5873. #endif
  5874. md.dmotion = 0; //No flinch animation
  5875. break;
  5876. case PA_PRESSURE:
  5877. md.damage = 500 + 300 * skill_lv;
  5878. break;
  5879. case PA_GOSPEL:
  5880. md.damage = 1 + rnd()%9999;
  5881. break;
  5882. case CR_ACIDDEMONSTRATION:
  5883. #ifdef RENEWAL
  5884. // Official Renewal formula [helvetica]
  5885. // damage = 7 * ((atk + matk)/skill level) * (target vit/100)
  5886. // skill is a "forced neutral" type skill, it benefits from weapon element but final damage
  5887. // is considered "neutral" for purposes of resistances
  5888. {
  5889. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5890. struct Damage matk = battle_calc_magic_attack(src, target, skill_id, skill_lv, 0);
  5891. md.damage = 7 * ((atk.damage/skill_lv + matk.damage/skill_lv) * tstatus->vit / 100 );
  5892. // AD benefits from endow/element but damage is forced back to neutral
  5893. md.damage = battle_attr_fix(src, target, md.damage, ELE_NEUTRAL, tstatus->def_ele, tstatus->ele_lv);
  5894. }
  5895. #else
  5896. if(tstatus->vit+sstatus->int_) //crash fix
  5897. md.damage = (int)((int64)7*tstatus->vit*sstatus->int_*sstatus->int_ / (10*(tstatus->vit+sstatus->int_)));
  5898. else
  5899. md.damage = 0;
  5900. if (tsd) md.damage>>=1;
  5901. #endif
  5902. break;
  5903. case NJ_ZENYNAGE:
  5904. case KO_MUCHANAGE:
  5905. md.damage = skill_get_zeny(skill_id, skill_lv);
  5906. if (!md.damage)
  5907. md.damage = (skill_id == NJ_ZENYNAGE ? 2 : 10);
  5908. md.damage = (skill_id == NJ_ZENYNAGE ? rnd()%md.damage + md.damage : md.damage * rnd_value(50,100)) / (skill_id == NJ_ZENYNAGE ? 1 : 100);
  5909. if (sd && skill_id == KO_MUCHANAGE && !pc_checkskill(sd, NJ_TOBIDOUGU))
  5910. md.damage = md.damage / 2;
  5911. if (status_get_class_(target) == CLASS_BOSS) // Specific to Boss Class
  5912. md.damage = md.damage / (skill_id == NJ_ZENYNAGE ? 3 : 2);
  5913. else if (tsd && skill_id == NJ_ZENYNAGE)
  5914. md.damage = md.damage / 2;
  5915. break;
  5916. #ifdef RENEWAL
  5917. case NJ_ISSEN:
  5918. // Official Renewal formula [helvetica]
  5919. // base damage = currenthp + ((atk * currenthp * skill level) / maxhp)
  5920. // final damage = base damage + ((mirror image count + 1) / 5 * base damage) - (edef + sdef)
  5921. // modified def formula
  5922. {
  5923. short totaldef;
  5924. struct Damage atk = battle_calc_weapon_attack(src, target, skill_id, skill_lv, 0);
  5925. struct status_change *sc = status_get_sc(src);
  5926. md.damage = (int64)sstatus->hp + (atk.damage * (int64)sstatus->hp * skill_lv) / (int64)sstatus->max_hp;
  5927. if (sc && sc->data[SC_BUNSINJYUTSU] && (i = sc->data[SC_BUNSINJYUTSU]->val2) > 0) { // mirror image bonus only occurs if active
  5928. md.div_ = -(i + 2); // mirror image count + 2
  5929. md.damage += (md.damage * (((i + 1) * 10) / 5)) / 10;
  5930. }
  5931. // modified def reduction, final damage = base damage - (edef + sdef)
  5932. totaldef = tstatus->def2 + (short)status_get_def(target);
  5933. md.damage -= totaldef;
  5934. md.flag |= BF_WEAPON;
  5935. }
  5936. break;
  5937. #endif
  5938. case GS_FLING:
  5939. md.damage = (sd ? sd->status.job_level : status_get_lv(src));
  5940. break;
  5941. case HVAN_EXPLOSION: //[orn]
  5942. md.damage = (int64)sstatus->max_hp * (50 + 50 * skill_lv) / 100;
  5943. break;
  5944. case RA_CLUSTERBOMB:
  5945. case RA_FIRINGTRAP:
  5946. case RA_ICEBOUNDTRAP:
  5947. md.damage = skill_lv * status_get_dex(src) + status_get_int(src) * 5 ;
  5948. RE_LVL_TMDMOD();
  5949. if(sd) {
  5950. int researchskill_lv = pc_checkskill(sd,RA_RESEARCHTRAP);
  5951. if(researchskill_lv)
  5952. md.damage = md.damage * 20 * researchskill_lv / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  5953. else
  5954. md.damage = 0;
  5955. } else
  5956. md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB ? 50 : 100);
  5957. nk |= NK_NO_ELEFIX|NK_IGNORE_FLEE|NK_NO_CARDFIX_DEF;
  5958. break;
  5959. case WM_SOUND_OF_DESTRUCTION:
  5960. md.damage = 1000 * skill_lv + sstatus->int_ * ((sd) ? pc_checkskill(sd,WM_LESSON) : 1);
  5961. md.damage += md.damage * 10 * ((sd) ? battle_calc_chorusbonus(sd) / 100 : 0);
  5962. break;
  5963. case GN_THORNS_TRAP:
  5964. md.damage = 100 + 200 * skill_lv + status_get_int(src);
  5965. break;
  5966. case GN_HELLS_PLANT_ATK:
  5967. //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
  5968. md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( status_get_int(src) * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - ((sd) ? pc_checkskill(sd,AM_CANNIBALIZE) : 0)) );
  5969. break;
  5970. case RL_B_TRAP:
  5971. // kRO 2014-02-12: Damage: Caster's DEX, Target's current HP, Skill Level
  5972. md.damage = ((200 + status_get_dex(src)) * skill_lv * 10) + sstatus->hp; // (custom)
  5973. break;
  5974. case MH_EQC:
  5975. md.damage = max(tstatus->hp - sstatus->hp, 0);
  5976. break;
  5977. }
  5978. if (nk&NK_SPLASHSPLIT) { // Divide ATK among targets
  5979. if(mflag > 0)
  5980. md.damage /= mflag;
  5981. else
  5982. ShowError("0 enemies targeted by %d:%s, divide per 0 avoided!\n", skill_id, skill_get_name(skill_id));
  5983. }
  5984. if (!(nk&NK_IGNORE_FLEE)) {
  5985. struct status_change *sc = status_get_sc(target);
  5986. i = 0; //Temp for "hit or no hit"
  5987. if(sc && sc->opt1 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
  5988. i = 1;
  5989. else {
  5990. short
  5991. flee = tstatus->flee,
  5992. #ifdef RENEWAL
  5993. hitrate = 0; //Default hitrate
  5994. #else
  5995. hitrate = 80; //Default hitrate
  5996. #endif
  5997. if(battle_config.agi_penalty_type && battle_config.agi_penalty_target&target->type) {
  5998. unsigned char attacker_count = unit_counttargeted(target); //256 max targets should be a sane max
  5999. if(attacker_count >= battle_config.agi_penalty_count) {
  6000. if (battle_config.agi_penalty_type == 1)
  6001. flee = (flee * (100 - (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100;
  6002. else //assume type 2: absolute reduction
  6003. flee -= (attacker_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num;
  6004. if(flee < 1)
  6005. flee = 1;
  6006. }
  6007. }
  6008. hitrate += sstatus->hit - flee;
  6009. #ifdef RENEWAL
  6010. if( sd ) //in Renewal hit bonus from Vultures Eye is not shown anymore in status window
  6011. hitrate += pc_checkskill(sd,AC_VULTURE);
  6012. #endif
  6013. hitrate = cap_value(hitrate, battle_config.min_hitrate, battle_config.max_hitrate);
  6014. if(rnd()%100 < hitrate)
  6015. i = 1;
  6016. }
  6017. if (!i) {
  6018. md.damage = 0;
  6019. md.dmg_lv = ATK_FLEE;
  6020. }
  6021. }
  6022. switch(skill_id) {
  6023. #ifdef RENEWAL
  6024. case GS_MAGICALBULLET:
  6025. break; // Card fix already done
  6026. #endif
  6027. default:
  6028. md.damage += battle_calc_cardfix(BF_MISC, src, target, nk, s_ele, 0, md.damage, 0, md.flag);
  6029. break;
  6030. }
  6031. if (sd && (i = pc_skillatk_bonus(sd, skill_id)))
  6032. md.damage += (int64)md.damage*i/100;
  6033. if (tsd && (i = pc_sub_skillatk_bonus(tsd, skill_id)))
  6034. md.damage -= (int64)md.damage*i/100;
  6035. if(!(nk&NK_NO_ELEFIX))
  6036. md.damage=battle_attr_fix(src, target, md.damage, s_ele, tstatus->def_ele, tstatus->ele_lv);
  6037. //Plant damage
  6038. if(md.damage < 0)
  6039. md.damage = 0;
  6040. else if(md.damage && is_infinite_defense(target, md.flag)) {
  6041. md.damage = 1;
  6042. }
  6043. //Apply DAMAGE_DIV_FIX and check for min damage
  6044. md = battle_apply_div_fix(md, skill_id);
  6045. switch(skill_id) {
  6046. case RA_FIRINGTRAP:
  6047. case RA_ICEBOUNDTRAP:
  6048. if (md.damage == 1)
  6049. break;
  6050. case RA_CLUSTERBOMB:
  6051. {
  6052. struct Damage wd = battle_calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
  6053. md.damage += wd.damage;
  6054. }
  6055. break;
  6056. case NJ_ZENYNAGE:
  6057. if (sd) {
  6058. if (md.damage > sd->status.zeny)
  6059. md.damage = sd->status.zeny;
  6060. pc_payzeny(sd,(int)cap_value(md.damage, INT_MIN, INT_MAX),LOG_TYPE_STEAL,NULL);
  6061. }
  6062. break;
  6063. }
  6064. switch(skill_id) {
  6065. #ifdef RENEWAL
  6066. case GS_MAGICALBULLET:
  6067. break; // GVG fix already done
  6068. #endif
  6069. default:
  6070. md.damage = battle_calc_damage(src,target,&md,md.damage,skill_id,skill_lv);
  6071. if(map_flag_gvg2(target->m))
  6072. md.damage = battle_calc_gvg_damage(src,target,md.damage,skill_id,md.flag);
  6073. else if(map[target->m].flag.battleground)
  6074. md.damage = battle_calc_bg_damage(src,target,md.damage,skill_id,md.flag);
  6075. break;
  6076. }
  6077. // Skill damage adjustment
  6078. #ifdef ADJUST_SKILL_DAMAGE
  6079. if ((skill_damage = battle_skill_damage(src,target,skill_id)) != 0)
  6080. md.damage += (int64)md.damage * skill_damage / 100;
  6081. #endif
  6082. battle_absorb_damage(target, &md);
  6083. battle_do_reflect(BF_MISC,&md, src, target, skill_id, skill_lv); //WIP [lighta]
  6084. return md;
  6085. }
  6086. /*==========================================
  6087. * Battle main entry, from skill_attack
  6088. *------------------------------------------
  6089. * Credits:
  6090. * Original coder unknown
  6091. * Initial refactoring by Baalberith
  6092. * Refined and optimized by helvetica
  6093. */
  6094. struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,uint16 skill_id,uint16 skill_lv,int flag)
  6095. {
  6096. struct Damage d;
  6097. switch(attack_type) {
  6098. case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_id,skill_lv,flag); break;
  6099. case BF_MAGIC: d = battle_calc_magic_attack(bl,target,skill_id,skill_lv,flag); break;
  6100. case BF_MISC: d = battle_calc_misc_attack(bl,target,skill_id,skill_lv,flag); break;
  6101. default:
  6102. ShowError("battle_calc_attack: unknown attack type! %d (skill_id=%d, skill_lv=%d)\n", attack_type, skill_id, skill_lv);
  6103. memset(&d,0,sizeof(d));
  6104. break;
  6105. }
  6106. if( d.damage + d.damage2 < 1 )
  6107. { //Miss/Absorbed
  6108. //Weapon attacks should go through to cause additional effects.
  6109. if (d.dmg_lv == ATK_DEF /*&& attack_type&(BF_MAGIC|BF_MISC)*/) // Isn't it that additional effects don't apply if miss?
  6110. d.dmg_lv = ATK_MISS;
  6111. d.dmotion = 0;
  6112. }
  6113. else // Some skills like Weaponry Research will cause damage even if attack is dodged
  6114. d.dmg_lv = ATK_DEF;
  6115. return d;
  6116. }
  6117. /*==========================================
  6118. * Final damage return function
  6119. *------------------------------------------
  6120. * Credits:
  6121. * Original coder unknown
  6122. * Initial refactoring by Baalberith
  6123. * Refined and optimized by helvetica
  6124. */
  6125. int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, bool status_reflect){
  6126. struct map_session_data* sd;
  6127. int64 rdamage = 0, damage = *dmg;
  6128. int max_damage = status_get_max_hp(bl);
  6129. struct status_change *sc, *ssc;
  6130. sd = BL_CAST(BL_PC, bl);
  6131. sc = status_get_sc(bl);
  6132. ssc = status_get_sc(src);
  6133. if (flag & BF_SHORT) {//Bounces back part of the damage.
  6134. if ( !status_reflect && sd && sd->bonus.short_weapon_damage_return ) {
  6135. rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
  6136. rdamage = i64max(rdamage,1);
  6137. } else if( status_reflect && sc && sc->count ) {
  6138. if( sc->data[SC_REFLECTSHIELD] ) {
  6139. struct status_change_entry *sce_d;
  6140. struct block_list *d_bl = NULL;
  6141. if( (sce_d = sc->data[SC_DEVOTION]) && (d_bl = map_id2bl(sce_d->val1)) &&
  6142. ((d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  6143. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce_d->val2] == bl->id)) )
  6144. { //Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6145. if( (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4) ||
  6146. !check_distance_bl(bl,d_bl,sce_d->val3) )
  6147. return 0;
  6148. }
  6149. }
  6150. if( sc->data[SC_REFLECTDAMAGE] && !(skill_get_inf2(skill_id)&INF2_TRAP)) {
  6151. if( rnd()%100 <= sc->data[SC_REFLECTDAMAGE]->val1*10 + 30 ){
  6152. max_damage = (int64)max_damage * status_get_lv(bl) / 100;
  6153. rdamage = (*dmg) * sc->data[SC_REFLECTDAMAGE]->val2 / 100;
  6154. if( --(sc->data[SC_REFLECTDAMAGE]->val3) < 1)
  6155. status_change_end(bl,SC_REFLECTDAMAGE,INVALID_TIMER);
  6156. }
  6157. } else {
  6158. if ( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) {
  6159. // Don't reflect non-skill attack if has SC_REFLECTSHIELD from Devotion bonus inheritance
  6160. if (!skill_id && battle_config.devotion_rdamage_skill_only && sc->data[SC_REFLECTSHIELD]->val4)
  6161. rdamage = 0;
  6162. else {
  6163. rdamage += damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
  6164. if (rdamage < 1)
  6165. rdamage = 1;
  6166. }
  6167. }
  6168. if (sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && skill_id != GN_HELLS_PLANT_ATK && !status_bl_has_mode(src,MD_STATUS_IMMUNE)) {
  6169. if (distance_bl(src,bl) <= 0 || !map_check_dir(map_calc_dir(bl,src->x,src->y), unit_getdir(bl))) {
  6170. int64 rd1 = 0;
  6171. rd1 = min(damage,status_get_max_hp(bl)) * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
  6172. *dmg = rd1 * 30 / 100; // Received damage = 30% of amplified damage.
  6173. clif_skill_damage(src, bl, gettick(), status_get_amotion(src), 0, -30000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, DMG_SKILL);
  6174. skill_blown(bl, src, skill_get_blewcount(RK_DEATHBOUND, 1), unit_getdir(src), 0);
  6175. status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
  6176. rdamage += rd1 * 70 / 100; // Target receives 70% of the amplified damage. [Rytech]
  6177. }
  6178. }
  6179. if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !status_bl_has_mode(src,MD_STATUS_IMMUNE) ){
  6180. rdamage += damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100;
  6181. if (rdamage < 1) rdamage = 1;
  6182. }
  6183. }
  6184. }
  6185. } else {
  6186. if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) {
  6187. rdamage += damage * sd->bonus.long_weapon_damage_return / 100;
  6188. if (rdamage < 1) rdamage = 1;
  6189. }
  6190. }
  6191. if (ssc && ssc->data[SC_INSPIRATION]) {
  6192. rdamage += damage / 100;
  6193. #ifdef RENEWAL
  6194. rdamage = cap_value(rdamage, 1, max_damage);
  6195. #else
  6196. rdamage = i64max(rdamage,1);
  6197. #endif
  6198. }
  6199. if (sc && sc->data[SC_KYOMU] && (!ssc || !ssc->data[SC_SHIELDSPELL_DEF])) // Nullify reflecting ability except for Shield Spell - Def
  6200. rdamage = 0;
  6201. return cap_value(min(rdamage,max_damage),INT_MIN,INT_MAX);
  6202. }
  6203. /**
  6204. * Calculate vanish from target
  6205. * @param sd: Player with vanish item
  6206. * @param target: Target to vanish HP/SP
  6207. * @param wd: Reference to Damage struct
  6208. */
  6209. bool battle_vanish(struct map_session_data *sd, struct block_list *target, struct Damage *wd)
  6210. {
  6211. struct status_data *tstatus;
  6212. int race;
  6213. nullpo_retr(false, sd);
  6214. nullpo_retr(false, target);
  6215. nullpo_retr(false, wd);
  6216. tstatus = status_get_status_data(target);
  6217. race = status_get_race(target);
  6218. wd->isspdamage = false;
  6219. if (wd->flag) {
  6220. // bHPVanishRaceRate
  6221. short vellum_rate_hp = cap_value(sd->hp_vanish_race[race].rate + sd->hp_vanish_race[RC_ALL].rate, 0, SHRT_MAX);
  6222. short vellum_hp = cap_value(sd->hp_vanish_race[race].per + sd->hp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6223. // bSPVanishRaceRate
  6224. short vellum_rate_sp = cap_value(sd->sp_vanish_race[race].rate + sd->sp_vanish_race[RC_ALL].rate, 0, SHRT_MAX);
  6225. short vellum_sp = cap_value(sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6226. // The HP and SP vanish bonus from these items can't stack because of the special damage display.
  6227. if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 10000 || rnd()%10000 < vellum_rate_hp)) {
  6228. wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
  6229. wd->damage2 = 0;
  6230. } else if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 10000 || rnd()%10000 < vellum_rate_sp)) {
  6231. wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
  6232. wd->damage2 = 0;
  6233. wd->isspdamage = true;
  6234. } else // No damage
  6235. return false;
  6236. return true;
  6237. } else {
  6238. // bHPVanishRate
  6239. short vrate_hp = cap_value(sd->bonus.hp_vanish_rate * 10, 0, SHRT_MAX);
  6240. short v_hp = cap_value(sd->bonus.hp_vanish_per, SHRT_MIN, SHRT_MAX);
  6241. // bSPVanishRate
  6242. short vrate_sp = cap_value(sd->bonus.sp_vanish_rate * 10, 0, SHRT_MAX);
  6243. short v_sp = cap_value(sd->bonus.sp_vanish_per + sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per, SHRT_MIN, SHRT_MAX);
  6244. if (v_hp && vrate_hp && (vrate_hp >= 10000 || rnd()%10000 < vrate_hp))
  6245. v_hp = -v_hp;
  6246. else
  6247. v_hp = 0;
  6248. if (v_sp && vrate_sp && (vrate_sp >= 10000 || rnd()%10000 < vrate_sp))
  6249. v_sp = -v_sp;
  6250. else
  6251. v_sp = 0;
  6252. if ( v_hp < 0 || v_sp < 0 )
  6253. status_percent_damage(&sd->bl, target, (int8)v_hp, (int8)v_sp, false);
  6254. return false;
  6255. }
  6256. }
  6257. /*===========================================
  6258. * Perform battle drain effects (HP/SP loss)
  6259. *-------------------------------------------*/
  6260. void battle_drain(struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int class_)
  6261. {
  6262. struct weapon_data *wd;
  6263. struct Damage d;
  6264. int64 *damage;
  6265. int thp = 0, // HP gained
  6266. tsp = 0, // SP gained
  6267. //rhp = 0, // HP reduced from target
  6268. //rsp = 0, // SP reduced from target
  6269. hp = 0, sp = 0;
  6270. uint8 i = 0;
  6271. if (!CHK_RACE(race) && !CHK_CLASS(class_))
  6272. return;
  6273. memset(&d, 0, sizeof(d));
  6274. // Check for vanish HP/SP. !CHECKME: Which first, drain or vanish?
  6275. battle_vanish(sd, tbl, &d);
  6276. // Check for drain HP/SP
  6277. hp = sp = i = 0;
  6278. for (i = 0; i < 4; i++) {
  6279. //First two iterations: Right hand
  6280. if (i < 2) {
  6281. wd = &sd->right_weapon;
  6282. damage = &rdamage;
  6283. }
  6284. else {
  6285. wd = &sd->left_weapon;
  6286. damage = &ldamage;
  6287. }
  6288. if (*damage <= 0)
  6289. continue;
  6290. if( i == 1 || i == 3 ) {
  6291. hp = wd->hp_drain_class[class_] + wd->hp_drain_class[CLASS_ALL];
  6292. hp += battle_calc_drain(*damage, wd->hp_drain_rate.rate, wd->hp_drain_rate.per);
  6293. sp = wd->sp_drain_class[class_] + wd->sp_drain_class[CLASS_ALL];
  6294. sp += battle_calc_drain(*damage, wd->sp_drain_rate.rate, wd->sp_drain_rate.per);
  6295. if( hp ) {
  6296. //rhp += hp;
  6297. thp += hp;
  6298. }
  6299. if( sp ) {
  6300. //rsp += sp;
  6301. tsp += sp;
  6302. }
  6303. } else {
  6304. hp = wd->hp_drain_race[race] + wd->hp_drain_race[RC_ALL];
  6305. sp = wd->sp_drain_race[race] + wd->sp_drain_race[RC_ALL];
  6306. if( hp ) {
  6307. //rhp += hp;
  6308. thp += hp;
  6309. }
  6310. if( sp ) {
  6311. //rsp += sp;
  6312. tsp += sp;
  6313. }
  6314. }
  6315. }
  6316. if (!thp && !tsp)
  6317. return;
  6318. status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
  6319. //if (rhp || rsp)
  6320. // status_zap(tbl, rhp, rsp);
  6321. }
  6322. /*===========================================
  6323. * Deals the same damage to targets in area.
  6324. *-------------------------------------------
  6325. * Credits:
  6326. * Original coder pakpil
  6327. */
  6328. int battle_damage_area(struct block_list *bl, va_list ap) {
  6329. unsigned int tick;
  6330. int64 damage;
  6331. int amotion, dmotion;
  6332. struct block_list *src;
  6333. nullpo_ret(bl);
  6334. tick = va_arg(ap, unsigned int);
  6335. src = va_arg(ap,struct block_list *);
  6336. amotion = va_arg(ap,int);
  6337. dmotion = va_arg(ap,int);
  6338. damage = va_arg(ap,int);
  6339. if (status_bl_has_mode(bl, MD_SKILL_IMMUNE) || status_get_class(bl) == MOBID_EMPERIUM)
  6340. return 0;
  6341. if( bl != src && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  6342. map_freeblock_lock();
  6343. if( src->type == BL_PC )
  6344. battle_drain((TBL_PC*)src, bl, damage, damage, status_get_race(bl), status_get_class_(bl));
  6345. if( amotion )
  6346. battle_delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true,false);
  6347. else
  6348. status_fix_damage(src,bl,damage,0);
  6349. clif_damage(bl,bl,tick,amotion,dmotion,damage,1,DMG_ENDURE,0,false);
  6350. skill_additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  6351. map_freeblock_unlock();
  6352. }
  6353. return 0;
  6354. }
  6355. /*==========================================
  6356. * Do a basic physical attack (call through unit_attack_timer)
  6357. *------------------------------------------*/
  6358. enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, unsigned int tick, int flag) {
  6359. struct map_session_data *sd = NULL, *tsd = NULL;
  6360. struct status_data *sstatus, *tstatus;
  6361. struct status_change *sc, *tsc;
  6362. int64 damage;
  6363. int skillv;
  6364. struct Damage wd;
  6365. bool vanish_damage = false;
  6366. nullpo_retr(ATK_NONE, src);
  6367. nullpo_retr(ATK_NONE, target);
  6368. if (src->prev == NULL || target->prev == NULL)
  6369. return ATK_NONE;
  6370. sd = BL_CAST(BL_PC, src);
  6371. tsd = BL_CAST(BL_PC, target);
  6372. sstatus = status_get_status_data(src);
  6373. tstatus = status_get_status_data(target);
  6374. sc = status_get_sc(src);
  6375. tsc = status_get_sc(target);
  6376. if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
  6377. sc = NULL;
  6378. if (tsc && !tsc->count)
  6379. tsc = NULL;
  6380. if (sd)
  6381. {
  6382. sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
  6383. if (sd->state.arrow_atk)
  6384. {
  6385. short index = sd->equip_index[EQI_AMMO];
  6386. if (index < 0) {
  6387. if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
  6388. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6389. else
  6390. clif_arrow_fail(sd,0);
  6391. return ATK_NONE;
  6392. }
  6393. //Ammo check by Ishizu-chan
  6394. if (sd->inventory_data[index]) {
  6395. switch (sd->status.weapon) {
  6396. case W_BOW:
  6397. if (sd->inventory_data[index]->look != A_ARROW) {
  6398. clif_arrow_fail(sd,0);
  6399. return ATK_NONE;
  6400. }
  6401. break;
  6402. case W_REVOLVER:
  6403. case W_RIFLE:
  6404. case W_GATLING:
  6405. case W_SHOTGUN:
  6406. if (sd->inventory_data[index]->look != A_BULLET) {
  6407. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6408. return ATK_NONE;
  6409. }
  6410. break;
  6411. case W_GRENADE:
  6412. if (sd->inventory_data[index]->look != A_GRENADE) {
  6413. clif_skill_fail(sd,0,USESKILL_FAIL_NEED_MORE_BULLET,0);
  6414. return ATK_NONE;
  6415. }
  6416. break;
  6417. }
  6418. }
  6419. }
  6420. }
  6421. if (sc && sc->count) {
  6422. if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4 & 2))
  6423. status_change_end(src, SC_CLOAKING, INVALID_TIMER);
  6424. else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
  6425. status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
  6426. }
  6427. if (tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1)) {
  6428. uint8 dir = map_calc_dir(target,src->x,src->y);
  6429. int t_dir = unit_getdir(target);
  6430. int dist = distance_bl(src, target);
  6431. if (dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) {
  6432. uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1;
  6433. clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
  6434. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6435. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER);
  6436. skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0);
  6437. return ATK_BLOCK;
  6438. }
  6439. }
  6440. if( tsc && tsc->data[SC_BLADESTOP_WAIT] && status_get_class_(src) != CLASS_BOSS && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) )
  6441. {
  6442. uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1;
  6443. int duration = skill_get_time2(MO_BLADESTOP,skill_lv);
  6444. status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER);
  6445. if(sc_start4(src,src, SC_BLADESTOP, 100, sd?pc_checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration))
  6446. { //Target locked.
  6447. clif_damage(src, target, tick, sstatus->amotion, 1, 0, 1, DMG_NORMAL, 0, false); //Display MISS.
  6448. clif_bladestop(target, src->id, 1);
  6449. sc_start4(src,target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration);
  6450. return ATK_BLOCK;
  6451. }
  6452. }
  6453. if(sd && (skillv = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0) {
  6454. int triple_rate= 30 - skillv; //Base Rate
  6455. if (sc && sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == MO_TRIPLEATTACK) {
  6456. triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP]->val2)/100;
  6457. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  6458. }
  6459. if (rnd()%100 < triple_rate) {
  6460. //Need to apply canact_tick here because it doesn't go through skill_castend_id
  6461. sd->ud.canact_tick = max(tick + skill_delayfix(src, MO_TRIPLEATTACK, skillv), sd->ud.canact_tick);
  6462. if( skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,skillv,tick,0) )
  6463. return ATK_DEF;
  6464. return ATK_MISS;
  6465. }
  6466. }
  6467. if (sc) {
  6468. if (sc->data[SC_SACRIFICE]) {
  6469. uint16 skill_lv = sc->data[SC_SACRIFICE]->val1;
  6470. damage_lv ret_val;
  6471. if( --sc->data[SC_SACRIFICE]->val2 <= 0 )
  6472. status_change_end(src, SC_SACRIFICE, INVALID_TIMER);
  6473. /**
  6474. * We need to calculate the DMG before the hp reduction, because it can kill the source.
  6475. * For further information: bugreport:4950
  6476. */
  6477. ret_val = (damage_lv)skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,skill_lv,tick,0);
  6478. status_zap(src, sstatus->max_hp*9/100, 0);//Damage to self is always 9%
  6479. if( ret_val == ATK_NONE )
  6480. return ATK_MISS;
  6481. return ret_val;
  6482. }
  6483. if (sc->data[SC_MAGICALATTACK]) {
  6484. if( skill_attack(BF_MAGIC,src,src,target,NPC_MAGICALATTACK,sc->data[SC_MAGICALATTACK]->val1,tick,0) )
  6485. return ATK_DEF;
  6486. return ATK_MISS;
  6487. }
  6488. if( sc->data[SC_GT_ENERGYGAIN] ) {
  6489. int spheres = 5;
  6490. if( sc->data[SC_RAISINGDRAGON] )
  6491. spheres += sc->data[SC_RAISINGDRAGON]->val1;
  6492. if( sd && rnd()%100 < sc->data[SC_GT_ENERGYGAIN]->val2 )
  6493. pc_addspiritball(sd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, sc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6494. }
  6495. }
  6496. if( tsc && tsc->data[SC_GT_ENERGYGAIN] ) {
  6497. int spheres = 5;
  6498. if( tsc->data[SC_RAISINGDRAGON] )
  6499. spheres += tsc->data[SC_RAISINGDRAGON]->val1;
  6500. if( tsd && rnd()%100 < tsc->data[SC_GT_ENERGYGAIN]->val2 )
  6501. pc_addspiritball(tsd, skill_get_time2(SR_GENTLETOUCH_ENERGYGAIN, tsc->data[SC_GT_ENERGYGAIN]->val1), spheres);
  6502. }
  6503. if (tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < tsc->data[SC_MTF_MLEATKED]->val2)
  6504. clif_skill_nodamage(target, target, SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1, sc_start(src, target, SC_ENDURE, 100, tsc->data[SC_MTF_MLEATKED]->val1, skill_get_time(SM_ENDURE, tsc->data[SC_MTF_MLEATKED]->val1)));
  6505. if(tsc && tsc->data[SC_KAAHI] && tstatus->hp < tstatus->max_hp && status_charge(target, 0, tsc->data[SC_KAAHI]->val3)) {
  6506. int hp_heal = tstatus->max_hp - tstatus->hp;
  6507. if (hp_heal > tsc->data[SC_KAAHI]->val2)
  6508. hp_heal = tsc->data[SC_KAAHI]->val2;
  6509. if (hp_heal)
  6510. status_heal(target, hp_heal, 0, 2);
  6511. }
  6512. wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
  6513. wd.isspdamage = false; // Default normal attacks to non-SP Damage attack until battle_vanish is determined
  6514. if (sd && wd.damage + wd.damage2 > 0)
  6515. vanish_damage = battle_vanish(sd, target, &wd);
  6516. if( sc && sc->count ) {
  6517. if (sc->data[SC_EXEEDBREAK]) {
  6518. if (!is_infinite_defense(target, wd.flag) && !vanish_damage)
  6519. wd.damage *= sc->data[SC_EXEEDBREAK]->val2 / 100;
  6520. status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER);
  6521. }
  6522. if( sc->data[SC_SPELLFIST] ) {
  6523. if( --(sc->data[SC_SPELLFIST]->val1) >= 0 && !vanish_damage ){
  6524. if (!is_infinite_defense(target, wd.flag)) {
  6525. struct Damage ad = battle_calc_attack(BF_MAGIC, src, target, sc->data[SC_SPELLFIST]->val3, sc->data[SC_SPELLFIST]->val4, flag | BF_SHORT);
  6526. wd.damage = ad.damage;
  6527. DAMAGE_DIV_FIX(wd.damage, wd.div_); // Double the damage for multiple hits.
  6528. } else {
  6529. wd.damage = 1;
  6530. DAMAGE_DIV_FIX(wd.damage, wd.div_);
  6531. }
  6532. } else
  6533. status_change_end(src,SC_SPELLFIST,INVALID_TIMER);
  6534. }
  6535. if( sc->data[SC_GIANTGROWTH] && (wd.flag&BF_SHORT) && rnd()%100 < sc->data[SC_GIANTGROWTH]->val2 && !is_infinite_defense(target, wd.flag) && !vanish_damage )
  6536. wd.damage *= 3; // Triple Damage
  6537. if( sd && battle_config.arrow_decrement && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0) {
  6538. short idx = sd->equip_index[EQI_AMMO];
  6539. if (idx >= 0 && sd->status.inventory[idx].amount >= sc->data[SC_FEARBREEZE]->val4) {
  6540. pc_delitem(sd,idx,sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME);
  6541. sc->data[SC_FEARBREEZE]->val4 = 0;
  6542. }
  6543. }
  6544. }
  6545. if (sd && sd->state.arrow_atk) //Consume arrow.
  6546. battle_consume_ammo(sd, 0, 0);
  6547. damage = wd.damage + wd.damage2;
  6548. if( damage > 0 && src != target )
  6549. {
  6550. if( sc && sc->data[SC_DUPLELIGHT] && (wd.flag&BF_SHORT) && rnd()%100 <= 10+2*sc->data[SC_DUPLELIGHT]->val1 )
  6551. { // Activates it only from melee damage
  6552. uint16 skill_id;
  6553. if( rnd()%2 == 1 )
  6554. skill_id = AB_DUPLELIGHT_MELEE;
  6555. else
  6556. skill_id = AB_DUPLELIGHT_MAGIC;
  6557. skill_attack(skill_get_type(skill_id), src, src, target, skill_id, sc->data[SC_DUPLELIGHT]->val1, tick, SD_LEVEL);
  6558. }
  6559. }
  6560. wd.dmotion = clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2, wd.isspdamage);
  6561. if (sd && sd->bonus.splash_range > 0 && damage > 0)
  6562. skill_castend_damage_id(src, target, 0, 1, tick, 0);
  6563. if ( target->type == BL_SKILL && damage > 0 ) {
  6564. TBL_SKILL *su = (TBL_SKILL*)target;
  6565. if (su && su->group) {
  6566. if (su->group->skill_id == HT_BLASTMINE)
  6567. skill_blown(src, target, 3, -1, 0);
  6568. if (su->group->skill_id == GN_WALLOFTHORN) {
  6569. if (--su->val2 <= 0)
  6570. skill_delunit(su);
  6571. }
  6572. }
  6573. }
  6574. map_freeblock_lock();
  6575. if( skill_check_shadowform(target, damage, wd.div_) ) {
  6576. if( !status_isdead(target) )
  6577. skill_additional_effect(src, target, 0, 0, wd.flag, wd.dmg_lv, tick);
  6578. if( wd.dmg_lv > ATK_BLOCK )
  6579. skill_counter_additional_effect(src, target, 0, 0, wd.flag, tick);
  6580. } else
  6581. battle_delay_damage(tick, wd.amotion, src, target, wd.flag, 0, 0, damage, wd.dmg_lv, wd.dmotion, true, wd.isspdamage);
  6582. if( tsc ) {
  6583. if( tsc->data[SC_DEVOTION] ) {
  6584. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  6585. struct block_list *d_bl = map_id2bl(sce->val1);
  6586. if( d_bl && (
  6587. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  6588. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  6589. ) && check_distance_bl(target, d_bl, sce->val3) )
  6590. {
  6591. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  6592. status_fix_damage(NULL, d_bl, damage, 0);
  6593. }
  6594. else
  6595. status_change_end(target, SC_DEVOTION, INVALID_TIMER);
  6596. }
  6597. if (target->type == BL_PC && (wd.flag&BF_SHORT) && tsc->data[SC_CIRCLE_OF_FIRE_OPTION]) {
  6598. struct elemental_data *ed = ((TBL_PC*)target)->ed;
  6599. if (ed) {
  6600. clif_skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, DMG_SKILL);
  6601. skill_attack(BF_WEAPON,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag);
  6602. }
  6603. }
  6604. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  6605. struct block_list *e_bl = map_id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
  6606. if (e_bl && !status_isdead(e_bl)) {
  6607. clif_damage(e_bl, e_bl, tick, 0, 0, damage, wd.div_, DMG_NORMAL, 0, false);
  6608. status_fix_damage(NULL, e_bl, damage, 0);
  6609. }
  6610. }
  6611. }
  6612. if (sc && sc->data[SC_AUTOSPELL] && rnd()%100 < sc->data[SC_AUTOSPELL]->val4) {
  6613. int sp = 0;
  6614. uint16 skill_id = sc->data[SC_AUTOSPELL]->val2;
  6615. uint16 skill_lv = sc->data[SC_AUTOSPELL]->val3;
  6616. int i = rnd()%100;
  6617. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_SAGE)
  6618. i = 0; //Max chance, no skill_lv reduction. [Skotlex]
  6619. //reduction only for skill_lv > 1
  6620. if (skill_lv > 1) {
  6621. if (i >= 50) skill_lv /= 2;
  6622. else if (i >= 15) skill_lv--;
  6623. }
  6624. sp = skill_get_sp(skill_id,skill_lv) * 2 / 3;
  6625. if (status_charge(src, 0, sp)) {
  6626. struct unit_data *ud = unit_bl2ud(src);
  6627. switch (skill_get_casttype(skill_id)) {
  6628. case CAST_GROUND:
  6629. skill_castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
  6630. break;
  6631. case CAST_NODAMAGE:
  6632. skill_castend_nodamage_id(src, target, skill_id, skill_lv, tick, flag);
  6633. break;
  6634. case CAST_DAMAGE:
  6635. skill_castend_damage_id(src, target, skill_id, skill_lv, tick, flag);
  6636. break;
  6637. }
  6638. if (ud) {
  6639. int autospell_tick = skill_delayfix(src, skill_id, skill_lv);
  6640. if (DIFF_TICK(ud->canact_tick, tick + autospell_tick) < 0) {
  6641. ud->canact_tick = max(tick + autospell_tick, ud->canact_tick);
  6642. if (battle_config.display_status_timers && sd)
  6643. clif_status_change(src, SI_ACTIONDELAY, 1, autospell_tick, 0, 0, 0);
  6644. }
  6645. }
  6646. }
  6647. }
  6648. if (sd) {
  6649. uint16 r_skill = 0, sk_idx = 0;
  6650. if( wd.flag&BF_SHORT && sc && sc->data[SC__AUTOSHADOWSPELL] && rnd()%100 < sc->data[SC__AUTOSHADOWSPELL]->val3 &&
  6651. (r_skill = (uint16)sc->data[SC__AUTOSHADOWSPELL]->val1) && (sk_idx = skill_get_index(r_skill)) &&
  6652. sd->status.skill[sk_idx].id != 0 && sd->status.skill[sk_idx].flag == SKILL_FLAG_PLAGIARIZED )
  6653. {
  6654. int r_lv = sc->data[SC__AUTOSHADOWSPELL]->val2;
  6655. if (r_skill != AL_HOLYLIGHT && r_skill != PR_MAGNUS) {
  6656. int type;
  6657. if( (type = skill_get_casttype(r_skill)) == CAST_GROUND ) {
  6658. int maxcount = 0;
  6659. if( !(BL_PC&battle_config.skill_reiteration) &&
  6660. skill_get_unit_flag(r_skill)&UF_NOREITERATION )
  6661. type = -1;
  6662. if( BL_PC&battle_config.skill_nofootset &&
  6663. skill_get_unit_flag(r_skill)&UF_NOFOOTSET )
  6664. type = -1;
  6665. if( BL_PC&battle_config.land_skill_limit &&
  6666. (maxcount = skill_get_maxcount(r_skill, r_lv)) > 0
  6667. ) {
  6668. int v;
  6669. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  6670. if(sd->ud.skillunit[v]->skill_id == r_skill)
  6671. maxcount--;
  6672. }
  6673. if( maxcount == 0 )
  6674. type = -1;
  6675. }
  6676. if( type != CAST_GROUND ){
  6677. clif_skill_fail(sd,r_skill,USESKILL_FAIL_LEVEL,0);
  6678. map_freeblock_unlock();
  6679. return wd.dmg_lv;
  6680. }
  6681. }
  6682. if (sd->state.autocast == 0) {
  6683. sd->state.autocast = 1;
  6684. skill_consume_requirement(sd, r_skill, r_lv, 3);
  6685. switch (type) {
  6686. case CAST_GROUND:
  6687. skill_castend_pos2(src, target->x, target->y, r_skill, r_lv, tick, flag);
  6688. break;
  6689. case CAST_NODAMAGE:
  6690. skill_castend_nodamage_id(src, target, r_skill, r_lv, tick, flag);
  6691. break;
  6692. case CAST_DAMAGE:
  6693. skill_castend_damage_id(src, target, r_skill, r_lv, tick, flag);
  6694. break;
  6695. }
  6696. }
  6697. sd->state.autocast = 0;
  6698. sd->ud.canact_tick = max(tick + skill_delayfix(src, r_skill, r_lv), sd->ud.canact_tick);
  6699. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, r_skill, r_lv), 0, 0, 1);
  6700. }
  6701. }
  6702. if (wd.flag & BF_WEAPON && src != target && damage > 0) {
  6703. if (battle_config.left_cardfix_to_right)
  6704. battle_drain(sd, target, wd.damage, wd.damage, tstatus->race, tstatus->class_);
  6705. else
  6706. battle_drain(sd, target, wd.damage, wd.damage2, tstatus->race, tstatus->class_);
  6707. }
  6708. }
  6709. if (tsc) {
  6710. if (damage > 0 && tsc->data[SC_POISONREACT] &&
  6711. (rnd()%100 < tsc->data[SC_POISONREACT]->val3
  6712. || sstatus->def_ele == ELE_POISON) &&
  6713. // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
  6714. status_check_skilluse(target, src, TF_POISON, 0)
  6715. ) { //Poison React
  6716. struct status_change_entry *sce = tsc->data[SC_POISONREACT];
  6717. if (sstatus->def_ele == ELE_POISON) {
  6718. sce->val2 = 0;
  6719. skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sce->val1,tick,0);
  6720. } else {
  6721. skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0);
  6722. --sce->val2;
  6723. }
  6724. if (sce->val2 <= 0)
  6725. status_change_end(target, SC_POISONREACT, INVALID_TIMER);
  6726. }
  6727. }
  6728. map_freeblock_unlock();
  6729. return wd.dmg_lv;
  6730. }
  6731. /*=========================
  6732. * Check for undead status
  6733. *-------------------------
  6734. * Credits:
  6735. * Original coder Skotlex
  6736. * Refactored by Baalberith
  6737. */
  6738. int battle_check_undead(int race,int element)
  6739. {
  6740. if(battle_config.undead_detect_type == 0) {
  6741. if(element == ELE_UNDEAD)
  6742. return 1;
  6743. }
  6744. else if(battle_config.undead_detect_type == 1) {
  6745. if(race == RC_UNDEAD)
  6746. return 1;
  6747. }
  6748. else {
  6749. if(element == ELE_UNDEAD || race == RC_UNDEAD)
  6750. return 1;
  6751. }
  6752. return 0;
  6753. }
  6754. /*================================================================
  6755. * Returns the upmost level master starting with the given object
  6756. *----------------------------------------------------------------*/
  6757. struct block_list* battle_get_master(struct block_list *src)
  6758. {
  6759. struct block_list *prev; //Used for infinite loop check (master of yourself?)
  6760. do {
  6761. prev = src;
  6762. switch (src->type) {
  6763. case BL_PET:
  6764. if (((TBL_PET*)src)->master)
  6765. src = (struct block_list*)((TBL_PET*)src)->master;
  6766. break;
  6767. case BL_MOB:
  6768. if (((TBL_MOB*)src)->master_id)
  6769. src = map_id2bl(((TBL_MOB*)src)->master_id);
  6770. break;
  6771. case BL_HOM:
  6772. if (((TBL_HOM*)src)->master)
  6773. src = (struct block_list*)((TBL_HOM*)src)->master;
  6774. break;
  6775. case BL_MER:
  6776. if (((TBL_MER*)src)->master)
  6777. src = (struct block_list*)((TBL_MER*)src)->master;
  6778. break;
  6779. case BL_ELEM:
  6780. if (((TBL_ELEM*)src)->master)
  6781. src = (struct block_list*)((TBL_ELEM*)src)->master;
  6782. break;
  6783. case BL_SKILL:
  6784. if (((TBL_SKILL*)src)->group && ((TBL_SKILL*)src)->group->src_id)
  6785. src = map_id2bl(((TBL_SKILL*)src)->group->src_id);
  6786. break;
  6787. }
  6788. } while (src && src != prev);
  6789. return prev;
  6790. }
  6791. /*==========================================
  6792. * Checks the state between two targets
  6793. * (enemy, friend, party, guild, etc)
  6794. *------------------------------------------
  6795. * Usage:
  6796. * See battle.h for possible values/combinations
  6797. * to be used here (BCT_* constants)
  6798. * Return value is:
  6799. * 1: flag holds true (is enemy, party, etc)
  6800. * -1: flag fails
  6801. * 0: Invalid target (non-targetable ever)
  6802. *
  6803. * Credits:
  6804. * Original coder unknown
  6805. * Rewritten by Skotlex
  6806. */
  6807. int battle_check_target( struct block_list *src, struct block_list *target,int flag)
  6808. {
  6809. int16 m; //map
  6810. int state = 0; //Initial state none
  6811. int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally.
  6812. struct block_list *s_bl = src, *t_bl = target;
  6813. struct unit_data *ud = NULL;
  6814. nullpo_ret(src);
  6815. nullpo_ret(target);
  6816. ud = unit_bl2ud(target);
  6817. m = target->m;
  6818. //t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
  6819. //objects involved.
  6820. if( (t_bl = battle_get_master(target)) == NULL )
  6821. t_bl = target;
  6822. if( (s_bl = battle_get_master(src)) == NULL )
  6823. s_bl = src;
  6824. if ( s_bl->type == BL_PC ) {
  6825. switch( t_bl->type ) {
  6826. case BL_MOB: // Source => PC, Target => MOB
  6827. if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) )
  6828. return 0;
  6829. break;
  6830. case BL_PC:
  6831. if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP))
  6832. return 0;
  6833. break;
  6834. default:/* anything else goes */
  6835. break;
  6836. }
  6837. }
  6838. switch( target->type ) { // Checks on actual target
  6839. case BL_PC: {
  6840. struct status_change* sc = status_get_sc(src);
  6841. if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
  6842. return -1; //Cannot be targeted yet.
  6843. if( sc && sc->count ) {
  6844. if( sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == target->id )
  6845. return -1;
  6846. }
  6847. }
  6848. break;
  6849. case BL_MOB:
  6850. {
  6851. struct mob_data *md = ((TBL_MOB*)target);
  6852. if (ud && ud->immune_attack)
  6853. return 0;
  6854. if(((md->special_state.ai == AI_SPHERE || //Marine Spheres
  6855. (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras
  6856. (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou
  6857. (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB)))
  6858. ){ //Targettable by players
  6859. state |= BCT_ENEMY;
  6860. strip_enemy = 0;
  6861. }
  6862. break;
  6863. }
  6864. case BL_SKILL:
  6865. {
  6866. TBL_SKILL *su = (TBL_SKILL*)target;
  6867. uint16 skill_id = battle_getcurrentskill(src);
  6868. if( !su || !su->group)
  6869. return 0;
  6870. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) {
  6871. if (!skill_id || su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) {
  6872. ;
  6873. }
  6874. else if (skill_get_inf2(skill_id)&INF2_HIT_TRAP) { // Only a few skills can target traps
  6875. switch (skill_id) {
  6876. case RK_DRAGONBREATH:
  6877. case RK_DRAGONBREATH_WATER:
  6878. case NC_SELFDESTRUCTION:
  6879. case NC_AXETORNADO:
  6880. case SR_SKYNETBLOW:
  6881. // Can only hit traps in PVP/GVG maps
  6882. if (!map[m].flag.pvp && !map[m].flag.gvg)
  6883. return 0;
  6884. break;
  6885. }
  6886. }
  6887. else
  6888. return 0;
  6889. state |= BCT_ENEMY;
  6890. strip_enemy = 0;
  6891. } else if (su->group->skill_id == WZ_ICEWALL || (su->group->skill_id == GN_WALLOFTHORN && skill_id != GN_CARTCANNON)) {
  6892. switch (skill_id) {
  6893. case RK_DRAGONBREATH:
  6894. case RK_DRAGONBREATH_WATER:
  6895. case NC_SELFDESTRUCTION:
  6896. case NC_AXETORNADO:
  6897. case SR_SKYNETBLOW:
  6898. // Can only hit icewall in PVP/GVG maps
  6899. if (!map[m].flag.pvp && !map[m].flag.gvg)
  6900. return 0;
  6901. break;
  6902. case HT_CLAYMORETRAP:
  6903. // Can't hit icewall
  6904. return 0;
  6905. default:
  6906. // Usually BCT_ALL stands for only hitting chars, but skills specifically set to hit traps also hit icewall
  6907. if ((flag&BCT_ALL) == BCT_ALL && !(skill_get_inf2(skill_id)&INF2_HIT_TRAP))
  6908. return -1;
  6909. }
  6910. state |= BCT_ENEMY;
  6911. strip_enemy = 0;
  6912. } else //Excepting traps, Icewall, and Wall of Thorns, you should not be able to target skills.
  6913. return 0;
  6914. }
  6915. break;
  6916. case BL_MER:
  6917. case BL_HOM:
  6918. case BL_ELEM:
  6919. if (ud && ud->immune_attack)
  6920. return 0;
  6921. break;
  6922. //All else not specified is an invalid target.
  6923. default:
  6924. return 0;
  6925. } //end switch actual target
  6926. switch( t_bl->type ) { //Checks on target master
  6927. case BL_PC: {
  6928. struct map_session_data *sd;
  6929. struct status_change *sc = NULL;
  6930. if( t_bl == s_bl )
  6931. break;
  6932. sd = BL_CAST(BL_PC, t_bl);
  6933. sc = status_get_sc(t_bl);
  6934. if( (sd->state.monster_ignore || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY )
  6935. return 0; // Global immunity only to Attacks
  6936. if( sd->status.karma && s_bl->type == BL_PC && ((TBL_PC*)s_bl)->status.karma )
  6937. state |= BCT_ENEMY; // Characters with bad karma may fight amongst them
  6938. if( sd->state.killable ) {
  6939. state |= BCT_ENEMY; // Everything can kill it
  6940. strip_enemy = 0;
  6941. }
  6942. break;
  6943. }
  6944. case BL_MOB:
  6945. {
  6946. struct mob_data *md = BL_CAST(BL_MOB, t_bl);
  6947. if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id )
  6948. return 0; // Disable guardians/emperiums owned by Guilds on non-woe times.
  6949. break;
  6950. }
  6951. default: break; //other type doesn't have slave yet
  6952. } //end switch master target
  6953. switch( src->type ) { //Checks on actual src type
  6954. case BL_PET:
  6955. if (t_bl->type != BL_MOB && flag&BCT_ENEMY)
  6956. return 0; //Pet may not attack non-mobs.
  6957. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->guardian_data && flag&BCT_ENEMY)
  6958. return 0; //pet may not attack Guardians/Emperium
  6959. break;
  6960. case BL_SKILL: {
  6961. struct skill_unit *su = (struct skill_unit *)src;
  6962. struct status_change* sc = status_get_sc(target);
  6963. if (!su || !su->group)
  6964. return 0;
  6965. if (su->group->src_id == target->id) {
  6966. int inf2 = skill_get_inf2(su->group->skill_id);
  6967. if (inf2&INF2_NO_TARGET_SELF)
  6968. return -1;
  6969. if (inf2&INF2_TARGET_SELF)
  6970. return 1;
  6971. }
  6972. //Status changes that prevent traps from triggering
  6973. if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
  6974. if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
  6975. return -1;
  6976. }
  6977. }
  6978. break;
  6979. case BL_MER:
  6980. if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && flag&BCT_ENEMY)
  6981. return 0; //mercenary may not attack Emperium
  6982. break;
  6983. } //end switch actual src
  6984. switch( s_bl->type )
  6985. { //Checks on source master
  6986. case BL_PC:
  6987. {
  6988. struct map_session_data *sd = BL_CAST(BL_PC, s_bl);
  6989. if( s_bl != t_bl )
  6990. {
  6991. if( sd->state.killer )
  6992. {
  6993. state |= BCT_ENEMY; // Can kill anything
  6994. strip_enemy = 0;
  6995. }
  6996. else if( sd->duel_group && !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || (!battle_config.duel_allow_gvg && map_flag_gvg(m))) )
  6997. {
  6998. if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) )
  6999. return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else.
  7000. else
  7001. return 0; // You can't target anything out of your duel
  7002. }
  7003. }
  7004. if( map_flag_gvg(m) && !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM )
  7005. return 0; //If you don't belong to a guild, can't target emperium.
  7006. if( t_bl->type != BL_PC )
  7007. state |= BCT_ENEMY; //Natural enemy.
  7008. break;
  7009. }
  7010. case BL_MOB:
  7011. {
  7012. struct mob_data *md = BL_CAST(BL_MOB, s_bl);
  7013. if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id )
  7014. return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
  7015. if( !md->special_state.ai )
  7016. { //Normal mobs
  7017. if(
  7018. ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) ||
  7019. ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7020. )
  7021. state |= BCT_PARTY; //Normal mobs with no ai are friends.
  7022. else
  7023. state |= BCT_ENEMY; //However, all else are enemies.
  7024. }
  7025. else
  7026. {
  7027. if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai )
  7028. state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
  7029. }
  7030. break;
  7031. }
  7032. default:
  7033. //Need some sort of default behaviour for unhandled types.
  7034. if (t_bl->type != s_bl->type)
  7035. state |= BCT_ENEMY;
  7036. break;
  7037. } //end switch on src master
  7038. if( (flag&BCT_ALL) == BCT_ALL )
  7039. { //All actually stands for all attackable chars, icewall and traps
  7040. if(target->type&(BL_CHAR|BL_SKILL))
  7041. return 1;
  7042. else
  7043. return -1;
  7044. }
  7045. if( flag == BCT_NOONE ) //Why would someone use this? no clue.
  7046. return -1;
  7047. if( t_bl == s_bl )
  7048. { //No need for further testing.
  7049. state |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7050. if( state&BCT_ENEMY && strip_enemy )
  7051. state&=~BCT_ENEMY;
  7052. return (flag&state)?1:-1;
  7053. }
  7054. if( map_flag_vs(m) )
  7055. { //Check rivalry settings.
  7056. int sbg_id = 0, tbg_id = 0;
  7057. if( map[m].flag.battleground )
  7058. {
  7059. sbg_id = bg_team_get_id(s_bl);
  7060. tbg_id = bg_team_get_id(t_bl);
  7061. }
  7062. if( flag&(BCT_PARTY|BCT_ENEMY) )
  7063. {
  7064. int s_party = status_get_party_id(s_bl);
  7065. 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) )
  7066. state |= BCT_PARTY;
  7067. else
  7068. state |= BCT_ENEMY;
  7069. }
  7070. if( flag&(BCT_GUILD|BCT_ENEMY) )
  7071. {
  7072. int s_guild = status_get_guild_id(s_bl);
  7073. int t_guild = status_get_guild_id(t_bl);
  7074. if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
  7075. state |= BCT_GUILD;
  7076. else
  7077. state |= BCT_ENEMY;
  7078. }
  7079. if( state&BCT_ENEMY && map[m].flag.battleground && sbg_id && sbg_id == tbg_id )
  7080. state &= ~BCT_ENEMY;
  7081. if( state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC )
  7082. { // Prevent novice engagement on pk_mode (feature by Valaris)
  7083. TBL_PC *sd = (TBL_PC*)s_bl, *sd2 = (TBL_PC*)t_bl;
  7084. if (
  7085. (sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7086. (sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
  7087. (int)sd->status.base_level < battle_config.pk_min_level ||
  7088. (int)sd2->status.base_level < battle_config.pk_min_level ||
  7089. (battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
  7090. )
  7091. state &= ~BCT_ENEMY;
  7092. }
  7093. }//end map_flag_vs chk rivality
  7094. else
  7095. { //Non pvp/gvg, check party/guild settings.
  7096. if( flag&BCT_PARTY || state&BCT_ENEMY )
  7097. {
  7098. int s_party = status_get_party_id(s_bl);
  7099. if(s_party && s_party == status_get_party_id(t_bl))
  7100. state |= BCT_PARTY;
  7101. }
  7102. if( flag&BCT_GUILD || state&BCT_ENEMY )
  7103. {
  7104. int s_guild = status_get_guild_id(s_bl);
  7105. int t_guild = status_get_guild_id(t_bl);
  7106. if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild_isallied(s_guild, t_guild))))
  7107. state |= BCT_GUILD;
  7108. }
  7109. } //end non pvp/gvg chk rivality
  7110. if( !state ) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral.
  7111. state = BCT_NEUTRAL;
  7112. //Alliance state takes precedence over enemy one.
  7113. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) )
  7114. state&=~BCT_ENEMY;
  7115. return (flag&state)?1:-1;
  7116. }
  7117. /*==========================================
  7118. * Check if can attack from this range
  7119. * Basic check then calling path_search for obstacle etc..
  7120. *------------------------------------------
  7121. */
  7122. bool battle_check_range(struct block_list *src, struct block_list *bl, int range)
  7123. {
  7124. int d;
  7125. nullpo_retr(false, src);
  7126. nullpo_retr(false, bl);
  7127. if( src->m != bl->m )
  7128. return false;
  7129. #ifndef CIRCULAR_AREA
  7130. if( src->type == BL_PC ) { // Range for players' attacks and skills should always have a circular check. [Angezerus]
  7131. if ( !check_distance_client_bl(src, bl, range) )
  7132. return false;
  7133. } else
  7134. #endif
  7135. if( !check_distance_bl(src, bl, range) )
  7136. return false;
  7137. if( (d = distance_bl(src, bl)) < 2 )
  7138. return true; // No need for path checking.
  7139. if( d > AREA_SIZE )
  7140. return false; // Avoid targetting objects beyond your range of sight.
  7141. return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
  7142. }
  7143. /*=============================================
  7144. * Battle.conf settings and default/max values
  7145. *---------------------------------------------
  7146. */
  7147. static const struct _battle_data {
  7148. const char* str;
  7149. int* val;
  7150. int defval;
  7151. int min;
  7152. int max;
  7153. } battle_data[] = {
  7154. { "warp_point_debug", &battle_config.warp_point_debug, 0, 0, 1, },
  7155. { "enable_critical", &battle_config.enable_critical, BL_PC, BL_NUL, BL_ALL, },
  7156. { "mob_critical_rate", &battle_config.mob_critical_rate, 100, 0, INT_MAX, },
  7157. { "critical_rate", &battle_config.critical_rate, 100, 0, INT_MAX, },
  7158. { "enable_baseatk", &battle_config.enable_baseatk, BL_PC|BL_HOM, BL_NUL, BL_ALL, },
  7159. { "enable_perfect_flee", &battle_config.enable_perfect_flee, BL_PC|BL_PET, BL_NUL, BL_ALL, },
  7160. { "casting_rate", &battle_config.cast_rate, 100, 0, INT_MAX, },
  7161. { "delay_rate", &battle_config.delay_rate, 100, 0, INT_MAX, },
  7162. { "delay_dependon_dex", &battle_config.delay_dependon_dex, 0, 0, 1, },
  7163. { "delay_dependon_agi", &battle_config.delay_dependon_agi, 0, 0, 1, },
  7164. { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable, 0, 0, 1, },
  7165. { "left_cardfix_to_right", &battle_config.left_cardfix_to_right, 0, 0, 1, },
  7166. { "skill_add_range", &battle_config.skill_add_range, 0, 0, INT_MAX, },
  7167. { "skill_out_range_consume", &battle_config.skill_out_range_consume, 1, 0, 1, },
  7168. { "skillrange_by_distance", &battle_config.skillrange_by_distance, ~BL_PC, BL_NUL, BL_ALL, },
  7169. { "skillrange_from_weapon", &battle_config.use_weapon_skill_range, BL_NUL, BL_NUL, BL_ALL, },
  7170. { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate, 100, 0, INT_MAX, },
  7171. { "defunit_not_enemy", &battle_config.defnotenemy, 0, 0, 1, },
  7172. { "gvg_traps_target_all", &battle_config.vs_traps_bctall, BL_PC, BL_NUL, BL_ALL, },
  7173. { "traps_setting", &battle_config.traps_setting, 0, 0, 2, },
  7174. { "summon_flora_setting", &battle_config.summon_flora, 1|2, 0, 1|2, },
  7175. { "clear_skills_on_death", &battle_config.clear_unit_ondeath, BL_NUL, BL_NUL, BL_ALL, },
  7176. { "clear_skills_on_warp", &battle_config.clear_unit_onwarp, BL_ALL, BL_NUL, BL_ALL, },
  7177. { "random_monster_checklv", &battle_config.random_monster_checklv, 0, 0, 1, },
  7178. { "attribute_recover", &battle_config.attr_recover, 1, 0, 1, },
  7179. { "flooritem_lifetime", &battle_config.flooritem_lifetime, 60000, 1000, INT_MAX, },
  7180. { "item_auto_get", &battle_config.item_auto_get, 0, 0, 1, },
  7181. { "item_first_get_time", &battle_config.item_first_get_time, 3000, 0, INT_MAX, },
  7182. { "item_second_get_time", &battle_config.item_second_get_time, 1000, 0, INT_MAX, },
  7183. { "item_third_get_time", &battle_config.item_third_get_time, 1000, 0, INT_MAX, },
  7184. { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time, 10000, 0, INT_MAX, },
  7185. { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time, 10000, 0, INT_MAX, },
  7186. { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time, 2000, 0, INT_MAX, },
  7187. { "drop_rate0item", &battle_config.drop_rate0item, 0, 0, 1, },
  7188. { "base_exp_rate", &battle_config.base_exp_rate, 100, 0, INT_MAX, },
  7189. { "job_exp_rate", &battle_config.job_exp_rate, 100, 0, INT_MAX, },
  7190. { "pvp_exp", &battle_config.pvp_exp, 1, 0, 1, },
  7191. { "death_penalty_type", &battle_config.death_penalty_type, 0, 0, 2, },
  7192. { "death_penalty_base", &battle_config.death_penalty_base, 0, 0, INT_MAX, },
  7193. { "death_penalty_job", &battle_config.death_penalty_job, 0, 0, INT_MAX, },
  7194. { "zeny_penalty", &battle_config.zeny_penalty, 0, 0, INT_MAX, },
  7195. { "hp_rate", &battle_config.hp_rate, 100, 1, INT_MAX, },
  7196. { "sp_rate", &battle_config.sp_rate, 100, 1, INT_MAX, },
  7197. { "restart_hp_rate", &battle_config.restart_hp_rate, 0, 0, 100, },
  7198. { "restart_sp_rate", &battle_config.restart_sp_rate, 0, 0, 100, },
  7199. { "guild_aura", &battle_config.guild_aura, 31, 0, 31, },
  7200. { "mvp_hp_rate", &battle_config.mvp_hp_rate, 100, 1, INT_MAX, },
  7201. { "mvp_exp_rate", &battle_config.mvp_exp_rate, 100, 0, INT_MAX, },
  7202. { "monster_hp_rate", &battle_config.monster_hp_rate, 100, 1, INT_MAX, },
  7203. { "monster_max_aspd", &battle_config.monster_max_aspd, 199, 100, 199, },
  7204. { "view_range_rate", &battle_config.view_range_rate, 100, 0, INT_MAX, },
  7205. { "chase_range_rate", &battle_config.chase_range_rate, 100, 0, INT_MAX, },
  7206. { "gtb_sc_immunity", &battle_config.gtb_sc_immunity, 50, 0, INT_MAX, },
  7207. { "guild_max_castles", &battle_config.guild_max_castles, 0, 0, INT_MAX, },
  7208. { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, },
  7209. { "emergency_call", &battle_config.emergency_call, 11, 0, 31, },
  7210. { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit, 100, 0, INT_MAX, },
  7211. { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit, 25, 0, INT_MAX, },
  7212. { "partial_name_scan", &battle_config.partial_name_scan, 0, 0, 1, },
  7213. { "player_skillfree", &battle_config.skillfree, 0, 0, 1, },
  7214. { "player_skillup_limit", &battle_config.skillup_limit, 1, 0, 1, },
  7215. { "weapon_produce_rate", &battle_config.wp_rate, 100, 0, INT_MAX, },
  7216. { "potion_produce_rate", &battle_config.pp_rate, 100, 0, INT_MAX, },
  7217. { "monster_active_enable", &battle_config.monster_active_enable, 1, 0, 1, },
  7218. { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate, 100, 0, INT_MAX, },
  7219. { "monster_loot_type", &battle_config.monster_loot_type, 0, 0, 1, },
  7220. // { "mob_skill_use", &battle_config.mob_skill_use, 1, 0, 1, }, //Deprecated
  7221. { "mob_skill_rate", &battle_config.mob_skill_rate, 100, 0, INT_MAX, },
  7222. { "mob_skill_delay", &battle_config.mob_skill_delay, 100, 0, INT_MAX, },
  7223. { "mob_count_rate", &battle_config.mob_count_rate, 100, 0, INT_MAX, },
  7224. { "mob_spawn_delay", &battle_config.mob_spawn_delay, 100, 0, INT_MAX, },
  7225. { "plant_spawn_delay", &battle_config.plant_spawn_delay, 100, 0, INT_MAX, },
  7226. { "boss_spawn_delay", &battle_config.boss_spawn_delay, 100, 0, INT_MAX, },
  7227. { "no_spawn_on_player", &battle_config.no_spawn_on_player, 0, 0, 100, },
  7228. { "force_random_spawn", &battle_config.force_random_spawn, 0, 0, 1, },
  7229. { "slaves_inherit_mode", &battle_config.slaves_inherit_mode, 4, 0, 4, },
  7230. { "slaves_inherit_speed", &battle_config.slaves_inherit_speed, 3, 0, 3, },
  7231. { "summons_trigger_autospells", &battle_config.summons_trigger_autospells, 1, 0, 1, },
  7232. { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate, 20, 0, INT_MAX, },
  7233. { "damage_walk_delay_rate", &battle_config.walk_delay_rate, 100, 0, INT_MAX, },
  7234. { "multihit_delay", &battle_config.multihit_delay, 80, 0, INT_MAX, },
  7235. { "quest_skill_learn", &battle_config.quest_skill_learn, 0, 0, 1, },
  7236. { "quest_skill_reset", &battle_config.quest_skill_reset, 0, 0, 1, },
  7237. { "basic_skill_check", &battle_config.basic_skill_check, 1, 0, 1, },
  7238. { "guild_emperium_check", &battle_config.guild_emperium_check, 1, 0, 1, },
  7239. { "guild_exp_limit", &battle_config.guild_exp_limit, 50, 0, 99, },
  7240. { "player_invincible_time", &battle_config.pc_invincible_time, 5000, 0, INT_MAX, },
  7241. { "pet_catch_rate", &battle_config.pet_catch_rate, 100, 0, INT_MAX, },
  7242. { "pet_rename", &battle_config.pet_rename, 0, 0, 1, },
  7243. { "pet_friendly_rate", &battle_config.pet_friendly_rate, 100, 0, INT_MAX, },
  7244. { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate, 100, 10, INT_MAX, },
  7245. { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease, 5, 0, INT_MAX, },
  7246. { "pet_status_support", &battle_config.pet_status_support, 0, 0, 1, },
  7247. { "pet_attack_support", &battle_config.pet_attack_support, 0, 0, 1, },
  7248. { "pet_damage_support", &battle_config.pet_damage_support, 0, 0, 1, },
  7249. { "pet_support_min_friendly", &battle_config.pet_support_min_friendly, 900, 0, 950, },
  7250. { "pet_equip_min_friendly", &battle_config.pet_equip_min_friendly, 900, 0, 950, },
  7251. { "pet_support_rate", &battle_config.pet_support_rate, 100, 0, INT_MAX, },
  7252. { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master, 0, 0, 1, },
  7253. { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate, 100, 0, INT_MAX, },
  7254. { "pet_lv_rate", &battle_config.pet_lv_rate, 0, 0, INT_MAX, },
  7255. { "pet_max_stats", &battle_config.pet_max_stats, 99, 0, INT_MAX, },
  7256. { "pet_max_atk1", &battle_config.pet_max_atk1, 750, 0, INT_MAX, },
  7257. { "pet_max_atk2", &battle_config.pet_max_atk2, 1000, 0, INT_MAX, },
  7258. { "pet_disable_in_gvg", &battle_config.pet_no_gvg, 0, 0, 1, },
  7259. { "skill_min_damage", &battle_config.skill_min_damage, 2|4, 0, 1|2|4, },
  7260. { "finger_offensive_type", &battle_config.finger_offensive_type, 0, 0, 1, },
  7261. { "heal_exp", &battle_config.heal_exp, 0, 0, INT_MAX, },
  7262. { "resurrection_exp", &battle_config.resurrection_exp, 0, 0, INT_MAX, },
  7263. { "shop_exp", &battle_config.shop_exp, 0, 0, INT_MAX, },
  7264. { "max_heal_lv", &battle_config.max_heal_lv, 11, 1, INT_MAX, },
  7265. { "max_heal", &battle_config.max_heal, 9999, 0, INT_MAX, },
  7266. { "combo_delay_rate", &battle_config.combo_delay_rate, 100, 0, INT_MAX, },
  7267. { "item_check", &battle_config.item_check, 0x0, 0x0, 0x7, },
  7268. { "item_use_interval", &battle_config.item_use_interval, 100, 0, INT_MAX, },
  7269. { "cashfood_use_interval", &battle_config.cashfood_use_interval, 60000, 0, INT_MAX, },
  7270. { "wedding_modifydisplay", &battle_config.wedding_modifydisplay, 0, 0, 1, },
  7271. { "wedding_ignorepalette", &battle_config.wedding_ignorepalette, 0, 0, 1, },
  7272. { "xmas_ignorepalette", &battle_config.xmas_ignorepalette, 0, 0, 1, },
  7273. { "summer_ignorepalette", &battle_config.summer_ignorepalette, 0, 0, 1, },
  7274. { "hanbok_ignorepalette", &battle_config.hanbok_ignorepalette, 0, 0, 1, },
  7275. { "oktoberfest_ignorepalette", &battle_config.oktoberfest_ignorepalette, 0, 0, 1, },
  7276. { "natural_healhp_interval", &battle_config.natural_healhp_interval, 6000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7277. { "natural_healsp_interval", &battle_config.natural_healsp_interval, 8000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7278. { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval, 10000, NATURAL_HEAL_INTERVAL, INT_MAX, },
  7279. { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate, 50, 50, 101 },
  7280. { "arrow_decrement", &battle_config.arrow_decrement, 1, 0, 2, },
  7281. { "max_aspd", &battle_config.max_aspd, 190, 100, 199, },
  7282. { "max_third_aspd", &battle_config.max_third_aspd, 193, 100, 199, },
  7283. { "max_walk_speed", &battle_config.max_walk_speed, 300, 100, 100*DEFAULT_WALK_SPEED, },
  7284. { "max_lv", &battle_config.max_lv, 99, 0, MAX_LEVEL, },
  7285. { "aura_lv", &battle_config.aura_lv, 99, 0, INT_MAX, },
  7286. { "max_hp", &battle_config.max_hp, 32500, 100, 1000000000, },
  7287. { "max_sp", &battle_config.max_sp, 32500, 100, 1000000000, },
  7288. { "max_cart_weight", &battle_config.max_cart_weight, 8000, 100, 1000000, },
  7289. { "max_parameter", &battle_config.max_parameter, 99, 10, SHRT_MAX, },
  7290. { "max_baby_parameter", &battle_config.max_baby_parameter, 80, 10, SHRT_MAX, },
  7291. { "max_def", &battle_config.max_def, 99, 0, INT_MAX, },
  7292. { "over_def_bonus", &battle_config.over_def_bonus, 0, 0, 1000, },
  7293. { "skill_log", &battle_config.skill_log, BL_NUL, BL_NUL, BL_ALL, },
  7294. { "battle_log", &battle_config.battle_log, 0, 0, 1, },
  7295. { "etc_log", &battle_config.etc_log, 1, 0, 1, },
  7296. { "save_clothcolor", &battle_config.save_clothcolor, 1, 0, 1, },
  7297. { "undead_detect_type", &battle_config.undead_detect_type, 0, 0, 2, },
  7298. { "auto_counter_type", &battle_config.auto_counter_type, BL_ALL, BL_NUL, BL_ALL, },
  7299. { "min_hitrate", &battle_config.min_hitrate, 5, 0, 100, },
  7300. { "max_hitrate", &battle_config.max_hitrate, 100, 0, 100, },
  7301. { "agi_penalty_target", &battle_config.agi_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7302. { "agi_penalty_type", &battle_config.agi_penalty_type, 1, 0, 2, },
  7303. { "agi_penalty_count", &battle_config.agi_penalty_count, 3, 2, INT_MAX, },
  7304. { "agi_penalty_num", &battle_config.agi_penalty_num, 10, 0, INT_MAX, },
  7305. { "vit_penalty_target", &battle_config.vit_penalty_target, BL_PC, BL_NUL, BL_ALL, },
  7306. { "vit_penalty_type", &battle_config.vit_penalty_type, 1, 0, 2, },
  7307. { "vit_penalty_count", &battle_config.vit_penalty_count, 3, 2, INT_MAX, },
  7308. { "vit_penalty_num", &battle_config.vit_penalty_num, 5, 1, INT_MAX, },
  7309. { "weapon_defense_type", &battle_config.weapon_defense_type, 0, 0, INT_MAX, },
  7310. { "magic_defense_type", &battle_config.magic_defense_type, 0, 0, INT_MAX, },
  7311. { "skill_reiteration", &battle_config.skill_reiteration, BL_NUL, BL_NUL, BL_ALL, },
  7312. { "skill_nofootset", &battle_config.skill_nofootset, BL_PC, BL_NUL, BL_ALL, },
  7313. { "player_cloak_check_type", &battle_config.pc_cloak_check_type, 1, 0, 1|2|4, },
  7314. { "monster_cloak_check_type", &battle_config.monster_cloak_check_type, 4, 0, 1|2|4, },
  7315. { "sense_type", &battle_config.estimation_type, 1|2, 0, 1|2, },
  7316. { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate, 80, 0, INT_MAX, },
  7317. { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate, 80, 0, INT_MAX, },
  7318. { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate, 60, 0, INT_MAX, },
  7319. { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate, 60, 0, INT_MAX, },
  7320. { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate, 60, 0, INT_MAX, },
  7321. { "gvg_flee_penalty", &battle_config.gvg_flee_penalty, 20, 0, INT_MAX, },
  7322. { "pk_short_attack_damage_rate", &battle_config.pk_short_damage_rate, 80, 0, INT_MAX, },
  7323. { "pk_long_attack_damage_rate", &battle_config.pk_long_damage_rate, 70, 0, INT_MAX, },
  7324. { "pk_weapon_attack_damage_rate", &battle_config.pk_weapon_damage_rate, 60, 0, INT_MAX, },
  7325. { "pk_magic_attack_damage_rate", &battle_config.pk_magic_damage_rate, 60, 0, INT_MAX, },
  7326. { "pk_misc_attack_damage_rate", &battle_config.pk_misc_damage_rate, 60, 0, INT_MAX, },
  7327. { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill, 0, 0, 1, },
  7328. { "attack_direction_change", &battle_config.attack_direction_change, BL_ALL, BL_NUL, BL_ALL, },
  7329. { "land_skill_limit", &battle_config.land_skill_limit, BL_ALL, BL_NUL, BL_ALL, },
  7330. { "monster_class_change_full_recover", &battle_config.monster_class_change_recover, 1, 0, 1, },
  7331. { "produce_item_name_input", &battle_config.produce_item_name_input, 0x1|0x2, 0, 0x9F, },
  7332. { "display_skill_fail", &battle_config.display_skill_fail, 2, 0, 1|2|4|8, },
  7333. { "chat_warpportal", &battle_config.chat_warpportal, 0, 0, 1, },
  7334. { "mob_warp", &battle_config.mob_warp, 0, 0, 1|2|4, },
  7335. { "dead_branch_active", &battle_config.dead_branch_active, 1, 0, 1, },
  7336. { "vending_max_value", &battle_config.vending_max_value, 10000000, 1, MAX_ZENY, },
  7337. { "vending_over_max", &battle_config.vending_over_max, 1, 0, 1, },
  7338. { "show_steal_in_same_party", &battle_config.show_steal_in_same_party, 0, 0, 1, },
  7339. { "party_hp_mode", &battle_config.party_hp_mode, 0, 0, 1, },
  7340. { "show_party_share_picker", &battle_config.party_show_share_picker, 1, 0, 1, },
  7341. { "show_picker.item_type", &battle_config.show_picker_item_type, 112, 0, INT_MAX, },
  7342. { "party_update_interval", &battle_config.party_update_interval, 1000, 100, INT_MAX, },
  7343. { "party_item_share_type", &battle_config.party_share_type, 0, 0, 1|2|3, },
  7344. { "attack_attr_none", &battle_config.attack_attr_none, ~BL_PC, BL_NUL, BL_ALL, },
  7345. { "gx_allhit", &battle_config.gx_allhit, 0, 0, 1, },
  7346. { "gx_disptype", &battle_config.gx_disptype, 1, 0, 1, },
  7347. { "devotion_level_difference", &battle_config.devotion_level_difference, 10, 0, INT_MAX, },
  7348. { "player_skill_partner_check", &battle_config.player_skill_partner_check, 1, 0, 1, },
  7349. { "invite_request_check", &battle_config.invite_request_check, 1, 0, 1, },
  7350. { "skill_removetrap_type", &battle_config.skill_removetrap_type, 0, 0, 1, },
  7351. { "disp_experience", &battle_config.disp_experience, 0, 0, 1, },
  7352. { "disp_zeny", &battle_config.disp_zeny, 0, 0, 1, },
  7353. { "castle_defense_rate", &battle_config.castle_defense_rate, 100, 0, 100, },
  7354. { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
  7355. { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
  7356. { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
  7357. { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
  7358. { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
  7359. { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
  7360. // eAthena additions
  7361. { "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
  7362. { "item_drop_common_min", &battle_config.item_drop_common_min, 1, 1, 10000, },
  7363. { "item_drop_common_max", &battle_config.item_drop_common_max, 10000, 1, 10000, },
  7364. { "item_drop_equip_min", &battle_config.item_drop_equip_min, 1, 1, 10000, },
  7365. { "item_drop_equip_max", &battle_config.item_drop_equip_max, 10000, 1, 10000, },
  7366. { "item_drop_card_min", &battle_config.item_drop_card_min, 1, 1, 10000, },
  7367. { "item_drop_card_max", &battle_config.item_drop_card_max, 10000, 1, 10000, },
  7368. { "item_drop_mvp_min", &battle_config.item_drop_mvp_min, 1, 1, 10000, },
  7369. { "item_drop_mvp_max", &battle_config.item_drop_mvp_max, 10000, 1, 10000, },
  7370. { "item_drop_mvp_mode", &battle_config.item_drop_mvp_mode, 0, 0, 2, },
  7371. { "item_drop_heal_min", &battle_config.item_drop_heal_min, 1, 1, 10000, },
  7372. { "item_drop_heal_max", &battle_config.item_drop_heal_max, 10000, 1, 10000, },
  7373. { "item_drop_use_min", &battle_config.item_drop_use_min, 1, 1, 10000, },
  7374. { "item_drop_use_max", &battle_config.item_drop_use_max, 10000, 1, 10000, },
  7375. { "item_drop_add_min", &battle_config.item_drop_adddrop_min, 1, 1, 10000, },
  7376. { "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
  7377. { "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
  7378. { "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
  7379. { "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 1000000, },
  7380. { "item_rate_common", &battle_config.item_rate_common, 100, 0, 1000000, },
  7381. { "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 1000000, },
  7382. { "item_rate_common_mvp", &battle_config.item_rate_common_mvp, 100, 0, 1000000, },
  7383. { "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 1000000, },
  7384. { "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 1000000, },
  7385. { "item_rate_equip_mvp", &battle_config.item_rate_equip_mvp, 100, 0, 1000000, },
  7386. { "item_rate_card", &battle_config.item_rate_card, 100, 0, 1000000, },
  7387. { "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 1000000, },
  7388. { "item_rate_card_mvp", &battle_config.item_rate_card_mvp, 100, 0, 1000000, },
  7389. { "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 1000000, },
  7390. { "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 1000000, },
  7391. { "item_rate_heal_mvp", &battle_config.item_rate_heal_mvp, 100, 0, 1000000, },
  7392. { "item_rate_use", &battle_config.item_rate_use, 100, 0, 1000000, },
  7393. { "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 1000000, },
  7394. { "item_rate_use_mvp", &battle_config.item_rate_use_mvp, 100, 0, 1000000, },
  7395. { "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 1000000, },
  7396. { "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 1000000, },
  7397. { "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
  7398. { "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
  7399. { "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },
  7400. { "drops_by_luk2", &battle_config.drops_by_luk2, 0, 0, INT_MAX, },
  7401. { "equip_natural_break_rate", &battle_config.equip_natural_break_rate, 0, 0, INT_MAX, },
  7402. { "equip_self_break_rate", &battle_config.equip_self_break_rate, 100, 0, INT_MAX, },
  7403. { "equip_skill_break_rate", &battle_config.equip_skill_break_rate, 100, 0, INT_MAX, },
  7404. { "pk_mode", &battle_config.pk_mode, 0, 0, 2, },
  7405. { "pk_level_range", &battle_config.pk_level_range, 0, 0, INT_MAX, },
  7406. { "manner_system", &battle_config.manner_system, 0xFFF, 0, 0xFFF, },
  7407. { "pet_equip_required", &battle_config.pet_equip_required, 0, 0, 1, },
  7408. { "multi_level_up", &battle_config.multi_level_up, 0, 0, 1, },
  7409. { "max_exp_gain_rate", &battle_config.max_exp_gain_rate, 0, 0, INT_MAX, },
  7410. { "backstab_bow_penalty", &battle_config.backstab_bow_penalty, 0, 0, 1, },
  7411. { "night_at_start", &battle_config.night_at_start, 0, 0, 1, },
  7412. { "show_mob_info", &battle_config.show_mob_info, 0, 0, 1|2|4, },
  7413. { "ban_hack_trade", &battle_config.ban_hack_trade, 0, 0, INT_MAX, },
  7414. { "packet_ver_flag", &battle_config.packet_ver_flag, 0x7FFFFFFF,0, INT_MAX, },
  7415. { "packet_ver_flag2", &battle_config.packet_ver_flag2, 0x7FFFFFFF,0, INT_MAX, },
  7416. { "min_hair_style", &battle_config.min_hair_style, 0, 0, INT_MAX, },
  7417. { "max_hair_style", &battle_config.max_hair_style, 23, 0, INT_MAX, },
  7418. { "min_hair_color", &battle_config.min_hair_color, 0, 0, INT_MAX, },
  7419. { "max_hair_color", &battle_config.max_hair_color, 9, 0, INT_MAX, },
  7420. { "min_cloth_color", &battle_config.min_cloth_color, 0, 0, INT_MAX, },
  7421. { "max_cloth_color", &battle_config.max_cloth_color, 4, 0, INT_MAX, },
  7422. { "pet_hair_style", &battle_config.pet_hair_style, 100, 0, INT_MAX, },
  7423. { "castrate_dex_scale", &battle_config.castrate_dex_scale, 150, 1, INT_MAX, },
  7424. { "vcast_stat_scale", &battle_config.vcast_stat_scale, 530, 1, INT_MAX, },
  7425. { "area_size", &battle_config.area_size, 14, 0, INT_MAX, },
  7426. { "zeny_from_mobs", &battle_config.zeny_from_mobs, 0, 0, 1, },
  7427. { "mobs_level_up", &battle_config.mobs_level_up, 0, 0, 1, },
  7428. { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate, 1, 1, INT_MAX, },
  7429. { "pk_min_level", &battle_config.pk_min_level, 55, 1, INT_MAX, },
  7430. { "skill_steal_max_tries", &battle_config.skill_steal_max_tries, 0, 0, UCHAR_MAX, },
  7431. { "motd_type", &battle_config.motd_type, 0, 0, 1, },
  7432. { "finding_ore_rate", &battle_config.finding_ore_rate, 100, 0, INT_MAX, },
  7433. { "exp_calc_type", &battle_config.exp_calc_type, 0, 0, 1, },
  7434. { "exp_bonus_attacker", &battle_config.exp_bonus_attacker, 25, 0, INT_MAX, },
  7435. { "exp_bonus_max_attacker", &battle_config.exp_bonus_max_attacker, 12, 2, INT_MAX, },
  7436. { "min_skill_delay_limit", &battle_config.min_skill_delay_limit, 100, 10, INT_MAX, },
  7437. { "default_walk_delay", &battle_config.default_walk_delay, 300, 0, INT_MAX, },
  7438. { "no_skill_delay", &battle_config.no_skill_delay, BL_MOB, BL_NUL, BL_ALL, },
  7439. { "attack_walk_delay", &battle_config.attack_walk_delay, BL_ALL, BL_NUL, BL_ALL, },
  7440. { "require_glory_guild", &battle_config.require_glory_guild, 0, 0, 1, },
  7441. { "idle_no_share", &battle_config.idle_no_share, 0, 0, INT_MAX, },
  7442. { "party_even_share_bonus", &battle_config.party_even_share_bonus, 0, 0, INT_MAX, },
  7443. { "delay_battle_damage", &battle_config.delay_battle_damage, 1, 0, 1, },
  7444. { "hide_woe_damage", &battle_config.hide_woe_damage, 0, 0, 1, },
  7445. { "display_version", &battle_config.display_version, 1, 0, 1, },
  7446. { "display_hallucination", &battle_config.display_hallucination, 1, 0, 1, },
  7447. { "use_statpoint_table", &battle_config.use_statpoint_table, 1, 0, 1, },
  7448. { "ignore_items_gender", &battle_config.ignore_items_gender, 1, 0, 1, },
  7449. { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs, 0, 0, 1, },
  7450. { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, },
  7451. { "monster_ai", &battle_config.mob_ai, 0x000, 0x000, 0xFFF, },
  7452. { "hom_setting", &battle_config.hom_setting, 0xFFFF, 0x0000, 0xFFFF, },
  7453. { "dynamic_mobs", &battle_config.dynamic_mobs, 1, 0, 1, },
  7454. { "mob_remove_damaged", &battle_config.mob_remove_damaged, 1, 0, 1, },
  7455. { "show_hp_sp_drain", &battle_config.show_hp_sp_drain, 0, 0, 1, },
  7456. { "show_hp_sp_gain", &battle_config.show_hp_sp_gain, 1, 0, 1, },
  7457. { "mob_npc_event_type", &battle_config.mob_npc_event_type, 1, 0, 1, },
  7458. { "character_size", &battle_config.character_size, 1|2, 0, 1|2, },
  7459. { "mob_max_skilllvl", &battle_config.mob_max_skilllvl, MAX_MOBSKILL_LEVEL, 1, MAX_MOBSKILL_LEVEL, },
  7460. { "retaliate_to_master", &battle_config.retaliate_to_master, 1, 0, 1, },
  7461. { "rare_drop_announce", &battle_config.rare_drop_announce, 0, 0, 10000, },
  7462. { "duel_allow_pvp", &battle_config.duel_allow_pvp, 0, 0, 1, },
  7463. { "duel_allow_gvg", &battle_config.duel_allow_gvg, 0, 0, 1, },
  7464. { "duel_allow_teleport", &battle_config.duel_allow_teleport, 0, 0, 1, },
  7465. { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die, 1, 0, 1, },
  7466. { "duel_time_interval", &battle_config.duel_time_interval, 60, 0, INT_MAX, },
  7467. { "duel_only_on_same_map", &battle_config.duel_only_on_same_map, 0, 0, 1, },
  7468. { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu, 0, 0, 1, },
  7469. { "allow_skill_without_day", &battle_config.allow_skill_without_day, 0, 0, 1, },
  7470. { "allow_es_magic_player", &battle_config.allow_es_magic_pc, 0, 0, 1, },
  7471. { "skill_caster_check", &battle_config.skill_caster_check, 1, 0, 1, },
  7472. { "status_cast_cancel", &battle_config.sc_castcancel, BL_NUL, BL_NUL, BL_ALL, },
  7473. { "pc_status_def_rate", &battle_config.pc_sc_def_rate, 100, 0, INT_MAX, },
  7474. { "mob_status_def_rate", &battle_config.mob_sc_def_rate, 100, 0, INT_MAX, },
  7475. { "pc_max_status_def", &battle_config.pc_max_sc_def, 100, 0, INT_MAX, },
  7476. { "mob_max_status_def", &battle_config.mob_max_sc_def, 100, 0, INT_MAX, },
  7477. { "sg_miracle_skill_ratio", &battle_config.sg_miracle_skill_ratio, 1, 0, 10000, },
  7478. { "sg_angel_skill_ratio", &battle_config.sg_angel_skill_ratio, 10, 0, 10000, },
  7479. { "autospell_stacking", &battle_config.autospell_stacking, 0, 0, 1, },
  7480. { "override_mob_names", &battle_config.override_mob_names, 0, 0, 2, },
  7481. { "min_chat_delay", &battle_config.min_chat_delay, 0, 0, INT_MAX, },
  7482. { "friend_auto_add", &battle_config.friend_auto_add, 1, 0, 1, },
  7483. { "hom_rename", &battle_config.hom_rename, 0, 0, 1, },
  7484. { "homunculus_show_growth", &battle_config.homunculus_show_growth, 0, 0, 1, },
  7485. { "homunculus_friendly_rate", &battle_config.homunculus_friendly_rate, 100, 0, INT_MAX, },
  7486. { "vending_tax", &battle_config.vending_tax, 0, 0, 10000, },
  7487. { "day_duration", &battle_config.day_duration, 0, 0, INT_MAX, },
  7488. { "night_duration", &battle_config.night_duration, 0, 0, INT_MAX, },
  7489. { "mob_remove_delay", &battle_config.mob_remove_delay, 60000, 1000, INT_MAX, },
  7490. { "mob_active_time", &battle_config.mob_active_time, 0, 0, INT_MAX, },
  7491. { "boss_active_time", &battle_config.boss_active_time, 0, 0, INT_MAX, },
  7492. { "sg_miracle_skill_duration", &battle_config.sg_miracle_skill_duration, 3600000, 0, INT_MAX, },
  7493. { "hvan_explosion_intimate", &battle_config.hvan_explosion_intimate, 45000, 0, 100000, },
  7494. { "quest_exp_rate", &battle_config.quest_exp_rate, 100, 0, INT_MAX, },
  7495. { "at_mapflag", &battle_config.autotrade_mapflag, 0, 0, 1, },
  7496. { "at_timeout", &battle_config.at_timeout, 0, 0, INT_MAX, },
  7497. { "homunculus_autoloot", &battle_config.homunculus_autoloot, 0, 0, 1, },
  7498. { "idle_no_autoloot", &battle_config.idle_no_autoloot, 0, 0, INT_MAX, },
  7499. { "max_guild_alliance", &battle_config.max_guild_alliance, 3, 0, 3, },
  7500. { "ksprotection", &battle_config.ksprotection, 5000, 0, INT_MAX, },
  7501. { "auction_feeperhour", &battle_config.auction_feeperhour, 12000, 0, INT_MAX, },
  7502. { "auction_maximumprice", &battle_config.auction_maximumprice, 500000000, 0, MAX_ZENY, },
  7503. { "homunculus_auto_vapor", &battle_config.homunculus_auto_vapor, 1, 0, 1, },
  7504. { "display_status_timers", &battle_config.display_status_timers, 1, 0, 1, },
  7505. { "skill_add_heal_rate", &battle_config.skill_add_heal_rate, 7, 0, INT_MAX, },
  7506. { "eq_single_target_reflectable", &battle_config.eq_single_target_reflectable, 1, 0, 1, },
  7507. { "invincible.nodamage", &battle_config.invincible_nodamage, 0, 0, 1, },
  7508. { "mob_slave_keep_target", &battle_config.mob_slave_keep_target, 0, 0, 1, },
  7509. { "autospell_check_range", &battle_config.autospell_check_range, 0, 0, 1, },
  7510. { "knockback_left", &battle_config.knockback_left, 1, 0, 1, },
  7511. { "client_reshuffle_dice", &battle_config.client_reshuffle_dice, 0, 0, 1, },
  7512. { "client_sort_storage", &battle_config.client_sort_storage, 0, 0, 1, },
  7513. { "feature.buying_store", &battle_config.feature_buying_store, 1, 0, 1, },
  7514. { "feature.search_stores", &battle_config.feature_search_stores, 1, 0, 1, },
  7515. { "searchstore_querydelay", &battle_config.searchstore_querydelay, 10, 0, INT_MAX, },
  7516. { "searchstore_maxresults", &battle_config.searchstore_maxresults, 30, 1, INT_MAX, },
  7517. { "display_party_name", &battle_config.display_party_name, 0, 0, 1, },
  7518. { "cashshop_show_points", &battle_config.cashshop_show_points, 0, 0, 1, },
  7519. { "mail_show_status", &battle_config.mail_show_status, 0, 0, 2, },
  7520. { "client_limit_unit_lv", &battle_config.client_limit_unit_lv, 0, 0, BL_ALL, },
  7521. // BattleGround Settings
  7522. { "bg_update_interval", &battle_config.bg_update_interval, 1000, 100, INT_MAX, },
  7523. { "bg_short_attack_damage_rate", &battle_config.bg_short_damage_rate, 80, 0, INT_MAX, },
  7524. { "bg_long_attack_damage_rate", &battle_config.bg_long_damage_rate, 80, 0, INT_MAX, },
  7525. { "bg_weapon_attack_damage_rate", &battle_config.bg_weapon_damage_rate, 60, 0, INT_MAX, },
  7526. { "bg_magic_attack_damage_rate", &battle_config.bg_magic_damage_rate, 60, 0, INT_MAX, },
  7527. { "bg_misc_attack_damage_rate", &battle_config.bg_misc_damage_rate, 60, 0, INT_MAX, },
  7528. { "bg_flee_penalty", &battle_config.bg_flee_penalty, 20, 0, INT_MAX, },
  7529. // rAthena
  7530. { "max_third_parameter", &battle_config.max_third_parameter, 135, 10, SHRT_MAX, },
  7531. { "max_baby_third_parameter", &battle_config.max_baby_third_parameter, 108, 10, SHRT_MAX, },
  7532. { "max_trans_parameter", &battle_config.max_trans_parameter, 99, 10, SHRT_MAX, },
  7533. { "max_third_trans_parameter", &battle_config.max_third_trans_parameter, 135, 10, SHRT_MAX, },
  7534. { "max_extended_parameter", &battle_config.max_extended_parameter, 125, 10, SHRT_MAX, },
  7535. { "max_summoner_parameter", &battle_config.max_summoner_parameter, 120, 10, SHRT_MAX, },
  7536. { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 0, 0, 300 },
  7537. { "mvp_tomb_enabled", &battle_config.mvp_tomb_enabled, 1, 0, 1 },
  7538. { "mvp_tomb_delay", &battle_config.mvp_tomb_delay, 9000, 0, INT_MAX, },
  7539. { "feature.atcommand_suggestions", &battle_config.atcommand_suggestions_enabled, 0, 0, 1 },
  7540. { "min_npc_vendchat_distance", &battle_config.min_npc_vendchat_distance, 3, 0, 100 },
  7541. { "atcommand_mobinfo_type", &battle_config.atcommand_mobinfo_type, 0, 0, 1 },
  7542. { "homunculus_max_level", &battle_config.hom_max_level, 99, 0, MAX_LEVEL, },
  7543. { "homunculus_S_max_level", &battle_config.hom_S_max_level, 150, 0, MAX_LEVEL, },
  7544. { "mob_size_influence", &battle_config.mob_size_influence, 0, 0, 1, },
  7545. { "skill_trap_type", &battle_config.skill_trap_type, 0, 0, 3, },
  7546. { "allow_consume_restricted_item", &battle_config.allow_consume_restricted_item, 1, 0, 1, },
  7547. { "allow_equip_restricted_item", &battle_config.allow_equip_restricted_item, 1, 0, 1, },
  7548. { "max_walk_path", &battle_config.max_walk_path, 17, 1, MAX_WALKPATH, },
  7549. { "item_enabled_npc", &battle_config.item_enabled_npc, 1, 0, 1, },
  7550. { "item_flooritem_check", &battle_config.item_onfloor, 1, 0, 1, },
  7551. { "bowling_bash_area", &battle_config.bowling_bash_area, 0, 0, 20, },
  7552. { "drop_rateincrease", &battle_config.drop_rateincrease, 0, 0, 1, },
  7553. { "feature.auction", &battle_config.feature_auction, 0, 0, 2, },
  7554. { "feature.banking", &battle_config.feature_banking, 1, 0, 1, },
  7555. #ifdef VIP_ENABLE
  7556. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE-MIN_STORAGE, },
  7557. #else
  7558. { "vip_storage_increase", &battle_config.vip_storage_increase, 0, 0, MAX_STORAGE, },
  7559. #endif
  7560. { "vip_base_exp_increase", &battle_config.vip_base_exp_increase, 0, 0, INT_MAX, },
  7561. { "vip_job_exp_increase", &battle_config.vip_job_exp_increase, 0, 0, INT_MAX, },
  7562. { "vip_exp_penalty_base", &battle_config.vip_exp_penalty_base, 0, 0, INT_MAX, },
  7563. { "vip_exp_penalty_job", &battle_config.vip_exp_penalty_job, 0, 0, INT_MAX, },
  7564. { "vip_zeny_penalty", &battle_config.vip_zeny_penalty, 0, 0, INT_MAX, },
  7565. { "vip_bm_increase", &battle_config.vip_bm_increase, 0, 0, INT_MAX, },
  7566. { "vip_drop_increase", &battle_config.vip_drop_increase, 0, 0, INT_MAX, },
  7567. { "vip_gemstone", &battle_config.vip_gemstone, 0, 0, 1, },
  7568. { "vip_disp_rate", &battle_config.vip_disp_rate, 1, 0, 1, },
  7569. { "mon_trans_disable_in_gvg", &battle_config.mon_trans_disable_in_gvg, 0, 0, 1, },
  7570. { "homunculus_S_growth_level", &battle_config.hom_S_growth_level, 99, 0, MAX_LEVEL, },
  7571. { "emblem_woe_change", &battle_config.emblem_woe_change, 0, 0, 1, },
  7572. { "emblem_transparency_limit", &battle_config.emblem_transparency_limit, 80, 0, 100, },
  7573. { "discount_item_point_shop", &battle_config.discount_item_point_shop, 0, 0, 3, },
  7574. { "update_enemy_position", &battle_config.update_enemy_position, 0, 0, 1, },
  7575. { "devotion_rdamage", &battle_config.devotion_rdamage, 0, 0, 100, },
  7576. { "feature.autotrade", &battle_config.feature_autotrade, 1, 0, 1, },
  7577. { "feature.autotrade_direction", &battle_config.feature_autotrade_direction, 4, -1, 7, },
  7578. { "feature.autotrade_head_direction", &battle_config.feature_autotrade_head_direction,0, -1, 2, },
  7579. { "feature.autotrade_sit", &battle_config.feature_autotrade_sit, 1, -1, 1, },
  7580. { "feature.autotrade_open_delay", &battle_config.feature_autotrade_open_delay, 5000, 1000, INT_MAX, },
  7581. { "disp_serverbank_msg", &battle_config.disp_serverbank_msg, 0, 0, 1, },
  7582. { "disp_servervip_msg", &battle_config.disp_servervip_msg, 0, 0, 1, },
  7583. { "warg_can_falcon", &battle_config.warg_can_falcon, 0, 0, 1, },
  7584. { "path_blown_halt", &battle_config.path_blown_halt, 1, 0, 1, },
  7585. { "rental_mount_speed_boost", &battle_config.rental_mount_speed_boost, 25, 0, 100, },
  7586. { "feature.warp_suggestions", &battle_config.warp_suggestions_enabled, 0, 0, 1, },
  7587. { "taekwon_mission_mobname", &battle_config.taekwon_mission_mobname, 0, 0, 2, },
  7588. { "teleport_on_portal", &battle_config.teleport_on_portal, 0, 0, 1, },
  7589. { "cart_revo_knockback", &battle_config.cart_revo_knockback, 1, 0, 1, },
  7590. { "guild_notice_changemap", &battle_config.guild_notice_changemap, 2, 0, 2, },
  7591. { "transcendent_status_points", &battle_config.transcendent_status_points, 52, 1, INT_MAX, },
  7592. { "taekwon_ranker_min_lv", &battle_config.taekwon_ranker_min_lv, 90, 1, MAX_LEVEL, },
  7593. { "revive_onwarp", &battle_config.revive_onwarp, 1, 0, 1, },
  7594. { "fame_taekwon_mission", &battle_config.fame_taekwon_mission, 1, 0, INT_MAX, },
  7595. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7596. { "fame_refine_lv1", &battle_config.fame_refine_lv1, 1, 0, INT_MAX, },
  7597. { "fame_refine_lv2", &battle_config.fame_refine_lv2, 25, 0, INT_MAX, },
  7598. { "fame_refine_lv3", &battle_config.fame_refine_lv3, 1000, 0, INT_MAX, },
  7599. { "fame_forge", &battle_config.fame_forge, 10, 0, INT_MAX, },
  7600. { "fame_pharmacy_3", &battle_config.fame_pharmacy_3, 1, 0, INT_MAX, },
  7601. { "fame_pharmacy_5", &battle_config.fame_pharmacy_5, 3, 0, INT_MAX, },
  7602. { "fame_pharmacy_7", &battle_config.fame_pharmacy_7, 10, 0, INT_MAX, },
  7603. { "fame_pharmacy_10", &battle_config.fame_pharmacy_10, 50, 0, INT_MAX, },
  7604. { "mail_delay", &battle_config.mail_delay, 1000, 1000, INT_MAX, },
  7605. { "at_monsterignore", &battle_config.autotrade_monsterignore, 0, 0, 1, },
  7606. { "idletime_option", &battle_config.idletime_option, 0x25, 1, INT_MAX, },
  7607. { "spawn_direction", &battle_config.spawn_direction, 0, 0, 1, },
  7608. { "arrow_shower_knockback", &battle_config.arrow_shower_knockback, 1, 0, 1, },
  7609. { "devotion_rdamage_skill_only", &battle_config.devotion_rdamage_skill_only, 1, 0, 1, },
  7610. { "max_extended_aspd", &battle_config.max_extended_aspd, 193, 100, 199, },
  7611. { "monster_chase_refresh", &battle_config.mob_chase_refresh, 3, 0, 30, },
  7612. { "mob_icewall_walk_block", &battle_config.mob_icewall_walk_block, 75, 0, 255, },
  7613. { "boss_icewall_walk_block", &battle_config.boss_icewall_walk_block, 0, 0, 255, },
  7614. { "snap_dodge", &battle_config.snap_dodge, 0, 0, 1, },
  7615. { "stormgust_knockback", &battle_config.stormgust_knockback, 1, 0, 1, },
  7616. { "default_fixed_castrate", &battle_config.default_fixed_castrate, 20, 0, 100, },
  7617. { "default_bind_on_equip", &battle_config.default_bind_on_equip, BOUND_CHAR, BOUND_NONE, BOUND_MAX-1, },
  7618. { "pet_ignore_infinite_def", &battle_config.pet_ignore_infinite_def, 0, 0, 1, },
  7619. { "homunculus_evo_intimacy_need", &battle_config.homunculus_evo_intimacy_need, 91100, 0, INT_MAX, },
  7620. { "homunculus_evo_intimacy_reset", &battle_config.homunculus_evo_intimacy_reset, 1000, 0, INT_MAX, },
  7621. { "monster_loot_search_type", &battle_config.monster_loot_search_type, 1, 0, 1, },
  7622. { "feature.roulette", &battle_config.feature_roulette, 1, 0, 1, },
  7623. { "monster_hp_bars_info", &battle_config.monster_hp_bars_info, 1, 0, 1, },
  7624. { "min_body_style", &battle_config.min_body_style, 0, 0, SHRT_MAX, },
  7625. { "max_body_style", &battle_config.max_body_style, 4, 0, SHRT_MAX, },
  7626. { "save_body_style", &battle_config.save_body_style, 0, 0, 1, },
  7627. { "monster_eye_range_bonus", &battle_config.mob_eye_range_bonus, 0, 0, 10, },
  7628. { "monster_stuck_warning", &battle_config.mob_stuck_warning, 0, 0, 1, },
  7629. { "skill_eightpath_algorithm", &battle_config.skill_eightpath_algorithm, 1, 0, 1, },
  7630. { "death_penalty_maxlv", &battle_config.death_penalty_maxlv, 0, 0, 3, },
  7631. { "exp_cost_redemptio", &battle_config.exp_cost_redemptio, 1, 0, 100, },
  7632. { "exp_cost_redemptio_limit", &battle_config.exp_cost_redemptio_limit, 5, 0, MAX_PARTY, },
  7633. { "exp_cost_inspiration", &battle_config.exp_cost_inspiration, 1, 0, 100, },
  7634. { "mvp_exp_reward_message", &battle_config.mvp_exp_reward_message, 0, 0, 1, },
  7635. { "can_damage_skill", &battle_config.can_damage_skill, 1, 0, BL_ALL, },
  7636. { "atcommand_levelup_events", &battle_config.atcommand_levelup_events, 0, 0, 1, },
  7637. { "block_account_in_same_party", &battle_config.block_account_in_same_party, 1, 0, 1, },
  7638. #include "../custom/battle_config_init.inc"
  7639. };
  7640. #ifndef STATS_OPT_OUT
  7641. // rAthena anonymous statistic usage report -- packet is built here, and sent to char server to report.
  7642. void rAthena_report(char* date, char *time_c) {
  7643. int i, rev = 0, bd_size = ARRAYLENGTH(battle_data);
  7644. unsigned int config = 0;
  7645. const char* rev_str;
  7646. char timestring[25];
  7647. time_t curtime;
  7648. char* buf;
  7649. enum config_table {
  7650. C_CIRCULAR_AREA = 0x0001,
  7651. C_CELLNOSTACK = 0x0002,
  7652. C_BETA_THREAD_TEST = 0x0004,
  7653. C_SCRIPT_CALLFUNC_CHECK = 0x0008,
  7654. C_OFFICIAL_WALKPATH = 0x0010,
  7655. C_RENEWAL = 0x0020,
  7656. C_RENEWAL_CAST = 0x0040,
  7657. C_RENEWAL_DROP = 0x0080,
  7658. C_RENEWAL_EXP = 0x0100,
  7659. C_RENEWAL_LVDMG = 0x0200,
  7660. C_RENEWAL_ASPD = 0x0400,
  7661. C_SECURE_NPCTIMEOUT = 0x0800,
  7662. C_SQL_DBS = 0x1000,
  7663. C_SQL_LOGS = 0x2000,
  7664. };
  7665. if( (rev_str = get_svn_revision()) != 0 )
  7666. rev = atoi(rev_str);
  7667. /* we get the current time */
  7668. time(&curtime);
  7669. strftime(timestring, 24, "%Y-%m-%d %H:%M:%S", localtime(&curtime));
  7670. // Various compile-time options
  7671. #ifdef CIRCULAR_AREA
  7672. config |= C_CIRCULAR_AREA;
  7673. #endif
  7674. #ifdef CELL_NOSTACK
  7675. config |= C_CELLNOSTACK;
  7676. #endif
  7677. #ifdef BETA_THREAD_TEST
  7678. config |= C_BETA_THREAD_TEST;
  7679. #endif
  7680. #ifdef SCRIPT_CALLFUNC_CHECK
  7681. config |= C_SCRIPT_CALLFUNC_CHECK;
  7682. #endif
  7683. #ifdef OFFICIAL_WALKPATH
  7684. config |= C_OFFICIAL_WALKPATH;
  7685. #endif
  7686. #ifdef RENEWAL
  7687. config |= C_RENEWAL;
  7688. #endif
  7689. #ifdef RENEWAL_CAST
  7690. config |= C_RENEWAL_CAST;
  7691. #endif
  7692. #ifdef RENEWAL_DROP
  7693. config |= C_RENEWAL_DROP;
  7694. #endif
  7695. #ifdef RENEWAL_EXP
  7696. config |= C_RENEWAL_EXP;
  7697. #endif
  7698. #ifdef RENEWAL_LVDMG
  7699. config |= C_RENEWAL_LVDMG;
  7700. #endif
  7701. #ifdef RENEWAL_ASPD
  7702. config |= C_RENEWAL_ASPD;
  7703. #endif
  7704. #ifdef SECURE_NPCTIMEOUT
  7705. config |= C_SECURE_NPCTIMEOUT;
  7706. #endif
  7707. /* non-define part */
  7708. if( db_use_sqldbs )
  7709. config |= C_SQL_DBS;
  7710. if( log_config.sql_logs )
  7711. config |= C_SQL_LOGS;
  7712. #define BFLAG_LENGTH 35
  7713. CREATE(buf, char, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) + 1 );
  7714. /* build packet */
  7715. WBUFW(buf,0) = 0x3000;
  7716. WBUFW(buf,2) = 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) );
  7717. WBUFW(buf,4) = 0x9c;
  7718. safestrncpy((char*)WBUFP(buf,6), date, 12);
  7719. safestrncpy((char*)WBUFP(buf,6 + 12), time_c, 9);
  7720. safestrncpy((char*)WBUFP(buf,6 + 12 + 9), timestring, 24);
  7721. WBUFL(buf,6 + 12 + 9 + 24) = rev;
  7722. WBUFL(buf,6 + 12 + 9 + 24 + 4) = map_getusers();
  7723. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4) = config;
  7724. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4) = bd_size;
  7725. for( i = 0; i < bd_size; i++ ) {
  7726. safestrncpy((char*)WBUFP(buf,6 + 12 + 9+ 24 + 4 + 4 + 4 + 4 + ( i * ( BFLAG_LENGTH + 4 ) ) ), battle_data[i].str, 35);
  7727. WBUFL(buf,6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + BFLAG_LENGTH + ( i * ( BFLAG_LENGTH + 4 ) ) ) = *battle_data[i].val;
  7728. }
  7729. chrif_send_report(buf, 6 + 12 + 9 + 24 + 4 + 4 + 4 + 4 + ( bd_size * ( BFLAG_LENGTH + 4 ) ) );
  7730. aFree(buf);
  7731. #undef BFLAG_LENGTH
  7732. }
  7733. static int rAthena_report_timer(int tid, unsigned int tick, int id, intptr_t data) {
  7734. if( chrif_isconnected() ) { /* char server relays it, so it must be online. */
  7735. rAthena_report(__DATE__,__TIME__);
  7736. }
  7737. return 0;
  7738. }
  7739. #endif
  7740. /*==========================
  7741. * Set battle settings
  7742. *--------------------------*/
  7743. int battle_set_value(const char* w1, const char* w2)
  7744. {
  7745. int val = config_switch(w2);
  7746. int i;
  7747. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7748. if (i == ARRAYLENGTH(battle_data))
  7749. return 0; // not found
  7750. if (val < battle_data[i].min || val > battle_data[i].max) {
  7751. 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);
  7752. val = battle_data[i].defval;
  7753. }
  7754. *battle_data[i].val = val;
  7755. return 1;
  7756. }
  7757. /*===========================
  7758. * Get battle settings
  7759. *---------------------------*/
  7760. int battle_get_value(const char* w1)
  7761. {
  7762. int i;
  7763. ARR_FIND(0, ARRAYLENGTH(battle_data), i, strcmpi(w1, battle_data[i].str) == 0);
  7764. if (i == ARRAYLENGTH(battle_data))
  7765. return 0; // not found
  7766. else
  7767. return *battle_data[i].val;
  7768. }
  7769. /*======================
  7770. * Set default settings
  7771. *----------------------*/
  7772. void battle_set_defaults()
  7773. {
  7774. int i;
  7775. for (i = 0; i < ARRAYLENGTH(battle_data); i++)
  7776. *battle_data[i].val = battle_data[i].defval;
  7777. }
  7778. /*==================================
  7779. * Cap certain battle.conf settings
  7780. *----------------------------------*/
  7781. void battle_adjust_conf()
  7782. {
  7783. battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd * 10;
  7784. battle_config.max_aspd = 2000 - battle_config.max_aspd * 10;
  7785. battle_config.max_third_aspd = 2000 - battle_config.max_third_aspd * 10;
  7786. battle_config.max_extended_aspd = 2000 - battle_config.max_extended_aspd * 10;
  7787. battle_config.max_walk_speed = 100 * DEFAULT_WALK_SPEED / battle_config.max_walk_speed;
  7788. battle_config.max_cart_weight *= 10;
  7789. if (battle_config.max_def > 100 && !battle_config.weapon_defense_type) // added by [Skotlex]
  7790. battle_config.max_def = 100;
  7791. if (battle_config.min_hitrate > battle_config.max_hitrate)
  7792. battle_config.min_hitrate = battle_config.max_hitrate;
  7793. if (battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex
  7794. battle_config.pet_max_atk1 = battle_config.pet_max_atk2;
  7795. if (battle_config.day_duration && battle_config.day_duration < 60000) // added by [Yor]
  7796. battle_config.day_duration = 60000;
  7797. if (battle_config.night_duration && battle_config.night_duration < 60000) // added by [Yor]
  7798. battle_config.night_duration = 60000;
  7799. #if PACKETVER < 20100427
  7800. if (battle_config.feature_buying_store) {
  7801. ShowWarning("conf/battle/feature.conf:buying_store is enabled but it requires PACKETVER 2010-04-27 or newer, disabling...\n");
  7802. battle_config.feature_buying_store = 0;
  7803. }
  7804. #endif
  7805. #if PACKETVER < 20100803
  7806. if (battle_config.feature_search_stores) {
  7807. ShowWarning("conf/battle/feature.conf:search_stores is enabled but it requires PACKETVER 2010-08-03 or newer, disabling...\n");
  7808. battle_config.feature_search_stores = 0;
  7809. }
  7810. #endif
  7811. #if PACKETVER > 20120000 && PACKETVER < 20130515 /* Exact date (when it started) not known */
  7812. if (battle_config.feature_auction) {
  7813. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not stable on PACKETVER "EXPAND_AND_QUOTE(PACKETVER)", disabling...\n");
  7814. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7815. battle_config.feature_auction = 0;
  7816. }
  7817. #elif PACKETVER >= 20141112
  7818. if (battle_config.feature_auction) {
  7819. ShowWarning("conf/battle/feature.conf:feature.auction is enabled but it is not available for clients from 2014-11-12 on, disabling...\n");
  7820. ShowWarning("conf/battle/feature.conf:feature.auction change value to '2' to silence this warning and maintain it enabled\n");
  7821. battle_config.feature_auction = 0;
  7822. }
  7823. #endif
  7824. #if PACKETVER < 20130724
  7825. if (battle_config.feature_banking) {
  7826. ShowWarning("conf/battle/feature.conf banking is enabled but it requires PACKETVER 2013-07-24 or newer, disabling...\n");
  7827. battle_config.feature_banking = 0;
  7828. }
  7829. #endif
  7830. #if PACKETVER < 20131223
  7831. if (battle_config.mvp_exp_reward_message) {
  7832. ShowWarning("conf/battle/client.conf MVP EXP reward message is enabled but it requires PACKETVER 2013-12-23 or newer, disabling...\n");
  7833. battle_config.mvp_exp_reward_message = 0;
  7834. }
  7835. #endif
  7836. #if PACKETVER < 20141022
  7837. if (battle_config.feature_roulette) {
  7838. ShowWarning("conf/battle/feature.conf roulette is enabled but it requires PACKETVER 2014-10-22 or newer, disabling...\n");
  7839. battle_config.feature_roulette = 0;
  7840. }
  7841. #endif
  7842. #ifndef CELL_NOSTACK
  7843. if (battle_config.custom_cell_stack_limit != 1)
  7844. ShowWarning("Battle setting 'custom_cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n");
  7845. #endif
  7846. }
  7847. /*=====================================
  7848. * Read battle.conf settings from file
  7849. *-------------------------------------*/
  7850. int battle_config_read(const char* cfgName)
  7851. {
  7852. FILE* fp;
  7853. static int count = 0;
  7854. if (count == 0)
  7855. battle_set_defaults();
  7856. count++;
  7857. fp = fopen(cfgName,"r");
  7858. if (fp == NULL)
  7859. ShowError("File not found: %s\n", cfgName);
  7860. else {
  7861. char line[1024], w1[1024], w2[1024];
  7862. while(fgets(line, sizeof(line), fp)) {
  7863. if (line[0] == '/' && line[1] == '/')
  7864. continue;
  7865. if (sscanf(line, "%1023[^:]:%1023s", w1, w2) != 2)
  7866. continue;
  7867. if (strcmpi(w1, "import") == 0)
  7868. battle_config_read(w2);
  7869. else if
  7870. (battle_set_value(w1, w2) == 0)
  7871. ShowWarning("Unknown setting '%s' in file %s\n", w1, cfgName);
  7872. }
  7873. fclose(fp);
  7874. }
  7875. count--;
  7876. if (count == 0)
  7877. battle_adjust_conf();
  7878. return 0;
  7879. }
  7880. /*==========================
  7881. * initialize battle timer
  7882. *--------------------------*/
  7883. void do_init_battle(void)
  7884. {
  7885. delay_damage_ers = ers_new(sizeof(struct delay_damage),"battle.c::delay_damage_ers",ERS_OPT_CLEAR);
  7886. add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub");
  7887. #ifndef STATS_OPT_OUT
  7888. add_timer_func_list(rAthena_report_timer, "rAthena_report_timer");
  7889. add_timer_interval(gettick() + 30000, rAthena_report_timer, 0, 0, 60000 * 30);
  7890. #endif
  7891. }
  7892. /*==================
  7893. * end battle timer
  7894. *------------------*/
  7895. void do_final_battle(void)
  7896. {
  7897. ers_destroy(delay_damage_ers);
  7898. }